Yeah, I don't think Jowy has any intentions of bothering me but I also have a feeling that he doesn't react well to temptation based on his other games
The city has been delayed and will be settled safely next turn.
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Are you, in fact, a pregnant lady who lives in the apartment next door to Superdeath's parents? - Commodore |
[SPOILER] The Steak, Beer, and Cigar Saloon
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Yeah, I don't think Jowy has any intentions of bothering me but I also have a feeling that he doesn't react well to temptation based on his other games
![]() (February 23rd, 2014, 13:24)Catwalk Wrote: Turn 79I vote currency first. It has great synergy with sailing, and you will probably meet more fellows along the road. If you get happiness starved you can always whip a market (although expensive, your capital still has several forests to chop) to get full benefit of your ivory. With all your whipping plans from the previous posts you won't have enough time to grow your cities to fully benefit 2-3 calendar resources, or enough work force to build the plantations. In MP island cities are very exposed, and you already have a military drain of hammers in your border with Jowy. I would delay them until you have spare galleys to put a sentry network around them. Of course, it all depends on further scouting of these islands. (February 23rd, 2014, 13:24)Catwalk Wrote: Max, I agree that Punching Bag could be a decent choice for that. I do think the grass mine it's about to grow into is also worth working, but you're right that it has little after that. The grass mine will also help a lot with producing the library. It all depends how badly you want your academy. I see two different paths: 1) In order to work the mine plus two scientists the city must grow to size 6 (4f from cow + 2f form horses + 2f city tile + 1f form mine + 3f form a farm = 12f). The fastest way to get there would be putting two farms to speed growth until it reaches size 6 and then switch to scientists. 2) You can work a farm while building/chopping library (skip the granary for the moment) until city reaches size 4. Then stagnate growth and switch to two scientists for 9 turns for the academy (it switches back to the granary until completion). When you get your GS then work two farms to reach size 6, and then endless scientists. This way you get the academy faster, and enjoy the beaker boost from your specialist sooner when it matters most. Remember you want both currency and calendar with no delay. path 1) comes ahead in hammers, as you will work the mine sooner, but it delays the academy and requires more immediate worker turns as it requires extra chops for granary+library. (February 23rd, 2014, 13:24)Catwalk Wrote: As for Jowy, he won't have HBR for at least another 14 turns. His economic disadvantage will be hurting him severely by that point, and I will only need to defend two border cities against him. Whatever he got himself into it's put him out of the game, and I'm guessing that he'd rather exact revenge on Yuri than me as long as I don't provoke him too much. I agree with you that jowy is likely to tied up in a senseless war for the near future and may become a non threat in the long run. But remember when he gets HAs and spawns them in decent numbers your elephant city (I think "Ivory Coast" is a cool name for it) is awfully exposed until it reaches 3rd ring culture (he can 1 turn attack from the diagonal), Always wrong is pretty safe thanks to its lake.
I just realized that I misread your post, I was talking about Foot Rubs up north and you're talking about Punching Bag to the west. I think I prefer Foot Rubs for the scientist, for the same reasons you stated. It has little development potential, whereas I want Punching Bag to be working a bunch of cottages for future payoff. Foot Rubs can work 2 scientists at size 3 along with the grass hill pigs, letting it grow slowly at +1 food to size 4 where it picks up +1 food from the oasis.
As for Calendar, it will be very easy to hook up the resources. One will come instantly from settling on top of sugar, and the silk is in the middle of my territory with a road on it. So I do think I can reap the reward soon enough, the big question is how much the reward is worth to me. The value of Currency is easy to measure, it'll be about 16 cpt by the time I get it. In the meantime, I can get ready for Calendar happiness by filling in a few more cities and putting out additional workers. So I agree with you, Currency first looks like the winner here. Concerning an HA strike by Jowy, I don't see any way for him to strike without giving me at least one turn's advance notice. With second ring culture I'll have vision on all potential staging tiles for a strike. This gives me the time to whip one more spearman for defense if I see a force big enough to take the city, and it lets me move units down from Always Wrong. If I station 3 spears and 2 axes here he'll need a sizable force to dislodge me, one that is going to cost far more than the cost of those defenders. And again, he won't have the economy to field a large force of HAs out of nowhere due to his food shortage. But I appreciate the caution, I definitely have a tendency to overlook defensive needs.
