September 12th, 2019, 18:22
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No barb warriors yet.
I like our land. I was playing around, and I'm getting the rudiments of a plan. Worker completes at cap, builds a cottage 1NE of cap for sharing, goes to chop forest 1NE of cottage. The bronze worker chops its forest, roads copper, and helps the cap's worker chop the forest. I'm not yet sure whether that goes into granary or barracks. I think barracks before granary can work. The worker by Pajarocu does its own thing. Cow->chop->cottage. I played out up until metal casting, not optimally or anything, just for fun. Getting a forge up is not trivial. We have only one forest, at most two mines and maybe not even that, and we can at best only get 79 hammers from whipping. It's tricky. Again, I was just screwing around, so not optimal. Got the gems settler out of the cap and its guardian axe out of Pajarocu. But, like I said, I like our land. It's very wealthy.
New Viron is at its happy cap from whip anger and lack of police, but in my goofing around, the warrior comes back in time and the sheep city gets a warrior from Pajarocu.
Next turn we get our 43 EP on Cairo. The rest is going to close the gap between MSCC and us.
There is no way to peace. Peace is the way.
September 13th, 2019, 06:35
(This post was last modified: September 13th, 2019, 06:37 by naufragar.)
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The capital completed a worker. We started on a warrior that we'll finish in four turns as the cap grows to 4. Magic Science ended the last turn but then didn't play. I looked around but I don't see any angry bowmen.  I haven't been keeping close track, but I think everyone else (besides boak/GKC) is still on two cities.
There is no way to peace. Peace is the way.
September 13th, 2019, 19:27
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MSCC has played last and avoided playing a 2nd turn 3 times in a row now, so he must be at war with someone we don't know. I agree, our land is quite nice now that we're through the starting turns. Having it be rich in commerce fits our samurai plan nicely.
Warrior until size 4 sounds very good! 
Don't forget to get a work boat fairly soon. Really want to scout that eastern island. I think we can strongly consider sailing before MC. Settling over there will give us overseas trade routes which further boosts commerce and it will work seafood upon settlement for even more natural commerce. I'd expect MC at least before turn 70 even with sailing first. Perhaps even as early as T65, but I haven't simmed as far as you. If you have another run I strongly suggest settling this overseas city and seeing how it compares. But we can select MC at 0% for now.
Probably be better to get the GE forge in Pajarocu over the capital as it can be chopped to near completion. It's a city that benefits from the building anyway with cows and 2 hills. That also works out nicely if we follow through with the scientist --> bulb mathematics plan. Our capital is the best suited city for running double specialists as it has such a big surplus. Pajarocu is much better served running only the single engineer, and probably skipping library altogether.
September 13th, 2019, 20:44
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I misread PBspy, there was a turn in between where he didn't play last. It's odd. I don't have access to the event log but has he been at war and signed cease fires recently?
And I mean the western island of course. A city there will boost our commerce so much.
September 14th, 2019, 06:41
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Superdeath declared war on MSCC last turn, but then MSCC made peace that same turn, which seems like a scout moving through to me, so I think the mystery remains.
(September 13th, 2019, 19:27)Rusten Wrote: Don't forget to get a work boat fairly soon. Really want to scout that eastern island. I think we can strongly consider sailing before MC. Settling over there will give us overseas trade routes which further boosts commerce and it will work seafood upon settlement for even more natural commerce. I'd expect MC at least before turn 70 even with sailing first. Perhaps even as early as T65, but I haven't simmed as far as you. If you have another run I strongly suggest settling this overseas city and seeing how it compares. But we can select MC at 0% for now.
I logged in to check tech timings. We've got the gold to start sailing now and finish in 7 turns. I'll sim stuff out. I'm not at all adverse to sailing. I'm always concerned about anything that delays Metal Casting, but as you suggested way back, the slight delay might give us time to get more and better build queues for samurai. In my Metal Casting first plan, we get there very, very fast. Too fast, probably, because I still needed another settler and some garrison units. I'm happy to go sailing. I'll work on a plan.
