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Post by Sullla on Feb 3, 2011 9:38:37 GMT -5
OK, sounds good. I'm going to move the current warrior back to the capital for defense, and send the one in production (3t) off due north to see what he can find. I also have us set to build a scout next in the capital; normally it would be a noob play, but with no barbs and tons of land to explore, I think it's stronger than a warrior. (We'll still have time to produce another 2 warriors for local defense/settler escort after the scout.) So warrior heads north, scout heads west, and see how long it takes to find someone.
We have another crabs resource in the extreme south - room for another filler city much later on. Land definitely isn't as strong as in the Pitboss #2 game, although hopefully we won't have to face a 5-way gangbang in this game.... On a related note, because this map isn't Toroidal and it's set to Huge size, the maintenance costs for cities are going to be much, much lower. Rapid expansion is going to be the name of the game here. We should plan on cranking settlers/workers nonstop for the first 100 turns of the game (no barbs again), and hope that the other players aren't smart enough to realize the same.
Some teams researched a tech this turn; I'll figure out what it was later today.
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Post by Speaker on Feb 3, 2011 12:10:24 GMT -5
A "gang bang" will be more difficult for anyone to achieve in this game, since we will likely only have one land-neighbor. Building a scout seems fine, to speed up contact. The sooner we can get in contact with everyone, the better off we'll be. Decreasing tech cost is a very valuable use of resources.
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Post by Sullla on Feb 3, 2011 19:58:51 GMT -5
That's true, and it's the one advantage of having the south pole on one side: at least we don't have to defend that area in the lategame. Not that I expect "Locke and Cervantes" to attract too much attention in the first place... Agree that finding contacts is vital, even more for the diplomatic information and building of relationships. We get 3% bonus beakers for each civ that has a tech that we don't, so that's not going to do very much right now. Have to meet 3 teams to get even one beaker extra at the moment. Some interesting stuff from the numbers this turn. Buddhism was founded this turn by the Arabia team, a religion they were 100% guaranteed to land as the only team with Mysticism tech. Now that's great and all, early religions are nice, but they are SCREWED from a developmental standpoint. They've just spent the first 20 turns of the game researching these techs: Mystisicm Wheel Hunting (T7) Meditation (T19) Congratulations! Your team still has no Agriculture, no Animal Husbandry, no Mining, and no Bronze Working. Have fun building those roads for the next ten turns with your worker after he finishes the deer camp. The FDR/Netherlands team finished researching Animal Husbandry. I think that nearly every team is researching this tech, but since they had Hunting + Agriculture, they reached it slightly faster from pre-requisites. This is the "average" opening, going right for the two deer + cattle at the start. It's pretty decent, although any team that does this once again needs another 20 turns to research Mining/BW, and that's a very significant delay. Again, not terrible, but I'm pretty sure our Expansive + double worker + chop strat comes out ahead in the long run. Everyone has hit size 2 except our team and sunrise. I suspect that sunrise is also going for a double worker opening, and probably also going for BW (since their first tech was Mining and they haven't finished anything soon). Of course, why would they have moved onto the coast on the first turn, if they wanted to chop? Who knows, sunrise does some weird stuff sometimes. Also, there's been a lot of warriors getting built in recent turns, which makes sense since these starts have so much production. (I wish there was actually less production, because then your choices are a lot more meaningful, but oh well.) Not possible to track how many each team is building, not that it matters that much. On the whole, things are going about as well as could be expected. Wish our starting land was a little stronger, but it's solid enough to make us competitive. Other teams have already made some silly tech choices, and we didn't die during the first 20 turns, when we were vulnerable. Can't wait until our chops get rolling and we catch up/pull ahead in the Demographics.
