ifinnem
Keep it interesting
1NE of the cow gets my vote. All land tiles in the BFC + rice + cows +2 dye +2 grass hills.
That's the spot indeed
1NE of the cow gets my vote. All land tiles in the BFC + rice + cows +2 dye +2 grass hills.
I see 3 options
1) Current plan to settle INE of cow (IE of settler's current position) + white city
2) Settle on W dye + red city (as per dotmap in pic from cripp) + white city
3) (1a really) settle a blocking city - say 3 E of the rice in Bod's terrrioty + same cities as 1)
All GSpies must be settled in the capital, 1st GSpy is settled, 2nd creates Scotland Yard, the rest get settled.
I think this points up the need for more discussion between rounds, and a pre-round plain by the player who's up. In particular, sites to be settled, order of settling, what to do with gp, research path, financial plan for the round. That last round felt really rushed to me.Got it
Ooh ok bit of a tough round
Thats the thing with an SG - you always need to be on your game 'cos someone will notice if you're not...
Need to take 2 turns to saveso Alpha actually due in 11 (and will clean out our
stockpile)
Plan - more details to follow
Push through to alpha w/o library then turn off research
PP dog-> worker (for jungle etc)
Chak settler -> lib -> lighthouse (post trade hopefully) - 2 pop whipping as needed)
Chak will run 2x sci post lighthouse to speed up next GP
Settle dye city ASAP
Road to Pascal for better trade routes
N dog will check out the land bridge E of Bod
S WB will go thru Pascal's city to scout large large
Other WB will head up North
After that prob a few more workers+settlers+ dogs but not sure what our priority should be - suggestions?
EDIT: I would plan on settling the gold city (1N of gold) after the dye city since it will more than pay for itself and can grow cottages while the capital works hammer tiles
comments/questions:
- I really don't understand why you settled Mound. It does nothing except slow down research. It would have made much more sense to settle the rice/dye city first, because then we would have gotten TRs to both it and the jungle city without any roading (fishing + contig borders).
- Stagnating Cahokia to build a worker/settler at pop5 is less efficient than letting it grow to pop6 on a library (which we really need there), then switching to worker/settler - we really want to be working all of our improved tiles the the capital. Also, why did we need a 3rd worker right away? Building a cottage in Cahokia that we're not working seems like a waste of worker turns.
- I think it would have been better to turn off research once writing is in while building a library in the capital. It would get us to alpha faster, Cahokia would grow back to pop6, and you could start the settler (for dye/rice)> worker.
- Boudica has IW and iron (2W of Biberacte - grassland 4tile).
- We should not have opened borders with Joao until we find him - he now gets foreign overseas TRs with us and we get nothing with him.
- We need to explore the ocean fog E of the spices to see if there's more seafood there (doubtful).
- It would be nice to pick up hunting/archery in trade - Boudica will come after us if she feels boxed in, even if the does (eventually) share the same religion. Luckily, she doesn't have horses, and dogs will be pretty stout against gallics.
- Where did Joao's WB come from? Do you think he's SE, NE, or W of us? I don't see how he could reach us from the SE (you said he's "behind us"). We need to try and find him ASAP - TRs will be very lucrative with him.
EDIT: Nice to see that we now have tech visibility on Pacal and enough EP to start stealing techs. Also WHY did you build SY in the cap with the first GSpy??? He should have been settledscience: + 8ep/turn) and the next GSpy used for SY! From your opening post:
fine by meI think this points up the need for more discussion between rounds, and a pre-round plain by the player who's up. In particular, sites to be settled, order of settling, what to do with gp, research path, financial plan for the round. That last round felt really rushed to me.
I disagree - PP doesn't have many more good (improved) tiles to work + will lose cow to dye city so using food surplus makes more sense to me. I suggest worker -> settler actually. That way capital can go lib -> LH and get those nice lake tiles going.Only if we're at happy cap in PP. We already have 3 workers and we don't have that much more to do in PP - at least 2 can be sent to dye city. PP has a library in teh queue, which I think should be competed first.
I think settler> lib> settler is much better. We're going to lose the spicy clam spot if we wait much longer. If I was Boudi, I'd settle that spot next.
No IW = no chop and at least 11-12 turns before we get alpha to trade. A 3 tile road will connect Pascal but maybe its better to wait for sailing? Cripp - your thoughts?If we pick up sailing in trade, we'll get trade routes automatically (his cow city is coastal). Better to start chopping that jungle around Mound (It will also get TRs once the dye city is settled.
