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[Spoilers] Fintourist and Old Harry have nothing to see here

(September 2nd, 2013, 15:45)Old Harry Wrote: Sounds from the tech thread like its Yuris - we should have graphs on them, so I might log in to see what I can see.

Re: your message in the tech thread - Civstats can't cope with pauses - if you reload the page you'll see it keeps going back to 6ish hours and counting down...

On gambling with archery - in a game this size you have to take risks to get out ahead at the end. When I was lurking PB8 Lewwyn was adamant that he had to keep taking risks - I think only one or two didn't pay off, and if they had it's possible Lewger could have challenged Plako at the end... Although its also important to have a decent power level so your neighbours don't get ideas. Right now I don't think Yurimack or dtay have graphs on us though, so we should only worry about a Pindicooter-style invasion fleet.

If it's yuris that sounds good! :thumsup:

And with regards to Archery, I'm not worried about our neighbors, I more think about being safe from the barbs. But I now start posting my micro suggestion and after that I'll let you decide! smile
Finished:
PBEM 45G, PB 13, PB 18, PB 38 & PB 49

Top 3 favorite turns: 
#1, #2, #3
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Okay I logged in and took a few pics, but didn't mess with the workers or cities. We have graphs on Yurimack and dtay:
Score


GNP


MFG - lots of pop working mines?


Food


Power - I'm going to call Yuris' first spike iron working and the second one a couple of axes. Although it could be HBR if they don't have copper or iron?


Culture - you can see that Yuris only revolted very recently


Where do we spend our EPs now? Spread them evenly, concentrate on keeping ahead of dtay or stay ahead of one of the big guns? dtay has spent 68 on us, while Yuris hasn't spent any, possibly due to their "local trouble". In fact should we send the scout south to try and discover what is going on?


One other thing:

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Just had a look at your two t75 saves - I prefer the granaries one, just for the bigger cities working more tiles, it'll be interesting to see how you got there...
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Ok, here is the part 1:


T50:
We whip the worker in City B as in your original micro plan. One worker finishes a mine, one worker puts one chop-turn into forest. Capital uses 3 food resources and grows to size 4.

[Image: T50aa0000.JPG]

T51:

Capital starts a settler. New worker moves onto forest so that Barracks can be chopped in City B. Forest that was previously on the forest starts cottaging. The worker that completed the mine puts one prechop turn into forest..

[Image: T51aa0000.JPG]

T52:

One worker moves onto Forest S-SE of the capital. Others chop and cottage.

[Image: T52aaa0000.JPG]

T53:

An easy turn! Worker do their obvious moves.

[Image: T53a0000.JPG]

T54:

Barracks is finished with the chop. Our 2nd city works fish+sheep. Capital works two mines. City C works freshly finished cottage!

[Image: T54aa0000.JPG]

T55:

One worker starts mining the plains hill. Other 2 chop 2 forest. City C must work fish+mine in order to get 30/60 hammers into the granary so that it can be whipped next turn! Capital must satisfy itself with fish+corn+mine+forest. City B starts a military police warrior.

[Image: T55aaa0000.JPG]

T56:

Granary is whipped in city C. Capital works again two mines and settler is completed with 100/100 hammers.
1 worker puts one turn into prefarming the rice. 1 worker wastes a worker turn while moving east. And the last worker keeps mining the plains hill.

T57:

Capital double whips a granary, which works nicely as the food box becomes half-full. City B must work a pitiful 2-foodhammer tile for one turn, but that was necessary to make everything in the east work smoothly. No worries the worker won't get delayed as it will reach 31/60 hammers before it gets whip despite this inefficiency.

City C turns on avoid growth and takes advantage of its fresh granary and the fact that the food box becomes exactly full (22/22).

Btw, the location of our lonely warriors is a must in this turn. 1 will help the settling party in the east and other one functions as a military police in City B, which grew to size 3.

[Image: T57aa0000.JPG]

T58:

Workers road the way and city D is founded. It will work 2 turns unimproved and 4 turns improved rice and grow with 22/22 in 6 turns.

City B takes the new plains hill mine in use. City C resumes the growth (let's not forget avoid growth on) lol
Capital works is working its way back to size 4 while building a warrior.

[Image: T58a0000.JPG]

More to come! I'll comment on tech also in a bit! Ask if anything is weird! Is our warrior policy gambly enough? lol

Finished:
PBEM 45G, PB 13, PB 18, PB 38 & PB 49

Top 3 favorite turns: 
#1, #2, #3
Reply

Quick comments on the previous! That mfg & power graph sure look like a military build-up. I have to say that the post from suttree in the tech thread was quite useful and spoilerish for us. Otherwise I would be way more nervous about those spikes.

Hmm.. I think our scout is doing a very valuable fog-busting work currently and protects us from the barbs. However, if your eagerness takes over.. mischief .. I won't complain!

(September 2nd, 2013, 16:21)Old Harry Wrote: Just had a look at your two t75 saves - I prefer the granaries one, just for the bigger cities working more tiles, it'll be interesting to see how you got there...

