TGOM 02 - The Grumpy Old Monk and the Ancient Crone go to Alpha Centauri

Obligatory roster check:


General Mayhem - up
eotinb - on deck
Bede
gmharriet - got barbed
cleverhandle - killed us some yokels

Commentary later tonight. Let's see some more dot maps.
 
Got it as of 2:40 a.m. central, so I'm going to bed right after I post this.
 
Dot Map
Bede said:
Let's see some more dot maps.
In my usual kindergarten style I offer the following.
It's not all knights' moves. I was trying to find a primary
line of defense, since the AI is likely to beat us to the
incense/cow across the lake. Dots in that area seem like
wishful thinking. To the north are possible canals and
choke. In our back yard are more nice spots that I didn't
try to fill in as those can be taken after the AI cuts us off
south and west, though I suppose we'll be seeing settlers
landing in boats soon enough. It seems like most of the
real goodies are toward the AI.

Hmmmm... I used the "upload file" at the bottom of the page,
but can't get it to show up. I guess I'll try "manage attachments"
and one of the moderators can delete the file from the uploads. :sad:
 

Attachments

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We aren't planning an early attack that I know of. I was trying to set up a line of defense in the narrowest areas if the AI declare. They already have a lot more cities than we do and with all that jungle in their territory, they might think our lands look pretty lush.
 
gmaharriet said:
since the AI is likely to beat us to the
incense/cow across the lake.
I disagree. We only need two cities in that direction - 1S of the sugar is a fine location CxxC from Salamanca and then 1NE of the cow is CxxxC from the sugar city and would pick up the incense after expansion. Send an archer out with the current settler all the way to the incense, take 4 turns to build a settler in Bedeville, and backfill with that.
 
Own said:
lurker's comment: IMO you shouldn't stop infra building for military just to prevent a sneak attack. They're unlikely, and won't hurt too bad. I'd be building granaries and then markets and libs when they come out.

Concur. With Literature just around the corner settlers/workers and libraries are the priorities.

I would also change the mountie at Sallie to a warrior, then a worker, then back to the settler/archer cycle.

I don't see much need for miliitary other than archers and warriors to keep the barbarians quiet until around 0AD.

Now for some maps:

The East
This area is well suited to become a science or tax farm so I crammed them in. With three watered green fields out of Despotism we can have three farmers and three scientists/taxguys, won't need any buildings, ever, except harbors on the east coast. Food budget works out at three from the center and nine from the redneck citizens.

Dotmap750East.jpg


The Near North

This area is our production center in the near towns.

Dotmap750MiddleNorth.jpg


The Middle South - the buffer zone. The towns should be reasonably productive but not powerhouses.

Dotmap750MidSouth.jpg


The South - another buffer, also reasonably productive but not powerful

Dotmap750South.jpg


The West - canal cities and fishing towns mostly.

Dotmap750West.jpg


As for priority I would settle towards Greece and to the near north. The only exception is a canal city or some location that will let us get boats in the ocean.

Looks pretty much in order generally. We have cash and a reasonable technology position. Map making is not really a priority until we have a canal city and cab get boats out of the Inland Sea
 
So settle the South, followed by the near north? It would be quite nice to get that incense connected, and make sure to deny it to Greece.
 
Never really done specialist farming to the extent Bede suggests. I should learn a lot from this element of this game if from nothing else. But Bede, I'm sorry to tell you that I much prefer the asthetic of Granny's map. I've already printed it out and put it on my refrigerator -- the relatives will be so proud. For the next dot map, I was wondering if you could come over and draw it on the wall with crayons. ;)
 
eotinb said:
For the next dot map, I was wondering if you could come over and draw it on the wall with crayons. ;)
Can I use the big fat crayons that don't break so easily? Next year when I'm in 1st grade, they say I can have colored marking pens. :D
 
Own said:
lurker's comment: I'm surprised Bede wants a specialist farm so close to home. Those cities wouldn't be corrupted much, and could be producing stuff, and probably more science than a farm would. They're good for junglily area far from the capital

The problem with jungle being that it would take much longer to get cities located there making enough food to be worthwhile specialist farms. I think the key from Bede's post is that the suggested area is "well suited" due to the food production potential. By the time we could get a bunch of jungle cities supporting 3 specialists, we could have built a spaceship from popsicle sticks, which would be the only technology available to us anyway.
 
Own said:
lurker's comment: I'm surprised Bede wants a specialist farm so close to home. Those cities wouldn't be corrupted much, and could be producing stuff, and probably more science than a farm would. They're good for junglily area far from the capital

I really view that area as an experiment on my part as I am really curious as to how it will work out. I have never put a science farm that close to the capitol before either.

I'm thinking that a couple of factors are at work here.

There is no water handy in that area so growth past 6 requires an acqueduct for population and a marketplace for contentment (assuming we have access to enough luxuries), so that's +2gpt maintenance per town right there. Three scientists generate 9 pure beakers, so at 100% science allocation you would need the equivalent of 9 uncorrupted gold after building maintenance or at least 11 uncorrupted gold. So if the towns were 30% corrupt you would need 16 raw gold to get the equivalent scientific output. To get that you need (in Republic) at least 7 citizens working roaded tiles plus shield production to build the 'duct and market (150 shields for an AGRI nation)

As I envision the science farm we would have those 9 beakers per town a lot sooner and at lower overall cost and they would be independent of the empire wide allocation so they could be used to fine tune the budgeting to avoid wasted beakers.
 
Interesting idea, but I'm not convinced. With the addition of a library, that town is now back to 16 bpt minus three gold for maintenance for a total of 13 bpt - significantly more than the farm. 30% corruption (which seems a reasonable guess) is still low enough that multiplier buildings have a substantial effect. Yes it's 80 more shields and yes it takes longer but we are going for space in this game, right? If we were planning on ending the game by cavalry domination I think the time element could be more valuable.
 
cleverhandle said:
If we were planning on ending the game by cavalry domination I think the time element could be more valuable.

The time element is still valuable.

One of my personal quests is to get to space very early. And developing an early science farm is one way to do that, I think.

And I get a kick out of trying something new. :D
 
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