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Oh, really. That's good to know. What about between two mutually exclusive improvements? Say I decide to build a workshop or something...cottage counter is still preserved?
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NobleHelium Wrote:Oh, really. That's good to know. What about between two mutually exclusive improvements? Say I decide to build a workshop or something...cottage counter is still preserved?
Yes. As far as I can tell, the only time it goes away is when you finish that type of improvement on that tile.
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Quote:Yes. As far as I can tell, the only time it goes away is when you finish that type of improvement on that tile.
Thats very true.
October 8th, 2011, 00:25
(This post was last modified: October 8th, 2011, 11:34 by NobleHelium.)
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Played turn 116.
Ellimist dragged me into one of those discussions that I don't really like to have, since I'm really not interested in chatting with my opponents that much. At any rate, he admitted that they do in fact have research visibility on us, and said that they were researching CS (which they're probably done with now). In retrospect shadowing them to CS and then researching Compass definitely would have been better.
Also in the chat Ellimist implied that they have around 25-30 workers, which is actually very surprising to me since we only have 20 workers. I guess their additional workers largely comes from the hammers that we've sunk into wonders instead. I believe our land is better improved, but he seems to be doing a better job of improving the center island than us. Obviously he had a large head start on getting units onto it, so I'm not sure what that really says. It does make sense that he needs more workers, since their cities are much more spread out. But overall it seems like we need more improvements right now, since we have more population. What does this say, in total? I'm not sure since I can't see the entire state of his empire. But I do wonder whether our more-overlap approach is better or not. I hope the lurkers can comment usefully on the comparison at the end of the game, if it is not apparent to us by then.
There is now a library in Arcturus, bringing the city up to 5 cpt. Our borders pop in 3 turns though, and they had many turns of no city culture production before they got Hinduism into the city.
After nearly 10 turns of leaving Karkat empty despite his NAP with EMC having expired, Kuro now has built a horse archer there. I am not sure if they renewed their NAP or not. Ellimist said he showed a trireme to Kuro which led Kuro to tell Ellimist that he still doesn't have Metal Casting, so perhaps Kuro has made some concessions for a NAP or something. Ellimist made some noises about razing or capturing Karkat while it was empty, and it was empty for a long assed time, so it's definitely not surprising if they've signed a new NAP that caused him not to do that. Or maybe it was all just talk, which isn't surprising either.
I decided to build/whip a worker in Magnesium since it will still be many turns before a second worker arrives there. It should be whippable soon, maybe turn after next. The worker train will arrive and start improving Aluminum's tiles soon, and the missionary will soon work on stealing that clam. We should probably do a library after the mint, which may not be whipped at all since I kind of assumed it would crawl to half complete when the city grows to 2 which isn't the case. By the time it becomes 1-pop whippable the gems will probably be mined so it might be better just to straight build it, not sure if the city will grow to 3 quickly enough that it'd still be a good idea to whip though.
I realized that we can delay the loading of the workers by a turn to complete a cottage for Oxygen and thus avoid stealing a cottage from Carbon. Obviously that loses us two worker turns in the jungle, but I think it's better this way. I moved the chariots to a weird position again since Jkioan's scout has moved back north and could potentially move onto a hill and see them next turn otherwise. Of course Ellimist probably already told them about the chariots, so whatever. I'm going to get annoyed at the scouts running loops within our borders soon most likely.
I whipped Beryllium's library and thus saved gold for this turn. I don't think we can finish CoL at max (probably 90%) research next turn, so maybe we should save gold for one more turn. Or maybe we turn tech on anyway since a mint is completing (rather minor though...) We can definitely tech CoL in one turn at 100%.
Another question for lurkers: can razed national wonders be rebuilt? I imagine regoarrarr definitely knows the answer to this one...
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Played turn 117.
We were able to finish CoL this turn at 90% tech, to my slight surprise. Civil Service should take about 8 turns. Karkat is once again empty. I guess Kuro prefers to garrison his inner cities for happiness rather than his border city that's too small to need it.
We should probably turn off tech for a while since buildings of both types are completing, and it's quite possible that someone else will research CS soon. Jkioan's new city claims their iron, it's hooked up so they have Iron Working.
October 10th, 2011, 02:27
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Played turn.
MAIN THING TO REMEMBER NEXT TURN: SWAP OFF GREAT WALL IN NITROGEN.
October 10th, 2011, 16:57
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Quote:Another question for lurkers: can razed national wonders be rebuilt? I imagine regoarrarr definitely knows the answer to this one...
Hey now!
But as Mackoti pointed out, the answer is yes
October 12th, 2011, 00:25
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Played turn 120, quick notes.
Infrastructure buildup continues apace. Next turn we whip two courthouses (whipped one this turn). I am absolutely horrible at managing Boron's build queue and didn't realize the missionary would get too many hammers for a 2-pop whip, but that's actually okay since we have plenty of happiness floating around anyways, thanks to Krill. So we'll wait a couple turns (no sense in whipping off a pop when the food box isn't close to full), and then whip it on turn 122. This missionary is to be gifted to EMC, we'll be able to gift it on turn 124, letting them use it on turn 125.
Oxygen needs its tiles fixed to work its cottages. We're very close to getting a 1t worker with the courthouse whip overflow, but not quite, so we'll just have to wait two turns for it. Lithium needs to dump its overflow into a harbor before it can 2-pop whip a worker, overflowing back into the harbor. Silicon needs to take the horse tile after Fluorine whips its courthouse next turn.
Workers in the jungle need to pile onto Aluminum's spices, finishing the jungle chop and the plantation all in one turn, since the city grew to 3. Sodium is working an unimproved spices but will be whipped next turn.
We got a Great Engineer at ~51% odds. But that doesn't matter since we're going to launch a GA when CS comes in. We need to turn tech back on, CS will complete in 3 turns (6 turns total, much better than the estimate). We'll be done with most of the infrastructure by the time the golden age launches, so we can push out some workers in cities that are out of improvements, or build fail gold or barracks/military as necessary.
Oh and Kuro built the AP (and got another GS). The AP is a nice wonder and we would have built it down the line since we have stone for UoS and SM, but you can't have everything.
October 12th, 2011, 22:10
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Played turn 121.
EMC is engaging in some very fishy likely wonder-related activities. Sirius's build queue is up to 291 hammers, and they're prechopping and roading forests on their border city (I saw the number of forests before and was worried that they'd chop out a wonder there for culture). I just realized that with Bureaucracy their capital is on par with Helium for building wonders. They are getting about 42 hammers a turn in the city, which is roughly on par with Helium. The unfortunate thing is that they have 15 pop there, so 7 pop available for whipping. So if their hammer amount continues to go up, I say we WHIP HELIUM next turn (first turn that we can do it). I think we're going to have to switch to building wonders in Hydrogen from now on.
EMC also got a Prophet, so no risk there at least.
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