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Arrian
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Kneel before Grog!
Jul 2001 time: 00:24
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T2: build city, begin chop, allocate citizen to forest fur, build warrior.
T3: 1f, 3s
T4: 2f, 6s
T5: 3f, 9s, switch citizen to grassland tile.
T6: 5f, warrior complete, build another.
T7: 7f, warrior complete (chopping done), order another, begin irr.
T8: 9f, 1s. Switch citizen to fur tile.
T9: 11f, 4s. Irrigation done, move to next fur
T10: 13f, 7s. Begin chop
T11: 15f, warrior complete.
T12: 17f, 3s.
T13: 19f, 6s. switch citizen to unchopped fur.
T14: Size 2, warrior complete. select another. Move 1 citizen to grassland.
T15: 2f, warrior complete (chop done). Irrigate. Select settler.
T16: 4f, 3s. switch 2nd citizen to 2nd fur.
T17: 6f, 8s, irrigation complete. Move across river to fp tile.
T18: 8f, 13s, begin irrigation
T19: 10f, 18s, switch 1 citizen to fp.
T20: 13f, 21s. Irrigation complete, begin road.
T21: 16f, 24s. Switch back to furs only.
T22: 18f, 29s. Road done. Move to 2nd floodplain.
T23: Settler done. Size 1. Begin another, use fp. Begin irrigation.
T24: 3f, 1s.
T25: 6f, 2s. Irrigation done, road.
T26: 9f, 3s.
T27: 12f, 4s. Road done, move to fur
T28: 15f, 5s. Begin chop
T29: 18f, 6s. Switch citizen to irr fur.
T30: Size 2, 11s. Switch both to fp.
T31: 4f, 12s.
T32: 8f, 13s.
T33: 12f, 24s, chop done. Road.
T34: 16f, 25s.
T35: Size 3, 28s. Road done. Irrigate.
T36: Settler done, size 1, 4f (? need to test that one)*.
At this point we could do anything, including a third straight settler if we want.
* - It seems from the testing that you don't get overlap food when a city grows (ex: city has 19f, +3f/turn. Next turn it is Size2, 0f), but if you produce a settler after having already hit size 3, you get the food production before the settler drops you to size 1 (ex: city is size 3, has 6f, producing +4f/turn and will make a settler next turn. Upon making the settler, it is a size 1, 10f).
What I'd like to do is test the 5 warrior/2 settler plan and maybe have someone else do it to so as to be absolutely sure I'm right (Nathan? NYE? Alexman?).
-Arrian
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Arrian
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Kneel before Grog!
Jul 2001 time: 00:24
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Oh, one thing:
If our second city is built where I put it during testing, it will use the first irrigated fur tile, which means the plan would be slightly different, as so:
T29: 18f, 6s.
T30: Size 2, 9s. Switch both to fp.
T31: 4f, 10s.
T32: 8f, 11s.
T33: 12f, 22s, chop done. irrigate.
T34: 16f, 23s.
T35: Size 3, 26s. irrigation done, road. Move another citizen to fur (2 fur, 1 fp)
T36: Size 1, settler complete (3f? I think so...).
-Arrian
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Arrian
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Kneel before Grog!
Jul 2001 time: 00:24
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I'm going to send Nathan the test thingy now (sorry for the delay) and he can test the 5 warrior/2 settler plan. I may do some testing tonight, but I'm not sure I'm in the mood for it right now.
By the way, originally I had the worker crossing the river to work on one of the fp tiles right after he finished the 2nd fur. Upon further reflection at the recent screenshots, that's dumb: he should stay on the eastern shore of the river, and simply move north to develop the second fp (so chop, irr, move "7", chop, irr, move "7", irr, road, move "7", road, irr, move "6", chop, irr, road).
Theseus,
An early barracks only makes sense if we're going to pump out troops early on. Our top priorities right now are exploration and expansion. Veteran WCs can probably wait. Hell, if we bump into GoW really early, we could always consolidate our 5 warriors and rush them.
-Arrian
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Dominae
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I also doubt we're on a small island (although we may very well be alone). If my "map generator sense" is correct, I predict some nice Jungle just North of us.
Dominae
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Arrian
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Kneel before Grog!
Jul 2001 time: 00:24
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The problem is that when a city grows, you don't get any extra food, so if you're at 19f, producing +3f/turn, you will grow the next turn and reset to 0f.
The other option was:
T21: 16f, 24s
T22: 19f, 27s
T23: Settler complete, Size 1, 0f, 0s.
IF we had a second irrigated floodplain ready, it would be different, but we don't have that until later.
-Arrian
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alexman
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Hunt Valley, MD
Jan 1970 time: 00:24
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It looks like we might not be alone on an island after all, so we will likely need those veteran units.
If we stick with the Barracks plan, but we move the worker to road the two tiles to our next city instead of irrigating the floodplains, we end up founding our second city at exactly the same turn (26) as with the 5 Warrior plan (assuming we want to go just three tiles east/south for the second city).
[Edit: in addition to being more shield-efficient, this plan eliminates the risk of disease]
Just an idea.
Last edited by alexman on 13-12-2002 at 22:20
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Arrian
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Kneel before Grog!
Jul 2001 time: 00:24
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It's too late for the standard barracks plan, I believe, because next turn the 2nd chop will be done, producing a warrior. That would have been used on the barracks.
The one change I would make is that instead of crossing the river with the worker to irrigate/road a floodplain, we stay on the eastern shore and irrigate/road the two floodplains on that side. That provides part of a road to the north. After crossing the river, the settler gets two roaded tiles before hitting wilderness again.
Or, come to think of it, maybe my original plan was best, since it will provide 1 tile of road from EotS without crossing the river. Hmm... I may need to look at the screenshots again. The reason I have the worker cross back is so that after he develops the 2nd floodplain, he can chop some more forest. Maybe, just maybe, I can work it differently so that we can get an extra road for a settler sent north, without messing anything up.
-Arrian
damn, I wish I could see the screenshot at work. Are the tiles N & NW that border the river of EotS all floodplain (that would make four of them)?
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