Are you, in fact, a pregnant lady who lives in the apartment next door to Superdeath's parents? - Commodore

Create an account  

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

Also, while BD is extremely hammer rich, it might be better to make it a hybrid hammer/commerce city (and cottage it up), and stick our HE city east of the capital).
Reply

From a lore standpoint I have to protest any plan involving focusing Barad-dûr on commerce instead of military and hammers, lurker rules of conduct be damned!
Civ 6 SP: Adventure One 
Civ 4 MP: PBEM74B [3/4] PBEM74D [3/4]
-Dedlurker: PB34
Reply

Names were allocated before function: switching them around is an option.

Though Baraddur is rather appropriate for the coastal location: it gives excellent vision over the hobbitsssss
Reply

The dotmap looks good, NC. That's 19 cities before contesting islands or the choke points, if all goes well? On the topic of fictional towers for city names, how about Panopticon and Ghenjei?
Reply

[Image: OPsbpmk.jpg]

EoT. Didn't think to get demos sorry
Reply

ReallyEvilMuffin: hey dude
ReallyEvilMuffin: so things are looking good all in all on the game
ReallyEvilMuffin: you think we should get merchants over scientists though?
ReallyEvilMuffin: I was working scientists on the hope of getting an academy for tower
Nicolae Carpathia: yeah, my suspicion is snowballs faster than a scientist
Nicolae Carpathia: academy benefits one city, rep benefits entire empire
ReallyEvilMuffin: whatever we work it won't be great odds for them, it'll be about 50% an eng
Nicolae Carpathia: dems the breaks i guess
ReallyEvilMuffin: one sec, I'll check how much an academy is worth
ReallyEvilMuffin: at size 9 not in GA tower is making 60 commerce
ReallyEvilMuffin: 8**
Nicolae Carpathia: post bureaucracy?
ReallyEvilMuffin: size 8 in GA sorry
ReallyEvilMuffin: beuro currently
Nicolae Carpathia: hmm, whats breakeven science rate?
ReallyEvilMuffin: about 85%
Nicolae Carpathia: huh thats quite high
ReallyEvilMuffin: but we could save gold until we build it like mack has
Nicolae Carpathia: yep, option 1: save gold for academy, then hard tech rep (better in long run), option 2: bulb rep, will need to generate another gsci for an academy later
ReallyEvilMuffin: I would say an academy would give us about an extra 40-50sci turn on building roughly
ReallyEvilMuffin: the con bulb would be about 1070 beakers
Nicolae Carpathia: how much would that speed teching rep by?
ReallyEvilMuffin: and give us roughly 3.5 beakers city with bonuses
ReallyEvilMuffin: the bulb would be about half of the tech required
ReallyEvilMuffin: its a little over 2k beakers]
Nicolae Carpathia: oh thats not that much
ReallyEvilMuffin: yeah the bulbs aren't amazing this late sadly
ReallyEvilMuffin: esp not sci bulbs
Nicolae Carpathia: i think its like 17 turns breakeven for rep
ReallyEvilMuffin: I think we will probably end up with an eng anyway personally
Nicolae Carpathia: well you never know! lets hope we roll lucky
ReallyEvilMuffin: so you think sci now?
ReallyEvilMuffin: for academy?
Nicolae Carpathia: i think your case is strong
ReallyEvilMuffin: The only issue is we need to beat tower
ReallyEvilMuffin: obviously the sim doesn't show that with where the GP popped
Nicolae Carpathia: well thats easy for UU to do
ReallyEvilMuffin: but it has a free eng/AP/taj making points
ReallyEvilMuffin: its actually not that easy...
ReallyEvilMuffin: I have it working the three food tiles and every extra person being a scientist
ReallyEvilMuffin: and I calculate it gets there a turn before
Nicolae Carpathia: i think that sounds fine
ReallyEvilMuffin: but we might need to work extra
ReallyEvilMuffin: IE keep an eye on it
ReallyEvilMuffin: If I counted wrong
Nicolae Carpathia: i think thats worth it because id like to make UU our GP farm
Nicolae Carpathia: are you logged in?
ReallyEvilMuffin: not to game
ReallyEvilMuffin: just on sim
Nicolae Carpathia: well i got these impressions from logging in earlier
ReallyEvilMuffin: ok
ReallyEvilMuffin: other thing is you thought we should farm over road at SM?
ReallyEvilMuffin: I went road to get the horses up ASAP
ReallyEvilMuffin: so we could build 2t workers there after the pike
ReallyEvilMuffin: as the horse pasture in GA is 1/4/2 and rather nice
