As a French person I feel like it's my duty to explain strikes to you. - AdrienIer

Create an account  

 
[Spoilers] Alhazard ruins a Renaissance fair





Starts are definitely not mirrored due to high MFG. The capital has to work 8 raw hammers with bureau to get 14h.

Also that is a lot of land. Enough for 22 cities easily.
Youtube Channel Twitch aka Mistoltin
Reply

Here is another question for lurkers. Any idea what is causing the discrepancy in power? I count that techs should give 84K power and 2 lb for 12K for 96K total before founding a city. Obviously that is not the case ingame.
Youtube Channel Twitch aka Mistoltin
Reply

I can't see the pictures (at work), but doesn't each Pop point give some Power - so the founded cities would be the distortion?

Edit: or are you just seeing different numbers than you expect - in which case noidea until I can see....
Reply

The 98k I am referring to is without settling. After settling a city, you get 101K from 2pop (1k) and forge (2k).
Youtube Channel Twitch aka Mistoltin
Reply

Sorry, re-reading. Would the missing 2K correspond to the Explorer?
Reply

yeah it was the explorer. In this reference I got for power, they were not mentioned but deleting one in a sandbox game lowered power by 2k. Something new to learn.
Youtube Channel Twitch aka Mistoltin
Reply



Demos after mackoti played





What to do about that deer...
From demohacking, NC and plako has 8 tiles in their capital. mack has 9.
Everyone except 1 civ was working at least 7 hammers on T185, but sure what to make of the low CY on T185. Obviously our demos don't look too good after whipping.
Youtube Channel Twitch aka Mistoltin
Reply

Tentative deer path:

T194
Capital grows to 4. Build worker working corn, banana, horse and a 0/2/1
1 worker S of cap finish road N of cap. Other worker S of cap can move and pasture horse (1/3)
Worker from pigs tile moves NW, W of 2nd city

T195
Education at 249b. Dial research down to 30% *Tentative. Could use optimization*

Worker N of cap move NE and put another horse pasture turn (2/3)
Worker on Horse move NW, N to hill W of cap
Worker W of 2nd city, move NW and camp deer (1/3)

T196
Education at 258b. Switch to PP at 100% *Tentative. Could use optimization*
2nd city grows to 2. Assign to deer

Worker at horse finishes pasture.
Worker at deer and worker W of 2nd city finishes camp.

Adopt slavery
Whip capital off the 0/2/1 tile.

T197
Capital reassigned from horse to a 3/0/2. Build wealth to hold overflow.
Worker on horse move NE and road (1/2)
Workers from deer move E and road
Worker from cap can move to marble tile.

T198
PP at 62b. Switch to gunpowder at 0% *Tentative. Could use optimization*
2nd city grows to 3. Worked improved horse to finish the missionary.
Worker SE of 2nd city finish road (2/2)
Workers NE of 2nd city road horse.
Worker on marble begin mining (1/5)

But I really don't know if we should improve the deer 1st. I have a feeling that the 2 farms is something we would want to improve eventually and I would prefer to get them done during serfdom turns. The opportunity cost, of course, is at least 30 commerce.
Youtube Channel Twitch aka Mistoltin
Reply

(September 5th, 2016, 15:07)Alhazard Wrote: Tentative deer path:

T194
Capital grows to 4. Build worker working corn, banana, horse and a 0/2/1
1 worker S of cap finish road N of cap. Other worker S of cap can move and pasture horse (1/3)
Worker from pigs tile moves NW, W of 2nd city

T195
Education at 249b. Dial research down to 30% *Tentative. Could use optimization*

Worker N of cap move NE and put another horse pasture turn (2/3)
Worker on Horse move NW, N to hill W of cap
Worker W of 2nd city, move NW and camp deer (1/3)

T196
Education at 258b. Switch to PP at 100% *Tentative. Could use optimization*
2nd city grows to 2. Assign to deer

Worker at horse finishes pasture.
Worker at deer and worker W of 2nd city finishes camp.

Adopt slavery
Whip capital off the 0/2/1 tile.

T197
Capital reassigned from horse to a 3/0/2. Build wealth to hold overflow.
Worker on horse move NE and road (1/2)
Workers from deer move E and road
Worker from cap can move to marble tile.

T198
PP at 62b. Switch to gunpowder at 0% *Tentative. Could use optimization*
2nd city grows to 3. Worked improved horse to finish the missionary.
Worker SE of 2nd city finish road (2/2)
Workers NE of 2nd city road horse.
Worker on marble begin mining (1/5)

But I really don't know if we should improve the deer 1st. I have a feeling that the 2 farms is something we would want to improve eventually and I would prefer to get them done during serfdom turns. The opportunity cost, of course, is at least 30 commerce.

I'm out of the micro loop, but 30 commerce is very big. Assuming that you want to improve both the Deer and the irrigated Rice, run tests: Deer first, Rice second, then figure out a turn ~3 turns after the slower one to compare overall yields (commerce, hammers, food) across both cities. What's the difference?

Sometime inefficient Worker micro proves more efficient for the empire, e.g. when you move a Worker 4-tiles along a road so that it can improve a resource a further 3-tiles away on the following turn.
Reply

Actually it is about 25 commerce I think? The difference is big because I was not planning to improving both. it has to be one or the other to avoid slowing down the 4th city plant on T214, which actually is pretty huge because running scientists in that city allows Lib on EOT216.
Youtube Channel Twitch aka Mistoltin
Reply



Forum Jump: