The Settlers 2, part 4: I hate big boats and I can not lie.
The starting area has enormous amounts of coal and not a lot else. Lack of iron in particular is a real pain - iron is needed to make more knights and more
tools, and not having much of it really slows down expansion. There is an iron-rich island to the south, but we will need ships to get there.
We get 2 more buildings here: the harbour, which is a coastal warehouse, and the ship builder. Also ships, which are not technically buildings, but building them
eats up a huge amount of wood, so I end up with 4 sawmills in the starting area alone. The ship builder can also build smaller rowing boats, which causes me to
indulge myself by building a long chain of sea paths towards the East. There is some sense to doing this: slopes slow movement, but sea lanes are always flat.
An amusing quirk of this game is that my south-western outpost was far better at getting stones than the northern catapults connected to my HQ. That's probably
because a ship can carry about 40 stones at once if it wants to. With that kind of capacity, it's tempting to build a second harbour on the mainland. Alas, having 2 harbours connected via a land path triggers some extremely derpy behaviours - knights endlessly marching between them being the most annoying.
The big problem with ships is that they do what they want, which is mostly wandering aimlessly, even when there's a huge pile of iron ore on one island and a bunch of starving iron smelters on another.
00:00: Hello intertubers
00:30: Obvious meme is obvious
02:42: Building the ship-building buildings
16:40: Expedition starts
19:20: Expedition lands
22:30: Editing...
25:40: Iron!
29:15: Ships can carry a lot of stuff.
30:55: Enemy detected!
31:48: Gold!
37:10: Time to be a bad neighbour.
39:40: Food for the iron miners
42:18: First catapult kill
44:00: Creeping catapults
46:55: A very bad idea
50:30: ...that didn't happen.
53:15: Catapults in the south
1:04:35: Attacking yellow HQ
1:07:30: HQ down
1:14:30: Mining out.
1:18:25: Provoking Red!
1:24:20: A technical win.
1:27:17: A second iron supply
1:28:00: Extremely important well-related observation.
1:32:30: Victory (again)
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