Nicolae Carpathia: ah, we could put turns into farming instead of roading
Nicolae Carpathia: does roading speed the improvement of the pastures over just plain farming?
ReallyEvilMuffin: yes
Nicolae Carpathia: ok we'll do that then
ReallyEvilMuffin: because otherwise they cannot reach it the turn after
ReallyEvilMuffin: and the long road west puts the city down fast
ReallyEvilMuffin: the turn after it builds
ReallyEvilMuffin: the sett;er
ReallyEvilMuffin: I like putting a road under the city and speeding up the settle so we get a couple of GA turns in that city.
Nicolae Carpathia: will SM have enough improved tiles to work after growing onto the pasture?
ReallyEvilMuffin: SM will 5 tiles deer/rice/grassfarm/iron/pasture
ReallyEvilMuffin: and I felt that a few 2t workers would be good after that
ReallyEvilMuffin: so enough workers
Nicolae Carpathia: ok thats a good idea, stagnate on growth, worry about farming and working specialists or watermills later
Nicolae Carpathia: or, can we get any settlers out of SM?
ReallyEvilMuffin: yeah definitely
ReallyEvilMuffin: it doesn't have a great fh surplus
ReallyEvilMuffin: not sure what itll make at size 5
ReallyEvilMuffin: its a 9 turn settler
ReallyEvilMuffin: in GA
Nicolae Carpathia: maybe its a better worker pump, and we whip settlers instead from elsewhere
ReallyEvilMuffin: a couple of workers is better IMO
ReallyEvilMuffin: maybe then growing to 6 or 8 and whipping for a settler?
Nicolae Carpathia: what is its food surplus? it could grab the 3rd deer from isengard for growth
ReallyEvilMuffin: this is an issue
ReallyEvilMuffin: I know the food box is wrong in the sim
ReallyEvilMuffin: it grows a turn earlier in game
ReallyEvilMuffin: Also you were asking why worker D roads the tile 22 of tower?
ReallyEvilMuffin: It is partly to prevent jungle growth, but also because it means the tower settler can settle 2222 of tower 2t after being built
ReallyEvilMuffin: if that tile and the jungle banana is roaded
ReallyEvilMuffin: even if there is no road 7 of tower
Nicolae Carpathia: ok, good for leapfrogging
ReallyEvilMuffin: yeah
ReallyEvilMuffin: and I liked getting that worker that chopped one of the forsests down there
ReallyEvilMuffin: and it got him onto the nanama
ReallyEvilMuffin: without wasting turns
Nicolae Carpathia: finally, what do you think of cottaging instead of farming around isengard/baraddur area?
ReallyEvilMuffin is now Online.
ReallyEvilMuffin: definitely
ReallyEvilMuffin: wait isenguard baradur
ReallyEvilMuffin: hmm
ReallyEvilMuffin: unsure
Nicolae Carpathia: i meant just that one plains cottage, the rest can be safely farmed imo
Nicolae Carpathia: i prefer that idea because im now envisioning baraddur as a hybrid hammer/commerce city
ReallyEvilMuffin: plains?
ReallyEvilMuffin: Is the sim wrong?
Nicolae Carpathia: the tile 2N of baraddur, is it showing up as a plains river or a grass river?
ReallyEvilMuffin: ah ok I see them
ReallyEvilMuffin: its all grass on the sim
Nicolae Carpathia: aw crap that was probably my mistake
ReallyEvilMuffin: if that is the route we are going down, we should reconsider the isenguard south tiles
ReallyEvilMuffin: if we cottage rather than farm the tile 2 of isenguard, we can put both workers on the galley
ReallyEvilMuffin: with an improved tile for isenguard to work
ReallyEvilMuffin: and get the gold up much faster
ReallyEvilMuffin: Origionally 1 went on the galley and 1 finished the farm and then built a mine
Nicolae Carpathia: isenguard might be a good commerce city as well, with the gold
ReallyEvilMuffin: I think with hindsight that is better now
Nicolae Carpathia: though i think a single worker to improve the gold should be suffciient, its a single tle and the galley trip takes the worker out of action for an entire 4 turns
Nicolae Carpathia: or 3 turns, as it can unload directly in the city
Nicolae Carpathia: (on the return trip)
ReallyEvilMuffin: yeah it does take a while
ReallyEvilMuffin: the chopping workers
ReallyEvilMuffin: the 2 on riverside tiles I had mining
Nicolae Carpathia: the galley can also scout the tiles between the gold/silver islands, see if theres any food (tthere'd better be)
ReallyEvilMuffin: after chops
ReallyEvilMuffin: the non riverside going south for the new city below tower
