December 16th, 2011, 17:50
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Those some nice GNP stats, sir.
And was your realisation whilst in bed, dreaming of Civ?
And on the sixth day, god created Manchester.
[SIZE="1"]Played: PBEM13 (China), PBEM17 (India)
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December 16th, 2011, 18:24
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Yeah, I'm looking forward to the GNP graph next turn. I think we killed it again.
I was in bed but just trying to fall asleep, not dreaming yet.
December 16th, 2011, 18:26
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SevenSpirits Wrote:Yeah, I'm looking forward to the GNP graph next turn. I think we killed it again.
I was in bed but just trying to fall asleep, not dreaming yet.
Oh no, you broke the game again?
Heh, an actual Civ dream would be weird. But perfecting strategy with your eyes closed is perfectly fine. Also: incredibly annoying on occasions.
And on the sixth day, god created Manchester.
[SIZE="1"]Played: PBEM13 (China), PBEM17 (India)
Helping out: PBEM23 (Egypt)
Dedlurked: PBEM15 (Ottomans)
Globally lurking: more or less everything else[/SIZE]
December 16th, 2011, 18:33
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Dreaming about Civ is what I generally mean when I say I've had a bad nights sleep. Don't know what SS dreams about. Probably dreams in binary.
Current games (All): RtR: PB80 Civ 6: PBEM23
Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71. FFH games: PBEMVII, PBEMXII. Civ 6: PBEM22 Games ded lurked: PB18
December 18th, 2011, 20:06
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Mackoti finished a lot of galleons this turn, I assume mostly whipped. Every city I got vision of had made one. I re-consolidated our fleet since I don't want him picking off anything for free.
I checked the odds against Mackoti's worker-guard knight that I mentioned last turn. Keeping in mind that we'd have to delete the winning unit, I decided it would be best to use the spear and mace, and spare the pikeman for when we don't need to delete him.
The spear got 27% odds and would gain 4xp by winning (= 4gg points).
The mace got 25% odds and would gain 5xp by winning.
So in goes the mace, and he WINS! In retrospect this was poor reasoning. I'd rather have a mace left back at home and one less gg point, not to mention the higher odds of victory. Oops. But anyway, delightful outcome - we lose a mace to kill a knight and worker.
As you can also see we finished Scientific Method and huh, guess what? Oil! Fortunately we were working the oil in Titan this turn and therefore got 2 free hammers.
There's water oil by the capital and land-based oil on the islands. I like the idea, but I think it's a bit dubious execution. (Not as bad as having one iron per player that's almost equidistant between them and not within the normal 5 tiles of the capital, but still bad.) The problem is that every single Oil source is indefensible if you don't have a navy. And guess what? You need Oil to maintain a navy. This could have been made OK in a couple ways: a) put the personal water oil in a lake so it can't be pillaged/sat on. b) put the contested land oils in the jungle. I guess it probably won't matter much though.
Here's the GNP graph I promised last turn. Yes, running 100% science in a golden age and not finishing the tech ruins the graph for everyone.
In diplo, I offered Mackoti peace if he pays us 50g. I think I wouldn't mind peace as this point. It would be great if he'd go beat on Luddicator just a little.
December 18th, 2011, 21:57
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Lake oil sounds highly dubious to me, it's quite likely that people aren't going to settle next to the lake and thus can only stare at the oil in melancholy.
December 18th, 2011, 22:00
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NobleHelium Wrote:Lake oil sounds highly dubious to me, it's quite likely that people aren't going to settle next to the lake and thus can only stare at the oil in melancholy.
Just put it 1-2 tiles away from coast and you can always fort to it.
December 18th, 2011, 23:58
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So, here was my civic plan for the next dozen turns.
107: Rep, Bur, Caste, SP, OR
112: Rep, Bur, Slavery, SP, OR
With this plan we'd finish Kremlin t112.
But having done the Kremlin-building math (post-oil, in particular), here's a better one:
107: Rep, Bur, Caste, SP, FR
112: Rep, Bur, Slavery, SP, OR
Kremlin finishes t113, and we still have 3 full turns of slavery (plus t117 when we can whip before swapping).
On t117 we'll probably swap to Rep, Nat, Caste, SP, Theo
P.S. Just remembered - I set us up to get whale hooked on t109.
December 19th, 2011, 00:10
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You want FR for the beaker bonus?
December 19th, 2011, 00:24
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NobleHelium Wrote:You want FR for the beaker bonus?
Well we won't be building many buildings in those 5 turns, just the Kremlin and Notre Dame really. (And buildings in some ocean cities without religion, which don't count.)
And we will be producing some units, but most of them will be produced in Ganymede (which just finished the Heroic Epic) where's there's a settled general, so the extra 2xp won't be that good.
FR is low upkeep, which is nice - about $20 savings vs OR, and gives 10% beakers, which is also nice, another $20ish? So it's worth maybe 40 bucks a turn over OR, or 28 over Theocracy I think. (For completeness: Pacifism is $27 MORE expensive than OR.) The potential extra happy for multiple religions might actually be briefly relevant in 1-2 cities, too.
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