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[SPOILERS] Cornflakes and Q Eat 'Em for Breakfast!

The quick version of the AT sniping plan:

1) We'll have roads in place to get 5 workers to build a 2-turn fort (or 10 to 1-turn it) on the northeastern of the two marked hills SW of Postos on the same turn we found a city on the southeastern of the hills. We'll already have a fort connection and galleys waiting in the Postos.
2) Move galleys into the fort (out of sight behind the city and forests in the area) on the turn the fort completes. 4 galleys (4x chariot for dogs, 4x axe are my thoughts)
3) Move galleys to just outside of AT's culture
4) move in and attack amphibiously, knowing we'll probably forfeit the lives of most of the attack force in burning the city. We could get a couple impi to walk in by land too.
5) burn the city devil because we can't hold it and it's too valuable for AT to hold onto.

EDIT: Circumnav for the win again smile
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T100 (ish - I won't be able to do this for a while so might as well do it now) post
Pics:
Cities:
Grand Slam:
[Image: civ4screenshot0034m.jpg]
Growing now to take advantage of the 10T happy (and eventual calender).
As stated I think this should go Monastery->whip.
I think we should put it on a non-sugar cottage, as I feel we're increasingly likely to want a plantation there.

Doughnut:
[Image: civ4screenshot0035.jpg]
Building a galley and then whipping the dye settler.
After that?
Either an impi or a monastery (depending on GS plans).

Volcano:
[Image: civ4screenshot0036l.jpg]
Growing this turn instead of a scientist as it gets it out the same turn and gives a more likely GP.

Porcupine:
[Image: civ4screenshot0037o.jpg]
Growing to whip next turn the lighthouse and into GLH.
I must say that the wonders are falling VERY late this game (how AT got the collosus I cannot imagine).

Mars
[Image: civ4screenshot0039d.jpg]
Wanting a MP atm, borders pop soon for the pig.
Currently building some military, whip soon.

Potos Village:
[Image: civ4screenshot0038j.jpg]
Currently under siege frown I really hope they suicide rather then pillage - that would send the micro back a bit.

Pork Chops:
[Image: civ4screenshot0040.jpg]
Started on a library so that we can run for a GA.

Blimp:
[Image: civ4screenshot0041x.jpg]
Dog to the west, being annoying and disrupting workers.
Chopping out a granary OC.

All three of our confucius cities could use some happy, so if we get another spread we can consider it.


Graphs:
Score:
[Image: civ4screenshot0042.jpg]
Mostly shows TT - as people have said for ages, irrelevant (though we ARE leading smile).

GNP:
[Image: civ4screenshot0043.jpg]
Shows our spurts.
Coupla turns behind so thats our 0% figure you can see.

Power:
[Image: civ4screenshot0046.jpg]
Still leading, but with most people (especailly azza frown) building up a bit.
We won't be the bully soon.

MFG
[Image: civ4screenshot0044.jpg]
Really low here, shows how we've prioritised the whip and cottages.

Crop Yeild:
[Image: civ4screenshot0045u.jpg]
Top! smile
Coming along nicely here.

Culture:
[Image: civ4screenshot0047.jpg]
Nothing to see here.

Espionage:
[Image: civ4screenshot0048d.jpg]
Who cares?
(shows anarchy OC)

Demographics:

100% research:
[Image: civ4screenshot0049.jpg]
Comfortable lead.
Non-sustainable, but heh, fun while it lasted.

0% research:
[Image: civ4screenshot0050x.jpg]
Exactly average at 0% biggrin
Of course it includes azza...

30% (breakeven) research:
[Image: civ4screenshot0051v.jpg]
Strong position, even if we are at 30% for break even.


All in all we're doing very well, with a strong military, good expansion and head of the pack research.
Landing GLH should do our eco a lot of good, and the currency bulb was very worthwhile (how the HECK have wonders lasted this long??)

My attempt at a sulla-esque overview:
[Image: stateofempiret97cornfla.jpg]
There is a riverside cottage cut off at the bottom, and a scientist at Volcano.


Attached Files
.zip   T97 end SIM.zip (Size: 48.61 KB / Downloads: 2)
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.

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Yeah I keep having to check things for the sandbox.

I think we can claim Double move if the worker doesn't get a move between it.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.

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Thanks for all the pictures. Maybe you should edit the second post of this thread to some sort of Table of Contents with links to the T50 update, the start of the Azza war, this update, and anything else people might find interesting for a quick look (the other players will appreciate it after the game so they don't have to dig through all our stuff).

NOTE: Pork Chop picture doesn't display correctly.

I'm thinking Monastery won't be worth it in Grand Slam. I'd rather put one in Doughnut. Production can only come from whips in Grand Slam and they are painful when we have cottages to grow onto. I want to go all cottages all the time from here out at Grand Slam. Let's grow those babies as quickly as possible.

