December 17th, 2018, 12:27
(This post was last modified: December 17th, 2018, 12:31 by Krill.)
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T67.
Furs hooked, and I fucked up the worker micro. I forgot I needed the forest chop this turn to whip the barracks in city 6 (BCR) next turn, and farmed instead of chopping to give the extra hammer to city 7 rather than working a river grassland. Next turn city 6 is size 2, and I can chop the forest and whip T68, or I can delay a further turn and not need the chop due to working deer and plains hill forest for 2 turns, whipping T69. This would allow the chop to land into the workboat to go scouting. The other choice of just stacking the hammers as high as possible and chopping the other forest for a granary is initially appealing, but I think the work boat would actually make more sense, to scout the northern island and start looking for intercontinental foreign trade routes. This is a delay to hooking the dry corn and sheep but food and hammers aren't the problem, are they? It'll cost gold again, but it's not like we can refuse to scout just because of the gold cost.
I think if I had bent everything to getting Writing eot67 I could have just about done it, but the cost would have been too much IMO. Going to save gold for a long time after Writing, but the question is, on Sailing, or Alphabet? I think it needs to be saved on Alphabet, because by the time scientists start accruing beakers, there will be enough gold saved anyway to just 2 turn Sailing if needed (admittedly, need Sailing and Alphabet for foriegn intercontinental trade routes, and just Sailing for intercontinental trade routes, but Alphabet gives Research builds which we really need if Mids falls too early.
I'm paying 1gpt for this chariot to be out of borders. I'm going to scout the plains forest south of the fish just because, and then return the chariot to fog bust. If there are whales 2N of the fish I'm going to hate myself.
Crop yield is overkill.
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December 17th, 2018, 13:06
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Have you been working the lakes regularly in city 2 and 3? I know that grassland mines are "better" in a vacuum, but seems commerce is the bottleneck. It's a good tile for the early game.
Alphabet is going to feel real good.
December 17th, 2018, 13:26
(This post was last modified: December 17th, 2018, 13:34 by Krill.)
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Cities 2 and 3 have split between using the mines and lakes.
City 2 has used the mine for a few turns at size 4 to get the settler for the copper city out one turn sooner (this is over the lake, it used a capital cottage as well). It has also used a hill mine for 3 turns over a lake to get the chariot out and to make the worker 6 a two turn build (overflow 20 food hammers, then a one pop whip). Total turns using a hill mine over a lake: 6, 3 on settler, 2 on chariot, 1 on worker. I think this is justified though, because delaying the settler delayed the copper hook up and the worker dance to get the furs hooked, delaying the chariot whilst the barbs were rampaging was dangerous, and speeding up the worker actually speeds up growth to size 3 to work the lake again so it delayed the commerce rather than traded it.
City 3 used the hill mine for 3 turns at size 3, again whilst building the settler, which was necessary to get the furs hooked up. Every delay on the settler was a further delay on the furs, so I view this one as a no brainer decision. Following that, it has used a hill mine at size 3 whilst building the granary. I feel that this is a more arguable point though, but I think it makes sense when considering the next 20 turns. The commerce over those 2 turns would likely have made no difference at all to the Writing completion date, at best, pushes it forward to eot67 along with other labourer reallocations (like not working capital horse over a 2/0/2 cottage, working furs over grass forest and delaying city 7 reaching size 2 and working both furs on T74, city 4 working a coast and delaying it's own library).
The upside to working the hill tile is that it enables the Library 2 pop whip and to work the 2 scientists and/or the lake from T76. If the granary wasn't completed, then the regrowth would have been slow enough to either push back the two scientists being worked until at least 7 turns later, or the granary would have needed to be whipped and with the low happy cap, it would have led to 10 turns of not working a scientist or the lake. If the library was just delayed to finish the granary, that would have meant growth to size 4 without saving any food, and delayed the granary by 2 turns (completes eot71) and at least done the same to the library. So...that's 8 commerce versus 15 beakers over the time frame to T80. Might be more beakers, I can't remember the exact timings, I think the loss of granary saved food on growth to size 4 actually causes a delay in growth to size 5 as well.
Generally, it's been a case of "work the coast unless there is a reason not to". Shortly it will be a case of "stick at happy cap and stagnate on scientists" whilst working whatever commerce tiles there are. And Alphabet is going to be key. Between the Scientists, Kalamazoo if Mids falls, and BCR stagnating (at size 4) on hills as well, I count a minimum of 44 base bpt. That leaves every other city to just deal with expansion and military as needed.
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December 18th, 2018, 04:46
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About to head to work, turn played report tomorrow evening, but GLH fell and I think it was superdeath.
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December 18th, 2018, 10:22
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Gav strikes first blood against Elkad..
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December 18th, 2018, 15:33
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Despite the doom and gloom recently the lead in crop, hammers and land will turn into science eventually.
Thought about where to send the southern wb? OH has sailing but there's no resource network established so scouting him for possible religion spread seems prudent to me. Don't think we qualify right now.
December 18th, 2018, 17:29
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Eventually we may reach a great science lead. If we don't get hit in a window of vulnerability.
I agree that the southern wb could search for a route to OH, but that would only give foreign trade routes. I'm wondering if the northern end should circle the northern island then head west, around the top of the continent and the southern wb heads straight east. The chariot can uncover a coastal route to OH with the scout help, and that may be the more efficient scouting option to maximise opportunities for opponent contacts.
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December 18th, 2018, 17:47
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Another point is we should generate GS around eot92 and eot110.
We may have the option to bulb Philo, and we don't need to worry about bulbing Astro as Portugal. We just need Compass. So we could play around that option too.
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December 19th, 2018, 14:55
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Oh fuck three turn reports.
Turn 68
Magic trick! How to make barb warriors disappear. Move the warrior in City 3 west to try and make the barb bounce off it, move the warrior in city 2 SW to be able to cover both cities and leave the chariot in place to heal.
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December 19th, 2018, 15:08
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Turn 69
Barbs are annoying but in this case not too much. Chariot retreats to the city to heal.
Slightly more annoying, the barb had to be on a hill. I'm moving the scout first to check, and then moving the chariot. I hoped the barb would suicide and we'd get sentry, but alas this did not happen.
Top power jumped from 81K to 100K. That's...a lot, but it isn't OH.
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