I think Nazul sounds better than Cekor.
Nah, I just posted to say that the analysis is very interesting.
Nah, I just posted to say that the analysis is very interesting.
As a French person I feel like it's my duty to explain strikes to you. - AdrienIer |
[Spoiler] Any volunteers for a human sacrifice? Brennus of the Aztecs, by Krill
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I think Nazul sounds better than Cekor.
Nah, I just posted to say that the analysis is very interesting.
Nazul also works, and I think you're right, it does sound better
The Great People system is something that I think you really need to assess after the worker techs, if you haven't gotten any wonders. I think that quite a few bulbs can work really well, see PBEM4 for a game where bulbing CS and Theo should probably have won the game for Cyneheard. We've seen bulbs to Machinery, CS, Feudalism work well, but bulbs really need to be leveraged to work well IMO. Same with Artist bombs and probably Trade missions. When you look at it in this manner, a lot of the GP actions give you up front effects that you have to leverage, and because of that I'm quite happy to leave the GP generation to the mid game when you can use golden ages, and NE and civics to push out a load of GP in a short space of time, and get the ones you want (Golden age>CS and Pacifism for example). Missed this from last turn, I think. Judaism has been founded. Um no. Go away and die in corner. I've got to admit I'm liking the barracks change for the barbs. Now if only they'd build a worker for me to steal... Probably should have done this a few turns ago. It still stops barbs from spawning on that tile, and if I move him onto the hill or southern desert. Probably should leave him where he is though. I'm working the hill instead of the silk because the commerce is lost on rounding at 50% slider. I'm going to miss the Monastery by a single turn and 2 hammers, but as I'm turning off science until I finish it (to build a HR warrior) it doesn't matter. Then I'll tech Writing, and turn off science whilst building the library. The wb can go explore that 1 tile island for me. Then a library, very very slowly... Next turn gives the wines to GNAP. Dat granary build. RVC is going to build a galley next turn, due eot t92. There is a chariot from Crapital ready to go on it, aong with the warrior in the city that doesn't need a garrison for happiness. You know, I only just realised that is is probably my best Moai site. An extra 8 pop would give 8hpt and 14cpt...god I hope that 1 tile island has accessible seafood. That would actually be a good Moai city. Getting there...that magical 100 GNP and 100CY is rather elusive.
No time for a turn report, I'll do it tonight, but Basics are this: I'm teching Writing at 100% with a 1.6 modifier and my GNP is sodding huge. Also, 87bpt and -33gpt at 100%, +54gpt at 0%...and 5 turns to size 14 in Crapital.
Scooty reminded me I'd had an idea for Nazul Couldn't find a pic of quite what I wanted tho, with [strike]plak[/strike]Frodo being attacked by the Naz(g)ul, but this'll do:
(Nazguls just deserve Scriptina font, they're so goth it hurts )
...wounding her only makes her more dangerous! -- haphazard1
It's More Fun to be Jack of All Trades than Master of One.
So, here is the turn report form this morning.
Azza, don't you dare go threaten that worker. I WANTS IT/Gollum No Nazul city on the coast screwing up my preffered front city...actually, I need to think about how to build this settler... 5 food resources, copper and gold from 4 cities, plus possibly unhooked resources, makes me think azza misplayed the start. That doesn't surprise me. However, it will be interesting to see how he plays out the mid and late game and his tech position during those. Tech Writing so I can go straight onto a Lib build, and save gold until it is finished. I've calculated that by T97ish, around when I could get the lib finished, I should be approaching 120 base bpt at 100%, and at a guess, -45gpt. With 350ish gold saved. Enough gold to tech to Lit at 100% and maybe even have gold left over. I'd expect Lit by about T105 to T107. More on the timing later though. Now, the GP would be due eot T123. The GL, should it be completed by me, would pop a GS 13 turns after it is built. If the GL was built before eot T110 (thus generating GS points on T111) then I would not pop the GP until sometime around T300 without another source of GP points. So I need to be careful here with the building times, and I also can't figure out if anyone else is going for it. Short term plans though, just grow it. Maybe get RVC to work the overlapping grassland tile to develop the cottage for DF. I think I set this up to use the plains hill mine this turn but took the screenshot early. Not long until it gets the pig back, and I need to decide what I want to do with the city...considering Aesthetics could be researched by T100ish if I wanted. Still, think I need a settler for silver asap. Boring. Wait I thought there was a warrior in here? WTH? probably loitering somewhere. Anyway, galley for scouting out that silver city and then possible islands. Stupid city site. Wait someone has more land than me? They gained an extra 16 land tiles...and I think Commodore settled a new city. WTH is going on over there? Whatever...but Christ those lowest rival GNP, and CY figures are hard to believe. Plus the F2 screenshots at 100% and 0% slider for your perusal. Krill Wrote:I've made my decision to grow this city to size 14 and leave it there. It will work everything except the tiles 87 (forest, kept for health), 9 (plains hill, worked by GNAPs), 96 (grasshill, GNAPs), 36 (grass farm, GNAPs), 32 (pig, WTF?), 22 (plains, left fallow), 44 (silk, kept forested for health). I would to use this post to apologise for my atrocious maths. The tile 22 of Crapital is due to be cottaged T95 for use the turn after Crapital hits pop 14. Turn report due later, but I think I'm going to head straight for Lit and I'll have enough gold left over to tech Maths in 3 turns (needed for forest chops into the GL).
A belated T91 turn post. T92 will be played after I post this, and the turn report will likely be done some time this afternoon.
