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Dare you enter the Whizzard's Realm? Magic and Mysteries abide.

Wait, how is it even possible for Alhazard's team to not generate a GP by this point? PHI, even without Pacifism, should have have been enough, no? Are they deliberately forgoing Engineers for Citizens or something? :D

Nationalism within 15t sounds like a good estimate, so AP in BD makes sense. Not confident one way or another about whipping another Worker.
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(September 16th, 2016, 07:21)Nicolae Carpathia Wrote: Great Engineer is born this turn, T204.

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146g at -9gpt, so we have 16 turns of 100% research remaining. This will decrease when we settle clams/deer.

At current commerce rates, nationalism is 16 turns away. This will decrease in the short term, when we whip off the oasis and cottage, and increase when we add more cottages and the furs and the commerce from the clams city (and perhaps citizens working the coasts of UU.

Without AP in Baraddur, the great engineer arrives in 15 turns.

If we put AP in Baraddur, the next great person arrives in ~9 turns. I really like the idea of rolling the dice, realistically, we should expect to research Nat within 15 turns.

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Worker moves made.

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Henry Ford, the Great Engineer, was born in Plako's city. Hang on, has Mist not popped a great person?

Also, now we've seen Plako's cities, time to make contact with Mackoti. I suggest we do so via the arctic landbridge, and that means sending the explorer NW. This has the benefit of defogging our SE and SW as well.

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WK named his most recent city "Krill Next Door". Suggestion that Mackoti rename himself Krill.

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Mist built a Buddhist Temple in his city. Uh, what? Was he thinking of popping AP? Then why didn't he rush for it? He could have beaten us to it, easily.

One last decision, haven't ended turn: AP in BD or Tower? Still heavily leaning towards BD.

As for the worker whip decision, I was considering doing it on T206 whip. While it is a 2>1 whip, it does regrow the turn after the worker pops out.

The benefit of it would be 9 workers distributed across 5 cities. The distribution also feels just right: 3-4 workers improving the heavily jungled Sadrith Mora, 1-2 improving Unseen U, 1-2 improving Clams/Deer/Gold, and 2-3 improving BD and Tower.

The downside is we won't get to work 2 resource tiles for 2 turns. But there isn't too much to build in BD (Monastery and Library, and even if we have the extra population, it's not like there are cottages to grow onto.

I've been thinking about this over lunch, and there is a third way where we roll the dice far less over the GP type. I feel stupid for not thinking of it before.

If we put the AP in whizzaeds tower, we have a temple built this turn in baradur. This then can run a priest specialist. Every turn it puts into an additional priest specialist turn, will reduce the GP birth by a turn.

The turn the GP is due will not affect the GP pool, so we can already shave a turn off without diluting the pool down to 14 turns. It also gives us more GPP for the dilution, as the 2/4 from the AP counts equal as the 3/6 from the free GE specialist. Also this benefits us as we will have less pressure on getting tiles up for baradur to work. This also has the bonus of us getting the smallest dilution of the pool to get the GP out on that turn.

I wish our sim had the right tech costs, but essentially I don't think any new cities will cost us as such, but they might not be profitable. I think we will probably break even on city 5.

I can't get an idea until later, but I would envisage running a priest at size 4 in baradur on? This will get us out a GE in about11-12 turns, maybe this is too quick.

The other option is we can swap to caste the turn before getting nationalism. We can then have as many specs in the city running as we want without diluting the pool. So just run the eng until the turn pre nationalism, switch to caste and run x scientists to help push us over the tech line, and we would want to be in caste for the GA really anyway to get a GS from UU.

So basically I agree with the idea to speed up the baradur specialist, except I think that the AP being built there is a more risky way of doing it. It would end up being about a 70% chance of a GE instead of 95+

Agree with the other moves, can we wait 4-5 hours so I can get a feel of simming out the GP birth? A pre taj switch to caste to pop the GP without diluting the pool has really tickled me. It does mean we need to keep the size of Baradur up though.
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These options are intriguing. Especially the second one with running caste scientists the turn before Nat hits. That means we'd only have ~2 switches before we lock ourselves in to caste. Luckily, we can predict tech costs after city #5 is settled. Plus, rolling a scientist isn't so bad if it sets us on the liberalism race (I'm still not sure how the rule the turn the GP coming in not weighing into the pool's odds). Thought we might need to run several scientists for a few turns (and that definitely will skew the odds in the pool).

