Turn Discussion

The hindering affects all units travelling along roads which cross rivers, cancelling out the road move bonus. The worker merely went from one unroaded tile to another, spending one :move: point.

Ok cool, that's what I thought. So my plan to get the settler there in 2 turns instead of 3 is valid.
 
This is the current plan we are operating under right?

Yeah, I think the difference is, that it's actually just a one-turn delay on stonehenge in exchange for growth. However we are still operating under this plan and that's fine by me, last time I think this needs to be worried about and we'll keep moving on unless anybody else wants to change.

Likewise, regarding the worker, if we don't go for fast-growth then cottages before more chopping are ok. In other words - I think the worker plan and the city build compliment each other correctly the way we have it. I also see the merits in saving forest chops till math if we really want - it is true that gets us a good deal more production (I wouldn't be chopping cities outside the capital anytime soon anyway, we have lots of resource tiles to improve there). If we're going to build cottages quicker then the current roading plan works. So I'm not trying to suggest only the two options are possible but in the short term I'm ok with the current plan (get SH asap and delay growth; worker roads and cottages). The other option again being *delay SH, grow to 6 a couple turns sooner, add another chop in for the next settler too, and a little less worker turns on cottages/roads in particular.

I still like our techpath at least and this is all minor though. I also agree (know this is two threads combined) that I still like getting city #4 overseas, and hence I favor getting a warrior or two over to explore as well.

If we do have downtime in growing to pop 6, I would get started on the monastery I think, though I could see valid arguments for part of a granary, a warrior, or even part of a galley at that point. We won't hit the happy cap and I like revolting to slavery/buddhism while the settler for city #2 is in transit.

Lastly - names! Any final ideas, I'm ready to name workboats/units/anything, or again you're welcome to do so.
 
Basically, when you're moving across rivers it's like the roads don't exist, there is no penalty beyond that.

Everyone had to know 10-15 turns in that they were on an island (assuming they are), before any strategy was really different from any other. That leaves rushing the top part of the tree. Even GL requires polytheism. I suppose it's possible that other civs spent a lot more time researching tile improvement techs and just lost the slow race, we did start off in a pretty good position as far as that goes. I guess they could have just all been scared. Nothing really explains it to satisfaction.

Shouldn't we be building a second worker before our settler? Or will our capital be improved enough that we can send our first one with the settler and build the worker after?
 
Shouldn't we be building a second worker before our settler? Or will our capital be improved enough that we can send our first one with the settler and build the worker after?

Yeah, the capital will be improved enough by the time our settler is ready. So our worker should accompany him to the new city site.
 
I'm in favor of the Granary before the Monastery. I don't see the 10% boost to research as worth the early :hammers:, since we'll be in Organized Religion at some point in the medium future. So we won't need the Monastery in order to build Missionaries.

Also, when playing a financial civ I'm in favor of early cottaging. So as soon as we have Pottery, I'd be build river-side cottages.

Possible second city name: Quorum
Begins with a Q (always nice :)), and it holds true to the communal nature of the style of people we are
 
I'm thinking I'll play our next turn in the morning - the turn just rolled over anyway and other teams will probably be another close to 2 days or so again. Okay by me at least. I can see the granary being all right too, I actually didn't test run either. It's basically building only like 25-27 hammers I think because then we switch to a settler - which is why it's also really feasible we just build a warrior or part of a galley or something; we wouldn't finish the building till after finishing the settler, and probably another worker and settler after that even. If we do build a building, and not a unit, the one thing we want to be sure of though is that we're at more than 30 hammers from completion - because we probably want to whip the building for 2 pop eventually and get hammer overflow as well, especially for a granary.

In fact then, if we agree on part of a granary, I'd lay that out as the next plan:
-Finish SH, worker cottages and roads as discussed (no more chops come into play)
-capital builds *part* of a granary, to size 6
-at size 6, working cottages along with resource tiles and build settler, build worker
-slave granary
-after that maybe a library, galley and more settlers/workers, etc...
 
I think we should hold off on buildings for a bit in our capital. Here is what i'm envisioning:

Stonehenge-> warrior-> settler(start at pop 6)-> galley-> worker

We want to get a galley right after the settler to get a warrior over to the mainland to explore asap.
 
I would much rather prefer two scouts, and a a galley, which would enable us to cover the centre continent much faster via two units, with the same philosophy as the 2 workboats.

Mapping the land this game, is much more important than anything else, even short lived unit security.
 
Actually, I didn't realize that we wouldn't even be using the granary that much for now. Of course, if we're going to be whipping a lot, then the granary speeds up the time it takes to regrow the population; combined with our happiness surplus, this converts food to hammers more efficiently.