Goddamn barb worker ran away Looking at growing in 1 here, then 3 turns to size 14 with no spare food. The city will still make 2fpt so should grow in 9 turns, or T103, so that is my dead line to get a health and happy res hooked by. Shouldn't be too difficult to get one around then, the fish from down south and that silver... Boring Yeah, settler>settler>something to grow>SoZ seems like a good use of the hammers here. With the pig and size 8 it can make 20 hpt, so a 10 turn build for SoZ. Something I have to consider is that even with Crapital, GNAP and SC on nothing but settlers, I'm looking at something like 3 settlers every 8-10 turns depending on overflow: WTF? can build a unit per turn easily, straight HA at size 13 or so, or mixing in archers/jags with the HA at lower pop sizes. I want the plains farmed here, as they are decent tiles to work to grow on, and with the HE, though once machinery is in I want this at a high pop and working nothing but watermills... side note, this city is happy without a warrior in it, so the warrior will shortly be running to Crapital to keep it happy. This city has just overflowed 1 hammer, it will build a 2 turn warrior to send to WTF? for happiness and general garrison and will then likely build a chariot to grow to pop 6, then a settler that should be done around T115? At that point Lit should be researched so expansion is reasonable, it won't delay any wonders. *Yawn* I wonder if building a galley and 2 chariots or a chariot and spear to go explore is a wise thing to do? Probably do it anyway as it's interesting, and I don't want to sell my map. Those soldier points fell a fair bit... Oh, so that war is why Pingo are trying to catch up with my forum post count lead then? I like that population figure
So, here is the T92 turn update. This will likely get split into a couple of posts, as I have to explain a few strategic decisions I'm about to make. But first, exploration around that barb city:
Oh hi there! I'll take that free 60 hammers now thanks! OK, now I have a free worker I need to get him back to my land safely. I don't have much need of the extra worker atm, I'm keeping on top of the worker improvements fine, and I doubt I'll need any more workers until I start settling the jungle area. That decision is going to be governed by tech, and not be stealing a lonely worker. OK, I forgot to post the pictures of this over the past few turns, sorry. I'm sending down my two 3XP chariots. They get about 73% odds to not die attacking the warriors in Teoi, without taking C1, but I only have 2 and there are 3 warriors in the city. But a single win and I get enough XP to take shock and heal some of hte damage, so should one of them win, which there are decent odds for, I can start to make a dent in that city. The chariot that I expect SC to make wouldn't reach this city until T105 I think, so I don't really have any expectations of taking this city, but I do want to farm a bit of XP from it, and more importantly not let azza just take with with a single axe. Which is actually what all of this is about. I don't want azza to have this city. It's located in a rather important part of the map, and azza has to either drop off axes with a galley or walk them around a large loop of coast. Assuming (bad idea, I know) that I were to have a city where Teoi is situated, this is how I would dotmap the area: I want the barb city Pingo took, that's a pain in the arse to defend against, but I can't take it right now and get any of hte wonders I could make use of. So that's second/third on my to do list. But it kinda fits the dot map, so I'll keep it. The city for hte ivory would be a late city, designed just to get the ivory and clock off one route towards the jungle lands. The middle city, north of Teoi is the more important city, the one I'd settle either next after the fish city, or after I got that border city at the top of the picture towards Nazul. It's not an amazing city, but it does guard against Pingo aggression and has 12 unique tiles to work, and can share one banana with the middle river city. The river city would be the most important city in the area, and is a potential FP city location along with Teoi. River city would have 4 grass hills and horse and would either be a second production city (quite likely IMO as I can imagine myself getting into a war in 30-40 turns to stake my claim to that land), or a major, major cottage city working up to 17 cottages. I have the happiness after all. But if I were to settle that city first I leave myself at risk of having a very thin empire that is pressed on all sides by other players. So I want the "Two" site and the horse/cow site settled first and second in some order. Teoi is probably worth keeping. Whilst I could argue if it is ideally located, at size 10 it is a great production city, able to make 23 hpt, and it has the food to reach that size and keep on growing. And it comes with a barracks? Moving to the plains hill loses a sugar and 3 grass hills and a plains hill but picks up a hose and corn, but that can fit into a coastal city down there with little difficulty. At size 2 it can build a monument in 5 turns (if the barracks razes) because the cow is already hooked and it has the plains hill forest for 7 hpt. So Monument>worker (granary isn't worth it until the jungle is removed from the sugar) and use 2 workers to chop the forests for the granary and hook the sugars with another 2... Oh, where do all these workers magically appear from? Easy answer, the workers mining and chopping at Fish/SC need to do the following things and then they are finished in that area: They need to mine the grass hill 1N of SC and the plains hill 2N and farm the grass land 1S of the fish city, add in the chop and mine being done atm, and total worker turns including movement is about 18 worker turns. Oh, and that includes a road I forgot, to hook the fish city to the road network. It's is already connected to the trade network due to Sailing. So, that's 400 hammers of settlers. The number of workers needed will be minimised due to trying to stagger the improvements needed in the core but frankly I think I'm almost finished there. By T100 Crapital, DF and GNAP should be finished for the most part. RVC maybe needs 1 worker until T120, silver city should need a worker or two to hook the silver but nothing beyond that is expected. WTF? needs workers to farms plains but that can be done as the northern workers migrate down to the jungle area. The watermills? I'll want to be in serfdom whilst I'm making them, but that's far enough in the future that I expect 4 new workers built in the core should suffice to do that. The pigs/clams city? Well, that's another reason to build those 4 workers later on...I don't need that city right now, the jungle is more important. The military need is unknown, but...HE is due around about T115 and then straight military from WTF? GNAP and SC are available with a combined 24hpt that can be allocated to military from about T100. |