Not sure I like the idea of slow-running a priest though. Also, it would completely preclude the option of performing a 1-pop worker whip on T206.

What we can safely decide is to rush the AP in Tower this turn. Oh well, but an early shrine isn't that valuable, and improving the odds of a 2nd GE is more important.
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(September 16th, 2016, 08:13)El Grillo Wrote: Wait, how is it even possible for Alhazard's team to not generate a GP by this point? PHI, even without Pacifism, should have have been enough, no? Are they deliberately forgoing Engineers for Citizens or something? :D

Nationalism within 15t sounds like a good estimate, so AP in BD makes sense. Not confident one way or another about whipping another Worker.

Lol didn't even think of this. That is probably the only reason, and the only way that would make sense I suppose is if they wanted a pure scientist perhaps to bulb edu? Still seems mental to me though... Other option I suppose is a misclick and forgetting to get merc, although since we have met them they have been in merc...
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There that should shoot us to the top of the score board.
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ReallyEvilMuffin: wait
ReallyEvilMuffin: we are ahead on food in the cap
ReallyEvilMuffin: we can work the horses in it and still get growth
ReallyEvilMuffin: should we max the food output there?
ReallyEvilMuffin: If so then we need to work iron in baradur to get the temple this turn
Nicolae Carpathia: wasnt that the original plan "whizzards tower, build AP (GE) work whale/corn/pigs/cottage/oasis"
Nicolae Carpathia: oh wait it wasnt
ReallyEvilMuffin: it was
ReallyEvilMuffin: but we have extra food in the box somehow
Nicolae Carpathia: odd
Nicolae Carpathia: did i work the oasis instead of the cottage at some point?
Nicolae Carpathia: well, he choice is between: UU working the coast and the capital getting more hammers, or UU getting to work the iron
ReallyEvilMuffin: perhaps you did
ReallyEvilMuffin: unsure exactly
ReallyEvilMuffin: I dunno what is best
ReallyEvilMuffin: all that we need is growth in whizzards tower
ReallyEvilMuffin: and tempe to finish
Nicolae Carpathia: what do you think of building a galley in UU after worker?
Nicolae Carpathia: get it defogging island
ReallyEvilMuffin: unless we get religion there yes
Nicolae Carpathia: ok, decision is to stick to original plan
ReallyEvilMuffin: ok
Nicolae Carpathia: besides, working oasis lets us grow a tad faster after we whip\
Nicolae Carpathia: IM GONNA PRESS THE BUTTON
ReallyEvilMuffin: ok
Nicolae Carpathia: done
Nicolae Carpathia: also, what next do we build in BD?
ReallyEvilMuffin: nothing is set
Nicolae Carpathia: thinking monastery
ReallyEvilMuffin: yeah agree monastery
ReallyEvilMuffin: getting missionaries would be nice
Nicolae Carpathia: oh thats a good point
Nicolae Carpathia: i was just after the hammers lol
Nicolae Carpathia: also, thats irritating, scooter seems to be putting all EPs on us
ReallyEvilMuffin: yeah
ReallyEvilMuffin: i put max on thrm
Nicolae Carpathia: put all on him for a turn so we can regain graphs and post them
Nicolae Carpathia: playing with the micro plan: on T206 (in the plan where we dont worker whip BD), we have the option of forgoing working the iron for a turn and speeding up growth by working the grass farm
ReallyEvilMuffin: hmm
ReallyEvilMuffin: wasnt UU using the iron for the worker
ReallyEvilMuffin: wait
ReallyEvilMuffin: t205 next, when we whip UU
Nicolae Carpathia: no, its after its been whipped down, and we're gonna want to work the deer
ReallyEvilMuffin: oh ok
ReallyEvilMuffin: I think working the iron is probably better 1/5/1 over 3/0/0
Nicolae Carpathia: important thing is it speeds up growth by a turn
ReallyEvilMuffin: true, but every little bit of commerce helps here, and although we might get to 3 quicker, we probably won't get to 4 quicker
Nicolae Carpathia: no we def do
ReallyEvilMuffin: we get to 4 quicker too?
ReallyEvilMuffin: but what tiles do we have to use is the other issue
Nicolae Carpathia: bananas complete T207, so UU switches to that
ReallyEvilMuffin: but it will grow t208 and then want the bananas back?
ReallyEvilMuffin: deer back
ReallyEvilMuffin: and we won't have enough tiles to make the extra pop worthwhile?
Nicolae Carpathia: well, it opens up the option of running a priest to speed up growth as well
ReallyEvilMuffin: true
ReallyEvilMuffin: although we want to run as few specs as possible until the turn before if we want to keep a high % chance on the GE
ReallyEvilMuffin: In 33, I worked just 1 turn of GM which was enough at 2-3% odds to birth one over a GE
Nicolae Carpathia: lol rip
ReallyEvilMuffin: It delayed my SoL by about 10t
ReallyEvilMuffin: so so annoying
ReallyEvilMuffin: Speaking of which, SoL would be a very nice build on this map..
Nicolae Carpathia: i see your aversion to polluting GPP pools
Nicolae Carpathia: yep, no islands
ReallyEvilMuffin: Scooter is clearly gonna go for early communism and Kremlin I reckon
Nicolae Carpathia: nice synergy with sac altars
ReallyEvilMuffin: whereas going monk we want to avoid that route
ReallyEvilMuffin: to keep monasteries in play longer
ReallyEvilMuffin: going up for constitution for representation and then democracy for the SoL could be nice
ReallyEvilMuffin: BUT it leaves us a bit behind militarily
ReallyEvilMuffin: also I don't actually think I have seen copper anywhere thinking about it
Nicolae Carpathia: oh shit, thats a good point
Nicolae Carpathia: maybe on one of the outlying islands?
ReallyEvilMuffin: I reckon that is porbably done on purpose actually
ReallyEvilMuffin: It was supremely powerful
ReallyEvilMuffin: makes it a little more of an investment
ReallyEvilMuffin: whilst not really affecting unit builds
Nicolae Carpathia: also, after BD's role in helping the capital for commerce, I think it should specialise itself for hammers
ReallyEvilMuffin: yeah easily done
Nicolae Carpathia: lods of hills
ReallyEvilMuffin: one thing that isn't on the map actually
ReallyEvilMuffin: is that the tile 1NW of baradur has some turns into a cottage
ReallyEvilMuffin: 2 I beleive
Nicolae Carpathia: you mean in the sims?
ReallyEvilMuffin: no on the actual game
ReallyEvilMuffin: 95% sure
Nicolae Carpathia: oh yeah that was put in really early
Nicolae Carpathia: when we were prepping to camp the deers
ReallyEvilMuffin: yeah
ReallyEvilMuffin: if we have a spare turn or 2
Nicolae Carpathia: should mark that, i think that indicator was deleted at some point when i was taking screenshots
ReallyEvilMuffin: in that area
ReallyEvilMuffin is now Away.
Nicolae Carpathia: also, it feels a bit presumptive, but i want to start prepping for our next wave of expansion after we swap from serf to slavery again
Nicolae Carpathia: lets set up a double-chop + double whip in BD, and a triple whip in tower
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Whoop whoop. Even nailed a religion spread!

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All the moves have been made. There are two branch points: whether or not to switch to whipping a worker, and whether or not to work a grass farm next turn (and skip working iron for a single turn) and speed growth to size 4 and 5. Since we've decided to go for pop number, I lean towards this option.

It's also time to start thinking about what improvements to lay down along the river.

