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dazedroyalty Wrote:Oh, one more question, this stays true even when bonus is over 100%? I.e. if we're building the Colossus with production at 2.75, should overflow (ideally) be a multiple of 11?
Yup.
I have to run.
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dazedroyalty Wrote:Okay, I get the base hammer thing as a multiple of four. With overflow being multiples of production (1.25 with the forge) does that mean that you lose one hammer on 2, 3, and 4 overflow? (I'm assuming 1 doesn't round down to 0)
Basically you lose 1h each on 1, 2, 3, 4, 5 overflow. Therefore it is more efficient by a small amount to get as high a number from those as possible. Then 6 is inefficient again, 7 is a bit better, etc.
Btw Clam is a pretty bad tile compared to those riverside cottages while building a worker/settler, unless it's necessary to not delay it. If you were building a settler with food (and a forge no less) but could work less food to work cottages, I would do that to the point where overflow will be zero.
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SevenSpirits Wrote:Basically you lose 1h each on 1, 2, 3, 4, 5 overflow. Therefore it is more efficient by a small amount to get as high a number from those as possible. Then 6 is inefficient again, 7 is a bit better, etc.
Wouldn't the most efficient overflow then simply be in multiples of 4 in order to take advantage of production modifiers after? 4 overflow would get +1 hammer from a forge, for example but 5 overflow would still only get +1?
SevenSpirits Wrote:Btw Clam is a pretty bad tile compared to those riverside cottages while building a worker/settler, unless it's necessary to not delay it. If you were building a settler with food (and a forge no less) but could work less food to work cottages, I would do that to the point where overflow will be zero.
You mean because working the cottages would help them grow faster? I don't remember the details but I think working the clams got the settler 1T faster. given how far behind we feel we are on cities that seemed worth it. Maybe not. I've done more micro for this game than ever before so I definitely am not an expert.
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dazedroyalty Wrote:Wouldn't the most efficient overflow then simply be in multiples of 4 in order to take advantage of production modifiers after? 4 overflow would get +1 hammer from a forge, for example but 5 overflow would still only get +1?
That's true if your base production the turn after will be a multiple of 4. Often though your ideal base hammer setup - were the forge bonus not a concern - is not a multiple of 4. For example a cottage city with only 1hpt in its best tiles and city center combined, that works a grassland mine because it's effectively a 1/4/0 tile because of the forge, would be fine overflowing 4 hammers which then gets converted to 3, so it can skip working the mine for a turn.
Quote:You mean because working the cottages would help them grow faster? I don't remember the details but I think working the clams got the settler 1T faster. given how far behind we feel we are on cities that seemed worth it. Maybe not. I've done more micro for this game than ever before so I definitely am not an expert.
As far as I can tell if you'd worked the FP cottage for the last two turns instead of the Clams, you'd have -1h right now but two more turns of cottage growth which translates into $2 in a couple turns when it becomes a hamlet, another $2 later when it becomes a village, and another $2 much later when it grows into a town.
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Nicolae Carpathia Wrote:No agriculture o_O
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Nicolae Carpathia Wrote:No agriculture o_O
Yeah, we seriously have zero agri sources at all and we've had other pressing needs, so... yeah. This game has been insane. Assuming we don't lose GLH to a coin-flip, we will have completed 3 wonders before ever teching Agriculture. You want an unorthodox start, well you've got it. We've been having an absolute ton of fun with it though. Sorry if it hasn't been obvious due to sparse-ish posts - we discuss mostly via chat, and since I have only rarely been able to login, I don't have an excuse to post quite as frequently. That will be changing very soon though (we'll start splitting the turns between us probably), so updates should pick up here pretty soon .
Anyways, I logged in and took a look around. Dazed, I left a couple signs, feel free to delete at will. I want to give you a quick look at the absolute abomination of an island we've found. Observe:
Nope, I did NOT forget to turn on resource bubbles - see the horse as proof. There is ZERO seafood, and not only that, no food at all. I mean I don't mean to go all Krill on you guys in the usual food whining department, but this is a BAD food situation. Although I'm betting that there will be a fish on that one tiny unfogged tile on the east side . Still though, this is bad. This hurts. Really hoping we can find some good stuff inland or something. There has to be SOMETHING. Anyways, complaints aside, we need to make sure we nab this steaming pile of crap.
Also, it'll be pretty wonderful to get some IC routes going, especially with (fingers crossed) GLH and Currency coming in a bit, so we could get to 3 IC routes in the near future. Although... I still am theorizing a bit that we could be loosely connected to the mainland and this could be part of it too, in which case bleh. I hope not. Anyways, enough for tonight. I'll be dreaming of seafood, because that's the only way we're getting any.
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OK, good news:
Sign of Four completed the GLH! (Then promptly became unhappy). Looking at the situation, Scooter, I think we need to switch tech to Archery. We don't have enough gold to make it to Math at 100% anymore since we settled the Moai city. Plus we really need MP in multiple cities and I'd really like to save hammers and not build a bunch of axe/spears if we can avoid it. Archery is a 2 turn tech.
Here's the new city:
I'm not sure if Barracks on the stone is what you were't hinking but since we really need culture ASAP, I think that's the best option.
Which means SoF can't work the stone:
We need MP here ASAP! Whip anger is already double stacked.
Inside the other cities:
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I'm not ending turn because I'd like to talk about a few things with you before doing so. We did finally find some food:
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I'm not back fully in the swing of things quite yet, but soon. Next week probably. Quick picture though of the island:
Yes, it's an island. This is good news - IC routes. We're going to try to claim the thing and avoid letting Brick take it. We're dying for the unfogged tiles to contain a bunch of food, gold, and gems (forges). We not only have no happy sources, but we have seen ZERO so far this game. That's actually pretty unbelievable. I told Dazed by email that I've never uncovered this many tiles in a game before and still found no happy resources. This really hurts.
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