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[SPOILERS] Nakor and Jester..Second time's a charm :)

(August 26th, 2013, 00:21)Nakor Wrote: I think Gavagai really wants peace for the moment, therefore the offer.
Can we build a few settlers instead of units/barracks? If we get a few more cities up and running, we might be able to produce more catapults before going back to Gavagai.
We'll eventually lose the copper so any metal units we want to build should be soonish. I agree we should try and get out some more settlers (namely the two 'safe' cities mentioned in the turn report). The limiting factor is our commerce plus the fact we would need at least an archer or two for any new city we found. We should be able to free up some worker turns in the next ~8 or so turns. We absolutely have to have a road in place to any new cities or our tech rate will plummet.

We definitely don't want Rohan or The Rock to produce any settlers (since they need to grow). Redemption will be able to produce the settlers which is why I thought we could get out some more settlers soon. I still need to figure out the worker micro but we can probably have the pig site (quickest site to road to plus more production) settled (with the defender(s) to garrison it) settled in ~10 turns, right as Construction comes in.

So in the end, it isn't a choice between units/barracks and settlers. It is more of an issue with the timing of worker micro to road out to the sites and coordinating that with Redemption producing the settlers. Commerce might be an issue but I think we should be able to micro that (by running some scientists in Moria) and I'll have at least two workers frantically laying down cottages so we should be able to scrape up some more commerce.

However, I'll see if I can speed up the pig site settle. I am open to specific suggestions if you have any, and of course, I'll study the problem more carefully next turn so I can offer up a more concrete timetable. My first inclination is to switch Redemption to a settler next turn and then 2 pop whip off the two mines (or one mine + scientist and switch the other mine to a farm after completion). Pretty sure Redemption will get out a settler faster than any other city.
Global lurker smile ; played in Civ VI PBEM 4, 5, 15; DL suboptimal Civ VI PBEM 17
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I don't think we can whip any more commerce tiles and even mines I'm not sure of.
Getting our cities bigger and saving whips for Cat's seems like the best option.
Redemption should be able to 7T a settler at size 7, if it's not working those scientists.

If we want to stand a chance, we really need more cities and cats. Let's keep Gavagai believing we want peace and surprise him a bit. We must close OB once Construction is done, of course...
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Hey Jester, how are things going here?
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(August 28th, 2013, 15:24)Nakor Wrote: Hey Jester, how are things going here?
Meh. Settler is a few turns away (assuming no whip) from completion. Gavagai should have another city founded this turn (saw the settler last turn). We are working two new cottages. Not much besides that and tbh, really bored with the game right now. We are just falling further and further behind. I am sure wrecking Gavagai's game will be fun, but that is still ~10+ turns away. lol


Interesting that we are third in power now. I checked the graphs and Slowcheetah might have passed us in power. Otherwise, someone we haven't met holds the #2 spot.
Global lurker smile ; played in Civ VI PBEM 4, 5, 15; DL suboptimal Civ VI PBEM 17
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Met another player...


We still have 3t left on the settler and ~6t max before Construction done. Our next GS should follow ~4t after that. I wonder if it might be worthwhile to bulb Alpha and then steal Currency from Gavagai.
Global lurker smile ; played in Civ VI PBEM 4, 5, 15; DL suboptimal Civ VI PBEM 17
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Building spies is not allowed in this game, so we need another plan then.
What can we bulb with the GS? Or should we build an Academy?
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(August 31st, 2013, 00:46)Nakor Wrote: Building spies is not allowed in this game, so we need another plan then.
What can we bulb with the GS? Or should we build an Academy?
Alpha is the only bulb until we have decent bpt. I've done MC, Calendar and Machinery before using GSs but we'd have to research Aesthetics etc. (techs higher on the bulb list) before we could open up the more useful bulbs. Not happening with our economy. Alpha does allow building research but an Academy would be ok too. The only problem is we really don't have one city with a lot of commerce so the return on an Academy will not be that great. Short term, building research to reach Currency might be smart. However, we do have some cottages now and will eventually need an Academy. Honestly can't say what is the best course of action.
Global lurker smile ; played in Civ VI PBEM 4, 5, 15; DL suboptimal Civ VI PBEM 17
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T108 part 1:


No sign of Roz's culture just yet. Haven't shown our cities in awhile and I have the micro figured out in preparation for finishing Construction...