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Time to start making contact with mackoti via the ice.
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Several paths in the microplan for the Tower/UU/BD region. There is a little less growth, but speeds the construction of the Monastery and the improvement of the 2nd banana

T206:
Tower whips 3 pops, works whales/corn/horses
BD builds monastery, works rice/pigs/iron
UU builds temple works deer
1 worker plants banana 1/3, 1 worker moves onto jungle banana

T207:
Tower builds worker, works whales/corn/horses
BD builds monastery, works rice/pigs/iron
UU builds temple works deer
1 worker plants banana 2/3, 1 worker roads jungle banana 1/2

T208:
Tower builds temple, works whales/corn/pigs
BD builds monastery, works rice/iron/deer/horses
UU builds temple works bananas
1 worker plants banana 3/3, 1 worker roads jungle banana 2/2

T209:
Tower builds temple, works whales/corn/pigs/furs
BD builds monastery, works rice/iron/deer/horses/grassfarm
UU builds temple works bananas
2 workers chop banana 2/3

T210:
Tower builds temple, works whales/corn/pigs/furs
BD builds research(?), works rice/iron/deer/horses/cottage
UU builds temple works bananas/unimproved bananas
1 worker chops bananas 3/3, 1 worker plants bananas 1/3
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With a poorly tech optimised sim, I managed to get nationalism to come in on T214. Which was earlier than expected. It does make me kind of wish we rolled the dice using the AP's GPPs.

But the problem with that method is it pollutes the pool (and a shrine isn't that useful). So instead, on the 1-2 turns before Nat comes in, we'll go hard in on scientists in BD, shave the GPP meter down to 1-2 turns remaining.

