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(SPOILERS) Donovan Zoi Fights in Honor of Japan's Bad Name

Turn 58
Our Two Next Cities

I have finished revealing tiles of the northern island, and we have a 3 food site at its southern tip with room for one more city.





A few turns back, I revealed the 3 food site of our other mineral city in the southeast





Once we land these, the rest of our immediate sites will be filled in quickly.
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Did you have a GLH plan, or just going to keep settling?
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(April 25th, 2020, 18:46)Miguelito Wrote: Did you have a GLH plan, or just going to keep settling?


The GLH in Kojiro is at 65/200 right now, with a Workboat whip (~30h) and 1-turn chop (20h) imminent.  I'm planning to close out with a double-whip (30h total for Wonders) on the GLH itself if it's still available.  That's 145h, leaving 55h to come from city production.

Next turn, we will have 8hpt in Kojiro, meaning 7 turns to the GLH --- meaning T65.  First time I've ever done the math on that, so thanks for asking. 

That target does seem pretty dire though.  Sorry for leaving you out of this, Cornflakes.  I am sure this could have gone better had we discussed it.  Guess we'll see how it goes.
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Thanks for the update! dancing Do you have any pressing tasks for the workers after their current mine and road+chop are completed? You could chop 2nd ring forests for 13 hammers each to shave off a couple turns. Even just 1 chop may shave 2 turns. 

Later GLH in 2nd city is riskier, but if you still land it then the payoff is greater since your development isn’t slowed much.
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I'll log into the game, look around, and maybe see if I can improve the Great Lighthouse timeline.
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Cool, thanks for checking. I think we will only be able to chop one outer forest. There is only one chop left on the Dyes Forest, which means we won’t gain any speed by doubling up workers on the outer forest. The last chop would be completed on T63, which would mean doing the 2-whip of the GLH on T64. A whip of the Workboat would need to be done before then ( maybe on T63) to make the most of the 5 tiles we can use.

So next turn would be a movement of each worker to its respective forest. I recommend the forest hill East of the Dyes because it’s closer to the capital. We have a Settler coming in 2 turns there and have the capital Sheep, and island Rice and Silver to think about up north. The WB in that region can net the seafood there to get growth started, so the Sheep can be delayed a few turns without a major issue.

When you log in, can you check if the graphics are screwy south and west of Kojiro? I have a screenshot of my own I can post later, but I’d like to make sure this is not an issue that will get progressively worse. Thanks!
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Graphics southwest are screwy for me too.

Here's the micro that I'm looking at. Two options both complete GLH EOT65. I came up 4h short of 2-whipping on T64. One option is to chop the grass deer instead of whipping (the long-term loss of the forest hammer is compensated by not incurring the 50% wonder whip penalty). Note that some overflow will be lost on the workboat since overflow is maxed out at the 30h WB cost.

   

On the whip plan the colors indicate the end-of-turn hammer box, which corresponds to whether we can whip on the following turn. We need 170/200 in order to 2-whip.
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This is base BtS, right? If so landing TGL without too big sacrifice with this land puts you in really nice position.
Completed: pb38, pb40, pb41, pb42, pb46 and pb49
Playing: pbem78
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I am not quite sure that all Great Wonders have the same (50%) whipping penalty. I recall to have read somewhere that each GW has it's individual value there... Could be I am wrong but maybe worth checking...
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At 70/200 it's currently showing 9 pop required to whip which is consistent with 50% whip penalty
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