Maybe even swap off Galley at Doughnut? It's more for a deterrent than any actual use (although it may help in transport?). It will save us from getting boated directly because we'll be able to block access to Doughnut from any marauding CommBoats. In fact, if you get a chance to log in again go ahead and swap Doughnut to a Monastery. If not it's no big deal.

I'm not going to make any special effort to move the worker as soon as the turn rolls. AT's probably just coming to explore like I am in his territory (would he really come for the #1 power guy?). I'll play like normal when I get up in the morning ... assuming Azza and 2metra have played by then.
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OH, I JUST REMEMBERED ... I'm going to be out of town for 3-4 days next weekend. I might have access to civ, I might not. Will you be around Thursday-Sunday just in case? I'm leaving early Thursday through Sunday.
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Cap Micro; summary: 2 whips of monastery and Missionary, each 2 pop. End with 2 missionaries, monastery, size 6 cap
T97-98 current config

T99 WHIPS Monastery work sugar+cottages+banana farm

T100 work cottages+banana (NOT sugar unless specified otherwise), build Missionary

T101 pick up corn with growth, work cottages/banana

T103 WHIP Missionary, work corn/cottages

T104 Take cow, work corn/cottages while slow building missionary.

T105 Growth Pick up cottage.

T107 Growth swap config to mine/banana(or corn)/cottages (take mine from porcupine, porcupine take cows)

T108 second missionary completes, cap does something else (probably worker)
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.

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(March 9th, 2013, 23:37)Cornflakes Wrote: Thanks for all the pictures. Maybe you should edit the second post of this thread to some sort of Table of Contents with links to the T50 update, the start of the Azza war, this update, and anything else people might find interesting for a quick look (the other players will appreciate it after the game so they don't have to dig through all our stuff).

NOTE: Pork Chop picture doesn't display correctly.

I'm thinking Monastery won't be worth it in Grand Slam. I'd rather put one in Doughnut. Production can only come from whips in Grand Slam and they are painful when we have cottages to grow onto. I want to go all cottages all the time from here out at Grand Slam. Let's grow those babies as quickly as possible.

Maybe even swap off Galley at Doughnut? It's more for a deterrent than any actual use (although it may help in transport?). It will save us from getting boated directly because we'll be able to block access to Doughnut from any marauding CommBoats. In fact, if you get a chance to log in again go ahead and swap Doughnut to a Monastery. If not it's no big deal.

I'm not going to make any special effort to move the worker as soon as the turn rolls. AT's probably just coming to explore like I am in his territory (would he really come for the #1 power guy?). I'll play like normal when I get up in the morning ... assuming Azza and 2metra have played by then.

cry

I don't have time to micro again, so can we stick with the plan I wrote?

:beg:
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.

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We'll want the cow for building TGLH at Porcupine, plus it's better long term in Doughnut. We can get 5-turn missionaries (quicker if assisted with whips), whereas Grand Slam we want in all-cottages-all-the-time mode and not regrow from whips mode.

Doughnut
T97: Monastery 8/60
T98: Settler 26/100 (already have 13 hammers invested)
T99: Settler 39/100
T99: Monastery 16/60 (grow to size 6)
T100: 3-pop whip settler, getting 42 overflow
T100: finish Monastery (16+8+42-60 = 6 overflow)
T101: 14 hammers into missionary,
T102-105: Continue at +8hpt working corn and hill + copper mines, getting missionary EOT105.
T106: micro to only get 9 hammers or less into a second missionary (swap Copper mine over to Grand Slam for the turn).
T107: Doughnut has grown into unhappiness by this time, so 2-pop whip getting second missionary EOT107
T108: Use overflow for either (a) a 3rd missionary, (b) military unit, © finish galley, (d) something else.

EDIT: I already logged in to swap doughnut to Monastery. I didn't change Grand Slam because I wanted the flexibility to follow your plan and I didn't know if Azza/2metra would finish the turn while I was in the sandbox. It's not a big deal loosing that 1 hammer.
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Also bow bow for the sandbox! I don't know how you did it, but it's almost perfect ... missed a few hammers that are already invested the settler at Doughnut, but I'll fix that by laying down a bunch of food resources and extra pop on the next turn I put into the settler in order to reach the correct hammers.
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I microed giving the cow to time with the extant GLH plan.
I m not sure which is the stronger plan tbh - mine gives more flexibility and gets the missionaries out faster while yours gets a more dedicated crank for later.
I'll check your math tomorrow, but remember that on some turns the corn/cow are partitioned out and that we want some military to the east.
Thing is, we're still gonna want to whip GS - why not missionaries?

The worker I queued some orders for (post?) was to get some more hammers into doughnut.

I'm going to be afc (away from Civ) for most of the week - can you maintain the sandbox (I'll be back to cover you over the weekend).
If so you need to setup to fit in the turns were porcupine isn't using the cows/corn.
that would let doughnut build military for the east

I edited the python code for each city/cottage (see thawks post in "how to contribute ti the game" in the demogame forum).
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.

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