ben-jammin
Emperor
- Joined
- Jan 12, 2011
- Messages
- 1,436
No need for archery at all, nor barracks until you're actually going to build an army.
Saver route would certainly be going towards pottery, with Mansa.
There are some cottage tiles here for sure
Fin leaders are good for Elepult as it's mostly researching, not bulbing.
I would consider the Oracle bad risk vs. reward in this situation, with needing AH first and delaying pottery.
Duly noted, I agree.Building Barracks instead of a Warrior when you still need units to fogbust is a mistake.
Well I'm already working 6 just with 1 tile in Timbuktu, I'm not going to need to cottage a lot of other tiles to get a decent tech rate. But it's true that I probably won't be settling the FP site so soon.georgjorge said:if you go for Elepults, for instance, you might want to cottage your capital rather than the Floodplains city since you're looking at immediate commerce rather than long-term development.
Yep, not paying attention (I'm actually getting distracted by the preparation for the write-up )Some thoughts..you should have stopped your worker last turn already, finishing that ph mine is not worth delaying copper for 2 turns.
Seems obvious, don't possibly know how I did not think of that one...Fippy said:Axe def. seems better now than Archery.
I don't know. I'll have to see how my timing is. It could always be good fail gold...Fippy said:Pyramids are always questionable with Fin, and happy res. around.
You can only do so much quickly, grow and cottage, or Pyras + hammers + chops.
Seems like a bad option, food is not your strength on this map imo.
Problem is, if I don't settle the Stone first, I won't get it.Fippy said:It's not an easy deity starter map, and you should go with that 1 very good thing you have: Jumbos, without too much delay. Cottage Timbu quickly, and settle only what can contribute towards Elepult..either for research, or units (with beaker cities better being settled first, in this case that would prolly be floodplains + clams).
My mistake! I can see on 1 of the screenshots that GW went in 2840 BC (don't know who). Will fill in next update.Next update, we'll need to know about the wonder (SH, GW, other?) and religious situation (Judaism).
You may be right, I'll think about it. Although if I'm thinking long-term I'm also putting +2 desert tiles in the BFC by doing so... I'll scout along the coast and decide then.BornInCantaloup said:@Swimming Fish: settling on the stone may be the right move: gets an extra flood plains (good, long term) and does a little better job at blocking land (more north = better). However, such a city requires a border pop and that means it has a beaker cost.
Keep scouting SE, along the coast, there. who knows what other bonuses there are?
OK but what should I do: settle in the jungle? I do agree that the flood plains/Crab is not a priority "securing territory"-wise because it's maybe the only decent spot that's not immediately threatened.BornInCantaloup said:@Settling the next 2 cities by the southern coast: this is a no-go for me. Chances are you'll end up with cultural pressure from the north. Accessing the northern coast (rice, sugar) is a high stake priority, unless you really decide to rush.
Settling inland, as much as possible, will protect your tiles.
Yes but how crappy would it be! Maybe I will settle one to the East of Crabs once the flood plains city has grown enough and doesn't need it.BornInCantaloup said:The Crabs could be worked by a city to the east.
Yep why not, with cottage sharing with a later city South of the flood plains.BornInCantaloup said:A city 2W1N of the copper seems very valuable to me: blocker + commerce. It could prepare for later settlements to the NW.
Myst will indeed depend on city placement. But all things considered I probably will skip Agri....BornInCantaloup said:Myst, Mas, Fish, Pott, Sailing looks like an ok tech path to me (city 2 on stone, requires a plains hills mine + Mysticism; city 3 2W1N of copper, doesn't require much).
I agree 100% with this, buuuutttt... Pyramids are stronger with Spiritual leaders than any other, and, besides the boost to Rep specialists, the hammers spent on the Mids are soon earned back by whipping units when in Police State (~33 whips needed).Pyramids are always questionable with Fin, and happy res. around.
You can only do so much quickly, grow and cottage, or Pyras + hammers + chops.
Seems like a bad option, food is not your strength on this map imo.
Yes. I'm not going to build the Mids at all costs, I'll see how my growth + expansion pans out.Doshin said:I agree 100% with this, buuuutttt... Pyramids are stronger with Spiritual leaders than any other, and, besides the boost to Rep specialists, the hammers spent on the Mids are soon earned back by whipping units when in Police State (~33 whips needed).
The important thing is not to sacrifice other areas, especially expansion, to build (what is here) an average wonder.
I find Sailing attractive, and I almost went for it after settling my 2nd city but then I changed my mind and chose to go Pottery first: I decided to grab some land ASAP so I need to fuel my early expansion.BornInCantaloup said:What about Sailing? Am I the only one willing to mention the tech? Isn't it an island we can see to the south-west? Isn't it imperative that city 2 is settled coastal?
Yes but this is not just about how quick my cities will contribute because I am boxed in. The surrounding land is already poor as it is, if I let the AIs grab all the decent spots and I'm left with 3/4 ok-to-poor cities, my problem won't be how productive my empire isDoshin said:The Stone site isn't good enough to serve as a second city. It will take a long time for that spot to contribute to your empire, since you lack Fishing and Masonry, and it will need to build a Work Boat before it can really grow (let's say ~10 turns).
True. However the advantage of settling 2W1N of Copper and 2N1W of Crab is that I'll have 2 decent close cities that can share cottages while growing. The Crab for the South city will just be a medium term boost until it is grabbed (or crabbed in this circumstance ) by another Eastern settlement.Doshin said:2W1N of the Copper will guarantee more land tiles, but 2W1S will provide easier access to the island(s). I don't think the Crab tile is that important, since another city can grab it later
You were right not to research Archery. Basically, in my run I stole a Worker from Tokugawa, and decided to tech Archery just in case he wouldn't agree to make peace (he did). That led me to delay Bronze Working, and you can see from my 2000 BC screenshot that I had only just revealed Copper (still unimproved ).@Doshin
Everybody has told me to forget about Archery and I see you've researched it. What are your thoughts on the matter?
OK I see. I also went the Myst/Masonry path so my start is definitely slower (sill not going Writing because my empire hasn't got the pop to run specialists for now). However I'm going to try to take that as an advantage by using the seafood for production (get some return on the 60 spent on Monument + Work Boat by whipping), and using the Mids for fail gold to fuel my tech'ing (hopefully it won't be constructed too late? knowing that this lot are going to be slow wonder-wise, what's a typical date for Mids to go on Deity?)You were right not to research Archery. Basically, in my run I stole a Worker from Tokugawa, and decided to tech Archery just in case he wouldn't agree to make peace (he did). That led me to delay Bronze Working, and you can see from my 2000 BC screenshot that I had only just revealed Copper (still unimproved ).
Yeah but here I had to compensate for my slow beginning and use HBR also as bargaining chipI usually try to get Construction before Horseback Riding, so Catapults can be built between when Construction is completed and when Horseback Riding is completed. Once Horseback Riding is completed, 1-2 War Elephants can be whipped in each city.
Sun Tzu Wu