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Post by Sullla on Feb 4, 2011 12:32:19 GMT -5
Every team got a score increase this turn (T20), mostly due to land points from settling the capital on the first turn. This does confirm that everyone other than sunrise/regoarrarr have landlocked capitals with 21 land tiles. Elsewhere:
- Luddite's team hit size 3 in their capital. This is the fastest date anyone could reach that marker, from being Expansive (quicker worker) and camping the two deer tiles. We could have replicated the same build had we wanted to do so. So we look pretty horrendous compared to their team in the Demographics right now, but this is as bad as it will ever get, since we'll hit size 2 in two turns, then size 3 in four more turns (T26), and size 4 in five more turns (T31) while also building a settler at the same time. But they'll probably have their second city founded about three turns before us.
- sunrise's team grew to size 2 this turn, and thus they aren't building a second worker. I have no clue whatsoever what they are doing...
- Two techs this turn, Parkin's and Moogle's teams. I'm 99% sure that they both got Animal Husbandry, since nothing else matches up or makes much sense. Both teams had identical starting techs, and have opened up this way:
Agriculture Wheel Hunting (T7) capital size 2 (T16, T18) Animal Husbandry (T20)
This is a strong opening for the first 25 turns, then weakens afterwards because the worker has nothing to do after it connects the deer + cows. Probably build roads towards the second city, or I guess they could farm... so not nearly as terrible as the situation that Arabia is in. But they're both still 20 turns away from BW, chopping, and Slavery. Note that we have to hope that there's no hidden horses at the capital; if there are horses there, then the AH opening will be substantially stronger compared to our BW opening.
This was also the last turn where anyone could walk into our capital and end the game, so we are now secured against super-early game cheese. ;D
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Post by Sullla on Feb 5, 2011 13:21:09 GMT -5
Two pretty quiet turns have passed (T21 and T22). We finished our second warrior this turn and grew to size 2, everything still running according to plan. Now our capital looks much better: The two deer tiles are really strong when both improved. We're getting 6 food/6 shields from a mere two tiles. No commerce though, that's the one and only downside. I set the build to scout next, as we discussed earlier, and the new warrior is going out exploring in depth to the north (old warrior has returned home for guard duty). Growing to size 2 made all of our Demographics numbers look much better. Last turn we were 10th in just about every category of importance, as the last team with a size 1 capital. Now we're at 10 food/6 shields, exactly in the middle of the pack... and with an second worker on the other teams. That sort of raises a question though: what are the other teams doing? Sure, some of them have grown already to size 3, and in my simulation of "other teams' opening moves" they should be hitting size 3 on T21. But that's not happening across the board: Luddite: size 2 (T15), size 3 (T20) Mania Muse: size 2 (T16), size 3 (T21) Warlord: size 2 (T16), size 3 (T22) Nakor: size 2 (T17), size 3 (T22) That's what I was expecting to see from these teams, with Luddite having the slight edge because he's Bismarck and Expansive. So, uh, what the heck are the other teams doing?!? Mackoti: size 2 (T16) Parkin: size 2 (T16) Moogle: size 2 (T18) plako: size 2 (T19) sunrise: size 2 (T20) The last three teams are very far behind the growth pace I was expecting to see. Like... what are they building there? What tiles are they working? The only reason why they wouldn't have grown to size 2 already (since everyone has a worker + Hunting tech) is if they slowed down growth to produce something (units???) faster. And that doesn't make sense because we're already getting 6 shields/turn even at max growth rate, enough for 3t warriors. Why would you need warriors faster than that? Are some of these teams fighting each other?!? That would be insanely foolish at this stage of the game... I'm very sure that these starts are mirrored (based on initial tech choices and early game Food/Production tile yields), so what in the world is going on here? Oh well, good news for us! I had the other teams a lot further ahead in my projections of where they would be. Guess they messed up in some way. So far, I've been the most impressed with Luddite's team, which is the only one to leverage Expansive properly among our opponents. Luddite didn't have Mining to start, so his team went for the Hunting -> AH approach paired with fast growth to size 3. I think that was 100% the correct move, and they will almost certainly be the first team with a second city. Warlord also has done a decent job with his start, going after what looks like Mining -> BW in research and growing quickly to size 3... although he could have gotten there a bit faster, being Expansive and all. I think a lot of the other teams have played rather poorly thus far, at least from what I can read out of the Demographics. Will be interesting to find out what happened later on.