ReallyEvilMuffin: I think staying tall now is the best way to try and reach the taj really
ReallyEvilMuffin: slaving will delay it and also stop us being able to speed the GP as needed
ReallyEvilMuffin: great news with the religion spread
Nicolae Carpathia: yup
ReallyEvilMuffin: since we have it there, I think we should overflow a temple over a galley
ReallyEvilMuffin: we will have enough to almost 1t it I think
Nicolae Carpathia: thats not a bad idea
ReallyEvilMuffin: I remember about 27 hammers overflow
ReallyEvilMuffin: so in 1-2 turns 2 bonus hammers
ReallyEvilMuffin: and that site is really hammer light
Nicolae Carpathia: yep
Nicolae Carpathia: ok lets do that
Nicolae Carpathia: we're in no rush to examine the island
ReallyEvilMuffin: yeah
ReallyEvilMuffin: gold island to the NE is probably the more interesting settle
ReallyEvilMuffin: and then sadrith Mora should pop its borders if still no religion spread after the worker
ReallyEvilMuffin: we get wet rice and horses from that
Nicolae Carpathia: ive been playing around with the best way to develop it: we can build culture while working the grass forest, that would pop in 2 turns (4 x 1.25 hpt)
Nicolae Carpathia: then chop a workboat
ReallyEvilMuffin: hmm, over the deer camp?
Nicolae Carpathia: after the deer camp
ReallyEvilMuffin: oh wait youre talking about the new city?
Nicolae Carpathia: oh whoops, i was unclear: talking about deer/clams/gold city
ReallyEvilMuffin: So new city that can't be whipped yes - deercamp/forest and build culture, then get a workboat
ReallyEvilMuffin: Sadrith, probably should also build culture too
ReallyEvilMuffin: gets us horses and rice
Nicolae Carpathia: some more thoughts regarding UU: instead of sending the worker to plantation the recently chopped banana, we could instead send it to improve the other jungle banana
ReallyEvilMuffin: It depends on when it grows
Nicolae Carpathia: because we dont immediately require a tile improvement in the BD/UU area
ReallyEvilMuffin: it takes 3 serfdom turns to improve the banana
Nicolae Carpathia: yep: doing it this way delays the initial banana plantation by a turn, but speeds up the 2nd banana'
Nicolae Carpathia: we wouldnt have any excess unused improvements this way
ReallyEvilMuffin: ok yeah I think that we have enough improvements
ReallyEvilMuffin: to do that
Nicolae Carpathia: have you played with the sim that way? how does it feel?
ReallyEvilMuffin: although I think we should work the iron over the grass farm still, as we would get too big otherwise for the improvements
Nicolae Carpathia: yep, this is conditional on working the hill iron
Nicolae Carpathia: so the new worker built out of UU: probably road the banana, allowing the other worker to immediately start chopping
Nicolae Carpathia: we can also speed growth to 3 by working the unimproved banana before it is planted
ReallyEvilMuffin: ok yes definitely going to the other banana first is better
Nicolae Carpathia: it wasnt a very intuitive path tbh
ReallyEvilMuffin: one thing I am now thinking though - is do we need that worker from the cap after the settler?
ReallyEvilMuffin: It does slow growth there, where we need to max commerce
Nicolae Carpathia: what should we do with the worker out of SM?
ReallyEvilMuffin: should definitely go to the iron
ReallyEvilMuffin: and mine it
Nicolae Carpathia: no need to road
ReallyEvilMuffin: no
ReallyEvilMuffin: mine is only 3t
ReallyEvilMuffin: we have iron anyway
ReallyEvilMuffin: save the roading turns
ReallyEvilMuffin: I think we are better off getting a temple in the cap with the overflow rather than a worker, and getting it up to size
ReallyEvilMuffin: it has a few improvements only it can work
Nicolae Carpathia: i think another worker is more important and gives more flexibility
Nicolae Carpathia: and a temple gets built quickly anyway
ReallyEvilMuffin: and I am finding I am struggling to find really important things to do with the workers around t208/9
Nicolae Carpathia: more cottages
