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ducki
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Argh! To read Nathan's post or not?! Gah! Brain freeze!
This start looks so good, I'm hoping to have a go at Emperor level even if it means an early loss.
So is the spoiler-esque post just a comparison of different build-queue decisions and laborer tasks in varying orders, or something really spoily?
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Dominae
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Nathan's post is not really a "spoiler", it just compares a few opening moves to determine which is best. The only drawback to reading it is that you might just copy what he did instead of figuring this stuff out for yourself. I would take it as a good example of what could/should be going through your head as you plan your opening sequence.
I can confidently say that his analysis is far from exhaustive, and no "case" he presents is clearly superior (sure, you can get up a Granary really fast, but what if a Barb camp appears within three tiles of your capital?). I would certainly do things rather differently myself. In particular, there's one factor that you guys seem to be completely overlooking...I'll be happy to see if anyone considers it in practice.
Dominae
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donZappo
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quote: Originally posted by Dominae
In particular, there's one factor that you guys seem to be completely overlooking...I'll be happy to see if anyone considers it in practice.
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Grrrr! You just had to plant that little seed in my mind to fester there until I can figure out what this great "mystery" is!
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nbarclay
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Huntsville, Alabama
Dec 1999 time: 23:33
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quote: Originally posted by Dominae
I can confidently say that his analysis is far from exhaustive, and no "case" he presents is clearly superior (sure, you can get up a Granary really fast, but what if a Barb camp appears within three tiles of your capital?). I would certainly do things rather differently myself. In particular, there's one factor that you guys seem to be completely overlooking...I'll be happy to see if anyone considers it in practice. |
You aren't talking about the risk of having the capital destroyed by the volcano, are you? There's definitely an element of calculated risk involved in building within two tiles of a volcano, but the risk seems minimal, especially compared with the rewards. (Of course if enough people play, chances that one or another of us will get hit are a lot higher.)
I never intended my analysis to be exhaustive. My target, as usual, was to get a settler pump going as quickly as possible. If anyone can come up with an alternative that does that as well as my four finalists did - not just in terms of getting the granary built, but also in terms of having the improved production tiles to make the pump sustainable - I'd love to hear it.
The biggest thing I don't like about Arrian's approach is that because he builds his second worker so late and spends time chopping to get the needed shields, he's short on production (and roads for commerce) when the granary is complete - especially if the chop doesn't uncover a bonus grassland. That means the city can't build 4-turn settlers as quickly (except maybe with additional chops). Also, I'd have to test whether his plan is workable in terms of having Pottery researched by the time it's needed; that's a much more serious problem on a large map than on a regular one (although if Arrian plays on Monarch, the cost won't be quite as high).
On the other hand, three warriors give Arrian a major advantage in being able to explore without neglecting his defense. It's a question of priorities and trade-offs. (Of course a lot depends on what the map ends up being like. If it's archipelago-ish, there may not be anyone for the early warriors to meet or a lot of land that needs scouting. On the other hand, if we're on a big land mass with several other civs, the value of early exploring warriors is likely to be a lot greater.)
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ducki
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I haven't read the spoiler, I want to test myself, but I'm not sure exactly where Nathan is sending the workers.
I'm thinking something like this:
Found on starting spot. Start Warrior.
Send Worker NW(7) - Road, then Mine.
Send Warrior NW(7) then N(8) - from the minimap, North looks most promising, and want a coastal spot for town 2.
Start Worker.
Send Worker1 S(2) to Road then Irrigate, followed by Irrigating then Roading Cow, then N(8) to Mine then Road 2nd BG.
Worker2 will Chop one of the forests, road, then road a different forest.
Granary as 3rd build.
With warrior going Northwestish and Worker improving Southwestish, I should have an idea where I want Town 2 on the coast. I want a Curragh out for contacts asap, and since we're seafaring, I think we'll need to lean towards more navy. I could be wrong, but I doubt it.
Possible SPOILER:
Also, looking closer, I think something may be peeking under the veil. Not sure, but maybe, just maybe this can be a two-pump start.
End potential spoil.
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Arrian
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Kneel before Grog!
Jul 2001 time: 00:33
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Hrm. Nathan's right, when my granary completes I'm a bit short on shields. The city is size5 w/10food in the box, and can use:
Cow - 1s
Mined bgrass - 2s
Bgrass - 1s
fish - 0s
tobacco tile - 0s
That, plus the city tile, means +5spt if you're set up for +5fpt. Unless the chop uncovers bgrass, in which case it can be 6spt. Even then, it's not quite enough for a 4-turn pump.
However, if I have the chop worker mine first, then road, at worst I've got a 2f/1s tile there. Which means, at size5, the city will be at 6spt minimum, possibly 7 if I get lucky.
The 1st worker, meanwhile, would finish mining the 2nd bgrass tile on T34.
So...
T30: granary complete. Size5, 10f. Begin settler. WF to cow, fish, 2x bgrass, mined grass (the 2nd worker completes this mine on T29, and starts a road).
T31: 15f, 6s.
