November 6th, 2013, 16:34
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Chatted with Yuufo. And Yos.
Important info: India agreed to NAP with MM till t130.
With some land deal that goes 66/33 as Yuufo told me.
Take it noted when talk with Asterix, and it was kinda confidential info.
No need to tell Asterix about what we know.
November 6th, 2013, 16:48
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From India, just now:
Quote:Hi dear EggHeads,
Our relations are good but they can always be better!
Would you like to open negociations with us over some or all of the following points :
- longer NAP : we could agree to a NAP until turn 120 or even 140
- open borders, resource deals?
- right of passage for scouting units?
- defensive pact against rome / against all other civs?
- map exchange?
- confidentiality agreement over the points above?
The Care Bears
Will think about this (and respond to turn 78 news) after a little rest.
November 6th, 2013, 16:54
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Yep, I was gonna tell you. We've talk a lot with Yuufo, but I said final decision is up to you.
In fact, we are keep chatting right now.
Did you saw Yos's screenshots?
November 6th, 2013, 17:44
(This post was last modified: November 6th, 2013, 17:44 by TeddyKGB.)
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As I see it, Asterix is a bit unreasoanable with diplo.
It was almost sure thing he could agreed to NAP with India after us, but he decide to made some strong statement instead. After that, after we shorten our NAP with India to t100, hes agree to NAP till t130 with them. They had some kind of land deal also, and India keep expanding east.
I would like to ask Asterix: "Did u manage to agree on NAP with India? Anything we can do to help?". Hes answer should be interesting.
Some quotes from chat with Yuufo:
November 6th, 2013, 18:12
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Finally had to take a look in the game. Comments on cities, followed by workers, followed by random stuff.
Cities:
CM: Grow to size 8, 3-pop whip settler (or 2 pop?) and then overflow into lighthouse. That looks fine.
MIT: I'd suggest switching to a worker next turn (at size 5). I'm not sure if whipping is necessary, especially if there are cottages that need to be worked.
Stan: Ok, axe is fine. Do we plan to complete him or alternate between settler/axe? I really don't think Stanford needs a barracks; it's not going to be a military production powerhouse.
Berk: Library is fine to put overflow into this turn. The axe and wb are 29/35 and 29/30 in production, respectively. When will they start decaying? WE'll probably finish both of these units before the library, right? And if we go to HG plan we'll need to finish both units anyway. We might get some decay on the library but it will be small and our cre bonus makes up for it a bit.
Cor: You mentioned the possibility of building a spear; that's fine but to cut costs down we really shouldn't complete it unless we really need to. Here's one idea: Grow to size 4 while building a spear, then whip a worker for 2 pop and put overflow into barracks, then finish the spear. ?
UIll: Nothing much to say here, continue with the workboat.
So cities with libraries, as of next turn:
-CM, MIT, Cornell
Cities with barracks to be built (we don't have a barracks yet):
-MIT, city#7 (UWashington), possibly Cornell
One thing we need to start thinking about is which cities make military? MIT and city#7 have a lot of production potential, so it should probably be between those two, and that's why I think there should be barracks in those two cities. Having one in Cornell is fine, if only because it's close to Care Bears and we might need it down the line.
Workers:
3 near Cornell, we can see them here:
The stone road will finish next turn, then both will quarry. Straightforward. Worker E is farming, ok. But after the stone is connected in 5 turns, we'll want at least one of those workers near Berkeley for chopping, right? If so we might consider moving worker E on the farm over and letting one of the quarrying workers move.
Berkeley/UWashington area:
We have 1 worker in the area, another on a road. I'm thinking that the worker on the farm can move 7 and mine, since both berkeley and MIT can use that tile, and after the mine is done, that worker can move to one of the farther forests to chop.
Worker G (on mine at MIT): we have a grand total of five cottages in our capital, none riverside! Next turn I suggest he move 2 spots onto Stanford's grass hill, then the turn after he cottage that riverside grassland. Thus, I disagree with him roading towards Illinois.
Workers at Illinois: how about both of them contribute to roading back? We won't need the deer anytime soon.
General thoughts:
1. Why are Team Dinosaurs never posting in their thread but logging in 3-4 times each turn?
2. Research: We can finish Math in 3 turns at 100%, and next turn or the turn after that we will have enough gold to finish. I assume we want to get mathematics ASAP, right?
