Loki Strikes
Prince
- Joined
- Dec 15, 2008
- Messages
- 510
Good math Nocho, but we start with fishing and hunting, no mysticism or mining or wheel.
To get the stone quarry up we need a road + a quarry wheel + masonry. I will build the GW or SH without stone hooked up because of this, we just can't afford to delay on immortal if we want both GLH + another wonder. We can probably use our stone on Mids, HG, and Oxford though(Sankore is kinda poor when production poor)
If we started wheel + mining I might advocate quarrying stone, but we just can't afford quarry + roads in terms of time.
it will be 6 turns for quarry + 1 turn move on hill + 3 turns road, 10 turn delay from researching masonry to stone hooked up
If we wanted to do a potentially stupid potentially brilliant move... we could settle ON the stone, losing an unirrigated wheat and a clam, research mining-mysticism-masonry with workboat-worker-warrior-GW-SH-Trading Post-GLH-Mids (chuck some settlers in there)
Big risks of this, we wind up with 1 mediocre food resource and don't gain any hills or additional resources.
I would probably vote against this course as it is quite simply not the smart move, and I think we should try to demonstrate good, solid, winning play, but hey if I was messing around in SP I might do it...(probably end up retiring in the BC's because of it with my luck, but its SP who cares)
To get the stone quarry up we need a road + a quarry wheel + masonry. I will build the GW or SH without stone hooked up because of this, we just can't afford to delay on immortal if we want both GLH + another wonder. We can probably use our stone on Mids, HG, and Oxford though(Sankore is kinda poor when production poor)
If we started wheel + mining I might advocate quarrying stone, but we just can't afford quarry + roads in terms of time.
it will be 6 turns for quarry + 1 turn move on hill + 3 turns road, 10 turn delay from researching masonry to stone hooked up
If we wanted to do a potentially stupid potentially brilliant move... we could settle ON the stone, losing an unirrigated wheat and a clam, research mining-mysticism-masonry with workboat-worker-warrior-GW-SH-Trading Post-GLH-Mids (chuck some settlers in there)
Big risks of this, we wind up with 1 mediocre food resource and don't gain any hills or additional resources.
I would probably vote against this course as it is quite simply not the smart move, and I think we should try to demonstrate good, solid, winning play, but hey if I was messing around in SP I might do it...(probably end up retiring in the BC's because of it with my luck, but its SP who cares)
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