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Arrian
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Kneel before Grog!
Jul 2001 time: 00:24
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Ok, this should work:
T22: 18f, 29s. Road done. Move to 2nd floodplain (stay on western shore).
T23: Settler done. Size 1. Begin another, use fp. Begin road.
T24: 3f, 1s.
T25: 6f, 2s. Road done, irrigate.
T26: 9f, 3s.
T27: 12f, 4s. Irrigation done, move across river to fp
T28: 15f, 5s. Road
T29: 18f, 6s. Switch citizen to irr fur.
T30: Size 2, 11s. Switch both to fp. Road done, move to forested fur
T31: 4f, 12s. Begin chop
T32: 8f, 13s.
T33: 12f, 14s,
T34: 16f, 15s.
T35: Size 3, 18s.
T36: 4f, settler done (chop done), size 1. Begin road. Order barracks?
This provides two tiles of road leading NW out of EotS along the western bank of the river, while wasting no time.
-Arrian
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alexman
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Hunt Valley, MD
Jan 1970 time: 00:24
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Second settler done 1 turn after the 5 warrior plan:
T11: 15f, warrior complete. Order barracks.
T12: 17f, 3s.
T13: 19f, 6s. Move citizen to unchopped fur, auto-allocation sets new citizen to irrigated fur.
T14: Size 2. 0f, 11s. Citizen to grassland
T15: 2f, 24s (chop done), begin irrigation
T16: 4f, 27s citizen to chopped furs
T17: 6f, 32s irrigation done, move worker to grassland
T18: 8f, 37s begin road
T19: 10f, 0s barracks done, choose settler
T20: 12f, 5s, road done, move worker to next grassland
T21: 14f, 10s begin road
T22: 16f, 15s
T23: 18f, 20s road done, move to floodplains N of city
T24: Size 3. 0f, 25s irrigate, citizens on furs and roaded grassland
T25: 2f, 0s settler done, citizen to fp, move settler along road
T26: 5f, 1s irrigation done, road, build 2nd city
T27: 8f, 2s
T28: 11f, 3s. road done, move 2nd fp
T29: 14f, 4s. irrigate
T30: 17f, 5s
T31: Size 2, 8s irrigation done, move to furs, both citizens on fp
T32: 4f, 9s. chop
T33: 8f, 10s
T34: 12f, 11s
T35: 16f, 12s
T36: Size 3, 0f, 15s move 2 citizens on furs, 1 on fp
T37: 3f, 0s chop done, irrigate, Settler done
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alexman
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Hunt Valley, MD
Jan 1970 time: 00:24
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How about a Temple and a Warrior instead of a Barracks? They cost the same.
So the tradeoff would be an early Temple versus a 5th Warrior and the third city one turn earlier (but the second one the same)
T11: 15f, warrior complete. Order Temple.
T12: 17f, 3s.
T13: 19f, 6s. Move citizen to unchopped fur, auto-allocation sets new citizen to irrigated fur.
T14: Size 2. 0f, 11s. Citizen to grassland
T15: 2f, 24s (chop done), begin irrigation
T16: 4f, 27s citizen to chopped furs
T17: 6f, 0s Temple done, choose Warrior, irrigation done, move worker to grassland
T18: 8f, 5s begin road
T19: 10f, 0s Warrior done, choose settler
T20: 12f, 5s, road done, move worker to next grassland
T21: 14f, 10s begin road
T22: 16f, 15s
T23: 18f, 20s road done, move to floodplains N of city
T24: Size 3. 0f, 25s irrigate, citizens on furs and roaded grassland
T25: 2f, 0s settler done, citizen to fp, move settler along road
T26: 5f, 1s irrigation done, road, build 2nd city
T27: 8f, 2s
T28: 11f, 3s. road done, move 2nd fp
T29: 14f, 4s. irrigate
T30: 17f, 5s
T31: Size 2, 8s irrigation done, move to furs, both citizens on fp
T32: 4f, 9s. chop
T33: 8f, 10s
T34: 12f, 11s
T35: 16f, 12s
T36: Size 3, 0f, 15s move 2 citizens on furs, 1 on fp
T37: 3f, 0s chop done, irrigate, Settler done
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nbarclay
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Huntsville, Alabama
Dec 1999 time: 23:24
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Until further notice, I still think the five warrior plan is the way to go, not that I've stopped listening.
