Posts: 23,431
Threads: 132
Joined: Jun 2009
I would be interested in your thoughts on those monuments...
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
Posts: 17,440
Threads: 78
Joined: Nov 2005
Krill Wrote:I would be interested in your thoughts on those monuments...
Is that the nice way of asking what type of am I using?
The main logic is that I have little early game happy and lots of hammers. So 30h for +1 happy and culture seems pretty good. Yeah it all goes away at Astronomy but that is a long ways away from now and we should have plenty of other options for happy by then. Most cities are still going Granary first but if they need a culture pop then they'll do a monument 2nd.
Speaking of happy, maybe it was a better play to settle by the furs instead of waiting for Piranha to get 3rd ring culture. (I think we're around 5-8 turns away from that happening btw.)
Suffer Game Sicko
Dodo Tier Player
Posts: 23,431
Threads: 132
Joined: Jun 2009
Actually, I forgot you were CHM...but I'm still honestly interested in that answer. I mean, there has to be at least one time that a monuument is a good build, right?
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
March 27th, 2012, 10:55
(This post was last modified: March 27th, 2012, 11:43 by pindicator.)
Posts: 17,440
Threads: 78
Joined: Nov 2005
Its easy! Just give yourself a start that has little to no early game happy, lots of production, little commerce, and neighbors far enough away that an early invasion makes no sense. (Edit: And you have to be CHM too.) I'd build more units but I'm trying to put my commerce towards currency at this point. Currency will be when I stop building monuments. Or maybe Mathematics was a red herring and I should have gone Alphabet to build research.
Hey, I just got an idea on how I could raise some cash. It's risky and probably has a better chance of failure than success ... and it may not even raise as much as it will cost. But it would entertain the lurkers
Suffer Game Sicko
Dodo Tier Player
Posts: 2,852
Threads: 20
Joined: Feb 2011
So do you at least benefit from the HG now more than you would have before when you were going to build it?
Active in:
FFH-20: Jonas Endain of the Clan of Embers
EITB Pitboss 1: Clan/Elohim/Calabim with Mardoc and Thoth
Posts: 5,323
Threads: 22
Joined: Feb 2012
I've gotta say, pindicator - this was quite awesome
Nothing like showing how a 1-turn wonder build works
Posts: 2,511
Threads: 4
Joined: Mar 2012
AutomatedTeller Wrote:I've gotta say, pindicator - this was quite awesome
Nothing like showing how a 1-turn wonder build works
It was quite amazing, even though it was spelled out clear as day, I still had to look at it for a while to comprehend the greatness...
--
Best dating advice on RB: When you can't hide your unit, go in fast and hard. -- Sullla
Posts: 17,440
Threads: 78
Joined: Nov 2005
Ellimist Wrote:So do you at least benefit from the HG now more than you would have before when you were going to build it?
Oh definitely. Angry Sun may be in a worse location (in the original plan it would have been 1 tile W, an easier spot to defend since the mountain peak is on the diagonal), and the capital got whipped a little harder (3 pop vs 2 pop on the aquduct), but I would have had far fewer worker-turns invested in my core building cottages and the like.
So the lesson here is that I should panic and abort plans more often, right?
AutomatedTeller Wrote:I've gotta say, pindicator - this was quite awesome
Nothing like showing how a 1-turn wonder build works waterbat Wrote:It was quite amazing, even though it was spelled out clear as day, I still had to look at it for a while to comprehend the greatness...
Thanks for the praise guys, though this kind of thing has been done before by players better than me. But the shorter the duration you're building, the less risk you have of someone beating you and of having hammers get wasted. It's worse with the Hanging Gardens because of how expensive and useless that aquaduct usually is. So anything to shorten the build time.
If anything, I think the appeal of 1-turning wonders gets to me a little too much. It just looks so damn neat, and even if there are worker turns that can be better used elsewhere, or better uses of whipping than overflow (i'm thinking of my 1-turn stonehenge build in pbem26), there's something aesthetically pleasing about the whole thing.
Suffer Game Sicko
Dodo Tier Player
Posts: 5,323
Threads: 22
Joined: Feb 2012
it may have been done before - I played on the MTDG team on CFC with Krill where we 1 turned oracle and stole it from another team who had been building it for awhile - but it's still really cool.
I had nothing to do with the planning for that, btw - that was Krill and Memphus.
Posts: 23,431
Threads: 132
Joined: Jun 2009
I still remember the work I put into that game...so Pindicator, I can empathise with how you felt after Ichabod posted that message.
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
|