February 28th, 2012, 00:07
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Ceiliazul Wrote:Homely Pits looks a wee bit exposed in that shot.
Hm, maybe. It's defended by an axe, and we also have a chariot on the island, three workers, and soon two supporting cities. And it's not very accessible to our rivals' two-move navies.
I have to run.
February 29th, 2012, 19:35
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Played the turn, then got a phone call from a friend asking (no kidding) about tips for playing Civ IV (against AI). I told him to build workers and settlers, work improved resources, build granaries and 2whip things, go worker first instead of growing to 2/3 on a barracks, make great people, bulb and trade for things, and try to get ahead of the AIs in the Renaissance. And a bunch of other stuff, it was like a 45 minute conversation. I have useful knowledge!
What I'm trying to say here is I won't be writing a report right now. Off to do some stuff!
February 29th, 2012, 21:00
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If we start a missionary in AM next turn working all mines, and then finish in the next turn with every mine but the one CG wants to use, and then stay on this high hammer (20 base) config for 3 more turns we will polish off National Epic.
CG can finish Paya in the timeframe it wanted to. It will work coast over the AM mine next turn (77) while FS works PFH over coast, then start a worker at size 9 while working max hammers for a turn (PFH and all mines), then whip the turn after (when AM needs its mine back, t79) for 2 pop and lots of overflow, then back on Paya t80-82 with the PFH mine finishing for extra chop hammers on t82.
I am thinking FS works that PFH for a turn so it can 3-whip its forge the turn after. We'll miss out on a couple coast turns but we need to get infrastructure up in that city so it can run specialists with its high food surplus and lack of good land tiles.
February 29th, 2012, 22:20
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Another notable observation: Blameless Yin needs to whip the market turn after next (for 3 population) if it is to produce the next great person (after the one next turn). I would rather not do this and I don't think there's harm in delaying its gpps still further. Honestly I don't think we want an engineer right now.
The reasons I don't want to whip the market are:
a) It's still working all great tiles.
b) It can finish the market manually in 6 turns with no pop loss.
c) In three turns it will grow to 14, giving us $2/turn extra in trade routes for our marble and gold cities (each will have a $3 route to it).
d) When it reaches 15, its own foreign island routes will become $3 each for another $2/turn.
After reaching size 15 we can stagnate on some merchants; it will be great.
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I followed Seven's micro recommendations.
Our south:
Oil Radar, our 15th city, will be founded next turn.
Our north:
I added three cities to our dotmap and started roading towards the one farthest away (we have 5 workers in action there). Plan is to get Music after Iron Working and culture bomb that site. Then Monarchy->Feudalism to defend it.
I was planning to move a garrison from Great Inferior up to reinforce, but I forgot. We need some units backing up this claim.
A great scientist was born in Attach Mimes after ending turn.
I have to run.
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Yay for the scientist! We actually have a not-totally-straightforward choice on what to do with him. Settling is 9b * 1.35 -> 12.15b + 1.25h, whereas an academy at 0% science will be worth 13.5b right now. Most likely we get another scientist in 7 turns and we use it for the other of the two options, but there's a chance we don't and that would probably make the academy better.
Incidentally, I think this turn marks the first time ever where there was a choice between working a mine and another tile, and I disagree with Novice's choice, and I preferred the mine.
I would have gone for the 15h/turn until 60h and then two turns of 20h each to polish off the market. I admit the food could come in handy though, I haven't checked.
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Yeah I was optimizing for growth and not hammers. The city needs 31 food to grow to size 15, so 1 turn of 6 food and 5 turns of 5 food should do it. So we can work the mine over a coast starting next turn, and grow onto the coast. Hammer-wise, the city will be at 26/100 next turn and will be making 15hpt for the next 5 turns to complete the market as it grows to size 15.
I'd like to pretend I planned this, but at least it seems to work out.
I have to run.
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What do you think of my northeastern dotmap? Which dot should our current settler aim for? (I was thinking the farthest, but we could settle a closer dot and bring up another settler.)
We've almost claimed all the claimable land now. We could go for a wheat/wine city northwest of Iced Mine, but I think it might be wise to wait since that island is crawling with chinese forces at the moment.
Then we have filler cities by the stone and west of Epic Smoots to settle. (And between BY and FS with come Mercantilism?). And I guess we could consider venturing deeper into the jungle.
I have to run.
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novice Wrote:Yeah I was optimizing for growth and not hammers. The city needs 31 food to grow to size 15, so 1 turn of 6 food and 5 turns of 5 food should do it. So we can work the mine over a coast starting next turn, and grow onto the coast. Hammer-wise, the city will be at 26/100 next turn and will be making 15hpt for the next 5 turns to complete the market as it grows to size 15.
I'd like to pretend I planned this, but at least it seems to work out.
Nice.
Yeah I thought about it later and realized that it only delayed the market one turn (since 90 is nicely divisible by 15) so that's probably good (although it does waste 100% of the overflow (1 hammer ) - I hate it when that happens.
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Power graph is funny:
Nobody trusts anybody.
I have to run.
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