September 21st, 2016, 19:20
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I'd be a bit skeptical of competing for Liberalism at this point, chasing too many rabbits and whatnot. Alhazard's presumably based his pick and start on getting it, what with aiming for a Great Prophet first (I checked what it bulbs, and it's Education->Liberalism->Future Tech at this point). I'd be quite surprised if he didn't generate a Great Scientist next to finish Education and then 1-turn Liberalism in the near future.
Maybe get a galley or two out of UU and Isenguard? Even though they have Janissaries or circumnavigation and a galleon UU, RMOG and Alhazard both had a slower start, so it might be possible to stake a claim on the islands before they emphasize them? Can the capital slot in some missionaries?
September 22nd, 2016, 01:10
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Good call for spotting the bulb priorities of the GProphet. Yep, I prefer continue on to Constitution.
Though one option is to not go for Constitution directly, but instead make a run for Economics for the free GMerchant, and use him to bulb Constitution. Or generate one ourselves to bulb it.
September 22nd, 2016, 01:51
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Ah I wasn't aware the priest goes to lib - thanks. That makes a lot of sense now. In that case it is certainly a lost cause and not to be bothered with. Completely agree he will double bulb from here for it, and if he misses the GS mack will likely beat us anyway. We should IMO move on for constitution next. There is a lot of risk that economics goes to the lib winner here so I think that path we should avoid (plus we would need education too)!
Tower itself needs a couple more turns for a monastery currently before it can get missionaries. Galleys are good builds too, but I was asking more from a micro PoV. There are limited role improvements up there and we don't have serfdom now, so more of a how can we move our chaps around question.
We definitely we secure that gold island with taj culture, but I think the island to the SW of UU is very contested at the moment, and would be good to scout.
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September 22nd, 2016, 04:23
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Whoops, I'd forgotten the Edu requirement for Economics. And the turn just rolled: we gained 34 points, Plako gained 11 points. I've not got a good grasp of when points come from tech or pop, but I suspect that we are first to hit a tech. Haven't logged in, but we might be in the clear!
September 22nd, 2016, 04:40
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(September 22nd, 2016, 04:23)Nicolae Carpathia Wrote: Whoops, I'd forgotten the Edu requirement for Economics. And the turn just rolled: we gained 34 points, Plako gained 11 points. I've not got a good grasp of when points come from tech or pop, but I suspect that we are first to hit a tech. Haven't logged in, but we might be in the clear!
It's usually 6 per era so I think 24 for a ren tech. We need to plan where we are going though as to what GP we try for in UU and tower. Engs for building the monk wonders, merchants for the cons bulb, scientists for an academy for beuro cap (I reckon worthwhile on this setup)
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September 22nd, 2016, 05:25
(This post was last modified: September 22nd, 2016, 05:26 by Nicolae Carpathia.)
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Success!
Note that others also popped great people. Mist's from their planned lib bulb, WK's from their free engineer.
No moves made, but I suggest that we poke the warrior north of Isengard up towards scooter to get vision on their equivalent of SM.
Also, it really looks like other's have caught up on the settlement race, which is a problem as we fall behind a little over the next 8 turns or so. But we'll catch up afterwards, and be in a better GP/tech situation.
September 22nd, 2016, 07:50
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(September 22nd, 2016, 05:25)Nicolae Carpathia Wrote: Success!
Note that others also popped great people. Mist's from their planned lib bulb, WK's from their free engineer.
No moves made, but I suggest that we poke the warrior north of Isengard up towards scooter to get vision on their equivalent of SM.
Also, it really looks like other's have caught up on the settlement race, which is a problem as we fall behind a little over the next 8 turns or so. But we'll catch up afterwards, and be in a better GP/tech situation.
Result. Road to Isenguard and then rush the taj there. West chop the jungle, then move the 2 workers onto it and start the farm.]
It's down south whether we go to chop the Baradur forests, or try to make a few more tile improvements in the north. Both have benefits. I'll catch you on steam tonight to think about it. Perhaps worker > settler for baradur might be better. I am irked by how underwhelming all tile improvements are... cottages can't grow, workshops super poor, watermills +1 hamer, farms +1food... Nothing is great currently. Farm up I guess and run a fluctuating SE/whip cycles with rep next...
September 22nd, 2016, 16:24
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Ok. Interesting mechanic that I was not aware of. In the sim the GE doesn't have enough hammers to make the taj in Isenguard. But he does in tower/baradur. Played around with it. Seems the mechanic is actually 500 hammers plus 20 per pop, so we can only rush 580 hammers in Isenguard, or the full 630 in tower/baradur. I don't think the extra culture is worth haaving to spend 5ish turns making it in Isenguard. Has anyone else ever noticed this mechanic?!
September 22nd, 2016, 16:30
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Yes it's a known mechanic.
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September 22nd, 2016, 16:32
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(September 22nd, 2016, 16:30)Krill Wrote: Yes it's a known mechanic.
I'd never noticed it before. I guess most of the rushed wonders are early and it doesn't matter then.
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