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Post by Sullla on Feb 7, 2011 17:23:23 GMT -5
Not much going on. Next turn we discover Bronze Working and produce a scout. Age of exploration is about to get underway, with warrior #2 heading off north and scout heading west. Our initial warrior should also be able to clear the fog to the east and see exactly what's over there, while also staying close enough to provide defense if need be. Hopefully we'll start finding other teams in the next dozen or so turns. (Lack of exploration was indeed the biggest weakness of our double worker start.)
Other teams still not really doing all that much that I can see. There was one growth to size 3 this turn (sunrise) and that was it. I really expected more growth from the others; sunrise makes perfect sense, since they took the expected 4 turns to grow from size 2 to size 3 (T20 to T24). But what are these guys doing?
Mackoti: size 2 (T16) Parkin: size 2 (T16) Moogle: size 2 (T18) plako: size 2 (T19)
I'm really at a loss here. Did they go for a second worker like we did? Are they planning on building a settler at size 2? That would be a little weird, guess it's possible though... if counterproductive in the long run. Confused here - happily confused, since I projected these teams to be much further along in their growth at this point.
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Post by Sullla on Feb 9, 2011 11:41:14 GMT -5
Damn, it's good to be lucky sometimes: We already have copper inside the 9-tile radius of our second city. Feels like Antietam all over again! I picked Agriculture as our next tech, as we need it for the rice at our second city. In fact, the research completes T35, which should be the exact same turn we plant our second city, very nice. Then Wheel after that (?) Probably. I also went ahead and revolted into Slavery with the free Spiritual swap. Pretty sure you don't get civics change messages about civs you haven't met, right? Much more irritatingly, my Excel spreadsheet that tracks all the numbers apparently got corrupted somehow, and won't open. Now I have to backtrack and redo all the info from the first 25 turns again. Guess it's a good thing I have screenshots of score + Demographics from every turn...
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Post by Sullla on Feb 9, 2011 12:55:02 GMT -5
Quick addendum: well that only took about an hour to fix... Anyway, I'll make sure to back up my Excel file every now and then to make sure this doesn't happen again.
Lots of score increases this turn (T25) signifying little, because most of it was land points from everyone's capitals expanding borders on Turn 5. One new tech this turn, Animal Husbandry from Nakor's team. They now have AH, Fishing, Hunting, and the Wheel. No Agriculture for farms or Mining for mines, but hey, it's not like those are important, right?
We've basically caught up to the pack already from our double worker start. The settler chops are going to spring us ahead, hopefully into a frontrunner position. Still four other teams with size 2 capitals for unknown reasons.
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Post by Speaker on Feb 10, 2011 21:05:31 GMT -5
Just a quick check in, since I'm still at work. But if you keep the Excel file in the Dropbox folder, won't it upload it automatically?