Yeah! But I promise that the new plan beats both of those! I feel I really managed to combine the good parts of our previous plans! Trust me! smile

And that forest growth is great news! I'm all the time fearing a jungle growth on the rice tile.. Has happened in my sandbox once.. please
Finished:
PBEM 45G, PB 13, PB 18, PB 38 & PB 49

Top 3 favorite turns: 
#1, #2, #3
Reply

Micro plan part 2:


T59:

Ok here, becomes the stuff that I hope you solve for me! City C is about to grow into size 3 and unhappiness so in this run-through I'm whipping a bowman on T60. Due to low happy cap that won't really solve the problems and happiness will be a limiting factor for the city for couple of turns. Now in hindsight, I believe that after whipping the granary, City C should start a warrior on T57. 1 hammer over flow + 1 hpt on T57 & T58 and 4hpt (mine) on T59,T60 & T61 will finish the warrior on EOT61 exactly when the city grows to size 3. We will lose couple of cottage turns (but gain hammers) and currently I believe that's the best possible option. However, I won't have time to do a new run and in other aspects the sim will remain unchanged.

Otherwise this turn is quiet. One worker starts moving towards gold duties and puts in one cottage turn NE of city C.

[Image: T59a0000.JPG]

T60:

City B whips our 4th worker. Capital grows to size 4 using 2x fish + corn. Worker near the city C puts a roading turn towards gold and City C itself is probably still working a warrior 1-food away from growing to size 3. (as described previously)

Workers in the east finish farming the rice.

[Image: T60aa0000.JPG]

T61:

3 workers move, 1 completes a road. Our cities probably complete 3 warriors this turn bringing the total count into 5... We'll see if we can pull this off.. lol This the reason I think we need Archery. If we are suprised, at least we can whip a defender and don't die to a lonely axe..

[Image: T61aa0000.JPG]

T62:

Gold is getting roaded, copper mined, forest chopped, and cottage pre-built. Our capital starts a new settler and City B starts a granary. City C has to limit its growth, here I'm doing it with avoid growth and a worker build. With warrior build this should work better, but probably we have to put 1/2 turns worth of production into worker. Not too bad though..

[Image: T62aa0000.JPG]

I'm getting tired so I probably have to continue later. Here are however, couple of later saves if you want to take a look:

T66 and T69

City C will look better in our final game, as mentioned already ten times. Otherwise I'm quite happy how everything worked out. crazyeye

Finished:
PBEM 45G, PB 13, PB 18, PB 38 & PB 49

Top 3 favorite turns: 
#1, #2, #3
Reply

I ended the turn and go to sleep!

If you want to switch us from Archery back to writing, go ahead!

EDIT: And I forgot the demos, sorry!
Finished:
PBEM 45G, PB 13, PB 18, PB 38 & PB 49

Top 3 favorite turns: 
#1, #2, #3
Reply

That run through looks great, I'll try to transcribe it and see if I come up with any problems, I'll also try to play this turn in a couple of hours. I'm not sure about the double whip for the granary, but if it saves us foodhammers overall then I'm happy...

(September 2nd, 2013, 17:31)Fintourist Wrote: If you want to switch us from Archery back to writing, go ahead!

Talking of paranoia, I've noticed that retep has been logging in just after you to play for the last three or four turns, so actually I think that completing archery is a good move and that we should perhaps move the scout around to where our next city is planned just in case he's got a surprise in store. It could be that he's logging in after Bacchus, but I don't like coincidences.

Also I don't think that Yuris has got Iron Working, more likely he's got an army of four or five axes yikes
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Just quick comments!

Regarding this turn: I think the worker who starts building a cottage should maybe start it on the tile SE of Cannae! See if that works, it should! It's slightly more vulnerable, but benefits us later as we can build the 2nd cottage on the tile W of Cannae!

We haven't met retep haven't we? crazyeye But reasonable paranoia is always good!

I like the granary double whip quite much, the timing works perfectly and our capital is in the minimum time back at size 4! Investment for the future! But additional testing never harms... wink
Finished:
PBEM 45G, PB 13, PB 18, PB 38 & PB 49

Top 3 favorite turns: 
#1, #2, #3
Reply

Turn 51

Actually, retep has only played after us on two of the last three turns, so panic over, except about Yuris' axe army. Archery seems like a good plan. Right now our eps are spread evenly over Yuris and dtay, but we could get research visibility on Yuris within ten turns if they continue to be uninterested in us...

On other C&D matters we settled our third city on t49 along with plako and slowcheetah. Only Serdoa (t47 and Lewwyn (t41 yikes - lurkers will know if I've just screwed this up as civstats only goes back in time so far) are ahead of that, so this is good news (interestingly none of these are IMP or EXP).

I forgot to do the cottage SE of Cannae and did it W instead - sorry! If we get a jungle growth there I'll banghead. Then I moved the scout, he uncovers a corn and could move two tiles towards Yuris next turn. What do you think? We've still got animals running around (a panther near city D) so perhaps Barb spawns won't cause too much trouble yet...


Demos


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