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(May 5th, 2013, 13:42)NobleHelium Wrote: Just to confirm: the timing of the copper trade is only irrelevant if neither civ used the resource on the turn that it was traded. Is that true?
As THH stated, that is how it went. My road to the Copper was completed this turn and it was immediately gifted to him since I don't need it. My Dog Soldiers don't require copper, so I have no need for copper until I start building my own spears which I have had no reason to do so yet.
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(May 5th, 2013, 13:55)CFCJesterFool Wrote: (May 5th, 2013, 13:47)TheHumanHydra Wrote: (May 5th, 2013, 13:43)CFCJesterFool Wrote: Don't bother settling pink dot..start building troops NOW. Commodore does not play around. He will put continuous pressure on (see PB8). I'd like to see at least 2 spears+axe+chariot (and 1 or 2 totem archers would be nice) in the exposed western cities. You really need a dedicated military pump (to produce most of the troops over time) because relying only on the whip when a city is under threat is a very risky move. Whipped troops should always suplement the existing garrison. /end rant
Units > libraries, then, folks? What type should I build first? Should I switch off the granaries in the eastern cities to build troops too? Do they have horse? If so, spears first then the axe. If not, then just build 2 or more axes. I'd position any chariots over in the western theatre to spot any incoming stacks. HAK needs to start producing totem archers to gift to you as well.
I'm almost positive they have horses, so Spears should be the first thing he builds. And I wouldn't switch off the Granary...I would whip them the first chance you get. You want the use out of those granaries while you are growing and building military.
I'd also suggest completing the Library in VR first though, and then switching to the military. The other city can wait a little longer. Those signs were put there by Nakor suggesting that they both need libraries. I'd have Cour make at least one military first before going back to library.
I'll be churning out Totem Archers as soon as I can for the times when my cities are growing and not making workers to send over to you. You'll get the first worker next turn now that he's finished hooking up the copper.
May 5th, 2013, 14:29
(This post was last modified: May 5th, 2013, 14:37 by Nakor.)
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If Commodore is coming for us NOW, don't do anything else, BUILD UNITS! Tons of them!
If you are in doubt, ask Scooter...
At least we can whip all the HG population into an army...
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Quote:You want the use out of those granaries while you are growing and building military.
Whip units into the granaries. You have to factor in travel time to the vulnerable cities. Delaying troops to *optimize* regrowth, in this situation, is bad play. Tbh, strictly speaking, granaries aren't really needed until you have a higher happy cap. Yes, granary first is considered better for long term growth (what I do ~90% of the time) but short term considerations (e.g. Commodore deciding that you will pay for razing one of his cities) always take priority. What good is an undefended city with a granary (except core cities considered "safe")?
I guess what I am trying to say is don't take the threat lightly. Notice that both LAM civs have sharp power spikes. If your combined power doesn't keep pace, pretty sure Commodore will take that as a sign to go for the kill. Only chance you have is to match their power (in the hope that Commodore decides the risk outweighs any gains). However, my guess is that he won't worry about any risks..he sure likes to smash stuff.
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I really don't like the idea of whipping and putting the overflow into granaries. I really don't think Commodore can take a city at this point. If we manage to whip out those granaries now, the next whips will be more efficient.
I also don't really think they can afford to target us purely due to the fact that their other neighbors have almost as much power if they attempt to make a drawn out war with us Mack could easily just attack them while they are busy with us and raze some cities+pillaging. They might try to harass us. Still IMO their's too much of a risk for them to attempt to actually fight a war.
Also if we want to beef up our power we could try to run a bluff off building several barracks. I believe they will increase our power level more than actual fighting units.
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Sorry BAII, but you don't mess with commodore without consequences.
No libraries, build spears and axes. I hadn't thought to whip the units over the granary, its a good idea, but if a 2-pop granary whip is possible now (next turn) won't the overflow create the unit just as fast?
How much visibility is your chariot getting?
It will take a while for commodore to get units from both civs to you, so I'd expect chariots in two or three turns.
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(May 5th, 2013, 20:11)Old Harry Wrote: Sorry BAII, but you don't mess with commodore without consequences.
No libraries, build spears and axes. I hadn't thought to whip the units over the granary, its a good idea, but if a 2-pop granary whip is possible now (next turn) won't the overflow create the unit just as fast?
How much visibility is your chariot getting?
It will take a while for commodore to get units from both civs to you, so I'd expect chariots in two or three turns. Yeah, I WOULD whip granaries now (2 pop or 1 pop)...I just wouldn't wait to slow build them. The power graphs suggest we are already behind LAM's build-up so time is of the essence. Also, since Monarchy is needed asap (to suppress whip anger), the commerce cities will be limited in what they can contribute (probably limited to slow building units only).
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I'm on my way to bed, but just wanted to mention that next turn will be the BIG ONE.  With the overflow from the Worker I whipped in Asylum, and the last forest chop that will get completed, when I end next turn we'll have ourselves some Gardens O' Hangin. 
THH will be playing his turn before me so that he can get that 11th city settled before we get our nice population boost.
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If THH holds off ending turn he can then use the extra hg pop for whipping?
Have you got an idea of what units you can get to calcar ridge over the next few turns:
A. As regrowth from settler/worker whips
B. In "pump units from everywhere but don't stack unhappy" mode
C. Stacking unhappy
D. Dry whipping
Ideally option b would be sufficient, but we're probably on option c... numbers will help.
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May 6th, 2013, 11:48
(This post was last modified: May 6th, 2013, 11:50 by TheHumanHydra.)
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Full turn report which should answer your question, Old Harry:
First, the relevant graphs again:
Now for the situation:
(HAK's unrelated comment at the top is pretty funny in this context.)
I'd like Destroyer of Everyone to stay there to heal and provide surveillance, while the other chariot (anyone have a name suggestion?) heads into the hills to provide surveillance of the southern zone. You can see what the workers are doing; the only question mark is the one in the top right, who could perform multiple actions next turn. I was thinking of improving our road network in the battle zone (between Juno Beach and Calcar Ridge).
What we know of LAM's lands:
I haven't seen a peep from any chariots they might have, but we have seen a spearman.
Now for the cities. Please provide any suggestions you may have, especially regarding whipping. We didn't have consensus on whether to whip the granaries into spearmen or spearmen into the granaries in the western cities so I used my best judgement. Since neither could whip its granary this turn, I started on spearmen. Spearmen up front to defend against any chariots fast upon us; axemen in back to arrive in time to meet any slow-moving counterparts.
Should this be single-whipped?
This city wants a double-whip, but I don't know how to fit it in without taking the no-hammers-invested penalty. It's going to have mega-unhappy once it grows the turn after next and with the +1 population from the Hanging Gardens. Should I stagnate it?
Oh, and look, we got a shrine!
Obviously Juno Beach can only single-whip, so I put exact hammers into the spearman build that it'll be able to single-whip it (for exact hammers) next turn. Sound good?
Calcar Ridge will be able to double-whip next turn for 44 hammers into the spearman, which will allow for another spearman or axeman there with exact hammers the turn after. Sound good?
This city's naked. What to do about that?
Old Harry makes a good point that as far as I can tell is legal (not if we were gifting the city, but we aren't): that cottage-sharing city will be founded next turn (1SW of the sheep, right?); if I settle it first, then HAK ends turn, then I play the rest of my turn, both it and the rest of our cities will get the +1 population bonus.
So Old Harry, I think we're somewhere between b) and c) depending on our choices here.
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