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(October 4th, 2013, 08:24)Old Harry Wrote: No need for all that worrying - Lunch just uncovered another source of iron. Unfortunately work have blocked dropbox, so no picture available...
I moved the workers and settler, set France to build a barracks and ended turn.
Let's cross our fingers for some food..
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I think I remember reading somewhere that the barbs get all techs that all players minus one have researched. So if you believe everyone except maybe one person has researched BW, you should prepare for axes.
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(October 4th, 2013, 09:57)TheHumanHydra Wrote: I think I remember reading somewhere that the barbs get all techs that all players minus one have researched. So if you believe everyone except maybe one person has researched BW, you should prepare for axes.
More bowmen needed!
Completed: RB Demogame - Gillette, PBEM46, Pitboss 13, Pitboss 18, Pitboss 30, Pitboss 31, Pitboss 38, Pitboss 42, Pitboss 46, Pitboss 52 (Pindicator's game), Pitboss 57
In progress: Rimworld
October 4th, 2013, 10:56
(This post was last modified: October 4th, 2013, 10:56 by Fintourist.)
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(October 4th, 2013, 09:57)TheHumanHydra Wrote: I think I remember reading somewhere that the barbs get all techs that all players minus one have researched. So if you believe everyone except maybe one person has researched BW, you should prepare for axes.
IIRC barbs research techs and the speed goes something like this:
Research speed = 3 % * (players with tech) / (total no. of players)
Which would mean that if everybody would simultaneously get BW on T40, barb axes would start appearing ~T74. That said, I think there are already axes running around somewhere, but let's not worry too much. We can always 1-pop whip more bowmen if required. Even our island city will soon enough reach size 2 so that we would have 2 bowmen in place if an axe would suddenly appear.
EDIT: That formula totally comes from the back of my head, so don't take it as a credible reference..
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I did not do any moves apart from pasturing the pigs, but there is a nice surprise waiting for you Harry in-game...
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Turn 82
Wow!
(I think Pindicooter got the great wall - for the great spy points?)
We're getting all the luck with resources today! What a handsome subroutine that RNG is. I think we want to move Lunch W then S next turn and send the galley NW.
Settling Gallipoli only costs us 2gpt. I wonder if we should send the bowman south to see what mostly_harmless is up to? We're probably still too short on units to risk it. I think we should get the worker coming from BoP next turn to road the silver, then he can chop the jungle later. What do you think? I guess this means we either need to whip more or get more tiles ready to be worked... I went ahead with the plan as before, the silver throws our hammers in Agincourt off, but it won't affect anything for a while.
We now have graphs on everyone we've met, so I've spread our EPs evenly over everyone.
m_h's GNP is pretty ferocious
But his MFG is laughable
And his Crop Yield isn't much better
I suspect he's only built MP warriors so far...
And it looks like everyone has a library and a barracks so far.
I've ended turn.
Completed: RB Demogame - Gillette, PBEM46, Pitboss 13, Pitboss 18, Pitboss 30, Pitboss 31, Pitboss 38, Pitboss 42, Pitboss 46, Pitboss 52 (Pindicator's game), Pitboss 57
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I will comment on stuff tomorrow!
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Switch back to granary in France? Or would another happy on T96 still help?
Completed: RB Demogame - Gillette, PBEM46, Pitboss 13, Pitboss 18, Pitboss 30, Pitboss 31, Pitboss 38, Pitboss 42, Pitboss 46, Pitboss 52 (Pindicator's game), Pitboss 57
In progress: Rimworld
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(October 4th, 2013, 18:11)Old Harry Wrote: We're getting all the luck with resources today! What a handsome subroutine that RNG is. I think we want to move Lunch W then S next turn and send the galley NW.
Works for me!
Quote:I wonder if we should send the bowman south to see what mostly_harmless is up to? We're probably still too short on units to risk it.
Yeah, not sure about that. On one hand it would work as a fog-buster and reduce the probability of barbs and surprise attacks. On the other hand we kind of need bowmen that play zone defense, because we do not have enough units to act as sentries in every direction.
Quote:I think we should get the worker coming from BoP next turn to road the silver, then he can chop the jungle later. What do you think?
I actually did a quick sandbox run yesterday and since BoP and Cannae are the only cities that currently could use extra happiness and they are also just losing 1 whip unhappy each, it might be OK to delay roading that tile for couple of turns. My hypothesis is that the worker that is currently chopping near Gallipoli can help finish the farm after chopping is done, and then move onto silver and road the tile. Extra happiness would still come in early enough, but we would get our new riverside cottage earlier. I'll test this.
Quote:I guess this means we either need to whip more or get more tiles ready to be worked...
Yeah, I would say that it is the combination of lack of high-food tiles and lack of extra tiles, which reduces our ability to take benefit of the extra happiness. But well, this is still a positive challenge for us. I'm thinking of growing BoP to size 5 and double-whipping the settler on T92, instead of old slow-build + 1-pop whip plan. It's a pity that there is so much jungle around Cannae that getting new cottages built is such a slow process. Well, scientist turns are not a catastrophe over there.
Quote:I went ahead with the plan as before, the silver throws our hammers in Agincourt off, but it won't affect anything for a while.
Yeah, Agincourt is fine for now. Some micro adjustments will be needed eventually, but overall this silver pop was only a positive thing.
Quote:We now have graphs on everyone we've met, so I've spread our EPs evenly over everyone.
How about dividing them between m_h and suttree for now. Those are the closest cases when it comes to EPs currently.
And yeah, M_h seems to expand quite slowly. And so does suttree.. It seems that in our neighborhood dtay and yurimack are our strongest opponents.
That said: Did dtay raze a city from TBS/Jowy? Good news, maybe?
(October 5th, 2013, 02:00)Old Harry Wrote: Switch back to granary in France? Or would another happy on T96 still help?
Uuu.. Difficult, good question. Currently it does not matter where our hammers go, we just need to know what we whip and where do we direct our first chop. We have couple of turns still time to test/think about this. Obviously granary would be stronger from France's point of view. My hypothesis is that we can now accept the delay of couple of turns that granary first would cause. It would also give our working boat more time to scout the southern coast of our closest island..
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(October 5th, 2013, 05:55)Fintourist Wrote: Quote:I think we should get the worker coming from BoP next turn to road the silver, then he can chop the jungle later. What do you think?
I actually did a quick sandbox run yesterday and since BoP and Cannae are the only cities that currently could use extra happiness and they are also just losing 1 whip unhappy each, it might be OK to delay roading that tile for couple of turns. My hypothesis is that the worker that is currently chopping near Gallipoli can help finish the farm after chopping is done, and then move onto silver and road the tile. Extra happiness would still come in early enough, but we would get our new riverside cottage earlier. I'll test this.
Aaand I tested this. If we want to grow BoP to size 5 this worker micro is one turn too slow (would not be a disaster since we are starting a settler though), but let's go ahead and do as you suggested!
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