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Krill
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On a cold wet rock, in the middle of the Atlantic Ocean.
Dec 2003 time: 05:19
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(This is using SP workers)
Build Queue: Worker, Enk, Enk, Enk, Granary.
I set research to zero, so I can keep a track record of the amount of gold generated, as I don't have a clue how to use ETs' spreadsheets.
The reason I went Worker second is that it allows us to improve the land quicker, and use a forest chop to speed the granary.
Turn 5, worker1 is built,
Turn 9, Enk1 is built,
Turn 12, Enk2 is built,
Turn 14, Enk3 is built,
Turn 23, Granary is built
Turn 27, Settler built.
Thus leaves us with a pop 5-7 four turn settler pump, that will be bringing in alot of commerce due to the river. So far I have accumulated 139 gold, without using a single mp (using the lux slider all the way). If I had kept back two Enks as defenders, we could have put something like another 35 gold into research.
I would also like to point out that this is the slowest that is possible. If we went this way, we can shave one turn off that timetable, as the worker jobs finish one turn earlier, allowing us to shave one turn off the granary build.
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E_T
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Orlando, Florida
Mar 2001 time: 00:19
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you can download the OOo (see link in spreadssheet thread), it's free and with the Open source Project, better maintained than M$ stuff. The only thing is, is that it IS a resource Hog, but if you have a good enough computer, that shoudln't be a problem
Nice thing about spreadsheets, is that they really are simple to use. Anyone can set up a very simple sheet that figures up your gas mileage on your car, all you need to do, is make sure that you enter in info as accurately as possible. And, over time, as you do this, you will see your gas mileage go down and then back up after you do a tune up and stuff. You could even know around when you need that tune-up, as the numbers would be trending downward and get to the level that you can even set to let you know to get that tune-up done.
Or, that it time to trade in that old vehicle, as you can just have a general notebook of maintainance on that car, and as the things start geting closer together and more expencive, you can see a trend that might warrent a replacement. Something like that would be more on the line of general electronic notebook, but it could be coupled with the part that does gass mileage (2 separate sheets).
And as you start thinking about getting a replacement, you can even use it to calculate your payments, depending on interest rates, time of loan, downpayment & trade-in value and even see what a '13th month's payment' would do to save you money.
So, go and download it, it can't hurt. If you don't like it, you didn't pay a dime for it and you can get rid of it. But then, you might also keep it.
E_T
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sirleif
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Berlin
Jun 2005 time: 05:19
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first turn:
first get the save and load it
second buld city
third move worker -> to goody hut if we see 1 and if not than to the cattle
rigth?
this is a usefull place for the first city..if not well than it will be a nice settler factory till we replace the palace.
And i would prefer first to se more land to choose than between settler after or befor granary..who know's what's out there and maybe close Some cattle's on a river....maybe
Last edited by sirleif on 10-07-2005 at 20:35
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Krill
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On a cold wet rock, in the middle of the Atlantic Ocean.
Dec 2003 time: 05:19
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quote: The technologies I recommend we should research are: iron working, warrior code, the wheel and horseback riding, then use our agri trait and food bonuses to grow and at the same time build a respectable military and then strike the infidels to clear our continent. That way we will have plenty of room to grow at which time we should consider building a granary or two for expansion. |
The sim is right there, so why don't you show us what sort of military we can put together in, say, 30 turns? Just remember that we have to go looking for iron and it should probably take us 30 turns just to research IW, and horses a further 15 after that, and that every sword has to be built from scratch. nad what would we build for the first 30 turns then? Warriors for upgrade? oh, wait...we're sumeria, we can't do that. Why should we even risk an archer rush, when we can REX like a madman
And just remember that every other team out there could be building a pump, and if they do, we would have to capture any other civs land and cities, but most people will disband any cities so that we don't get them.
quote: And while we're doing this, we pray that everybody else is doing the same thing and nobody comes to pay us a little surprise visit? In your dreams Krill. |
That is a rough guide. Using my timeline, we have just as many Enk warriors as ETs', but we do gain more food. someone has to be within 5 tiles for them to be able to capture our capital without us having a Enk in it, and, after building the first Enk, we can move the Enk out of the city, and if an enemy showed up we would always be able to put at least one Enk in the city before the enemy warior was able to attack the city.
The only defence against an archer rush is either a net of Enks around the capital as well as building units to defend the capital, and to do that we would have to build about 8 Enks. That is not feasible. What I am suggesting is to create a 4 turn settler pump. So is ET. What I then suggested is the quickest way of getting military camps up and running. If wost comes to worst, we can add the workers to the camps prematurely to pop rush stuff. And anyway, as I have said before, any disscusion is a waste of time as we don't know what our surroundings are.
we have a choice. If it is one that you don't like, you can say so, as you already have done.
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E_T
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Orlando, Florida
Mar 2001 time: 00:19
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Well, BAT seems to have played and sent off the Save to CGN, maybe...
First, BAT didn't post that they have sent off the save.