But if we're not going to be growing back population between whips, or if we're not going to be whipping at all, then I'm like Provo's plan: Get out a galley and a couple of scouts pronto!
 
Are we going to whip in our capital? If so then a granary before whips is the obvious way to go. But I was thinking we could grow our capital so we can start working cottages.

Granaries should obviously be our first builds in all our other cities so we can whip it good there.
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Regarding scouts- i'm not a big fan for this game. There is no huts to grab, they get obsolete pretty quick and they are useless for city garrison. A warrior or two sent over soon can flesh out city locations well in advance of our settlers. These warriors can then transition to cheap garrisons and be upgradeable for defense if necessary.

Plus we would have to take a tech detour and pick up hunting. I vote for building cheap warriors now, before we hook up metal.
 
I agree on warriors rather than scouts. Plus, warriors are much easier to get working towards that 10 xp we need for Heroic epic - get a warrior with some xp, upgrade it to an axe someday and finish that out against barbs. Anyway, if we don't want to whip the capital, then the granary isn't so much a priority - we could build no buildings for now (build a warrior/galley) and then later maybe just build a library. Granaries in other cities only make obvious sense though imo.

Another thought guys - see the recent turnplayed post (turn 34) where I've screenshotted it. It appears our capital's culture will give us access to this other island. I don't know if that affects anyone's thoughts on city #2 - we'll also have a little better picture of the coast over there with another turn or two of workboat moves.
 
The era of scouts is almost over anyway, it will be long done by the time we could get a galley and two scouts built. They don't last long once barbs start spawning.
 
Aye, warriors as our scouting units please.

Regarding our capital, if we go with a growing option, would we still whip at max population, or never use it at all?
 
Well as long as Continuum has improved tiles to work (especially cottages) I would avoid whipping. We can focus our capital on research/commerce and buildings that add multipliers to this while our other cities do the heavy lifting as far as unit production. If we grow beyond our improvements then I could see us cracking the whip a few times though.

Any ideas/comments from our whip experts out there?
 
My naming ideas are split throughout this forum. If people are really interested, I can start a new thread for easy reference.
 
My naming ideas are split throughout this forum. If people are really interested, I can start a new thread for easy reference.

A sticky thread devoted to naming is a great idea. That way we can discuss the good options and have a Tally a the top. Shall we leave it in your capable hands?


On topic, warriors are the better option for two reasons.
1: We'd have to divert from the current tech goals to get scouts (2 turns). The opportunity cost of this would be felt in the worker having to delay cottages if we change now.
2: Warriors have a longer shelf life due to better upgradability.

If we wanted to get started exploring quicker we also can use the existing warrior whilst building the 3rd. Potentially we save a minimum 1 turn by doing so whilst risking a barb spawn.

Ideally production for such a thing would go
SH -> warrior -> warrior (1 turn) -> settler -> galley -> warrior (finish remaining turn(s) )

Am I right in thinking that we can produce a warrior in 2 turns? Assuming my maths is accurate thats turn 54/55ish.
 
I think I can manage that. One good point about being mildly autistic is that I can make lists and categorise things until the cows come home :D

Anyone know where I put those posts? :P
 
Ideally production for such a thing would go
SH -> warrior -> warrior (1 turn) -> settler -> galley -> warrior (finish remaining turn(s) )

I think there's still some talk here - I know we were discussing whether we wanted a granary/whether we wanted to whip anything at all. But after Stonehenge we should be able to build like one and a half warriors before size 6 iirc - we have three turns to growth. I am ok with getting warriors during this period, to be clear, I don't see that we have to have a granary or monastery or something. But just so everyone recognizes this one more time, so we're sure of what we're doing after Stonehenge.

Also, I do favor getting a second worker after the settler though. And we shouldn't need a fourth warrior hypothetically - we have one for capital garrison and can send two off-island. So maybe my build idea would be something like this - as a default/the plan we are currently on

SH => warrior =>warrior => Settler => Worker => Galley => Settler

But again if we want to whip or something (whipping could net us a granary +monastery rather quickly, not something to not consider imo, also could help out on the library) that's still open. This is only tentative and I haven't worked things out perfectly, but an idea of how we would whip is

SH => part of a granary =>Settler (revolt to budd/slavery after built) => whip granary 2 pop => overflow +chop into a library (or whatever we want) => build warrior/galley and regrow, then settlers a little later but faster
 
I agree that we won't need a fourth warrior. In my above example we would only be finishing the remaining turns of the 3rd warrior after we've built the galley. The first two (the one we build and the original warrior from the start of the game) would be off to explore as soon as the galley is finished.

PS> Re: Hinduism only two teams had score increases this turn. Persia and India. Using the population of the religion as a gauge would that make it India whom founded it?
 
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