Almost done with tile improvements here. Redemption will have a commerce configuration (finally, could have used the cottages many turns ago...really bad play on my part) and a hammer configuration plus enough food to regrow quickly after whipping (we'll be doing a lot of that soon). Could probably use a grassland cottage but we'll make do for now just working a lake when teching since the worker here is needed elsewhere. We should be able to start on cat production after the archer is finished. I'll switch both mines to farms once the settler completes so we can grow to the happy cap.


More axes until we can build cats. Still need a few more tile improvements for Moria, although whip anger is still pretty bad here. The most pressing is a mine for the PH. Should be able to switch the scientist to the GH mine pretty soon for more production. Moria isn't a good whipping spot since we'll need the commerce to keep from going broke once war breaks out.


Going to get out a settler from The Rock to found a city that grabs the other silver. We'll be able to share the wheat and cottages which also means we'll need to add more grass cottages here (but after finishing the mines). We have two workers here that will get the new city set up and then continue cottaging. The Rock won't do too much whipping but with the new city we can make sure we keep working the cottages during whip cycles.


Working the farm only speeds up growth by 1t so the commerce is more important. I'll switch the lake to a farm (plus add a farm) once Rohan reaches size 4 so we can grow asap to the happy cap. Rohan isn't really a good whipping spot either but if needed, at least we have some food to regrow somewhat quickly. Might need to stay working the silver continuously but should be able to do some whips once we have Construction finished. Really need more worker turns here obviously (at least the PH mine after the farm). I think we just skip the barracks and go straight for cats after the library (which we need here since this city has some commerce).
Global lurker smile ; played in Civ VI PBEM 4, 5, 15; DL suboptimal Civ VI PBEM 17
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T108 part 2: (RB eating my posts...rant)


I have a spear and an archer to garrison the new city (Hail Mary?) which will be founded on T112. Two workers will chop out the granary while we wait for the borders to pop then we'll pasture the pig. This city will build a granary and then just produce cats. All three remaining forests will go into cat production. Most likely we'll need another WC (besides the one near Rohan) to protect our workers while they chop the PF nearest to Waterdeep. Also, might be a good idea to send an archer to Rohan and move the spear and axe from Rohan to the new city (or at least the axe). I plan on whipping this city to the ground.


Junk city (Sanford) but it will have commerce (silver) plus can share cottages with The Rock (and develop its own). We need all the commerce we can get. The plan is to build a library first (one forest chop available) and then get a granary. Won't whip here, just work commerce tiles and however long it takes to grow to happy cap is fine. The main reason this city makes sense is that it will be able to takeover cottages from The Rock so we can then add new ones for The Rock to work. Forgot to mention in part one that The Rock will 2 pop whip the settler into a cat so we can get this city up (and growing) asap. The demos...


shakeheadshakeheadshakehead


I think we still have a shot to do some damage. Tbh, we really are making a hail Mary play...one that could end badly but I really don't think we have any choice. Tech gets turned back on next turn and we should have Construction in ~3T (4t at the latest). We'll try and finish Sailing after Construction since we might be able to squeeze in a settler for the island clam site. Also, having the option to load WCs and axes on galleys for a naval sneak attack (one shot only most likely) will be good to have. Wish us luck. smile

@ Nakor : Any changes you want us to make? Almost time to make our move. smile
Global lurker smile ; played in Civ VI PBEM 4, 5, 15; DL suboptimal Civ VI PBEM 17
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Looking at your screenshot:

Don't know if Redemption should work the plains cottage or just a farm.
Moria needs cottages more then a mine, I think, not a lot of food there and it should be a commerce city.
The Rock, I think, should get mines, since there is some food. Good to get a city there to share the cottages.

New cities look good. Might try to add the one to the east (fish/corn) sometime.
I agree, whip/chop/build catapults and try to claim back what is ours. Even if it fails, it will give us some experience and fun!
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