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Old 05-09-2007, 00:55   #2
Beorn
Disabled Vet
 
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Join Date: Oct 2005
Location: RAWR!
Posts: 1,555
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Just did a start plan calc (isn't everybody in debt to Offa, I mean, seriously?!).

Settle on spot SW of cow, move other to SW of wheat. That's a given. I'll push an early worker first off out of #2, then a not-as-early worker out of #1 that will even out the (hopeful!) 6 turn horseman-settler factory.

First settler would be as late as turn 27 - I know - but the first horseman would be on turn 51, with the 6-turner fully operational not long after 27. #2 will have a 6T warrior-settler thing from 50 onwards.

That will leave me 12 + 8 worker turns (when they start being available off the core 2 for that purpose) to connect horses. Might not be doable but I definitely will try, even if it means cutting some edges really sharp, settling 1 off a better location or sacrificing a worker. From my capital alone, I'd have 2 war, 2 arch, 10 HM (all vets) by turn 111 - comparing to MB&S where at that point I had 5 HM, 6 Jav, 2 warriors grand total. Not that the starts are in any way comparable but I thought I'd toss it in.

I'll keep tinkering around but so far, since #2 will be stuck at 6-7 shields for a long time due to corruption and worker turns, I think that's as big as I can make it. I'll look into skipping the granary off #2 and making more military, though that will highly depend on wether I have both horses and targets nearby. A 10 turn HM-settler might be more profitable than a 6-turn warrior-settler if there is enough baddies to capture.

Only other reason to change the plan would be if I found another 4+fpt nearby. That would be turned into a worker factory ASAP.
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