Munro
Deity
I'm simming the zulu start to see where the nuances are.
First up was settling in place (adjacent to the 2 corn).
Counting 4000BC as turn 0, final stats on turn 32 were:
This included chopping the forest adjacent to my city (for hammers and security) on turn 17.
Other thoughts and observations:
- increase Zulu happy cap; with 2 corn that will be useful for more whip production
- faster border pops - with isolated start, gives useful earlier visibility and cultural defences.
In my test, BW and Archery were both ready more than 3 turns earlier than I was actually able to use them, so in practice this wouldn't have actually cost me anything (and in fact we would have then got a +15% 'known civ with this tech' boost to all of our research once we meet the other team - almost the equivalent of a whole additional player on our team).
Plus we deny all of the above benefits to the other team.
Thoughts? Would delaying these techs by 3-4 turns hurt the other players on our team much?
First up was settling in place (adjacent to the 2 corn).
Spoiler :
Zulu - settle in place (b)
----------------------
.....
5) size 2; (switch to worker)
...
9) 20h in worker; whip to size 1
10) worker ready (finish warrior)
11) warrior ready (build Ikhanda)
.
13) corn1 improved (+3f) - move to chop forest; start archer1 (1h insurance)
14) size2; work unimproved corn (size3 in 2t); resume Ikhanda
15) 6h in Ikhanda; whip to size 1
16) size2; (size 3 in 3t); Ikhanda complete; resume archer1
17) chop 13h; start worker
18) 21h in worker; whip to size1; improve corn2
19) worker2 finished; help improve corn2; continue archer1
20) size2 (size3 in 2t); corn2 improved (+2f)
21) archer1 complete; start archer2
22) size3 (size4 in 2t); mine1 complete
23) (split workers to improve 2 remaining hills)
24) size4; (size4 in 3t); work grassland forest
25) 40% border pop; archer2 complete; start archer3
26) mine2 & mine3 complete; work plains hill mine
27) size5; (happy cap - s6 in 3t); 2corn, 2glhill; 1plhill (+5f 11h); move to chop x2
28) archer3 built; start archer4 (1t with 6h overflow)
29) archer4 built; start settler (4 turns)
.
30) chop 26h into settler
.
32) settler done
----------------------
.....
5) size 2; (switch to worker)
...
9) 20h in worker; whip to size 1
10) worker ready (finish warrior)
11) warrior ready (build Ikhanda)
.
13) corn1 improved (+3f) - move to chop forest; start archer1 (1h insurance)
14) size2; work unimproved corn (size3 in 2t); resume Ikhanda
15) 6h in Ikhanda; whip to size 1
16) size2; (size 3 in 3t); Ikhanda complete; resume archer1
17) chop 13h; start worker
18) 21h in worker; whip to size1; improve corn2
19) worker2 finished; help improve corn2; continue archer1
20) size2 (size3 in 2t); corn2 improved (+2f)
21) archer1 complete; start archer2
22) size3 (size4 in 2t); mine1 complete
23) (split workers to improve 2 remaining hills)
24) size4; (size4 in 3t); work grassland forest
25) 40% border pop; archer2 complete; start archer3
26) mine2 & mine3 complete; work plains hill mine
27) size5; (happy cap - s6 in 3t); 2corn, 2glhill; 1plhill (+5f 11h); move to chop x2
28) archer3 built; start archer4 (1t with 6h overflow)
29) archer4 built; start settler (4 turns)
.
30) chop 26h into settler
.
32) settler done
Counting 4000BC as turn 0, final stats on turn 32 were:
- Producing +5
and +11
at size5 (the happy cap)
- Size 5 with 15/20
stored = size 6 in 1 turn (80
accumulated total)
- Built: warrior (turn 11), 4x archer (turns 21, 25, 28, 29), ikhanda, settler, 2 worker = 239
total
- All archers built with 3/2 XP
This included chopping the forest adjacent to my city (for hammers and security) on turn 17.
Other thoughts and observations:
- BW completed on turn 5 but earliest possible whip was turn 9; earliest chop turn 14
- techs were: BW -> Archery -> AH -> IW -> Pottery (although I only made use of the first two); had all these by turn 27 or so; after that, it was either Monarchy (via Med) or MC - each about 26 turns total
- With 2 corn and no happy resources, no charismatic trait etc - the 5 pop happy cap became an issue quite quickly
- Zulu is quite isolated - Persia only has wine, so no chance of early trading for happy resources either (pre-monarchy)
- Zulu has a spiritial leader so could switch to a religion for free
- increase Zulu happy cap; with 2 corn that will be useful for more whip production
- faster border pops - with isolated start, gives useful earlier visibility and cultural defences.
In my test, BW and Archery were both ready more than 3 turns earlier than I was actually able to use them, so in practice this wouldn't have actually cost me anything (and in fact we would have then got a +15% 'known civ with this tech' boost to all of our research once we meet the other team - almost the equivalent of a whole additional player on our team).
Plus we deny all of the above benefits to the other team.
Thoughts? Would delaying these techs by 3-4 turns hurt the other players on our team much?