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(June 19th, 2013, 14:16)Cornflakes Wrote: Quote:... The lurkers surely know more of the world than we do ...
To my knowledge the map was never revealed in the lurker thread. I'm too lazy to click back and forth between threads to try and piece together the world so except for fuzzy feelings of deja vu () I really only know whatever is posted in the thread I'm reading at the time.
Well, in that case we should probably try a little harder. Let this be the lurker request thread. You ask, we deliver... with blood.*
*Shameless attempt to drive up the post/view counts.
June 19th, 2013, 16:23
(This post was last modified: June 19th, 2013, 16:30 by Boldly Going Nowhere.)
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Xenu (or Brick), test this link. I want to make sure the settings are right and that you can actually view it. If so, this is our micro spreadsheet. I have some adjustments to make with the sandbox in the next turn or so, but the worker moves should be spot on for getting the road to Boathouse and getting corn/rice hooked up. I'll get the city production/food stuff right over the next couple of turns.
Please refer to this when moving the workers around.
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Edit: Some of you may recognize the formatting on the spreadsheet. I don't believe in recreating the wheel, so thanks for getting it set up for me. I hope you don't mind.
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(June 19th, 2013, 18:06)BRickAstley Wrote: I had to request access.
Try it again. I changed the settings so anyone with the link should have access, and you and Xenu can make changes to the document.
Would you post the micro plan link to the first post in this thread that also has the link to the sandbox?
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It's a paradigm shift in efficiency planning and an abomination to game playing. If you enjoy doing the planning and have the time to do it by all means go ahead, but I don't care for spreadsheet civilization. Keeping this thing up to date is going to be a metric shit-ton of work with our turn pace, and I assume the turn player (which is me about half the time) would have to fill in data each turn regarding the current game state in top several fields in white. I already play turns slowly, since I like to look around and plod and think, etc., but adding data entry to the job takes some of the fun out of it.
I don't think this level of precision is required for how I'm trying to play the game. When we have a project underway, sure, it makes sense to doodle up some numbers and figure out how many chops, how many hammers, how many whips. I like solving that kind of puzzle. But the precision of counting beakers and documenting gold inflow and outlays seems unnecessary. All we need is an estimate of how many turns we need to save cash to get some tech, then run 100% science or however much we need to in order to finish it off, or whatever it is to meet the goal we're trying to accomplish.
I guess I'm dissenting more than is really defensible here. If you want to do extensive planning because it's fun to you, absolutely do it. It kinda puts the game on rails for me, though, and isn't how I like to play it. I'm sure there are disadvantages to the way I play, without doing much planning (inefficiency comes to mind) but it's more fun to me. If you put together these plans and I play the turns, I'm probably going to feel compelled to play out your plan to avoid causing you more work, as I'm bound to see it. But whatever, we'll try it out. If I hate it you can play more of the turns.
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T63 Preview - After seeing Civstats with some big score increases I thought I'd have a look. So much for the Lighthouse, and someone finally researched Polytheism to grab Hinduism.
I think Retep (PETER!) built the Great Lighthouse. SPI/ORG, so cheap lighthouse to help him along, started with Fishing. That didn't cost him too much to go after it, other than the hammers it took to build the wonder so that was a good play. Too bad, I'd have liked to have that wonder. It's a passive benefit, hard to screw that up. Unlike managing 'mids' representation economy (without much food).
Also, we have a full barbarian invasion underway. In the north it's going to alter the worker movements a bit, and we may have the farm tile pillaged. Best case scenario is that the warrior keeps moving NW and we can move the chariot back to cover Happy Face. But since it's more annoying he'll probably move onto our farm tile, pillage it, and then attack Tyler. Or if we move onto the jungle tile between the two units, maybe he'll attack the chariot and die. Who knows.
Around The Boathouse, it's a swarm.
The options for this turn are to either attack the highlighted barbarian and then cover with the second chariot, or to just move both chariots into the city and wait for the attack. We won't get any defensive bonuses but that seems better than attacking warriors in the forests where they do get defensive bonuses. The exception to waiting it out would be the third chariot in the south, I think it should move N/NW this turn and kill the one warrior it can reach. Then it will be closer to the city to help out as the swarm gets closer. I think the barbs want their city back.
I didn't move anything, so all units have all their options available. I did notice that Sisu's culture graph is beginning to tick up. He has Buddhism in his front city so now I'm wondering if he got a free spread or whether the Buddhist holy city is in his third city that we haven't located yet. I still have a sign on the map that listed Sisu as one of the three candidates for grabbing Buddhism. We'll find out when we find his missing city eventually. After the barbarian raid ends.
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We won't be attacking with Brick Hur vs. the barb warrior on the jungle hill. We only get 75% odds there. We can attack the injured combat 1 barb SE of The Boathouse with one of the chariots (the one with 4xp is best so we can heal with a second promo if needed) and get 96% odds right away. It's worth noting that one of the other barbs, one that is new this turn coming from the fog, is at 1.5 strength, so it's already eaten someone's unit.
All in all, it's probably best to just hunker down and let them pile bodies around our city tile. We don't lose any production, as we're working the forest spice 1N of the city, and we'll heal faster inside the city.
That's really annoying about the barb near Tyler. I had just sorted out the damned worker micro. Fucking barbs. I moved the chariot (renamed, heh) SW adjacent to the barb warrior. Hopefully it will attack, but I'm not holding my breath. Most likely, the barb goes for the farm tile, pillages, then attacks Tyler. If it stops to pillage, our chariot will kill it before it has a chance to attack the city. If for some reason it decides to go toward Happy Face, which is undefended, even better. This is the turn we're scheduled to put a turn into something for city growth in HF anyway, so it's a warrior now. That times up well enough for our next build too, which should be after when Sailing comes in, and so would be a galley. Anyway, we can emergency whip the warrior if needed, but in any case the chariot can shadow the barb back to the city and run it down with a 2-move attack the turn before the barb can attack anyway. Annoying little bastard. But I fully expect to have to rebuild that farm.
For the workers, I see little else that I can do productively other than move two of them NW and build a road, but that only covers two worker turns, leaving a third that I don't have anything useful for. Fucking barbs, have I said that? :P Anyway, I've moved the obvious scouting stuff already. If you have any thoughts on my suggestions, chime in. If I don't hear anything, I'll go as I've outlined here. Really, the only thing I'm undecided on is whether to leave Brick Hur in a position where the barb warrior can attack. Beats having to attack the jungle hill, and we should get really good odds to win. I'll run a test.
That's all for now. Fucking barbs.
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Also, that's a pretty early GLH, eh? Good job to whoever, retep? I hope it cost them plenty, and this early, I'm guessing it did. So, that leaves us with...
Also, since I took a pic already:
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Eh, now this is the last reply for now...
3.2 strength combat1/melee chariot defending vs. barb warrior - 1.5% for attacker.
Our chariot actually has 3.4 strength, but debug mode apparently only takes off .4 chunks at a time when you weaken/heal a unit. I could have set up an AI city to get it just right, but this is good enough. We're not going to die, so let's run Brick Hur out for some extra duty when we play the turn.
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What do you mean about extra duty for Brick Hur? I assume you're going to send him north to help cover the city. I'd rather not risk the city to bad dice rolls when we have three units in the area.
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