Rusten Wrote:Probably be better to get the GE forge in Pajarocu over the capital as it can be chopped to near completion. It's a city that benefits from the building anyway with cows and 2 hills. That also works out nicely if we follow through with the scientist --> bulb mathematics plan. Our capital is the best suited city for running double specialists as it has such a big surplus. Pajarocu is much better served running only the single engineer, and probably skipping library altogether.
Should have thought of this. You're right. Plus if we go sailing, it'll give Pajarocu time to get a barracks to grab all its forests.
There is no way to peace. Peace is the way.
September 14th, 2019, 07:39
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Switched research to sailing. 7 turns at -3gpt with 43 banked. New Viron gets a chop and a whip for its settler and then goes to a barracks. Next turn the capital switches off a floodplains to the plains mine so growth and the warrior finish simultaneously. Pajarocou gets a chop and then its worker starts a grassland cottage. I haven't settled on a plan for Pajarocou, but after the granary I like warrior->barracks. I can expand on the plan if there's any interest. There's just so much stuff to build. Need a scouting work boat as well as a galley for the overseas city. Hopefully that city doesn't need a garrison when founded, because that would be yet more stuff to build. I've removed the "preserve" sign on the capital's forest, since it doesn't need it for a forge. This gives us flexibility to chop something like a galley.
There is no way to peace. Peace is the way.
September 15th, 2019, 10:02
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Been enjoying a lazy weekend sim session, and I recreated a bug(?) I read about on RB recently.
The city is producing 15f. It has a 7f surplus, because 8f is being eaten by 4 pop. The fifth pop point is unhappy and is therefore refusing to eat. In my sim, I'm using this to grow to unhappiness the same turn a galley gets produced. The unhappy citizen required food to be made, but because I switch to a foodhammer unit (either settler or worker), he's free after that (minus negligible maintenance increase), essentially banking twenty hammers for when the time comes to whip. T-hawk has demonstrated this while breaking Civ5 but I didn't know Civ4 had a similar feature. Bug or intended behavior, I'm not sure.
Tech's wrong in my sim, and everything is subject to change. Just thought I'd share this neat little mechanic. I'm still learning.
There is no way to peace. Peace is the way.
September 15th, 2019, 11:15
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It's not considered to be a big iirc.
Current games (All): RtR: PB80 Civ 6: PBEM23
Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71. FFH games: PBEMVII, PBEMXII. Civ 6: PBEM22 Games ded lurked: PB18
September 16th, 2019, 06:19
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Makes sense. Not like anything's broken, just unexpected.
The turn rolled in six hours, so I played back to back turns. Somebody founded Buddhism (I assume boak/GKC), and Superdeath, Mr. Cairo, and MSCC are now all on three (natural) cities.
For all my simming, I still don't have a set plan. New Viron goes granary. The cap 2pop whips its. Pajarocou whips its and finishes a warrior two turns later. This lets our new city's warrior go back to police New Viron.
For those of you concerned that New Viron gets a barracks before a granary, yes it's very strange, but we want furs ASAP plus we don't want workers spending time on that side of the empire, so the sooner furs are hooked, the sooner workers can concentrate on the east. I'll try to keep non-granary pop growths to a minimum. I still need to figure out if cap's granary gets whipped next turn or turn after. I still need to figure out when we're getting a metal unit (probably an axe). I still need to figure out how to do all this with so few workers over so large an empire. We have a long shopping list. Here's the power graph.
Bowmen are 4k, compared to an archer's 3k. There could be a bowman in that last jump. I need to take the time to measure all these tiny lines.
There is no way to peace. Peace is the way.
September 16th, 2019, 07:00
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You shouldn't feel bad about not getting a granary in our capital. We can't support that kind of food surplus at this stage anyway -- it has way too much. Having it tend to other needs should be better, but I'm out of sim territory. The granary is super important in cities with low food surplus, like the cow and sheep cities, but when you have almost +10 and no way to give the food away it's not needed.
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