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[SPOILERS] Scooticator and Pindooter give a sporting try

(October 22nd, 2013, 15:01)pindicator Wrote: I find it pretty hilarious that plako has completed 2 wonders now on the turn we were going to start building them.  Obviously the blame lies with Commodore, but it's still a funny coincidence.

Death to Commodore?
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(October 22nd, 2013, 13:12)Cyneheard Wrote:
(October 22nd, 2013, 13:02)pindicator Wrote: If plako builds it i'll be emo too

If plako builds it, his neighbors should all try to alpha strike him in the next 10-20 turns.

Who are his neighbors again? Starcraft build order memorizer Dhalphir and someone else?
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come on now, it takes more to be good at starcraft than memorizing build orders. it just doesn't take deep analysis and long term planning...
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That's my point Ceil. But it also takes deep analysis and long term planning. You just need to do it in magnitudes of seconds rather than hours.
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Turn 99

[Image: pb13%20-%20turn099%20-%20midline.jpg]

We'd be finishing MoM this turn if it was normal. As it is, we're set up to whip 'Mids next turn.

Now that all our workers are done with the wonder micro, we need to figure out what to do with them:

[Image: pb13%20-%20turn099%20-%20workers.jpg]

Things workers badly need to do:
  • Spice plantation for empire-wide happiness
  • Banana plantation for Timbers to have food
  • Spice plantation for Trailblazers food (can also double up with happiness requirement)
  • Connect incense and improve new city
And if we get Mids, we're going to need a lot of tile improvements empire wide afterwards to accommodate all that growth.

At the top of the picture our settler is in place to grab our next city. And then in the east:

[Image: pb13%20-%20turn099%20-%20east.jpg]

We have a settler that will land next turn and settle our 9th city on t101. That's a little slow, tbh. I like to be in double digits by t100. But we've had some setbacks and we've had to stretch out a bit to settle decent city locations.

Lurkers: I need 2 city names for the next two turns - what you got?

Next turn we also will be whipping the library at Valiants, so we should actually have horses improved and hooked up before t110! Amazing smile


In more depressing news, we have mackoti's graphs. So I took screenshots of all the graphs:

[Image: pb13%20-%20turn099%20-%20cropgraph.jpg]

[Image: pb13%20-%20turn099%20-%20gnpgraph.jpg]

[Image: pb13%20-%20turn099%20-%20mfggraph.jpg]

And I'm jealous of the person that was given enough happiness to reach size 9. Or maybe they're CHM.

[Image: pb13%20-%20turn099%20-%20top5.jpg]
Suffer Game Sicko
Dodo Tier Player
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Fucking Dropbox doing maintenance again. Or just plain not working.
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Demos should right themselves once we're back to pushing growth. Combo of hammers at capital and being stuck at happy cap in our cities has slowed us down.

If we get Mids, we should probably have a turn right after where we take some time to go through all our cities and figure out how we want to manage and improve them.
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Agreed.

We also need to discuss a tech path after Currency-HBR, our medium-term tech goals, and if there's a tech we want to try to bulb (Astro?)
Suffer Game Sicko
Dodo Tier Player
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Turn 100

Pyramids are still unclaimed, so we whipped them to completion in our capital. It was a little sad - our natural production got us to 498/500. So hopefully we don't lose a coinflip this turn because that would be annoying. After we land Pyramids, I think we immediately revolt into Rep and then grow, grow, grow -- not just the capital, but everywhere.

[Image: pb13%20-%20turn100%20-%20south.jpg]

I'll start in the south. I elected to have our workers 1-turn the banana at Timbers, but I think after that we need to get workers heading towards our newest city up north. Two or three could stay down south, though -- we'll need improvements at Timbers and Tigers both, as Timbers just whipped a granary and Tigers will soon have a banana and +6fpt. Oh, and if we do lose the flip then our hammers will go into a barracks. Or a galley, I forget. Either way, I took TB off of the hammer tiles and back onto the growing tiles (except for that beautiful, beautiful iron).

[Image: pb13%20-%20turn100%20-%20north.jpg]

Here's the north. Our newest city I named Oilers, because I was trying to think of something desert themed. It cost us all of 6gpt to found, but isn't contributing anything back because it is not hooked up. I started a granary there but really we need to pop borders, so feel free to swap that to a monument or a library. Then there's the two workers north of Trailblazers -- they will be able to hook up the spices on their own. Even if we lose out on 'Mids, we don't need the happy for 2 more turns (that's when Red Wings grows to 7) and that's as long as it takes to improve the grass spices.

[Image: pb13%20-%20turn100%20-%20east.jpg]

Out east I haven't finished the turn yet. Commodore's galley is poking around. Notice what he decided to name it. So I was debating whether we unload the settler this turn on the city spot marked, or unload it where the archer is standing so it is in a forest tile at least. Or maybe we wait a turn. I'm not sure what he does next turn, really. I assumed he'd explore more to the east and he disappeared, not see him circle around.

[Image: pb13%20-%20turn100%20-%20demos.jpg]

And demos. Don't worry, those will go up soon.
Suffer Game Sicko
Dodo Tier Player
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Obviously we unload the settler on the forest. We can still found in the same location next turn regardless. Oh and death to Commodore.
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