ReallyEvilMuffin: which cities are we cottaging?
ReallyEvilMuffin: that is key
Nicolae Carpathia: capital
ReallyEvilMuffin: I thought that sadrith and barabur are going hammer
ReallyEvilMuffin: this is awkward, as until chemistry the workshops are terrible
Nicolae Carpathia: and same with watermills
ReallyEvilMuffin: and until RP for either mill
ReallyEvilMuffin: I don't know what to put down really
Nicolae Carpathia: thats a concern on my mind as well
Nicolae Carpathia: watermills take ages to complete and give a measely yield
Nicolae Carpathia: maybe we could farm and work caste scientists
ReallyEvilMuffin: without rep they are pretty poor too
ReallyEvilMuffin: I think it depends where we go with tech
ReallyEvilMuffin: if we go chemistry then get workshops
ReallyEvilMuffin: if we get RP go mills
ReallyEvilMuffin: if we get constitution go farms
Nicolae Carpathia: im leaning towards constitution
Nicolae Carpathia: we're getting an early nationalism after all
Nicolae Carpathia: + works well with SPI
ReallyEvilMuffin: I think that is not bad
ReallyEvilMuffin: and we can swap to the whip for hammers easily
Nicolae Carpathia: ok how should we pull this off? beeline constitution during the golden age?
ReallyEvilMuffin: hmm
ReallyEvilMuffin: I think so
ReallyEvilMuffin: finish nat
Nicolae Carpathia: river farms are defintely worth working during a golden age
ReallyEvilMuffin: get constitution then
Nicolae Carpathia: and any excess population that doesnt have an improved tile or a coast becomes a scientist
ReallyEvilMuffin: try for the edu bulb
ReallyEvilMuffin: plus we can stagnate a few cities for the extra GPP
Nicolae Carpathia: a super ambitious option is to bulb edu --> win lib --> free constitution
ReallyEvilMuffin: haha
Nicolae Carpathia: but thats ridiculous
ReallyEvilMuffin: I think that a free economics would be better from lib
Nicolae Carpathia: eco doesnt really do much
ReallyEvilMuffin: free GM
Nicolae Carpathia: then we need someone to not murder our GM
ReallyEvilMuffin: could be the first GA
ReallyEvilMuffin: I wouldn't use him for a mission
Nicolae Carpathia: consecutive GAs doesnt feel right, also id rather put in some whips and an expansion phase after the taj GA
Nicolae Carpathia: not enough immediate benefit from the eco GM imo
ReallyEvilMuffin: oh no not straight away
ReallyEvilMuffin: but hold back for one
ReallyEvilMuffin: a spare GP is always useful
Nicolae Carpathia: it is useful, but having rep would be even more useful imo
ReallyEvilMuffin: and even if he is used as a bulb, he would go to constitution
Nicolae Carpathia: ...that is true
ReallyEvilMuffin: so we get all of econ and 2/3ish of constitution
ReallyEvilMuffin: I think that econ will not go pre lib
Nicolae Carpathia: and if someone pops a GS before us and wins lib, we can always bulb constitution ourselves the old fashioned way
Nicolae Carpathia: are you logged in? are anyone saving gold?
ReallyEvilMuffin: someone is....
ReallyEvilMuffin: Not in game
ReallyEvilMuffin: I think I remember Mistoin and the caste/pac are
ReallyEvilMuffin: screams going for something
ReallyEvilMuffin: Not sure what
ReallyEvilMuffin: ok Sadrith should wait until size 2 to build culture
Nicolae Carpathia: can 1turn it with the iron
ReallyEvilMuffin: yeah
Nicolae Carpathia: and no wasted overflow culture
ReallyEvilMuffin: indeed
ReallyEvilMuffin: not sure whether to send the workers after they camp that deer down to the cap or up along the river
Nicolae Carpathia: the 2nd (unjungled) deer?
Nicolae Carpathia: i think 1 goes onto forest to chop, 1 goes onto hill to mine, last can start helping SM improve its tiles
ReallyEvilMuffin: which hill?
Nicolae Carpathia: ah, the hill 89 of baraddur
ReallyEvilMuffin: yeah good move
ReallyEvilMuffin: can be shared
ReallyEvilMuffin: right I think we have enough to write up a plan based on this
ReallyEvilMuffin: I'll post it and check it over
Nicolae Carpathia: also, im my sim with incorrect costs and gold savings, nat came in T214