3. Hanging Gardens plan; it's still available so I think we should go for it. Berkeley had a 5th forest grow so I think it's safe to say we should build it there. WE want 4 workers there to chop, right? Plus sufficient overflow from aqueduct whip.
Sorry for this garbled mess of junk; we should formalize an official plan this weekend, but for now the above should suffice.
November 6th, 2013, 18:17
(This post was last modified: November 6th, 2013, 18:20 by DMOC.)
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Okay so here are the main cliff notes to take away from my previous post:
- 2 Workers at Illinois: I suggest next turn, worker b move 7 and road, worker h move 7-7 to road starting turn 80, and on turn 81 we'll have an almost-completed road back home.
- 1 Worker at MIT/Stanford (worker g), cottage stanford in 2 more turns (will need to 'waste' a turn moving, unfortunately)
- 3 workers at Cornell; 2 definitely should stay with quarrying, but can we move the one that's farming over to berkeley area?
- 1 Worker at city 7 area: he's chopping, right?
- 1 worker (worker A) just finished farming; either move him to mine? (as I suggested) or we could have him 'pre-chop' a forest at berkeley and then road it, to make it easier for a future worker to come and finish the job.
As far as this turn goes, all workers should continue what they're doing, except we need to move worker G before the clock flips.
On turn 79 (next turn) if the Hanging Gardens is available I think we should seriously consider going for it. I think we can crank up research to 100% starting next turn to finish Math in 3 turns, and the stone will be done on turn 84, I think. Honestly, I think we might be able to get THG if we can get four workers over to chop. But we need a plan for this, i.e. how do we get the workers. We have 2 up in the area, MIT will start a worker next turn (and can whipped) but we need 1 more, from the worker who's doing the floodplains farm at Cornell? THG costs 300 hammers and am I correct in assuming we can get 240 in one turn from 4 chops?
Last random thought: move the scout back in our borders to cut down on costs? Or we can delete him...
November 6th, 2013, 18:22
(This post was last modified: November 6th, 2013, 18:28 by DMOC.)
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The more I'm thinking about it, the more I'm worried that India will use a Great Engineer to rush the Hanging Gardens in 10 turns.  How soon can we crank out THG? I wish I had time to simulate this, but we can discuss this with Team Care Bears...do we want to ask what they'll do with the Engineer?
I'm going to spend the next few hours focusing on schoolwork but I'll check here again before the timer flips (6 hours). Please think about THG plan. We don't technically need 4 workers, just maybe 3 and we can do it in 2 turns.
November 6th, 2013, 18:44
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About HG, Math timing and research.
We are decide to go early GS for Academy. There is no point to turn slider on right now.
We'll turn it on t84 when Academy done, finish Math in 2 turns.
We can't rushing HG by rushing Math, as I see it. UC should regrow before whip aqueduct, workers should take timely positions before chops.
So, approx Math ETA t86, HG ETA t92-94.
Its not a good wonder for us. We'll have 8-9 cities by then, so its basically zero profit in term of population.
We'll get some GE points which we could use much later.
We'll deny this wonder for India or SutOxy as a bonus.
BTW, SutOxy is much more suitable candidate to stole it from us. They have stone close and they have enough cities already. Their tech rate is better than India's.
I'm not sure India will get Math by the time of 9-10 turns. Yuufo seems more interested in OrgRel, so I suppose he is planning to use that GE for Mids, not HG.
And its no guarantee GE for them. Its 50/50 GP/GE at best.
November 6th, 2013, 19:34
(This post was last modified: November 6th, 2013, 19:36 by TeddyKGB.)
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Quote:Cities:
CM: Grow to size 8, 3-pop whip settler (or 2 pop?) and then overflow into lighthouse. That looks fine.
MIT: I'd suggest switching to a worker next turn (at size 5). I'm not sure if whipping is necessary, especially if there are cottages that need to be worked.
Stan: Ok, axe is fine. Do we plan to complete him or alternate between settler/axe? I really don't think Stanford needs a barracks; it's not going to be a military production powerhouse.