Oh yeah - looked again guess Pascal settled on the dessert not the plains hill 1E of the wheatI'm not sure which city of Pacal's you're talking about.![]()
Hence my plan to build a settler in PP for the spicy clam. I think we have done enough aggressive settlingOnly if you want to lose the spicy clam city. We need that one ASAP - it's a good spot and will help us hold on to the elephant tile. After that the gold city (yes, it will pay for itself), then the GP farm and then the island
I'm not sure about where to settle the spicy clam - the most aggressive move would be on top of the spice (it's not that great a tile, and would get us the rice until Boudi decides to settle a city with it in the first ring). However, that would leave space for her to settle between spicy clam and Mound, which would steal our only jumbo. I think a safer spot is 1W of the spice or 1N2W of the clam
I agree Curr next - after that lets re-evaluate as its a long way off!After alpha + trades we need to discuss a tech path. I vote for curreny> CoL (which we need ASAP to run a spy in the capital for a GSpy, and to cut maintenance).
fine by me
I disagree - PP doesn't have many more good (improved) tiles to work + will lose cow to dye city so using food surplus makes more sense to me. I suggest worker -> settler actually. That way capital can go lib -> LH and get those nice lake tiles going.
We need more workers with all those jungle cities - Workers need to head back to cottage near capital also
No IW = no chop and at least 11-12 turns before we get alpha to trade. A 3 tile road will connect Pascal but maybe its better to wait for sailing? Cripp - your thoughts?
Oh yeah - looked again guess Pascal settled on the dessert not the plains hill 1E of the wheat
Hence my plan to build a settler in PP for the spicy clam. I think we have done enough aggressive settling
I like 1W of the spice as it gets the extra hill
I agree Curr next - after that lets re-evaluate as its a long way off!
I disagree - PP doesn't have many more good (improved) tiles to work + will lose cow to dye city so using food surplus makes more sense to me. I suggest worker -> settler actually. That way capital can go lib -> LH and get those nice lake tiles going.
We need more workers with all those jungle cities - Workers need to head back to cottage near capital also
No IW = no chop and at least 11-12 turns before we get alpha to trade. A 3 tile road will connect Pascal but maybe its better to wait for sailing? Cripp - your thoughts?
Oh yeah - looked again guess Pascal settled on the dessert not the plains hill 1E of the wheat
Hence my plan to build a settler in PP for the spicy clam. I think we have done enough aggressive settling
I like 1W of the spice as it gets the extra hill
I agree Curr next - after that lets re-evaluate as its a long way off!
Well, I was talking about chops post-alpha, assuming we get IW.
And you can't build the LH w/o sailing, which is also post-alpha.
I'm not sure how we get library + settler done in much quicker than 11 turns if at all - am I missing something?And we should be able to get alpha a couple of turns earlier if we assign scientist(s) in Cahokia. We'd also get it faster by finishing a lib in PP assigning 2 scientists there
That was my thinking, ie cottage east (as I believe I said - found gold city to grow cottages for cap while it works hammer tiles)We might spend 9 worker turns roading to Pacal just in time for sailing to make that unnecessary. And if you want to work the lake tiles, why the rush to cottage in Cahokia (also non-riverside grassland)? But I won't argue the point any further. If we do decide to build cottages that we're not going to work in Cahokia, at least build them on the E side of the capital, where the gold city can work them once it's founded.
First of all a good debate is great so don't get frustrated if we don't agree!
The thing is the cap will take while to build the settler + lib so alpha will be in by the time these are done. However the worker needs something to do before then![]()
I'm not sure how we get library + settler done in much quicker than 11 turns if at all - am I missing something?
That was my thinking, ie cottage east (as I believe I said - found gold city to grow cottages for cap while it works hammer tiles)
Open to alternative use of workers pre-alpha
It's absolutely not a problem.I enjoy debating the alternatives - I have a lot to learn about this game.
It's your turnset, in any case.
Send the worker that just finished a cottage in PP to chop the forest near Mound to hurry the pole, as I suggested. Another will be busy chopping E of PP for a few turns - when he's done, have him road to the dye/rice city which will get the settler there 2 turns sooner (that city will be profitable immediately I think). He can keep roading to the rice if there's time, which will also get the spicy clam settler on target faster. Those roads aren't needed for TRs, but they will be needed to move units around in case of a war (always a possibility with Boudica). With our growing happy cap, we'll want the rice connected as well for health. Roads will also be useful to Mound, especially hooking up the phant (we'll want to trade for hunting fairly early as well - it can be used to fill out an alpha trade). Roads between our cities will be a lot more useful to us than one to Pacal's city. We could also chop into a settler or worker in PP, which is much better suited for a whipping/gp city than a commerce city, since it has such low production.
More cottages in the cap is a waste at this time, IMO. When are we going to have the gold city up? Not any time soon, since we have a settler to finish, then a lib, then a lighthouse, then the settler for the gold city. As I said above, a road network in our new cities will be tiles improve/hooked-up/settled faster and will provide for better defense if we need it (we will, eventually). Cottages should be saved for the dye city, which has great riverside tiles to support them, and if we can get the settler there 2 turns quicker by roading, why not?
Just my .02.
What are the priorities in the cap as far as improvement go? So city build orders are
1) clam/spice
2) cow/rice
3) gold
Am I understanding that correctly? The settler for gold could come from PP.
Settling order should be cow/rice then spicey clam then gold right?What are the priorities in the cap as far as improvement go? So city build orders are
1) clam/spice
2) cow/rice
3) gold