Nicolae Carpathia: made a tentative plan in the thread
Nicolae Carpathia: lets expect nat to come in well before then
Nicolae Carpathia: but then how can we pop a great person before then
ReallyEvilMuffin: good
ReallyEvilMuffin: ill add in all the worker moves though, just so we don't forget things
ReallyEvilMuffin: the way to pop the GP is the caste switch and using as many pop in barabur to make a GP
ReallyEvilMuffin: each one person as a spec makes the birth 1t quicker
ReallyEvilMuffin: we are showing 14t to the GE currently
ReallyEvilMuffin: I doubt we can get nationalism much before 12
Nicolae Carpathia: i think we can
Nicolae Carpathia: by working the furs and cottages and maybe even building research in cities
Nicolae Carpathia: i sort of wish we did put AP in BD to boost its GPP generation
Nicolae Carpathia: but let's maximise the odds of getting a GE: on the turns before nat comes in, switch to caste, go hard in on scientists in BD, see if it can shave a turn or two off the counter
Nicolae Carpathia: (i mean see if we can shave the GPP meter to 1-2 turns)
ReallyEvilMuffin: each scientish that is run shaves 1 turn off the counter
ReallyEvilMuffin: so easy to get the counter down however much we need
ReallyEvilMuffin: can starve the city a turn if needed
ReallyEvilMuffin: Playing around with the sim - tower should perhaps go for a monastery on t208 over a temple
ReallyEvilMuffin: the 10% sci boost is rather useful in the beuro cap
ReallyEvilMuffin: it needs a little more hammers, but would finish t209 not t208 on the sim. However we are ahead on hammers in game rather than in the sim
Nicolae Carpathia: not a bad idea
ReallyEvilMuffin: sorry I was on the wrong turn, but the monastery only takes a turn longer than a temple
ReallyEvilMuffin: and 10% is much more useful than 1 happy
Nicolae Carpathia: ok lets do it
Nicolae Carpathia: and just confirm: worker after the settler whip?
ReallyEvilMuffin: yeah ok
ReallyEvilMuffin: more workers are always good
ReallyEvilMuffin: one thing is what is SM building after the worker
ReallyEvilMuffin: we have about 30+ overflow hammers
ReallyEvilMuffin: and don't want culture until size 2
ReallyEvilMuffin: it doesn't have religion for a temple
Nicolae Carpathia: hmm, there isnt much we can build
ReallyEvilMuffin: I think research/wealth
Nicolae Carpathia: why not research?
Nicolae Carpathia: yep
ReallyEvilMuffin: it preserves the overflow then
ReallyEvilMuffin: for either a worker or settler
Nicolae Carpathia: i was originally thinking library but thats not very useful
Nicolae Carpathia: or a temple once that comes in
ReallyEvilMuffin: yeah a temple when religion is available is a good idea
ReallyEvilMuffin: mines or windmills on the hills?
ReallyEvilMuffin: currently plus 2 hammers or 1food1com
ReallyEvilMuffin: but with rp is 0/2/0 vs 1/1/1
Nicolae Carpathia: i think mines for now
Nicolae Carpathia: we have enough growth tiles on flatland
ReallyEvilMuffin: longterm with the city packing windmills will be better
Nicolae Carpathia: agreed, but short term: id rather work flatland river farms where i need growth/commerce, and mines when we need production
Nicolae Carpathia: the two hills west of BD are deff worth windmilling though
Nicolae Carpathia: id just rather mine any non-river hills
ReallyEvilMuffin: ok
Nicolae Carpathia: also, what to build in BD after the monastery? research as well?
ReallyEvilMuffin: yeah
ReallyEvilMuffin: lets push for nat
ReallyEvilMuffin: wealth/research as needed
ReallyEvilMuffin: im typing it in with all worker stuff
Nicolae Carpathia: ok ill have a look at it
ReallyEvilMuffin: its up
Nicolae Carpathia: cool
ReallyEvilMuffin: what turn you think nationalism will come in?
ReallyEvilMuffin: Im hedging eot215
Nicolae Carpathia: before T214 imo
ReallyEvilMuffin: its a pity the sim is so out for costs
Nicolae Carpathia: well, the costs are lower in the sims, but we make better advantage of gold saving in the actual game