I like the idea of the extra culture an early temple would bring, but there are two down sides. (1) With a temple replacing two warriors, we would only have two explorers instead of four unless we want to leave our capital undefended. And keep in mind the possibility, however small, that someone else might be heading south a bit to the right of where Grog's heading north. (2) A temple would be a permanent 1gpt drain on our economy, and it's going to be a long time before we grow EotS large enough for the temple to provide a meaningful happiness benefit to offset that on any kind of ongoing basis. In contrast, the financial drain of the extra warriors, although larger initially, will disappear when our second city is founded.
Nathan
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nbarclay
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Huntsville, Alabama
Dec 1999 time: 23:24
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quote: Originally posted by Sir Ralph
Is it just me, or does anyone else suspect, that we're on an island. And if so, for what do we need lots of explorers? |
It's possible that we're on an island, but a civ on an island by itself with two luxuries, while possible, is extremely rare. So there's a pretty good chance of having a land bridge connecting us to something else.
On the other hand, the lay of the land is not looking like it favors someone's being able to sneak up on us. I'm tempted to go for a temple-based plan after all, with Grog moving 6-6 to look at the land north of what our expansion uncovered and Hack going 8-8 to look out from the top of the mountain directly to his north.
If they don't spot any incoming foreigners, we could switch to a temple and plan on having Gronk come back to guard the capital as soon as he finishes his exploration while Grog and Hack continue to map out the northern reaches.
I'm not sure whether I like this idea or not. Opinions?
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Dominae
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The original idea with the 5 Warriors plan was to get Settlers out sooner. We were chopping a lot of Forest and needed something to do with all those Shields, so the Barracks seemed like a good idea. Then it became apparent that Settlers weren't coming out as fast as they could. If alexman has found a way of fitting in a Temple and still build Settlers at almost the same rate, that's great. Even if we're not alone, 4 Warriors should be enough for now.
Dominae
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Arrian
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Kneel before Grog!
Jul 2001 time: 00:24
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I still favor the 5 warriors.
Preliminary scouting indicates that we will most likely have at least 1 neighboring civ, but think we've all seen maps that start out looking like an island or small continent and end up being a huge continent with many civs. We just don't know.
I love temples, I really do. Those of you who check out the strategy forum will know that. But if 5 warriors will allow us to fully scout our landmass quicker, and if we ARE alone, fine, we can punch out a temple then and still have a powerful cultural effect (though if we are alone on a 2-luxury continent, it's probably decently sized, and I would then argue for pottery as tech #2 and for a granary to settler pump from EotS, but that's another matter). To sum up, I vote 5 warriors.
Nathan, however, as leader of the Economists, has final say.
-Arrian
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DeepO

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supporting Candle'Bre
Jan 2002 time: 06:24
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I'm not convinced yet that we'll have immediate access to horses, but as the map was good to us so far, maybe we get lucky again. However, there is something else: would it be a crazy idea to have reg WC exploring, instead of vets? If we were to encounter another team, they wouldn't be scared to death to see a vet WC on their borders...
And we have a good chance of loosing against unforeseen reg warrior attacks, so they won't trigger our GA, or they are not guaranteed to trigger our GA. If we would have vet WCs on hills, we will likely win if they attack with a warrior, so have a badly timed GA, it could proof to be a serious incentive for them to start a war. with reg WCs, the chances are a lot lower.
DeepO
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Dominae
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Our Warriors are doing a fine job exploring as is. With five of them running around, we should finish exploring our continent by the time a War Chariot is built (assuming there's no "neck" directly North and then another big landmass). So when we finally decide to build Barracks and War Chariots, it will be for a military purpose. If there are no available targets, our WCs will be useless. Now that's wasted production.
Dominae
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