November 23rd, 2011, 01:10
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A brief overview of the civic changes I have planned for the upcoming turns:
Turn 123
Slavery -> Caste System
Paganism ->Organized Religion
Turn 128
Caste System -> Slavery
Turn 133
Slavery -> Caste System
Organized Religion -> Pacifism
Turn 138
Caste System -> Slavery
Pacifism -> Organized Religion
November 23rd, 2011, 14:28
(This post was last modified: November 23rd, 2011, 18:54 by oledavy.)
Posts: 4,272
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Okay, ran the numbers this morning for the upcoming great people
t133 Great Person
43% Scientist
47% Engineer
2% Prophet
3% Artist
4% Merchant
The more astute among you may notice that those percentages only add up to 99, this is due to rounding. I would prefer not to have such good odds of producing a Great Engineer, but it's the only way I can get the National Epic finished in the pre-requisite time frame for the switch into Pacifism and CS on t133. The Great Artist points come from the Epic itself, while the merchant points were pre-existing in the city.
We need to decide what to do with a great engineer in the event that we get one. My immediate impulse is to bulb engineering or rush Sankore/Taj.
t135 Great Person
81% Scientist
15% Priest
4% Artist
Our second great person is pretty much guaranteed to be a scientist, unless we get really lucky and pull a priest. This will be our best chance of getting a priest for awhile.
I would put up my micro plan for you guys to check, but I have always hated Excel and do it on paper in a notebook instead, I'm old-fashioned like that
November 23rd, 2011, 14:39
(This post was last modified: April 25th, 2012, 12:19 by oledavy.)
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Most of the time I have spent in game recently has been consumed with hammering out a micro plan for my cities for the next 20 turns, which is nearing completion.
However, regarding t119 itself:
- I whipped the worker to completion in May, 1940 for one pop, and put the overflow into a barracks. I'm one-turning three longbows with the rest of the overflow.
- I whipped the settler in Crecy to completion for two pop.
- Luddite punished me for my dumb move and killed my scout with his warrior.
- I offered Shoot a 30gpt deal to fund him research, he came at me me later and asked that I add another 9gpt deal on top of that, as his costs have increased.
It occurred to me after playing that offering a GPT deal instead of regular gold gifts was rather stupid, an astute observer of the diplomacy and demographics screens will be able to gather the following from it.
1. I am funding and Shoot is researching.
2. Can make a pretty decent stab at my GNP running 100% gold.
Neither is particularly awful, nevertheless, would rather not give the other teams a leg up on what we're doing.
November 23rd, 2011, 16:55
(This post was last modified: November 23rd, 2011, 18:54 by oledavy.)
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Okay, brief summary of what I've got coming out of each city in the upcoming turns
[SIZE="3"]Waterloo[/SIZE]
Build Queue
Settler
Library
National Epic
Temple
Timeline
t122 - Whip, Settler Completes
t126 - Library Completes
t131 - Whip, National Epic Completes
t132 - Temple Completes
t133 - First GP Born
t135 - Second GP Born
I've already elaborated at length on what I have going on here. After producing a settler to settle Sedan, the idea is to get the National Epic up and running as soon as possible, take advantage of philosophical and pacifism to get 12 GPPs per specialist. I haven't decided yet what to build here after the temple.
[SIZE="3"]Crecy[/SIZE]
Build Queue
Explorer
Explorer
Worker
Settler
Timeline
t121 - Explorer Completes
t123 - Explorer Completes
t126 - Worker Completes
t130 - Whip, Settler Completes.
The idea here is to regrow the city to it's happy cap at 5 pop, working wheat, the Flood plains hamlet, horses, a plains hill mine and grassland hill mine. While it's regrowing I'm pumping out a pair of explorers. One will head south into the tundra, then head east to try and nab the circumnavigation bonus. The other r will go try to scout out the future border region with Sulla and serve as a sentry for any incoming attacks. The settler will go to settle the border city with Sulla on the hills east of Abraham PLains.
[SIZE="3"]Trafalgar[/SIZE]
Build Queue
Settler
Crossbow
Worker
Settler
Forge
Timeline
t120 - Whip, Settler Completes
t124 - Crossbow Completes
t125 - Worker Completes
t128 - Whip, Settler Completes
t133 - Whip, Forge Completes
Trafalgar is getting whipped to complete a settler next turn to settle Quiberon Bay. Shoot sank 5 hammers into an archer, which auto-upgraded into a crossbow. I did some tricky stuff with the micro plan, alternating building the worker and Xbow - funneling food overflow from growing to size 5 into the worker - to prevent the city from growing past size 5 and into unhappiness when I can't while I can't whip it away. The crossbow will be the military garrison for Quiberon Bay. However, it will not arrive until t126, so the city will be unstaffed for three turns. Let's hope Team 4 doesn't have a unit running around this far south.
With the amazing food bonuses of this city, it needs a forge badly, which will be the next build after the next settler. The only downside is I can't see a way to spread Hinduism there in time. for the OR bonus to get it done faster. On t133, I'm doing a 3-pop whip to complete the forge with a 19 hammer overflow. This comes during the last turn of anger from the previous whip, but can't be helped as I'm going into Caste System before ending t133 for the GP push in Waterloo. So, for one turn, I'll have 2 whip unhappiness stacked. I think after the forge finishes, I may go for a galley here while the city regrows.