Nicolae Carpathia: alternatively they could road the tiles, that way they can double-up the mines later, and we can rapidly switch them to windmills in the midgame
Nicolae Carpathia: (road the river hills)
Nicolae Carpathia: also we need a proper road linking UU with our core
ReallyEvilMuffin: I don't think we should road the hills yet
ReallyEvilMuffin: I think that wouldn't be using the worker turns wisely
ReallyEvilMuffin: overall
ReallyEvilMuffin: Once those forests are chopped we do need tiles for baradur
Nicolae Carpathia: well option 1: immediately start mining, both hills will be mined in 4 turns option 2: road first, one hill will be mined in 4 turns
ReallyEvilMuffin: road both hills?
ReallyEvilMuffin: otherwise we waste turns going back onto the other
Nicolae Carpathia: yeah i was thinking roading both hills, both get roaded the same turn, then the turn after mine 2/4 on one of the hills, the turn after mine 4/4
Nicolae Carpathia: so T220 start roading, T221 both finished roading, T222 one mine 2/4, T223 one mine completed
ReallyEvilMuffin: we could do that
ReallyEvilMuffin: it only *needs* one tile
ReallyEvilMuffin: at size 7
Nicolae Carpathia: i think it works out nicer in the long run as well
ReallyEvilMuffin: but we would get both tiles up in 4 turns if we straight mine
ReallyEvilMuffin: and be able to imorve more tiles
ReallyEvilMuffin: ah but we get a road to UU
ReallyEvilMuffin: ok lets road them
Nicolae Carpathia: cool, we're agreed
ReallyEvilMuffin: shall I go in and do everything
ReallyEvilMuffin: ?
Nicolae Carpathia: yes
ReallyEvilMuffin: We cottaging or farming the tile below isenguard
ReallyEvilMuffin: thats the key choice this turn
Nicolae Carpathia: id like to cottage the plains river tile 11 of isenguard (aka 87 of Baraddur)
Nicolae Carpathia: sorry if i was unclear, for a while i had thought that the tile was 88 of baraddur
ReallyEvilMuffin: they need to go to the tile 2 of isenguard so they can get on the boat though
ReallyEvilMuffin: well 1 of them
Nicolae Carpathia: no need, there's a road
Nicolae Carpathia: and loading onto the galley uses up all movement points anyway
ReallyEvilMuffin: oh is there?
Nicolae Carpathia: sim divergence?
ReallyEvilMuffin: so cottage the tile of baradur
ReallyEvilMuffin: no me not looking at it
Nicolae Carpathia: great
ReallyEvilMuffin: so chop
Nicolae Carpathia: i like working plains cottages in golden ages
ReallyEvilMuffin: Ill do the roads up by SM
ReallyEvilMuffin: and sorted
Nicolae Carpathia: great, now we wait for mackoti to come back
ReallyEvilMuffin: ok odd
ReallyEvilMuffin: mistoin got lib expected
ReallyEvilMuffin: but took printing press
Nicolae Carpathia: lmao wut
ReallyEvilMuffin: its not very useful currently
Nicolae Carpathia: uh rifle rush?
ReallyEvilMuffin: perhaps...
ReallyEvilMuffin: but it will still take a while
Nicolae Carpathia: yeah i dont know what to make of that
Nicolae Carpathia: im happy that lib didnt fall to mackoti
Nicolae Carpathia: who would make good use of it
ReallyEvilMuffin: yeah good that is
ReallyEvilMuffin: and I think we are less of a target for him than WK
Nicolae Carpathia: one downside of grabbing lib is it weakens plako, who will probably get eaten by mackoti or scooter
ReallyEvilMuffin: yeah
ReallyEvilMuffin: I wonder what he will use his eng for
ReallyEvilMuffin: WK got ND
Nicolae Carpathia: it would be annoying if he grabs spiral minaret just to piss us off
Nicolae Carpathia: but i dont think he would do that
ReallyEvilMuffin: haha
ReallyEvilMuffin: no I don't either
ReallyEvilMuffin: one other thing
ReallyEvilMuffin: sim divergence
ReallyEvilMuffin: SM grows this turn
ReallyEvilMuffin: pike due next
ReallyEvilMuffin: if we can do we delay the pike for a couple of workers?
ReallyEvilMuffin: actually ignore that
ReallyEvilMuffin: we need the pike overflow to 2t the workers
Nicolae Carpathia: ok proceed
ReallyEvilMuffin: posted photo in thread
ReallyEvilMuffin: Plan is set in motion
ReallyEvilMuffin: Baradur tiles worked need to change with that new cottage next turn remember
ReallyEvilMuffin: Right I need to head off now
Nicolae Carpathia: yep, make sure it can chop a settler in 4 turns
ReallyEvilMuffin: I'll catch you after
Nicolae Carpathia: take care man