The wonder situation is that GLH and Oracle still haven't fallen, still only Stonehenge and Pyramids. If someone grabs Currency with Oracle that could propel him to a really strong position. I'm not going for either one, I feel I have enough on my plate. The plan is still to make a play for Metal Casting, but I think I'll want both Currency + Calendar + Iron Working done before going for Metal Casting. I have 5 forests waiting for Colossus in Vacuuming, I should be able to build it rapidly. And if I put it there I'll also get my first forge in the city where I need it the most.
(December 16th, 2013, 21:42)sunrise089 Wrote: This is the IT and Tech Issues Thread for RBP17, the newest 'greens' pitboss game here at Realms Beyond, played with the RB 'AI diplo' ruleset. The organizing thread for the game can be found here. The GLH is banned from this game. I don't understand the monarch prince difficulty setting though. ![]()
I think Foot Rubs is close to the perfect moai city (if only the inner sea was a lake). Working 3 mines, it can build the wonder fast enough and then has a lot of water tiles to grow into. Now, It has several good tiles to work: pigs, oasis and eventually rice, for quick growth and mines to add production on top of that. I wouldn't stall its growth to run specialists.
That city could be one of your better ones in the not so long term. It could whip infrastructure (lighthouse, library, barracks and units) overflowing into the moai statues to speed up the wonder. On the other hand, Pushing Bag doesn't have much useful tiles to work. Before working cottages you will need at least 2 additional farms, since a +4 food is not enough to maintain a reasonable growth rate. That said, you would start working 2/0/1 cottages at size 5. It will take too long to get some benefit from the city. Pre-calendar, it won't have enough happy cap to work more than 2 cottages. If you use it for the academy you will collect some profits earlier. Later you can grow into cottages if you want. [Edit] It's Punching Bag not Pushing Bag ![]()
Catwalk, can you post a picture of Jowy's borders? It could be useful to plan in advance for defensive garrisons.
On a side note: Never underestimate the might of C1-shock HAs. They are almost as strong as spears (actually 8,1 total strength against melee) and they own any other unit of their era. Their only real counter are war elephants and those are banned. It's easy to run a simulation to find out how many troops are needed to take 3 spears and 2 axes inside a city with 20% defense. I may try it later. But I don't think it requires too many. [Edit] I did run the simulation: total attack force: 2 chariots, 2 impis, 5 HAs. All units umpromoted except the HAs with C1-shock. attack sequence: chariots -> HAs -> Impis. results: 2 chariots and 2 HAs dead. City razed. Hammer count: Jowy loses 160H (2 x 50H + 2 x 30H) and you lose 205H (5 x 35H + 100H for the city). Of course I have no idea about Jowy's hypothetical army composition, but I think for a guy who is fighting a war it should not be that hard to gather that attack force, especially once he get peace with his current opponent. PS: Yes, I know I have paranoia issues. ![]()
Turn 80
My cities have grown, so it's time for demos ![]() City overview: Lastly, Jowy's border:
Thanks for catching my GLH mistake, would have been embarrassing if I decided to build it around t120 figuring noone else wanted it
![]() I can whip walls without too much hassle at size 4 if I have a single hammer in it, at size 2 if I hook up stone. With walls, fortified spears and hammers make invasion by mounted units all but impossible. Sorry for not sharing your paranoia ![]()
Now that I saw your border with Jowy I feel better about defensive situation. There's no way he can threaten Mother In Law and another of your future cities from a single tile, thanks to that long lake. As a matter of fact, every city you plant in your side of the lake will be pretty safe. You only have to defend 2 cities (Mother In Law and banana/gems city) which is awesome considering how long the border will be.
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