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[Spoiler] PB42: Rusten and mackoti play Krill playing Bismarck of Portugal

Remainder of T110





The workers are not available to finish improving AM, so it goes around the whip cycle again. Settler whipped T117, and by that point the grassland and a plains tile should be farmed so it has tiles to grow on. Given City Q to the north basically works nothing but watermills and AM has no great tiles to work, I don't think there are choice except: windmill the hills, farm the plains and workshop the 4 grassland tiles, or windmill the hills, and cottage the plains (one of which needs to be grown for ITM anyway). Given the former turns the grasslands into 1/2 tiles right now and I can't farm most of the plains, I reckon I'll cottage the tile because there are nothing else to work and I'll be leaving slavery soon.

Probably dump the chop into the forge, same with the whip overflow from the settler, which are 42 of the 60 needed hammers.





Oh, fuck ups galore. 3S got punished for the war dec so I need to pull things back together. I have 21 hammers of overflow sitting behind the wealth build, and I need to make 16 food hammers per turn to two turn a worker. The copper is hooked T112, which allows the worker to complete eot113. I'm delaying the sugar hook up slightly due to the need to get the Granary in the sugar city (Sold American). This worker can be used to hook the sugar T115, or chop more forests, or whatever. Quite likely to send this new worker to TX to start preparing that city which has been neglected since T75.

With the grassland hill mined, the forge will be a 5 turn build. I don't see any other city improvements as needs (lighthouse would be nice for 2fpt though, but it isn't a need). Likely to finish the spear and archer but I intend to get the forge then whip a settler for the fish site. I need three workers to chop forests for a library to pop borders and a workboat from TX for the fish but I reckon forge first and those two units. Worker eot113, archer eot115, spear eot117, forge eot119? Settler eot124 without a whip? That would mean workboat needed eot127ish from TX.





Borders pop eot and fish is hooked. Forest is chopped and growth@3 eot111 as well actually. Whip the granary T112 anyway, regrowth@3 eot114, work sheep, growth@4 eot116. Sheep hooked T117, growth@5 eot118, Lighthouse whipped T119, then dump overflow into a forge, grow to size 5, whip, regrow to size 6 on wealth, dump overflow into a settler and whip that for the other furs city, then grow to size 10 because I need it to work 7 specialists at a food loss to pop out a great person (7 specs in GA = 42gppt, 400 point GS or GM, probably GS. After the GA, it will need to build the NE: this is why I am interested in the marble, I really need hammers here. 8hpt, forge and marble give NE in 18 turns. 7 Specs in a GA, with NE, 63gppt, so with prep work, easy 700 point GS here.





No change:

Quote:I'm guessing that culture is the right play here, not the granary, especially as it will grow eot109, and I can only chop a granary T107 saving 4 food on growth to size 2. Better to double chop a library T107 and the one pop whip it on T110, borders pop eot115. Farm is finished T110, second gems is roaded T113, and chopped by both workers T115 (gets the worker back on the road network) and can be mined by a one worker T119. ST would regrow@2 eot115 (gems T110, wheat until growth). I'm pretty sure this is the quicker way to getting both gems and the wheat worked, rather than the granary first: the granary could be completed eot113 via the third chop, with 14 food in the box, avoid growth T115, grow eot116 saving 11 food and overflowing 4, and growth@3 eot119, so T120, granary and library in place, both gems hooked and worked.

Well, one minor change: double mine the gems so I have that happy hooked on T117. Get the fp farmed: the copper mine worker can mine the grass hill T117 and then farm the fp, completed T119 with the two gems mining workers. Probably go market before forge here? Happy cap is irrelevant, no good tiles to work. Grow to size 6 and double whip the market?





Yay, food to burn. WHIP ALL THE THINGS! Just finished a spear in the capital, so the previously defending warrior reaches WB on T112. Whip the lighthouse T111, hold the overflow (13 hammers) behind wealth, dump overflow into a forge T114 and whip it T115. hide the overflow behind wealth again and grow to size 6 and whip a settler around T120. That's 7 settlers planned. Grab market as well

Once Machinery is in, then watermill the few necessary tiles (the grasslands and two plains) and stop whipping. Given that I can't get Machinery before T125, then out of the 5 whip unhappy, only 3 whip unhappy will be left with a happy cap of 12, so it's more than manageable. Again, second HE city, so I need to grow it but I also need to get the infrastructure in place now.





You can laugh at me now. I rushed out this city but there is nothing to actually do with it. The best plan I have come up with is to single pop whip the archer at size 4, T113, and dump the overflow into a forge and whip that at size 5, then regrow to size 6 and whip a settler around T122 (8th planned). Stacking the whip unhappy here as with WB. Probably fit a worker whip in as well. But the moment I settle City Q, NW gives up the sheep: City Q gets everything here. NW gets crippled. Lighthouse, granary, forge, walls is about all it gets. And probably a barracks at some point.

I may struggle with workers in this area, but NW is getting a grass farm built so it has 3 tiles, and that is all for now. The workers go to City Q for a Library chop on founding and a granary chop once borders pop, granary @size 2. If I whip NW a bit harder, I'm OK with that. Working none caste workshops is dire without Guilds.





Two turns of improvement on the sugar, it would be hooked T113 but fuck that. Moving the worker to the forest, and chopping that T114, whip the granary T115, and the worker finishes the sugar on T117. Then likely need to double whip a lighthouse to have tiles to work. Library at some point, but probably a forge double whip then a library triple whip...or would be. I need to use SA to get a gpp in the first golden age, but to finish the great person in the second golden age. So I want a lighthouse and growth (probably get the forge for happy though). Running a food deficit, looking at size 10, 7 specialists and popping out the 500 point great person here. Theoretically I could pop the 400 point GP here, and store the points in the NE city, but I figure I can stretch and get at least the 500 point, maybe even the 700 point one here: It will not be able to get more than one great person and I'd like it to be the most expensive one I can make it. The best thing about going for the 500 point GP here is that if I do it as a GS or GM, I could probably finish it before the second GA even starts.