T32: Size6, 14s. WF to cow, fish, 2xbgrass, mgrass, tobacco. Road complete. 2nd worker moves to tobacco.
T33: 15f, 20s. 2nd worker mines.
T34: Size7, 29s.
Damn. 1 shield short. So my options (assuming I stick with 3 warriors first) are a) build a 3rd worker prior to 1st settler; b) do another chop; c) immediately following the chop (complete T23), move worker 2 to the closest bgrass and mine it; or d) do as Nathan suggests and irrigate but *not road* the grassland tile in the beginning.
-Arrian
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Dominae
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Arrian, hope this is not a "spoiler" for you, but try revisiting your queue using the Fish instead of the Bonus Grassland for growth from size 1 to 2. I think you'll find that the faster growth solves many of the problems you're having getting to a 4-turn pump.
Dominae
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Arrian
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Kneel before Grog!
Jul 2001 time: 00:33
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reworking my plan to drop roading of the grass tile.
T1: build. Worker moves 1. WF to bonus grass. Build warrior.
T2: 2f, 2s. worker irrigates.
T3: 4f, 4s.
T4: 6f, 6s.
T5: 8f, 8s.
T6: 10f, warrior complete. Another. Irrigation complete, move to cow.
T7: 12f, 2s. Road.
T8: 14f, 4s.
T9: 16f, 6s.
T10: 18f, 8s. Road complete, irrigate.
T11: Borders expand. Size2, warrior complete. WF to cow + bgrass. Build another warrior.
T12: 3f, 3s.
T13: 6f, 6s. WF to cow + fish
T14: 11f, 8s. Irrigation complete, move to bgrass.
T15: 16f, warrior complete. Build worker. WF to Cow + bgrass. 1st worker mines.
T16: Size3, 5s. WF to Cow, Fish, and bgrass.
T17: 5f, 8s. WF to Cow, Fish, and Tobacco.
T18: 10f, worker complete, size2. WF to cow & fish. 2nd worker moves to 2nd bgrass. Start granary.
T19: 15f, 2s. 2nd worker chops. 2nd worker roads.
T20: Size 3, 6s. WF to Cow, Fish, and bgrass.
T21: 5f, 10s. Mine complete. 1st worker roads.
T22: 10f, 14s. Road complete, 2nd worker mines.
T23: 15f, 18s.
T24: Size4, 24s. Road complete, 1st worker moves to join 2nd and mines. WF cow, fish, both bgrass.
T25: 5f, 30s. Mine complete. Both workers move to forest tile east of town.
T26: 10f, 36s. chopx2
T27: 15f, 42s. WF to cow, 2x bgrass, fish, forest.
T28: 19f, Granary complete (chop complete ), begin settler. WF to Cow, 1xbgrass, fish, tobacco. One worker mines, the other roads.
T29: Size5, 6s. WF to Cow, Fish, 2xbgrass, tobacco.
T30: 15f, 12s.
T31: Size6, 20s. WF Cow/Fish/2xbgrass/tobacco/newly roaded grassland tile. Worker moves to tobacco.
T32: 15f, 26s. Worker roads.
T33: Size7, settler complete, size5.
I did some odd things here, because I've written and rewritten this about 3 times now. First, I did a solo forest chop that ended up wasting 1/2 the shields from the chop. Then I did something else and came in 1shield short of completing the granary, and would complete it with 5f in the box (better to complete it with 10 or more). Then I worked out how (maybe, depending on autoalloaction I wasn't sure about) to get the first settler out on T32, but that puts the city on a size4-6 cycle instead of the better (IMO) 5-7 cycle. Suffice it to say I've done too much of this now. Enough is enough.
-Arrian
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ducki
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Can't you use a Warrior to transition from 4-6 to 5-7? I think you may waste a couple of shields, but you're gonna need that garrison somewhere anyways, right?
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nbarclay
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Huntsville, Alabama
Dec 1999 time: 23:33
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Arrian, why do you prefer the size 5-7 cycle? With no river, it takes Republic or a GA for a larger size to do anything more than pay for itself in the luxury slider, and a higher luxury slider setting to support a bigger capital tends to mean more wasted luxury spending in other cities unless there ends up being another good pump or two around. (On the other hand, if the slider has to be set high for a pump elsewhere anyhow, a larger capital becomes a lot more attractive.)
There are a few tricks that can be used to deal with a settler pump that does not yet have sufficient production. Working from Arrian's original plan, I would be tempted to crank out two workers before my first settler, with the first one chopping to speed up a settler and the second probably starting a mine. I'll need the workers sooner or later anyhow, and by the time the chop-assisted settler is finished, production should be up to speed. Alternatively, if you don't mind eventually having a city on a 5-7 size range, building slower settlers while transitioning up toward that size range is an option.
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alexman
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Hunt Valley, MD
Jan 1970 time: 00:33
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I'll check again
Last edited by alexman on 22-01-2004 at 20:37
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All times are GMT. The time now is 05:33. Apolyton Time is 00:33. |
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