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Post by Sullla on Feb 11, 2011 13:45:33 GMT -5
Yes, that's a good point! I'll back up the current Excel file in the Dropbox account, so it won't be lost again. I have both of them (overall number tracking + micro plan) in the "Photos" section of our Dropbox, where they aren't publically shared. Just in case someone would try to URL guess or something like that. Micro plan is coming along nicely: The settler will actually take 5 turns to complete, not 4, but we will grow the capital to size 4 in the process. This comes out quite a bit ahead, I think, as if we continue to work on the settler then our second round of double forest chops (due in 4t) will just give us a crapload of overflow that we don't need. Alternately, we could stop chopping with our workers and mine more hill tiles... but we don't need more mines, and fast chopping was sort of the whole point of going for BW tech. So unless you have some sort of objection, we'll stick with the current plan. Plus, growing to size 4 while building a settler is one of those sick micro feats that only l33t players can pull off. ;D Scout in west and warrior in north are about to start uncovering new terrain; we did find another cow up in the north, which can combine with that fish resource for a pretty solid, if not spectacular, city. The east is a little more interesting; I don't think we change the location of our current planned city, as riverside rice + copper is difficult to beat, but there's a good chance we'll want to put city #3 over here. How about the forest tile between the crabs and corn? That would let us delay AH tech in favor of Wheel (and possibly Pottery too? would be cheap with all pre-reqs and let us get started on cottages + Expansive granaries) and then we could go for the gold/sheep location with city #4. Capital will be training settlers/workers in that span of time anyway, and won't need the extra happy face. The crabs/corn spot in the east looks pretty strong, with both resources connectable immediately without border expansion, plus an excellent candidate for Moai Statues later on. I also get the feel that this map is going to have a lot of water on it for some reason, and getting at least one early coastal city going to train work boat explorers and galleys seems like a good idea. If the east is a dead end (as it looks at the moment), I bet there's a really good chance that another civ is nearby across the water. It's the sort of thing I would do if I were designing a map. Pure speculation, but it could be key to control that waterway, maybe... Moogle's team (Louis of Babylon) finally grew to size 3 this turn; still two more teams (plako + Mackoti) that aren't there yet. I think I've figured out what some of these teams are doing: they paused at size 2 to train a second worker. That's the only way to explain the slow growth to size 3. It takes 4 turns to grow from size 2 to size 3, and 5 turns to train a second worker, so any period of 9 turns is therefore suspicious. Looking at the numbers in that light, here's what I think happened: Mackoti (FDR/Netherlands): grew size 2 early (T16), still not size 3 yet. Either building a very early settler, or trained a second worker, or doing something bizarre. Mania Muse (Wang Kon/Arabia): grew size 2 early (T16), then size 3 early (T21). Probably building a settler now. They have no worker techs (Hunting/Wheel + religious stuff), so second worker is dubious. plako (Cathy/China): grew size 2 kinda late (T19), no growth since. Maybe going for a second worker, but who knows. Of all teams, this one should be off to a fast start (great techs, Imperialistic), and they aren't. I thought they would be much further ahead at this point. sunrise (Shaka/Zulus): moved first turn, grew size 2 very late (T20), then immediately grew to size 3 (T24). Very likely going for settler now. Luddite (Bismarck/Sumeria): grew size 2 first in game (T15), then early growth to size 3 (T20). Probably going to be first to second city in the game. I think they are playing the best so far. Parkin (De Gaulle/Egypt): grew very fast to size 2 (T16), then very slow to size 3 (T26). This is almost certainly due to a second worker build. But notice the difference here between our start and Egypt's: we hit size 3 on the same turn, while we had our second worker done about six turns sooner. All that extra worker labor, completely free. Of course, we are Expansive and all, but it's still the sort of minor edge that adds up over time. Warlord (Washington/Greece): early size 2 (T16), somewhat delayed size 3 (T22). Not enough time for a second worker, so he must have delayed growth to train more warriors. Wonder why he did that (?) Nakor (Asoka/Vikings): early size 2 (T17), then fast-ish size 3 (T22). With their awful techs (Fishing/Hunting/Wheel/AH) I can't imagine them going for another worker. Very likely building a settler now. Moogle (Louis/Babylon): medium size 2 (T18), just hit size 3 (T27). Obviously built a second worker at size 2. Teams with two workers should be: Us Lord Parkin Moogle Mackoti (?) plako (?) The last two teams are not size 3 yet, so they're clearly behind us even if they have a second worker. Parkin and Moogle have identical techs, and it's a little tough to see what they're going to be doing with those extra workers. They both have Agriculture/Hunting/Wheel/AH. I guess they can build farms and road? I mean, it's not terrible, but it doesn't exactly speed up the growth curve all that much either. When you think double worker start in Civ4, you immediately think *CHOP*, and neither of these teams have Mining yet, to say nothing of BW. So.... it's not a terrible decision or anything, but it seems less than ideal to me. If you aren't chopping, and are just improving tiles at the capital, I'd probably go for an early settler over a second worker. OK, that was long and rambling, but fun to type.