Berk: Library is fine to put overflow into this turn. The axe and wb are 29/35 and 29/30 in production, respectively. When will they start decaying? WE'll probably finish both of these units before the library, right? And if we go to HG plan we'll need to finish both units anyway. We might get some decay on the library but it will be small and our cre bonus makes up for it a bit.
Cor: You mentioned the possibility of building a spear; that's fine but to cut costs down we really shouldn't complete it unless we really need to. Here's one idea: Grow to size 4 while building a spear, then whip a worker for 2 pop and put overflow into barracks, then finish the spear. ?
UIll: Nothing much to say here, continue with the workboat.
So cities with libraries, as of next turn:
-CM, MIT, Cornell
Cities with barracks to be built (we don't have a barracks yet):
-MIT, city#7 (UWashington), possibly Cornell
One thing we need to start thinking about is which cities make military? MIT and city#7 have a lot of production potential, so it should probably be between those two, and that's why I think there should be barracks in those two cities. Having one in Cornell is fine, if only because it's close to Care Bears and we might need it down the line. wink
CM: ok, maybe whip 1-2 turns faster for 7->4 and regrow to size6 in 3-4 turns. Need sim. 2pop whip no point, cause our production not good in CM. Not much overflow either, LH just slow build while growing.
MIT: ok, worker at size5, but no whipping, imo.
Stan: I was gonna grow on Axe and whip settler after with overflow into that unit. But we could hurry Axe if Rome move some units or connect Iron.
Berk: Library hammers wont decay for 50 turns. Units we'll complete soon. I thought T78-lib; T79-Axe (we could delay it more); T80-workboat. T81 wb done, T84 city#7 borders expanded and wb improved fish just in time.
Cor: ok, will think about it. We'll need some workers in that area soon, cause our planned city#8 will go that way. Still, I think we should avoid whipping low food cities with good improved tiles (Copper). I was thinking starting Mids there, after stone connected. Just a thought.
UIll: yep, but we might want to rush that wb via chop.
I agree, we'll need some barracks soon. MIT, UWash and possibly Cornell as a start.
November 6th, 2013, 19:48
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(November 6th, 2013, 18:17)DMOC Wrote: Okay so here are the main cliff notes to take away from my previous post:
- 2 Workers at Illinois: I suggest next turn, worker b move 7 and road, worker h move 7-7 to road starting turn 80, and on turn 81 we'll have an almost-completed road back home.
- 1 Worker at MIT/Stanford (worker g), cottage stanford in 2 more turns (will need to 'waste' a turn moving, unfortunately)
- 3 workers at Cornell; 2 definitely should stay with quarrying, but can we move the one that's farming over to berkeley area?
- 1 Worker at city 7 area: he's chopping, right?
- 1 worker (worker A) just finished farming; either move him to mine? (as I suggested) or we could have him 'pre-chop' a forest at berkeley and then road it, to make it easier for a future worker to come and finish the job.
As far as this turn goes, all workers should continue what they're doing, except we need to move worker G before the clock flips.
On turn 79 (next turn) if the Hanging Gardens is available I think we should seriously consider going for it. I think we can crank up research to 100% starting next turn to finish Math in 3 turns, and the stone will be done on turn 84, I think. Honestly, I think we might be able to get THG if we can get four workers over to chop. But we need a plan for this, i.e. how do we get the workers. We have 2 up in the area, MIT will start a worker next turn (and can whipped) but we need 1 more, from the worker who's doing the floodplains farm at Cornell? THG costs 300 hammers and am I correct in assuming we can get 240 in one turn from 4 chops?
Last random thought: move the scout back in our borders to cut down on costs? Or we can delete him...
- I was gonna put one from UIlli to chop into wb>granary. Maybe we could delay it till Math tho, not sure here.
- ok. I don't think we'll need that cottage in city without library, but its riverside. I was gonna put Stan on whip settler/military units production, but maybe you right.
- 3 wo near Cornell, I see your point. Lets decide on Math timing 1st. I'm not sure we could land HG before t92. Need sim.
- 1 wo at city#7 will chop into granary, yes
- woA. no idea, maybe.
We've talked about HG math and how 1turn it. If we want.
Still, it's not an excelent wonder for us, imo. It wouldn't be the end of the world if lose it, imo.
Aqueduct is completely waste of hammers and HG health bonus we simply dont need.
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