November 12th, 2012, 10:19
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Yep, that zip works fine.
I don't think plako necessarily got the second warrior - it could be another of Azza, Commodore, Serdoa or Xenu...
The tech list seems to have degenerated into a lot of guesswork at this point. How others can keep going through turn 50 and beyond beats me!
Completed: RB Demogame - Gillette, PBEM46, Pitboss 13, Pitboss 18, Pitboss 30, Pitboss 31, Pitboss 38, Pitboss 42, Pitboss 46, Pitboss 52 (Pindicator's game), Pitboss 57
In progress: Rimworld
November 12th, 2012, 18:50
(This post was last modified: November 12th, 2012, 18:52 by Bigger.)
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I was hoping the last uncovered tile had a hut, no dice. hopefully we find some huts to the east. I think we are safe to get our scout back to home territory before healing now, then we can send him off to the east.
hoping serdoa goes east or south and doesnt follow us back to our capital. Although he's going to find it eventually, so I'm not too worried. I don't think he'll screw with us, and he'd have to pass by the city (warrior) to hit grains anyway.
Please don't go. The drones need you. They look up to you.
November 12th, 2012, 21:06
(This post was last modified: November 12th, 2012, 21:09 by Bigger.)
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(November 11th, 2012, 05:23)Lewwyn Wrote: Yeah, that happened after I logged out.
So I left it to work the rice this turn but I think we should switch to the wheat next turn. Currently there is 3 food in the food box. This turn will make 6. We work the wheat for 3 turns before the farm finishes and we get 6 more for 12. Then the farm finishes and we get 5 for 2 turns = 22 and pop growth.
This helps us get the 1st warrior out faster while also still growing to 2 at the same rate as working the rice. We end up with 3 less food and 3 more hammers this way. We don't want to grow the city to 3 because we want to get the 2nd worker out and the 3rd citizen will only net us 1 more hammer. This way we grow to size 2, spend one more turn to grow the warrior and then start the worker. Our current worker can finish the rice and then start chopping.
So
T16 work rice
T17 work wheat
T18 work wheat
T19 work wheat
T20 work wheat (farm is finished)
T21 work wheat; grow EOT (worker to forest)
T22 work wheat + Grassforest; Warrior EOT (worker starts rice farm T26 in scenario 1)
Here we have a choice either complete the farm or stop and move back to a forest for chopping.
Here is with finishing farm first:
T23 work wheat and rice; start worker (8hpt)
T24 16H
T25 24H
T26 Rice farm finished 24+10=34H
T27 44H worker to forest
T28 54H; CHop EOT30
T29 Worker EOT; settler started
T30 Chop in worker to forest settler at 34H EOT
T31 Chop EOT 33, worker to forest, 44H
T32 Chop EOT 34 54H
T33 Chop in, 84H
T34 Chop in, Settler EOT
Not finishing rice:
T22 We stay on forest Warrior EOT
T23 We chop T25; worker starts 8hpt
T24 16H
T25 chop in 44H
T26 52H worker starts rice farm or chops again? (forest in this scenario)
T27 Worker EOT; Chops T29
T28 Settler start 8H; 2nd worker to forest
T29 Chop in, 36H; chop start T31
T30 44H, Move forest
T31 Chop in 72; Chop T33
T32 80H
T33 Chop in Settler EOT
We only get the Settler out a turn faster but we use more forests and we don't have the rice farmed... I really prefer finishing the rice farm before we start chopping.
ok, I agree with your conclusion. I was hoping we could be done with BW turn after the worker finishes the wheat, so he could cut the forest on his first path through the forest to the rice. But we are one turn short. working the rice for a turn and then returning to the forest would just be a waste of worker turns.
ok, I noticed to match up with your sim I had to work a 2/1 forest tile instead of the unfarmed rice to get the warrior finished EOT22. This isn't strictly necessary - letting him finish EOT23 delays the 2nd worker a turn, but doesnt end up delaying the settler at all. But I guess losing one commerce is worth finishing the warrior one turn sooner and getting 1 extra action for one of our workers.
What do you think of growing to level 3 before starting the 2nd worker? (we can finish half a 2nd warrior). we actually end up only a couple of hammers short of finishing the settler on the same turn (EOT34) - I tried everything I could to make that up, no dice. But by delaying the settler 1 turn, we get a half completed warrior, a city at level 3 about to revolt to slavery, and a large amount of overflow hammers (unfortunately still a few turns from pottery).
The downside is we lose a turn of trade routes (which will hook up immediately thanks to the rivers), and the workboat is delayed a turn.
Please don't go. The drones need you. They look up to you.
November 12th, 2012, 21:30
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The issue I had with growing to 3 is we don't really have a good tile to work with the third citizen and it doesn't seem worth the delay.
“The wind went mute and the trees in the forest stood still. It was time for the last tale.”
November 12th, 2012, 21:45
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well I could go either way, tbh. we get more production and food with the one turn delay, but sacrifice commerce.
Anyway we won't need to decide for another 10 turns or so. Hopefully we'll know where copper is by then, that may alter our plans anyway .
Please don't go. The drones need you. They look up to you.
November 12th, 2012, 22:48
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(November 12th, 2012, 21:45)Bigger Wrote: well I could go either way, tbh. we get more production and food with the one turn delay, but sacrifice commerce.
Anyway we won't need to decide for another 10 turns or so. Hopefully we'll know where copper is by then, that may alter our plans anyway .
If we have copper in the capital bfc then I would support growing to 3 first.
“The wind went mute and the trees in the forest stood still. It was time for the last tale.”
November 12th, 2012, 22:57
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C&D for t19: Nakfool researched BW, revolted and whipped for 1 pop this turn. New max soldiers should be 12000 and average should be 5300 unless people have been building warriors...
Completed: RB Demogame - Gillette, PBEM46, Pitboss 13, Pitboss 18, Pitboss 30, Pitboss 31, Pitboss 38, Pitboss 42, Pitboss 46, Pitboss 52 (Pindicator's game), Pitboss 57
In progress: Rimworld
November 12th, 2012, 22:58
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Threads: 10
Joined: Mar 2012
yeah, they're microing that SPI trait well. That explains the early pop growth, probably whipped a worker.
Please don't go. The drones need you. They look up to you.
November 13th, 2012, 01:34
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Bigger you should go ahead and end turn when you get the chance.
“The wind went mute and the trees in the forest stood still. It was time for the last tale.”
November 13th, 2012, 14:16
Posts: 6,141
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Joined: Mar 2012
Lewwyn, I can probably take over most turns, at least while we have a sim in place. Seems like I won't be so distracted by WW after all
I couldn't improve on your sim any, at least until we know where copper is.
Serdoa's scout disappeared last turn, after we played. there is one tile to the west we don't have vision on, but that would mean he avoided the hill, which makes no sense. so most likely he is heading to the southwest, towards the gold area. so it should be a bit before he finds our capital.
oops, I guess not . im sure he thinks he's ahead of us and will move to the plains hill, finding our capital. no worries, he'll have to backtrack to scout the gold area. our scout will have to pass right through our city, so ill stop there to heal, saving a turn.
the wheat farm is finished. We grow in 2 turns, warrior finished and second worker begun in 3 turns. BW completed in 3 turns .
there are 4 size 2 cities. Serdoa has one of them:
scooter has another. any guesses on the other 2 Harry?
demos:
they'll look much better once we get the rice farmed
Please don't go. The drones need you. They look up to you.
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