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Post by Speaker on Feb 11, 2011 19:06:16 GMT -5
I would not be surprised if Warlord was warrior rushing someone. He's a pretty aggressive player. That's definitely enough mines for now, I think.
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Post by Speaker on Feb 12, 2011 18:50:07 GMT -5
We met Nakor/Gaspar and I had a quick chat with Gaspar. I probed him for knowledge and found out that he also has 2 deer. I guess he has met at least one other team already.
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Post by Sullla on Feb 12, 2011 22:14:37 GMT -5
They definitely met another civ, since our espionage ratio stands at 4/2. I guess they actually met us last turn (?) They didn't send us an email message or anything like that. I sent them a short email a little while ago, just asking if they were interested in sharing information.
Really weird turn from a Demographics standpoint. There was a global increase of 5k Power, which means that someone build something with an odd Soldier count value. I'm pretty sure no one has researched Archery tech yet (archer = 3k unit), which means the only possible option is a barracks (also 3k value). Yeah... totally bizarre, but I don't see any other way to explain it. So perhaps there really was an early war of some kind out there (?)
Anyway, four new techs this turn. One of them presumably was worth 2k points, the others all worth nothing in terms of military value. I put the techs down as Mining, Agriculture, and two Mysticisms, but that could be wrong. Just a guessing game, unfortunately. Still, we'll get numbers on Nakor's team in about 10 more turns, and that will give us a little more insight on what else is going on. There's a good chance we'll find other civs soon too... scout in west spotted another copper way over there, and that's possibly intended for another team. Dunno. Will keep poking around. There's no guarantee Nakor is even the closest civ to us, since his scout could have been moving around for 25 turns already.
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Post by Sullla on Feb 13, 2011 11:19:14 GMT -5
Got a rather useful response from Nakor: So I sent back: That's pretty useful to know. We can deduce from the wording of the message that Nakor/Gaspar is the team to our east. Then plako is further east of them, and one more team even further to the east. But they haven't found anyone to the north yet, which makes sense. Based on this, I'll conjecture that the map looks like this: We know there's no north/south worldwrap, and we know that this was a custom map designed to be relatively fair. If I were designing the map along these lines, I'd put all 10 civs on the edge of the map, 5 in the north and 5 in the south. It's really the only fair way to do things with a setup like this. (We know there are at least 4 civs strung out in a line east/west, based on Nakor's message.) Alternately, all 10 civs could be down in the south, with the north completely empty, but that seems a little too odd. Much more interesting to have everyone at the edges of the map, and then expand together towards the center. Obviously pure conjecture right now, but it gives us something to visualize. Also, if true, then expanding east/west would need to take priority over going north. Finally, plako has founded his second city this turn (!) Yeah, very early, second city on Turn 28. Evidently he built a settler at size 2 using the Imperialistic bonus. Good play? I have no idea. Unorthodox, to be sure. I'm glad plako isn't right next to us, if they play their start correctly they can become an expanionistic monster with Cre/Imp traits. Hope we get another turn in today, the game is finally becoming interesting!
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Post by Sullla on Feb 13, 2011 11:37:33 GMT -5
And wow, I just logged in to get the Demographics on plako's new city, only to find that he's also got a scout on that eastern isthmus next to the corn. So we now have two contacts on the same turn, after not finding anyone for so long!
Anyway, plako didn't post his contact email anywhere on the forums, so "Locke" PMed him to get a contact address. I'm really glad that I logged in, so that I could swap all our Espionage points back onto Nakor. We'll get graphs with Nakor first, then transfer our spending to the next closest team, whoever that might be. Hopefully we can pump plako for some more information, especially finding out who's next to him.
