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THH, I'm going to need your turn to be ended before I play mine this coming turn. Because you revolted, your borders didn't pop at Cour such that they would touch mine. So we didn't get those trade routes created. I'm hoping if you end your turn first, I'll have the trade routes when it comes time for my turn. Don't think so, but I'd like to try.
I'm also not sure why you even bothered spending a turn roading that tile south of VR. The worker should have gone straight to the Cows, roaded that, and then onto the Gems to road that. The road south of VR isn't needed yet. Not really sure what's the best use of the other workers right this second as I need to run off to work, but I'll try to think about it during the day.
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The road was just so as not to lose a worker turn (worker will reach the gems the same turn but this gets half a road out too). I'll play shortly and then maybe you can play at your lunch or something.
April 18th, 2013, 12:43
(This post was last modified: April 18th, 2013, 12:43 by TheHumanHydra.)
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This was an interesting turn, which saw our plans for my civ disrupted slightly, but me play competently, contrary to the last couple turns.
Before:
Commodore warrior and scout incoming! This plus Old Harry's report that Commodore's built two chariots make me believe we are LAM's public enemy no. 1 (it was LAM's scout I sniped earlier) and that they will either settle aggressively toward us or try and rush us or both (think PB8).
After:
I'm sure Commodore would've moved onto the gems, so I moved the healthy warrior there to block him. The extremely damaged warrior I promoted to Combat I (probably too hastily but I wanted to see what health he would have after) and moved back into the city as military police. I believe Commodore will respond by moving 1E onto the forested hill to threaten the wheat. I moved the worker to the gems as scheduled to road there, and the other two into position (putting one turn into a road each so as not to waste worker turns) to road the plains 1NW of Verrieres Ridge next turn. This will allow for complete mobility of all three warriors (including the one finished at end of turn) in the threatened zone.
I switched Verrieres Ridge and Courcelette to one- and two-turn warriors respectively. This I calculated was necessary to drive off Commodore's units from blocking or pillaging our tiles. Two warriors for two cities and four threatened improved tiles, one severely damaged, was not enough for this purpose. The scout will deprive us of one turn's use of either the sheep or horses, then be driven off by the warrior out of Courcelette. The warrior should be unable to take the gems and will be tag-teamed if he tries for the wheat. The warrior build in Verrieres Ridge only takes a turn and saves a valuable tile from being pillaged; I think that's worth it; that in Courcelette doesn't really disrupt it since it basically just needed something (preferably military) to build while it grows.
Thoughts?
Power:
April 18th, 2013, 14:20
(This post was last modified: April 18th, 2013, 14:20 by BaII.)
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Do u think that he is going to settle on that hill 2 tiles from the rice that is West of THH?, he is we're gunna have to stop him. It's going really difficult to dislodge the location thanks to the hill.
EDIT: How many tiles is it away from Commodore's Captial?
April 18th, 2013, 20:10
(This post was last modified: April 18th, 2013, 20:12 by HitAnyKey.)
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So I'm now two cities bigger. Yay!
The great thing about how the timing worked out is that the cottage on the FP finished this turn exactly when I needed it for the new city. 
My two workers....options:
1. Move them both onto the other FP for another cottage that can be started next turn and finished a couple turns after that. Other benefit is the increased commerce.
2. Move them both N-NW onto the Pigs, which takes a turn to do so. Benefit of this one is that it gets double the food once improved.
My current micro deals with doing the FP, and that's what I'll probably go with unless anyone thinks the Pigs are much more important to improve first.
After I ended turn, I see that I do now have trade routes with THH's cities. So looks like our borders touching at those corners was just enough to do it. We just needed to wait a full turn for them to activate.
As for the turn, after I settled the cities as you can see, I had to do a turn of 0% research to bank 14 gold. Next turn I can go back to 100% with -8gpt. So means the turn after that I'll need to go 0% again, and I'll be flipping back and forth whenever need be. I tend to pretty much always do binary research, unless I'm racing for something.
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Yay!
I vote pigs first. Road the flood plains on the way to save the worker turn.
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Pigs first, but put a turn into a cottage on the fp on the way (there is already a road on the forest).
Has your scout found commodore's cities yet Hydra?
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
April 19th, 2013, 06:36
(This post was last modified: April 19th, 2013, 06:36 by HitAnyKey.)
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(April 19th, 2013, 03:09)Old Harry Wrote: Pigs first, but put a turn into a cottage on the fp on the way (there is already a road on the forest).
Ah yes, why didn't I think of that. That way, after the Pigs are done, one worker goes back and finishes the cottage and the other worker moves to the gold where he makes a road. And when the cottage is done, that worker uses the road onto the hill to help the other worker complete a gold mine.
And when those are all done, then I think will be a good time to start chopping forests.
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I like the sound of that setup, does it time so that the chops come in soon after you get Maths? If not I think the cottage can wait a bit longer. (I'd also split the workers up to chop separately as you don't have bridges yet).
Oh and this is one of the better explanations of how granaries work and why you should complete them at a half-full food box, its a PB8 spoiler in the Lewger goes for the Bigwyn thread so only read if you're allowed (not you Serdoa  ):
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
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So something happened that I wasn't expecting, based on what I had in the Micro spreadsheet. Mt Loon was at size 5 with 17/20 food. I 2-pop whipped the Worker, with the other worker in the queue. When I ended turn, and looked at the city again I realized the city was at size 4 and was confused as I was sure I had done a 2-pop whip. After examining the spreadsheet further I realized that since the city had 17 food and size 3 is a foodbox of size 17, that even though I was producing a worker, the city still re-grew to size 4 because the whip left enough food in the box that it would still be enough to grow. Very cool, and unexpected for me. 
Old Harry, did you know this would happen?
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