November 3rd, 2013, 20:17
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(November 3rd, 2013, 20:01)NobleHelium Wrote: We actually only need two promotions for an 8-move galleon. So a GG could be split up into four units, making one 8-move galleon and three 7-move galleons. Or perhaps better, you could make ten 7-move galleons instead. Or just settle the GG and pump lots of 7-move galleons.
You are pure evil. Don't stop.
November 3rd, 2013, 20:46
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For a unit built out of a trading post, you still need to give it flanking 1 before giving it nav 2, so its slightly less awesome....
November 3rd, 2013, 20:49
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(November 3rd, 2013, 20:46)Oxyphenbutazone Wrote: For a unit built out of a trading post, you still need to give it flanking 1 before giving it nav 2, so its slightly less awesome....
Yep, this lesson i learned in pbem26
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November 3rd, 2013, 20:50
(This post was last modified: November 3rd, 2013, 20:50 by NobleHelium.)
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Hmmm, yeah, you're right. Must have been some other promotion I was thinking about. So we'd be able to make four 7-move galleons with one GG. Or one 8-move one and one 7-move one.
November 3rd, 2013, 22:26
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Turn 110, Part 2
Okay, turn played. Nothing crazy, but as always there's some housekeeping to be done.
First, up The Big East
Lewwyn is either scouting out what we're settling, or trying to posture us away from the island entirely. Not gonna happen, Lew. I don't mind if he settles the rest of that island, but there is no way we don't settle that clam/fish spot. And really, we should try to get the city location below that too, but let's take it one step at a time here. He's got tons of stuff to his east anyway, stuff much better than this island.
To accomplish this I've got an axe on our galley. Obviously the best unit for defending against chariots, it is not. So I'm thinking we start a sword in Valiants and double whip that thing the turn after. We could single whip a spear if you prefer, but i like getting the additional hammers-for-happiness here. I think we land the axe+archer or axe+sword on the island ahead of the settler and then land settler & worker after.
In our capital, next turn we'll be growing to size 10 and also will be switching the wheat back over to Red Wings, as the settler finishes at end of turn there. I think we work the grass hill and the grass cottage, but I could be talked into working a coast tile instead of the hill. That will put us at +6fpt, still a good amount.
Let's head to SEC Country next:
I pulled the spear out of Tigers to head towards the capital, thinking maybe it would shuttle over with the settler. This may be too slow, though, and if we decide it is then just send the spear back next turn. If we do send the spear on to the conflict zone with Lewwyn then we'll have to send the archer back to Tigers for MP.
We also should send the archer+axe currently inside of Timbers down to the dye city location to make the way for our settler. Btw, I prefer Dye City A -- wait, I think we talked this over and decided on A because it had the first-ring forest. So yeah, we'll settle the westerly location.
Now the Pac Coast
I sent our worker and spear ahead to prepare the way for the settler out of Bulldogs. The chop will get just ahead of the settler, and then we'll need to keep laying cottages.
Also, if you look northward a bit you'll see I've started a cottage for Bills to work. Wish I had gone through with that last turn, because that city has to work something and right now it's working a 2f bare grass tile. It won't have the flood plains for 10 more turns, so say hello to our future hamlet.
I think we need to keep a number of workers up north. We're going to want to chop and mine those hills by cottage lots of tiles in the west, connect a second incense, and farm a flood plains. Plenty to do.
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November 3rd, 2013, 22:28
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Uhhh...I wouldn't build a sword. If you want to 2-whip the spear you can just skip working the horse for a turn. And you'd get two spears that way, or a spear and an axe.
November 4th, 2013, 13:58
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Doing some very crude napkin math here to figure what we can expect for our upcoming academy / tech spree, and how much we can get before going into a golden age with our second great person out of Orioles.
Guessing we'll be at -70gpt wtih 3 more cities (i think we're at -47 now) as these are getting to be the more expensive ones and giving -1gpt after that. Estimating 200bpt at 100% with the academy (we were at 170 when I checked a few turns ago), and giving +5bpt after that. Estimating a known tech bonus of 5% on all techs up until Civil Service.
Our first GP finishes eot111, moves on eot112 and builds an academy in the capital on 113.
Our second GP will take 17 turns from completing the library in Orioles, so due eot128.
At these rates we'll have a good run of 1-turning techs with overflow: HBR will barely take 2 turns finishing on t114, and then after that i figured on a tech path of POLY (115), PRIESTHOOD (116), COL (117), MONO (118), MC (119), and that puts us just about out of gold as we come to CIVIL SERVICE. CS should finish well in time for the great person and a golden age swapping us into Caste, Bureau, Org Religion, and picking our religion. So I would recommend that tech path for getting to CS.
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November 4th, 2013, 18:10
(This post was last modified: November 4th, 2013, 18:10 by NobleHelium.)
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plako sounds rather annoyed by Bacchus's continued technical problems.
November 4th, 2013, 23:37
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(November 4th, 2013, 18:10)NobleHelium Wrote: plako sounds rather annoyed by Bacchus's continued technical problems.
I'm more upset at Black Sword / Jowy holding things up. It's almost been 48 hours since they've logged in last
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November 5th, 2013, 10:47
(This post was last modified: November 5th, 2013, 10:50 by pindicator.)
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Turn 111, Part 1
I didn't move much, just the galleys and started to move some workers before I realized that should wait.
Here's the quickest route to dtay, thanks to somebody's maps. I'm holding off on doing a big picture shot of dtay's lands until we can meet him and trade maps with him. Speaking of which, I did meet plako and trade maps with him. He has 11 cities so we are a little behind in that department.
Through somebody's maps we got an updated view of the jungle
This makes me want to grab dye city B now. If we grab 'B' then there's no place for lewwyn to put a city in around the jungle. If we put it at A then he could theoretically cram one in W of the peaks. Letting him put a city on the hill by the river would be bad - he'd be able to stake all the dye. So I think we need to switch and go to B.
And while I was down there, I noticed this:
Oh, the capital finishes its spear this turn if we work a plains hill, which is fast enough to join the settler from Red Wings. So getting a spear + axe over to that east island won't be a trouble.
And one other last thing: my napkin math projections were off. We're making 190bpt at 100% now. We're going to well over 200 when we get the academy and plant 3 new cities. 250 may be closer to the truth.
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