Nicolae Carpathia: and we can still calculate the rate of improvement of max research by just looking at tile improvements
ReallyEvilMuffin: yeah
ReallyEvilMuffin: we farming UU?
Nicolae Carpathia: yeo
Nicolae Carpathia: *yep
Nicolae Carpathia: thought it can work coasts in the short term as it speeds us to nat
ReallyEvilMuffin: ok
ReallyEvilMuffin: i wont go any further into a plan
ReallyEvilMuffin: as it depends on our Nat timing
Nicolae Carpathia: yep, thats the breakpoint
ReallyEvilMuffin: where do we put taj?
ReallyEvilMuffin: the GE will come from baradur
Nicolae Carpathia: huh, are you suggesting SM? or maybe the coast city?
ReallyEvilMuffin: and can go to tower, BD or SM easily
ReallyEvilMuffin: I would actually say tower
Nicolae Carpathia: the coast city would steal gold tiles with its culture lol
ReallyEvilMuffin: it already has a polluted GP pool from AP with preist points
ReallyEvilMuffin: and the taj makes artist points
ReallyEvilMuffin: we could get it to the coast city with a couple of roading workers
ReallyEvilMuffin: that would culture press scooter somewhat
Nicolae Carpathia: can you check if a GE generates enough hammers to 1-turn it in any city?
ReallyEvilMuffin: although I don't want to pisshim off too much
ReallyEvilMuffin: yes it does
Nicolae Carpathia: im down with anything that fucks w scooter
ReallyEvilMuffin: can 1t in any city
Nicolae Carpathia: because they're gonna be focused on us because we'd be running away with it
ReallyEvilMuffin: ok well in the coast city it would give us great vision
ReallyEvilMuffin: and pretty much garentuee control over the desert bridge
Nicolae Carpathia: which is important for conquest
Nicolae Carpathia: though mist or wk are most likely our first targets
Nicolae Carpathia: my strategy has always been: suppress your strongest rival, eat your weakest rival
ReallyEvilMuffin: BUT the GPP would be useful in tower
ReallyEvilMuffin: we probably will get another GP from there
ReallyEvilMuffin: I don't know if we would ever generate one from the coast city
Nicolae Carpathia: it would be valuable but we'd be in a golden age and that means more GPeople
Nicolae Carpathia: hmm, i like the taj in gold/clams for the cultural control
ReallyEvilMuffin: With taj in there we could probably eek out an extra GP from there in the future
ReallyEvilMuffin: maybe even make it likely an artist when we need a few different GP
ReallyEvilMuffin: ok we can work roading to that city in the micro plan and put taj there
Nicolae Carpathia: i just like the defensibility when scooter inevitably turns on us
Nicolae Carpathia: but we'll think about it, keep both options open
ReallyEvilMuffin: finally, city 6
ReallyEvilMuffin: Im not seeing any way to get a settler out until after the taj GA really
ReallyEvilMuffin: if we miss taj then we should go back to slav and whip out
Nicolae Carpathia: we'll be ahead in expansion in the short term, fall behind a bit post GA, but we'd have a good tech and development situation
ReallyEvilMuffin: but regardless, I think we should push out and settle that rice/rice/cows site first ring
Nicolae Carpathia: might need to send along a longbow as defence though
Nicolae Carpathia: i was actually thinking of putting city 6 to the south as that is easy to develop and can get cottaged right away
Nicolae Carpathia: we're competing for the double-rice cows site with plako, but i dont think there's a great deal of competition
ReallyEvilMuffin: I like it as it has so many good tiles is all
ReallyEvilMuffin: It does depend where the settlers come out too I suppose
ReallyEvilMuffin: tower settler probably should go south
Nicolae Carpathia: yep, tower settler to the southern river, settler from BD or SM goes to the double rice cows
ReallyEvilMuffin: ok cool
ReallyEvilMuffin: right i need to head off now, but thats the next 5 turns sorted
Nicolae Carpathia: sounds good
Nicolae Carpathia: enjoy your weekend
ReallyEvilMuffin: should be ok until midweek
ReallyEvilMuffin: you too dude