Interesting times, indeed.
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Post by Sullla on Feb 13, 2011 19:21:40 GMT -5
Here's the email exchange with plako, for your reference Speaker:
Just getting the conversation started, and we'll see where things go from here. Based on what plako said, it adds a little more evidence in favor of the map layout I suggested above. Still way too early to conclude anything though.
Obviously it would be great to befriend plako's team. Since we aren't neighbors, there's every incentive to work together, possibly against Nakor's team. And we know that plako makes for a good ally from the Pitboss #2 game. But again, we don't know how anything will play out at this early date. It could well be that Nakor becomes our close friend in this game. You never know. At the moment, we want to gather information and spread some goodwill with the other teams. For instance, I don't care about telling them our capital is near, since both Nakor and plako will spot it on their own anyway.
Also definitely trying to avoid the "fake" style that people complained about from the last game. I'll just wing it, do no rewrites, and see if people prefer that.
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Post by Sullla on Feb 14, 2011 10:02:28 GMT -5
Lot of stuff going on. plako was online last night when I played the turn, and we chatted for a little while. Here's most of the transcript (some of the initial stuff was cut off), reading from bottom to top as always with Civ4 chat: - plako was asking about going around our capital to the north or south at the beginning of the conversation. - He was pumping us for info on Bronze Working/copper, I thought that was answered pretty well. No point in hiding that we have BW (all they have to do is check our civics), and I was able to confirm that plako was researching the tech himself, which was like 95% certain from Demographics. - plako gave out some good info on the size of the map. They're definitely east of Nakor, about 30 tiles east of us, meaning this is a big map as we thought. Looks like there will be another civ about 15 tiles west of our capital, so I'm going to beeline our scout straight west until we find out who that is, which should take about 3-4 more turns. I really do think the world is going to look something like that map I posted. - Warlord is east of plako. Good to know. - Nakor has a short message in our inbox stating that he thinks plako settled towards Warlord and not towards him. Would be great if there was already some animosity between plako and Warlord over that. OK, as for other stuff, we found a wines resource up in the north, about 10 tiles away from our capital. Loooks to be a pretty safe future acquisition someday. I suspect that all of the Calendar resources are clustered around the equator, with 5 each teams starting in the north and south edges of the map, and then spreading towards them. Elsewhere in the world, Luddite mimicked plako this turn by founding his own second city (T29). I was expecting that move, although I was hoping it would be delayed another turn or two. One minor drawback to our chopping opening is that it's not as strong on this map as others, because all of the capitals are really strong. Normally chopping puts you way ahead, but with these resources capitals can get 14 production into a settler (7 food, 6 shields) per turn at size 3, working the two deer + cows. So just working improved tiles comes out roughly even to chopping, whereas normally it's far, far behind. Now, we're going to plant our second city on T34, in five more turns, while also having 2 workers and a size 4 capital, so we still have a REALLY strong opening, it's just not going to blow away some of these other teams. As I said before, I think Luddite has played extremely well thus far. One other note: sunrise/regoarrarr grew their capital to size 4 this turn. They have only the one worker, and therefore haven't even started on a settler yet. They are *VERY* far behind us, and I have no clue what they're doing! Here's a dossier on Nakor and plako, the two teams we've met so far: Nakor and GasparAsoka of the Vikings (not a great combo) Start with Fishing and Hunting techs T11 Wheel tech T17 capital size 2 T22 capital size 3 T25 Animal Husbandry tech (I think) They are almost certainly building a settler now, and will likely plant their second city around T31-32. They do not have a second worker. I think this has been a very weak opening so far; their worker improved the two deer tiles and then must have been building roads. Equal to us at the moment, should fall behind soon (hopefully). plako and antisocialmurkyCatherine of China Start with Agriculture and Mining techs T7 Hunting tech T14 Fishing tech [has to be this] T19 capital size 2 T28 settle city #2 (T31 Bronze Working) Strange start from this team. They went for the very early settler, and yeah, they were the first to get their second city up. However, that came at a serious cost: they built the settler at size 2 and they didn't train a second worker. I'm not sure how they're going to keep the worker labor supply in sync with the number of tiles worked, since they have 1 worker for 2 cities... a little silly there. To train another worker and grow to size 4 would take them about 14 turns, so while they did get their new city out faster than us, I still think they are behind our overall pace. Luddite's second city is much more impressive, as it didn't slow down his growth to the same degree. Nakor has 30 EP against plako, plako has none against him. plako must have run all of his Espionage against Warlord for some reason. We are at 8/2 with Nakor, 0/0 with plako. (Nakor likely has not looked at the EP screen yet, and is running the default 2/2 split.) Demographics with Nakor in about 5 or 6 more turns. Updated Excel chart is in the Dropbox if you want to look at it. Game is finally interesting to play!... although it seems to be down at the moment.