Yep. In conclusion: keep working scientists for odds on an academy (a constitution bulb isn't that valuable, and is weak in the long run). We'll cottage the plains river. Finally, we'll road the grass hills west of BD.
Reply

Now we are getting into conundrums from the sim divergence. I tried to get the cap to reach size 10 in every way and failed. However working the tiles I had it down from it is only 1 food short from 1t of growth, whereas I had to work multiple unimproved tiles to get that on the sim. It can essentially switch to a grass cottage and give baradur the horses to grow in 1 turn, although it doesn't really have anything to build that is that useful. It reaches 31 hammers like this. It would delay the settler by a turn, so I don't think we should do this (note we will struggle for useful tiles once the hills are chopped, and we want to whip all the cities down for settlers/workers after the GA) but if I were aware of that I might have been able to make something of it.

UU will get a GP in 4t. Currently it is 37/63 GS/GE. If we choose to delay it, we can increase the odds of it being a scientist.

[Image: 96Ui97L.jpg]
[Image: vFEAbPA.jpg]
[Image: U4kKJhd.jpg]

Divergence from the plan is the workers that are now on the new plains cottage rather than farming 2 of Isenguard. Send one to the galley and gold next turn, then the other I was gonna send South to help set up for the new city, which is probably more useful than improving other tiles up north as they will be whipped off soon.

Next turn we will start getting workers from SM, Isenguard... I am not sure. I'm holding off in hope of getting a free religion spread and stacking some GPP if I'm 100% honest.
Reply

Lots to talk about this turn. Lets start with other civs, particularly the city count. Scooter is up to 8 cities! Settling before and after the roll (easy not to notice in the mess of score changes near the roll). Of note is that they have settled that river basin location, they have one of those rices up. Next is mack on 6 who has been a little while, then us/WK/Plako on 5 and mistoin on 4. Niether Mistoin or WK have settled on their coast with us, but mistoin does have a city like our UU (possibly same place) and WK has the grass wheat running so might be on his east coast.

This is important because of the tech situation this turn. Perhaps best view with the news of the recent great people.

[Image: 5yHeEhQ.jpg]
[Image: WRgNrZI.jpg]

Mistoin has also picked up Astro! He recently had a scientist who probably would have gone to that. But it is still 2000 beakers... Roaring ahead. I think with this opening up sci method they are perhaps racing ahead for the Kremlin? They can go sci meth>communism and it would be really useful this early. Plako has also picked up nationalism this turn, so not too far behind us. No other wonders/techs have fallen. Scooter got a GE this turn also, so I believe him and plako have them in waiting still.


Cities - slight change after getting the plains cottage, sent the worker not going on the galley south of tower now. He can get a road going on the jungle tile below tower to speed workers going down there. Results in less worker turns lost overall.

[Image: J5l231r.jpg]
[Image: fV7q7OQ.jpg]

Demos

[Image: xxhWIIy.jpg]

Pretty good, although I wonder who that high GNP is. Maybe mistoin running a lot of specs. We fly out into the lead if we don't save gold. But we are in a GA. Note costs currently are 22gpt for us, starting to pay civic maitainence and inflation too.


City shots

Not done for a while

[Image: Jjw0bfv.jpg]
[Image: n3M9d8B.jpg]
[Image: x9UmSHf.jpg]
[Image: obtVJc1.jpg]
[Image: yyTsD5I.jpg]

Lent the mine of Isenguard to baradur so it could grow this turn on coast. Settlers out in 2 and 4 turns. Worker from SM due in 2. Wondering whether need to put something with the pike in the river basin city with astro gone, but probably not this early without any obvious cities on that coast from them.
Reply

Scooter and Mack are still at war. Nothing seen out in the gold/silver islands. Settler chopped out as per micro plan. GP due in 2 turns, currently 58% chance scientist.
Reply

So plans afoot!

We have visibility of the gold/silver area.

[Image: CWpkGoG.jpg]

Moderate amounts of food. Obviously gold island can share the already worked clams and silver the fish where the rices are also. Note the WK culture there. He doesn't seem to have settled the coast there which seems odd to me. Might allow us to take the water here a little easier. If we don't think that we can stretch to owning both these islands, then our gold city can go 66 of the worker on the gold rather than 6 to try and claim more tiles.

GP in UU

[Image: oyxhZMo.jpg]

Gonna be about a 2/3 1/3 chance of sci/eng. Lets see what the roll brings. I think we should keep the GPP generation going until at least the end of the GA and out of caste with the bonus currently.

General overview

[Image: wCiY47l.jpg]
[Image: Xcj4zwV.jpg]

Settler ready for rice spot next turn. Will have 4 workers for those resources. Tower settler due 2t. Baradur I am not 100% sure what to get this turn. As it is currently lacking much food surplus I thought it may as well start a settler when it wouldn't be growing. Isenguard will finish the workboat build for the gold island and then probably go settler pre8-4 whip (worth 150) SM will get one more worker before growing to 6 and then thinking of a 6-3 whip, or 8-4.

Scooter sent another map trade offer last turn, declined as they will get city vis on us soon (we lost graphs again, need 20+ points to get back) and I don't want that to be on more cities than needed.

Any thoughts on the builds?
Reply



Forum Jump: