LowtherCastle
Deity
- Joined
- May 18, 2005
- Messages
- 23,644
I only see two decent remaining sites. Two clams and tge two seafood with nine forests.
Perhaps there is no metal at all, which means War Elephants are our strongest unit in this game until gunpowder?Ok, so the Ivory is not even tempting, even if it had 1 food, but it has to be there for a reason. That's not natural I don't think....so NZ obviously wants us to let SB settle there and trade us Ivory. So he probably has another Ivory. Otherwise, what's the point of waving it in our face?
Done. Upload tomorrow morning.
i’d recommend a swap, if Kait agrees. We know your weekends are full. We’ve got good momentum going, better to keep it going in my opinion.I can't do any detailed planning until Monday sp we can pause and discuss or Kait and I can swap.
Upcoming turnset might be more intense. We need to prep for the dun builds. That’s a hairy optimization problem.The prep for this one was crazy!
oh, sweet. that's all I needed.Updated TEST GAME below.
I can put in a small amount of time tonight and a bunch on Sunday.i’d recommend a swap, if Kait agrees. We know your weekends are full. We’ve got good momentum going, better to keep it going in my opinion.
That sounds like a good semi-permanent solution for playing the stone trick over and over.A Pillage Resource Solution
1. Connect Cows deer ONLY by road from Sci via plains hill at Sci-3s3w.
2. Pillage road at Sci-3s3w, re-road. Requires one dedicated unit and two workers.
Recommended roads:
Sci-1s, Sci-2s1w, Sci-3s3w, Sci-2s4w, deer. (17 wkr-t total).
Avoids roading unforested tiles.
I have to get used to your brutal whipping strategy...Cows:
Happy to see it still in a good state to whip. I think we want to whip that wb now and get and 2nd on next turn. That covers Profit and Silver's immediate food needs.
We then have time to set up a granary 1-whip into failgold.
We will work the Deer tile only ~4 turns (to get about half full food bin) otherwise hold the food using triple fur.
Solves the anger problem.
Science:
How about whip granary rt now. (sheep, wine, horse) = 19/26 food
2 turns later (working sheep, rice, wine) we grow with 16/28 in the bin (I could be off on #'s)
3 turns later, We'll be back to size 5 or even 6 by the time it's Science's turn to add failgold.
Canal:
T56 whip wb, to put 30 in granary. Whip granary, size 1, food is at 21/22.
So we grow next turn and work 2 seafood.
Now, how can this city contribute to failgold?
Whip (1/15) warrior?
I'm pretty sure I learned that from you. I recall putting out (usually research-focused) PPP's in the early days and (I think it was) you would get a ton more production than I thought optimal -- which now I think is optimal.I have to get used to your brutal whipping strategy...
I counted the food but not the hammers exactly. It’s in the 20s and the fail gold is roughly equivalent to the coins worked by not whipping. A little concerned with unit maintenance. We will need garrisons. Plus I want to make sure that science city is ready to whip when it needs to.I'm pretty sure I learned that from you. I recall putting out (usually research-focused) PPP's in the early days and (I think it was) you would get a ton more production than I thought optimal -- which now I think is optimal.
Sci:
It just seemed wrong to grow without a granary and pass another 10t without any whip anger to burn off.
Are you sure about the 20h for 12f?
20h for 12f is not bad if we have an appropriate place for them. I see your point about not having anything to build.
I'm open new plans.
Of course. I missed that, I should have whipped the Sci granary already. Okay.It just seemed wrong to grow without a granary and pass another 10t without any whip anger to burn off.
no doubt. Cus what if SH goes on T64.We should plan whip max-OFs to go into SH starting t63, before any duns are prepped.