Second, Miccofl Posted that they got an save e-mail, but without any attachments
Third, Trip posts that they finally got a save, but that it's the wrong save.
I really, really hope that these people play as poorly as they have fumbled around this save....
This is more than hilarious, BF, this is criminally rediculous...
E_T
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Poly-Akryll
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Braunschweig, NDS
May 2005 time: 05:19
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indeed, we should build up a 4-turn settler pump.
and remember that we got enkidus, i do not think anybody will attack us with warriors.
and i also do not think anybody will build a bowman first. most will build at least 3 warriors which will take at least 10 turns!
they will need another 5 turns for their bowman and at least 10 turns to reach our capital.
this sums up to 25 turns
if we keep to krills plan this is 2 turns before we have our settler.
and its only 1 bowman. they cannot win against our enkidu fortified in our capital!
and the longer they wait the more enkidus we got, as we have more cities and can produce them much cheaper than they produce bowmen.
i guess the normal tactic for a bowrush is to build up at least 2 cities and then build some bowmen. but if they really build cities first we are faster and we have enkidus ready to defend our cities!
and to popping huts: if we pop a hut before we got our first enkidu we wont get barbarians!
so i would like the idea of popping a hut first if we see one...(we could get a settler! but also any other thing we might get would be nice, except gold...)
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Krill
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On a cold wet rock, in the middle of the Atlantic Ocean.
Dec 2003 time: 05:19
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I think I ought to explain what my timeline is trying to do.
What I was trying to do is to get the pump up and running as early as possible, but not building a settler. This means that we only have to defend a single town, instead of two towns, so we don't have to build yet more troops for defense, which would delay the granary yet further.
The choices that we have, if we build the granary before a settler, allow us to be more flexible than if we go with a settler beofre the granary.
For example, in my timeline (remember that I was using SP workers, and so I think we can shave one turn off the granary a build, but I would need ET to check, as I can't get OOO to install) after building the settler, we could build some more workers, say two, maybe three. These workers, which will be joined by the two original workers when they have finished improving the capital, will quickly improve the tiles around the new otwn, and then we can add some, or all of those workers to the town, so that we have a town that can quickly build military units, without us having to interupt the capital from pumping workers or settlers. If we have a some space, and are a fair distance form any opponents, we could try to do this with 2 towns, instead of only one. After this, build about 5 to 6 workers in addition to the ones before hand to get the towns up to around size 5 or 6 with barracks, and hopefully 10 spt, and build some military.
While this would slow overall growth of the empire, we would always keep the empire small and easily defensible, but we would always be able to produce alot of gold for research and unit upkeep (if required), but with Enkidus that we produce in the first 15 turns, and the Enkidus that we produce in the new cities prior to starting a barracks (I'm thinking, maybe two Enkidus before the barracks) would be able to turn away anything but a concerted effort to destroy us.
---
However, that is all speculation, it would always have to be adjusted to suit whatever happens in game. Flexibility is, therefore, key.
Last edited by Krill on 11-07-2005 at 03:02
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Modo44
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in western Poland
Jul 2004 time: 06:19
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As to getting rushed, I think just the fact of having Enkidus will make anyone planning a rush reconsider targetting us.
quote: Originally posted by Krill
The choices that we have, if we build the granary before a settler, allow us to be more flexible than if we go with a settler beofre the granary. |
I think the choice is mostly about how soon we get the growth boost. If there is bonus food around, a quick Settler will grant that. If there is no bonus food around, a Granary as fast as possible will maximize the capital's potential earlier. Either way we should try to get it, as it adds up thoughout the game.
quote: Originally posted by Krill
However, that is all speculation, it would always have to be adjusted to suit whatever happens in game. Flexibility is, therefore, key. |
Good scouting before actually choosing is the key also. 
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Krill
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On a cold wet rock, in the middle of the Atlantic Ocean.
Dec 2003 time: 05:19
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quote: Originally posted by Modo
I think the choice is mostly about how soon we get the growth boost. If there is bonus food around, a quick Settler will grant that. If there is no bonus food around, a Granary as fast as possible will maximize the capital's potential earlier. Either way we should try to get it, as it adds up thoughout the game. |
yeah, if we uncover a bonus food source, such as another cow, wheat, or even some wine, then we should consider going for a settler prior to the granary, as the food lost from not building the granary is made up by having the other city grow faster. If there is another cow/wheat next to the river, though, we should probably turn it into a worker pump...
quote: Originally posted by Modo
Good scouting before actually choosing is the key also. |
quote: Originally posted by Krill
Someone has to be within 5 tiles for them to be able to capture our capital without us having a Enk in it, and, after building the first Enk, we can move the Enk out of the city, and if an enemy showed up we would always be able to put at least one Enk in the city before the enemy warior was able to attack the city. |
I've not really made it clear, but we can start to explore with the first enkidu built on turn 9, and still be able to protect the capital if someone wants to invade. The same applies for exploring with the second Enkidu, so long as we build a third.
With this in mind, it does make sense to explore with the first two enkidus, but we would be protecting the Capital with only a single Enkidu
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