We're also planning going for farms everywhere and teching constitution next. Rep specialists should power our economy for the next several dozen turns, at least until replaceable parts and chemistry and electricity come in too boost the hammer economy.
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T206: SWAP TO SERFDOM AFTER WHIPS BEFORE WORKER ACTIONS
Tower whips 3 pops settler, works whales/corn/horses
BD builds monastery, works rice/pigs/iron
UU builds temple works deer
SM whips worker works deer
worker ABE camp deer 9 of SM
worker C plant banana 1/3
worker D 7 cottage 1/3 then cancel
worker F (from banana city) 1 to jungle banana

T207:
Tower builds worker, works whales/corn/horses
BD builds monastery, works rice/pigs/iron
UU builds temple works deer
SM works deer builds wealth
worker ABE chop jungle deer 9 of SM
worker C plant banana 2/3
worker D 7 camp fur 1/3
worker F road 1/2
worker G (from SM) move to iron

T208:
Tower builds monastery, works whales/corn/pigs
BD builds monastery, works rice/iron/deer/horses
UU builds temple works bananas
SM works deer builds wealth
worker ABE camp deer 888 of BD
worker C plant banana 3/3
worker D 7 camp fur 2/3
worker F road 2/2
worker G mine iron 1/3
worker H from cap 7 cottage 1/3

T209:
Tower builds monastery, works whales/corn/pigs/fur
BD builds monastery, works rice/iron/deer/horses/grassfarm
UU builds temple works bananas
SM works deer builds wealth
New city built work deer/gforest build culture
worker A 6 to forest
worker B 36 to hill
worker C 31 to banana plant 1/6
worker D 7 camp fur 3/3
worker E 4 farm 1/3
worker F plant banana 2/6
worker G mine iron 2/3
worker H cottage 2/3

T210:
Tower builds monastery, works whales/corn/pigs/fur
BD builds wealth, works rice/deer/horses/cottage/cottage
UU builds temple works bananas/iron
SM works deer builds wealth
New city built work deer/gforest build culture
worker A chop forest 1/2
worker B mine hill 1/3
worker C plant banana 3/6
worker D 9 cottage 3/3
worker E 32 cottage 3/3
worker F plant banana 4/6
worker G mine iron 3/3
worker H 8 cottage 1/3

T211:
Tower builds monastery, works whales/corn/pigs/fur/horse
BD builds wealth, works rice/deer/iron/cottage/cottage/cottage
UU builds monastery works bananas/banana
SM works deer/irom builds culture
New city built work deer/clam build wb with chop
worker A chop forest 2/2
worker B mine hill 2/3
worker C plant banana 5/6
worker D 8 cottage 2/3
worker E 87 farm 2/3
worker F plant banana 6/6
worker G 23 farm 3/3
worker H cottage 3/3
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