[SIZE="3"]Agincourt[/SIZE]
Build Queue
Work Boat
Forge
Timeline
t120 - Chop comes in, Work Boat Completes
t123 - Run artist
t124 - Run artist
t126 - Chop comes in
t129 - Whip, Forge Completes
I was torn here whether to build a forge or unit here after the workboat. Since I want to use this as a local worker/settler pump, I decided the forge was best. The plan is to grow the city with that +7 food bonus, do a three pop whip to finish the forge and grow to four pop the following turn. On t123 and t124, I'm running an artist to pop the borders, to bring the second forest within my culture in time for the chop. I need to devote some serious worker attention here to build mines on all those hills and start pumping hammers.
So, not including the May, 1940, I have coming in between now and t133:
2 Workers
4 Settlers
1 Work Boat
2 Explorers
1 Crossbow
1 Library
1 Temple
2 Forges
The National Epic
This will bring my worker total to 13, Shoot is gifting me a pair of fast workers for my city in the northwest, so soon my total will be at 15. I really need more to support my expansion.
November 24th, 2011, 02:19
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[SIZE="3"] Turn 120[/SIZE]
Scouting in the northeast revealed what looks like a natural choke point.
I feel like this may have been meant to serve as a natural boundary between us and Team #4. We'll find out soon enough I suppose. At some point, I would like to settle a city here to seal off all the jungled grassland north of me, and then go nuts settling and building...farms/cottages/workshops...take your pick.
I whipped Trafalgar down to 3 pop to get the settler out next turn:
The road to the future city site of Quiberon Bay will be completed next turn.
In the south, I'm moving to found Abraham Plains.
If I move the settler as fast as he can go, I'll outrun the archer such that the settler and then the city will be unguarded for two turns. It's a bit of a risk, but I seriously doubt Sulla has any sort of military this far west. I have two workers bringing up the rear. They'll finish up a road to the city a couple turns after founding it.
All my units:
I need more of everything.
Shoot's GNP, spike, boosted by yours truly.
Lastly, a quick peak at demos. A brief note: the rival worst approval rating is running at 50% - someone is right at their happy cap already.
End Turn.
November 24th, 2011, 04:13
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Just an idea, but have you considered building a lb instead of one or two of those explorers? I just figure with your agressive plant toward Sulla having a lb in the city soon may be smart.
November 24th, 2011, 10:26
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Joined: Jun 2011
Shoot the Moon Wrote:Just an idea, but have you considered building a lb instead of one or two of those explorers? I just figure with your agressive plant toward Sulla having a lb in the city soon may be smart.
I might be changing the second explorer to a lb depending on how things look when I move farther south. However, I'm about to 1t three longbows out of May, 1940. One of which I have penciled in to head south immediately to help guard the new city.
My plan after that is to have May, 1940 1t a slew of spears (it runs out of overflow to 1t lbs) to serve as MPs for it and Waterloo. This will free up the other two longbows to head south as well.
November 24th, 2011, 13:07
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oledavy Wrote:My plan after that is to have May, 1940 1t a slew of spears (it runs out of overflow to 1t lbs) to serve as MPs for it and Waterloo. This will free up the other two longbows to head south as well.
If you wanted to be tricky, I think you would be able to have those be warriors instead of spears by each turn having France gift India iron before ending France's turn and then india gift France iron before ending its turn -- esentially making it so neither ever ends turn with iron. Requires a lot of log ins back and forth to accept the deals (and we'd have to be careful about who has iron when) but I think it could be doable if you wanted to try it.
November 24th, 2011, 15:32
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Shoot the Moon Wrote:If you wanted to be tricky, I think you would be able to have those be warriors instead of spears by each turn having France gift India iron before ending France's turn and then india gift France iron before ending its turn -- esentially making it so neither ever ends turn with iron. Requires a lot of log ins back and forth to accept the deals (and we'd have to be careful about who has iron when) but I think it could be doable if you wanted to try it.
That's quite clever
I think the better solution, however, might be for you to put 1t into a road onto your iron so you could hook it up in a pinch, rather than potentially lock it up in 10t deal with WK or gift our iron to each other.
Next turn, I'll gift WK the iron I have hooked up, so I can go back to building warriors and archers. If I suddenly face an horde of Indians in the next 10t, WK can gift me his iron.
There were 5 hammers invested in an archer in Trafalgar, which converted into a Xbow. Losing the iron will change the build back and allow me to save 24 hammers by building an archer to staff Quiberon Bay. I might be able to rework the micro plan to squeeze an extra worker out of that. It will also mean I get a defender in Quiberon Bay a couple turns sooner - not that the city is under any sort of threat - but it'll make me feel better.
Building warriors as MPs instead of Longbows will allow me to alternate the two, using overflow from the warriors to 1t a longbow every other turn, depending on how many I want. Either that or I can start stacking up hammer overflow for something more expensive.
The only potential drawback to this change I can see is if Sulla has a horde of HA's about to strike
I feel rather dumb that gifting away my metal to build cheaper MPs didn't even occur to me.
November 24th, 2011, 18:12
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Sounds like a good plan to me just make not to have too many hammers with the warriors and lose the overflow.
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