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Post by Sullla on Feb 15, 2011 11:05:21 GMT -5
Nothing much happened on this turn (T30) after a couple of really busy turns. plako's capital (named Lol for whatever reason) grew to size 3, and Parkin's capital grew to size 4.
Now Parkin is an interesting case... He did the standard opening with a worker + Hunting research, then built a second worker at size 2, followed by growing straight to size 4. Thus, while we're both at the same size (we'll hit size 4 next turn), and we both have 2 workers, Parkin hasn't made any progress into a settler yet. I think there's a very strong chance he's going for Stonehenge; I have his most recent tech pegged as Mysticism (could be wrong), and that would be consistent with growing the capital early and getting an extra worker. I just don't see why you would pick De Gaulle of Egypt unless you were planning on early Stonehenge... not that that's even a particularly good play. Whatever, I give it about 50/50 odds that he builds the wonder soon.
Scout is still heading west, should find our western neighbor pretty soon. Warrior in the north can double back to reveal a little pocket of fog, but I prefer to keep sending him on a deep penetration to see what's up there. Let me know if you have another opinion.
Will try to do a new micro plan soon, since we're just about to finish the current one. I plan on emphasizing settlers/workers pretty hard, as this is a bigtime REX map (Huge, no barbs, no close neighbors). Once we have copper connected, we'll be pretty safe against early aggression too.
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Post by Sullla on Feb 16, 2011 11:10:33 GMT -5
We grew to size 4 this turn and funneled another double worker chop into a settler. Right on schedule as we planned... Settler now due next turn, and we should overflow 20 shields into our next build, which will presumably be our third worker. (Do we get Expansive bonus on chop overflow when swapping into a worker? I have no idea.) It's a very nice time to be building a worker, as our capital gets 4 food + 12 shields -> 15 shields (Expansive) = 19 total production/turn. Almost enough for 3t workers, awesome. Going to look further at this later today, but I really like us going worker -> settler for our next two capital builds. It's a bad time to grow the capital to size 5 (as we don't have AH for the cows, or Pottery for working grassland tiles) so we might as well put these early mines to use and crank out workers and settlers. No point either in building warriors, when we'll have copper online in about a dozen turns and can then build "real" units. plako got Bronze Working tech this turn, as he said he would before. Luddite's team also got a tech, probably Mining based on the length of team and because it's the most logical tech for them to research. Our GNP sucks at the moment... will improve quickly though. Food/Production look great though, and that's much more important at this stage of the game. The FDR/Netherlands team finally had their capital hit size 3 this turn, after being at size 2 for 15 turns. What were they doing?! Did they build a second worker and settler at size 2 ( ) No clue here... they are behind us by quite a bit. Second city will be built on T34, three turns away.
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Post by Speaker on Feb 16, 2011 12:16:38 GMT -5
Do we get Expansive bonus on chop overflow when swapping into a worker? I have no idea. Yes we do. Very nice.
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