January 29th, 2013, 21:21
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(January 29th, 2013, 21:19)Ceiliazul Wrote: That's a lot of gold saved up, what's your cashflow at 100%?
That's cheating to tell. Although I can fairly say "bad".
January 29th, 2013, 21:40
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I'm going to go with 120 for GNP guess
EitB 25 - Perpentach
Occasional mapmaker
January 29th, 2013, 23:24
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(January 29th, 2013, 20:40)Commodore Wrote: So, obviously, we're rocking nine cities that means we've planted another 'un. Weirdly enough, The Greenways actually only increased costs by 2gpt, as we're over the support limit for troopers pretty badly. I like this city a lot, granary chopped in three turns, gems online a turn after growth.
That looks pretty Commodore.
Quote:I'm poking around the capital, trying to micro things out. I tried this configuration first, but I can get away with swapping from the village to the plains hill mine for a turn without issues...next turn, with the academy online and research back up, we'll have a nice extra boost to food and still manage size ten by turn 106.
Incubating amazingly, Tranquil Meadow will swap to its own cottages next turn. The plan is to whip the colosseum to overflow into a ballista mammoth, which will be chopped to complete the turn HBR is in. All for the killing of Zulu.
:vomit: :vomit: :vomit:
TM should not be whipped ever again. Excepting the most direst of emergencies. Which this is not.
You'll either be whipping away Capital cottages or riverside TM cottages or working cotts instead of mines in the Capital (which has barracks. TM does not).
Size 10 cap: needs 20 f.
2f from base tile + 8 f from two Crabs. 4f from 3 gh mines + 1 plains quarry. 0 food from ph mine. = 14 food from 7 pop. Work riverside village, riverside cottage and non riverside grass cott (still not built).
26 commerce per turn and 17 hammers per turn into 3 xp cats/wellies.
TM:
With Collos will have happy cap of 9.
Work both corn, horses, and 6 cottages (3 capital, 3 unique.) alt: work horses in VA and a 7th cot in TM. Build settler (for the island, timing should work well with Currency), worker, (settler or worker).
Once HR is in grow into last few cotts. Stagnate around size 11 on 1 corn, cotts and scientists. If VA can spare the hammers, sub mine/horse for scientist.
Quote:Demos are respectable, I guess.
We've been lagging in food for some time now. This is not good. Crop yield is an excellent leading indicator of future GNP/MFG.
Thumping on our outlying cities for hammers is fine, but our core (Cap, TM and VA) need to grow and stay grown in order to keep our research up.
fnord
January 30th, 2013, 04:13
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131Bpt.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.
January 30th, 2013, 04:15
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Because tomorrow (at lesst. in nz) is 31/1/13 and Commodore will be trying his hardest to match that (for some reason he couldn't reach 31,113 bpt quite yet).
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.
January 30th, 2013, 08:04
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T105, GNP 105. Scientific method
January 30th, 2013, 08:26
(This post was last modified: January 30th, 2013, 08:29 by Ceiliazul.)
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(January 30th, 2013, 08:04)flug__auto Wrote: T105, GNP 105. Scientific method
Way to box me in flugger. As ever, the key to winning these things is waiting to guess last.
Love the avatar, by the way.
January 30th, 2013, 10:46
(This post was last modified: January 30th, 2013, 10:48 by Commodore.)
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(January 30th, 2013, 08:26)Ceiliazul Wrote: (January 30th, 2013, 08:04)flug__auto Wrote: T105, GNP 105. Scientific method Way to box me in flugger. As ever, the key to winning these things is waiting to guess last. Ah well, Ceil, it happens. Fluggy's Snufflupagus Patrol is our first whumpy set. And with a GNP this good, it's three turns to HBR. Good guesses guys. *
*Except for you, Nicolae...you're getting another spit-on-a-hot-griddle chariot.
Bit of a good news/bad news there, I guess. With -60gpt at full burn, right now we're looking at 3 turns saving per turn of research, which isn't terrible for nine cities (Coldspring should keep the ratio about the same). I've got the 7th Battalion looking northward; if its another warrior-guarded city we can pillage ourselves enough money to snag Currency.
Pindicator is taking a shot at Kushan, which is still size one so its only a little XP being missed. If one of his attacks fails, I have a unit in position to capitalize.
So! Academy. Ceil would have been only one off if he'd remembered the culture boost as well. Lakeside will grow to size ten this turn, then work mines to finish off the library, then we're looking at another +8 beakers per turn of research. Our healthy crop of workers will cottage these last three tiles, and then we'll want a lighthouse to work the riverside plains too.
Tranquil Meadow needs a library too, and frankly the horses aren't cutting it anymore. I'm sending one of the workers who just finished that eastern cottage to mine; a shared mine with VA, joining a shared workshop when we can make those, ought to be just the ticket. An expression, I realize, that just outed me as about 87 years old.
Because it amuses me...I noticed we finally have our first non-core hamlet, as Hidden Valley's riverside cottage finally matured. I need this place to blossom...once the war is over, it'll be so nice to let Hidden Valley grow and pick up ~7 more cottages. Economy needs less pointy-stick needs!
At the edge of the pointy sticks, Western Heights. Finished the farm just in time, so we'll be able to whip the walls and then work the mine in time to build a single extra archer, but that's fine, as the man said...better this than say two or three Zulu catapults. The cottage was pillaged, darn it all, but that's a sign that Scoodicator don't expect to retake the city with any kind of permanence.
Someday, I'll work that gold mine...
January 30th, 2013, 11:15
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Scientific Method for the win!
January 30th, 2013, 12:41
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BTW, are my archers still around?
And have they done anything, or just earned a nice retirement?
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.
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