That is risky though, because this city is exposed, and I don't want accumulated gpp to be easily taken away and wreck the whole GA plan.





This is the other NE city, lower food, but again in a GA it can hold 7 specs for long enough if the city is large enough. It also has hammers though, it can hit 18 base hpt (22 adjusted into the Industrial NE because that has no marble doubler). Same plan applies: pop out a great person, build NE in the golden age and afterwards, and then get another GP in the second GA. Given I will need 2 GM, 2GS and a single great artist, I need to figure out where I want to go for the GA. That would probably be best on Sold American, but then that arouses suspicion. Probably best to get the GA from either AC or SW, but I'd prefer to do that as the 300 point gp rather than work so many artists in a city I don't need the culture.

The reality is I would prefer to get the 300 point GP as a GA and get it from Sold American, and then see if I can really push SA to get the 700 point or even 800 point GP in the second GA. I don't know if that is possible though. Then I can get the 400 point GP as a GS, and the 500 point as a GM, because I can get easier access to merchant slots as EXP. That would mean the 400 point would have to be from AC, the 500 point from SW as that can build the necessary infrastructure if needed. Save the artist for whatever other needs, or the third part of the third GA with a further GS and GM.

If I missed MoM, the same plan basically occurs in permanent Caste with no issues over timing.





I don't care about this city now that I have it. farm the corn, chop the forest into a granary and whip at size 2, then a barracks, and finally a lighthouse. Mre likely to skip the barracks due to caste artists availability. It needs to grow on coast because it has nothing else to work.

And I'm done. 4000 words and it still doesn't saying about how to win the game. Answer: Kill everyone with knights off Carracks.
Current games (All): RtR: PB83

Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71 PB80. FFH games: PBEMVII, PBEMXII. Civ 6:  PBEM22 PBEM23Games ded lurked: PB18
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Messages In This Thread
RE: [Spoiler] PB42 Krill spoiler thread - by Krill - November 3rd, 2018, 02:00
RE: [Spoiler] PB42 Krill spoiler thread - by Krill - November 3rd, 2018, 06:35
RE: [Spoiler] PB42 Krill spoiler thread - by Krill - November 3rd, 2018, 06:43
RE: [Spoiler] PB42 Krill spoiler thread - by Krill - November 3rd, 2018, 06:56
RE: [Spoiler] PB42 Krill spoiler thread - by Krill - November 3rd, 2018, 07:15
RE: [Spoiler] PB42 Krill spoiler thread - by Krill - November 3rd, 2018, 08:03
RE: [Spoiler] PB42 Krill spoiler thread - by Krill - November 3rd, 2018, 12:34
RE: [Spoiler] PB42 Krill spoiler thread - by Krill - November 3rd, 2018, 13:54
RE: [Spoiler] PB42 Krill spoiler thread - by Rusten - November 4th, 2018, 06:45
RE: [Spoiler] PB42 Krill spoiler thread - by Krill - November 4th, 2018, 14:15
RE: [Spoiler] PB42 Krill spoiler thread - by Rusten - November 4th, 2018, 14:33
RE: [Spoiler] PB42 Krill spoiler thread - by Krill - November 4th, 2018, 17:54
RE: [Spoiler] PB42 Krill spoiler thread - by Rusten - November 4th, 2018, 14:49
RE: [Spoiler] PB42 Krill spoiler thread - by Krill - November 4th, 2018, 15:47
RE: [Spoiler] PB42 Krill spoiler thread - by Mardoc - November 4th, 2018, 17:32
RE: [Spoiler] PB42 Krill spoiler thread - by Krill - November 4th, 2018, 17:34
RE: [Spoiler] PB42 Krill spoiler thread - by Rusten - November 4th, 2018, 18:33
RE: [Spoiler] PB42 Krill spoiler thread - by Krill - November 4th, 2018, 18:52
RE: [Spoiler] PB42 Krill spoiler thread - by Mardoc - November 4th, 2018, 21:16
RE: [Spoiler] PB42 Krill spoiler thread - by Krill - November 8th, 2018, 07:57
RE: [Spoiler] PB42 Krill spoiler thread - by Krill - November 5th, 2018, 01:28
RE: [Spoiler] PB42 Krill spoiler thread - by Krill - November 5th, 2018, 03:58
RE: [Spoiler] PB42 Krill spoiler thread - by Krill - November 5th, 2018, 05:11
RE: [Spoiler] PB42 Krill spoiler thread - by naufragar - November 5th, 2018, 06:47
RE: [Spoiler] PB42 Krill spoiler thread - by Krill - November 5th, 2018, 10:41
RE: [Spoiler] PB42 Krill spoiler thread - by Krill - November 5th, 2018, 10:48
RE: [Spoiler] PB42 Krill spoiler thread - by Krill - November 5th, 2018, 11:41
RE: [Spoiler] PB42 Krill spoiler thread - by Krill - November 5th, 2018, 16:49
RE: [Spoiler] PB42 Krill spoiler thread - by Krill - November 6th, 2018, 17:31
RE: [Spoiler] PB42 Krill spoiler thread - by Krill - November 6th, 2018, 19:11
RE: [Spoiler] PB42 Krill spoiler thread - by Rusten - November 6th, 2018, 19:19
RE: [Spoiler] PB42 Krill spoiler thread - by Krill - November 6th, 2018, 19:41
RE: [Spoiler] PB42: Rusten and mackoti play Krill playing Bismarck of Portugal - by Krill - January 26th, 2019, 13:11

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