Alright, I spent THREE ours going over the current save, and reading issues in the thread. What I see worries me and I’d like to do some changes.
It is generally a sin to work unimproved tiles while you have improved stuff sitting around. I really don’t like the fact we are working a simple floodplain tile when we have a rivered grassland-mine sitting there vacant. Now… we can all sit here and do fancy-smanthy optimal whip calculations, but the fact is (and I know from experience), that all this sh!t goes right out the window as soon as the first deity barbs show up (unless your calculations revolve around chopping the great wall).
And let me tell you something some of you may not be aware of. Wonders affect the ENTIRE TEAM (except for Taj). This means, if Ragnar, OR Monte builds the wall, then we are in some serious sh*t. They already start with 4 freiken capitals, and will have 6 cities before we even get our first. That’s a hell of a lot of terrain that the barbs on our continent will not be allowed to attack. Now, since they can’t attack those terrifies…. Where do you exactly think they will all start to funnel to? Hmm?
I can tell you one thing, what ever team gets TGW, it is NOT going to be us. And furthermore, just our own backland terrain alone tells me are going to get hit by a sh*tload of barbs regardless. And here we are doing 2-max archer calculations and HOPING for best case scenarios, etc. I don’t like it. We have really nothing fog-busted right now, and our only warrior is sitting on a frieken hill while it is still trying to heal itself, lol.
Now don’t get me wrong, calculations are important but sometimes delving in too much screws up the over-all picture. Often it’s more important to focus more on slower settler-time-lines in order to get your protection up, not to mention we badly need to see more of the map.
I guess my goal is to play until the end of archery? Well boy, I can assure you we are going to need it now! I’d like to work the mine this turn, and then as soon as the worker is done with the sheep, we should immediately improve the next plains hill. NOT irrigate the other flood tile. Think about it… mining the hill gives 4 hammers and 1 c. This improvement takes only 4 turns. Yet the floodplain has a base of 6 turns, AND has a 25% time-penalty added ON TOP of this. In other words, it will take FOREVER and that’s a lot of wastage. Furthermore, without having a granary, this is even more painful at this stage.
I will move our warrior when healed toward the gold to see where the best site near it to settle may be (hopefully we don’t lose him). The next warrior I think should move his way East immediately. It’s safe because of hills and forests. I want to know if that place is blocked off, or if we have to do it ourself. Also if I go a bit more south we may find marble. This will be the most important tile then in the whole game, much more-so than that gold. Also, if I leave a warrior on a hill there, we can stop most spawning there, at least causing a little bit of narrowing from barb-hoard directions.