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  • #46
    Originally posted by Sir Ralph
    Nathan, did you keep in mind, that the foodbox is emptied everytime the city grows? If we work on 2 irrigated fps, we make 4 surplus. This means we need 2x3=6 turns to get the growth for a settler. To be faster, we must work on 3 irrigated floodplains.

    - Size 5: 3 irrigated floodplains, 2 irrigated fur plains: 5 surplus, 5 shields: 2 turn worker pump.

    - Size 5-6: 3 irrigated floodplains, first 2, later 3 irrigated fur plains: 5 surplus, 2x5 + 3x7: 5 turn settler pump, after which the foodbox is half filled again.
    The catch to the "the foodbox is half filled again" idea is that growing past size six messes things up. Going from size 7 to size 8 costs too much food, so we always end up at size 5 after the settler is finished. Thus, I prefer to reduce the number of FPs used during one leg of growth to reduce the risk of disease slightly. Also, with enough irrigated plains and/or mined grasslands, that kind of technique would reduce the number of furs EotS needs to work for five-turn settler production, letting Hurricane make more use of the furs.

    Nathan

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    • #47
      Sounds good, Sir Ralph, with the only problem that if Vox sees us move, while we asked to halt exploration, they could take it the wrong way.

      DeepO

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      • #48
        My plans:

        Grog, Slash and Ouch 8.
        Hack 4.

        Build Hurricane, start warrior at unshielded grassland with river.

        Set science to 90% (11 beakers) makes Pottery in 4 turns (40 beakers left). 10 beakers is not possible (80% gives only 9), so we have to adjust it in the last turn.

        EotS has 35 shields and makes 5 (1 irrigated floodplain, 2 irrigated fur plains). Will grow next time in 7 turns.

        30 minutes for objections. Turn will be played 1900 GMT (2pm Apolyton time/EST) sharp.

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        • #49
          Originally posted by Sir Ralph
          Set science to 90% (11 beakers) makes Pottery in 4 turns (40 beakers left). 10 beakers is not possible (80% gives only 9), so we have to adjust it in the last turn.
          Sounds good, except that we should be able to adjust the slider in 2 turns, not in 3. But that won't matter. In 3 turns, we will have to adjust again, I think, as EotS grows in between.

          DeepO

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          • #50
            EotS grows in 7 turns (3 surplus). It just grew this turn.

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            • #51
              sounds good to me (I'm sure everyone was wating for my approval )

              I can't wait to see that second city on the screen shot.

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              • #52
                Ah, sorry. in 2 turns it is then

                DeepO

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                • #53
                  Ah, I forgot to say, with 90% science we make +1 gold. This fills our cash reserve a bit. We have 2 freebie units left, till we pay upkeep again.

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                  • #54
                    How about "Neck of Fate" for the isthmus?

                    Based on 6x3+2=20, we can have one turn where EotS works a fur forest instead of both irrigated furs. Doing that one turn and then having Hurricane move to a fur forest for the next two before switching to the grassland tile for growth would give us our warrior in four turns at a cost of only one turn on pop growth. But I wouldn't want to compromise growth any more pursuing the warrior after that. (EotS would work both irrigated furs and one FP after that first turn.)

                    I really don't like moving Ouch because I want both cities able to have two warriors if Vox does decide to attack.

                    Nathan

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                    • #55
                      I think, if we shadow them with Hack and Ouch and do it well (like a defender in soccer: always between the attacker and the goal), they won't consider to attack, and even if they did, we'd have 2 warriors in every city instantly.

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                      • #56
                        Don't know about that last point, Nathan. They will probably not head straight to our cities as they dn't know where they are, and by the they come near, we should be able to have moved our shadowwarriors home as well. For the moment we don't need Ouch...

                        BTW: it may not be needed to sacrifice any growth on this extra warrior: we have plenty of time before we need him, even in the worst case. The only real problem here are barbs.

                        DeepO

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                        • #57
                          Hmm... did they read our message before sending their turn, not replying until after sending their turn?
                          I know Dissidents' pm was unread, when they allready had played their turn.. (can't say the same for MMS who sent a PM to Betahound earlier).

                          Sounds good, Sir Ralph, with the only problem that if Vox sees us move, while we asked to halt exploration, they could take it the wrong way.

                          DeepO
                          As long as they don't respond, there's no reason to stop ourself and waste a move..
                          This even speed up their answer IMHO, or at least agreeing to hold both armies on wasps beach
                          Is God willing to prevent evil, but not able? Then he is not omnipotent. Is he able, but not willing? Then he is malevolent. Is he both able and willing? Then whence cometh evil? Is he neither able nor willing?
                          Then why call him God? - Epicurus

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                          • #58
                            I like "neck of fate" best of the names I've heard .

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                            • #59
                              double post

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                              • #60
                                I was wondering on "Cape Horn (of abundance)" down South. the ishtmus... don't know. WW is easy to abreviate, and I'm lazy

                                DeepO

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