(October 21st, 2014, 14:17)OT4E Wrote: Let's build henge as fast as possible, I believe we have time. And dont give so simple names to the cities
Cool beans! I'll see whether I can squeeze it earlier, but if I recall correctly there's not space in the micro for that.
As for naming, I've really been using them as placeholder names so it's easier for us to discuss them since we haven't done any of that colour-coded dotmapping stuff that's so fashionable here. I find it much easier to just talk about (& type) Stoneville than "the city on the Stone".
But you & 2metra need to step up and assist with the naming, otherwise it will continue to be somewhat oblique references to local resources or landmarks. "Stoneville" is currently lined up to be called Bodmin, after Bodmin Moor in Cornwall which has some famous Granite quarries (one of which I visited for fieldwork).
Masonry selected, due in 4t.
Chop completes into Worker (Gamma) at Samarkand; will complete in 2t
Hercules can see flatland in the fog, so I decided to give him the one extra turn of healing to 100% before he ventures that way.
Scout #3 (AKA B+) is dodging a Lion on his way to the Tundra. I'm vaguely tempted to let it hit him while he's on one of the forested hills to get the second xp but it's not worth the risk and the healing time ... he'll probably meet a Wolf soon enough.
Dolly confirmed the location of dtay's second city:
This means the Copper is not within his borders without a pop (and there's probably a food resource where indicated by the sign. Could this be an indicator that he was going for Hinduism, but didn't get there in time? Or maybe he's just intending to use his 1/2-cost, culture-producing Granaries.
He whipped his Cap for 1pop this turn; probably either a Worker or a Granary if he has Pottery (although that feels unlikely).
Now to see whether we can micro Stonehenge earlier than t51, or at least better situate the Workers for the aftermath of the attempt.
Looks like t51 is the fastest I can get Stonehenge. I can get Coppertown down a turn later, Sheep Pasture t53 and then connect the Copper on t57-ish. That's about 4t later than if we don't go for Stonehenge. Will finalise the micro and post it later.
So another hour's work and I've managed to take a turn off Stonehenge; now completing turn 50, with all 3 chops timed for t49 so if it falls early we can divert without converting too many hammers into failgold.
Detailed micro is here: (note: Workers should cancel all actions before ending turn, and 54Cents should check worked tiles each turn after whipping)
t49:
Delta: 7-4, Road (??)
Warrior: skip
Bodmin grabs Corn (Settler in 54 Cents will be at exactly 50h next turn)
3x chops complete - Stonehenge 122/120h
t50: Stonehenge!
Animal Husbandry completes
2pop whip Settler for Coppertown
Samarkand: Warrior
Workers - do stuff...
Note that I've slipped a 4th Worker in between the Settlers (complete in 2t using the first Settler's Whip) and micro'd the second Settler to an exact 50h 2-pop whip to give Bodmin the max food.
I quickly ran the sim on without taking notes and the Copper was hooked up on t56:
I might be able to speed that by a turn if we send the 4th Worker North, however I think that's diminishing returns verses what it can accomplish nearby. (techs went AH->Pottery->Archery)
A big caveat of this is that our army would still consist of only 2 Warriors; 1 I've kept in Samarkand and the other moved North with the Settlers. An animal could crimp our day, and if dtay sent a Chariot our way I doubt he could resist burning Samarkand (and I'm not sure there's much we can do to stop him if he tried....
Edit: checked the distances and even if this turn's whip created a Chariot (highly unlikely), it would take 9t to move from his Cap to Samarkand, so he couldn't burn us down until t52 by which time we could have added a Warrior if we have concerns.
Edit edit: we probably do want to have finished a couple more cheap Warriors before we finish hooking up the Copper and can't build them any more! I guess I'll look into that as we get closer to completing Stonehenge.
Oh, before I forget; I'm heading to a conference at the weekend and will be away from home Sunday through Wednesday. I'm sure the hotel will have wi-fi, but no idea how reliable it will be for pitboss, so we may need one of you guys to play the turns for a while.
1) If SH falls before we put the Workers into the forests, revert to original plan for accelerating Coppertown (no 4th Worker in 54, 2pop Whip Settler 2, all Workers North to hook Sheep & Copper)
2) If SH falls after chops have started, we can a) put them all into Great Wall instead, b) some/all into a Barracks / Settler / Worker in Samarkand, c) switch up to 2 to 54 into whatever, d) switch 1 to Bodmin (from Cap) into WB / whatever. (Samarkand: 1-3, 54: 0-2, Bodmin: 0-1)
3) If we lose coinflip on t50, build treasure vault and go swimming in all the failgold. (quietly weep inside )
Questions / Observations:
Anyone looking closely at the above screenshot will quickly realise that Bodmin's tiles have been criminally mismanaged; there's no way an RtR Mod EXP civ should be putting 2hpt into a Workboat when instead it could be putting 3hpt and getting the bonus hpt.
So, 1) is WB the best build for that city, or should I try to get an MP Warrior out before Copper hits? I'd chosen WB for a bit of exploring and maybe then hooking up Coppertown's Clams, but reviewing after the sim, I think that squeezing a Warrior out first might be better.
2) Corn Farm sharing: under the current micro plan, Bodmin steals 54's Corn for a single turn to line up the Settler at 50/100 for a perfect 2-pop whip, but then hands it straight back to 54 so it can maximise re-growth. I think that is correct, however it does leave the Warrior in 54 1-2h short once the Copper is hooked and turning into a Spear. If I can get a 3rd (& maybe 4th?) Warrior out of Bodmin (& Samarkand?), this is probably good; otherwise we probably want the Warrior here and let Samarkand's build convert to a Spear (then available to whip if dtay comes to call).
3) Builds in Samarkand / Coppertown: it's possible the hammers in the Samarkand Warrior will have worn away by the time SH completes, however I still think this is the best build here for the moment (especially since it'll finally be time to grow once the FP Farm is finished). What to build in Coppertown; maybe Warrior/Spear until it grows and then switch to the WB using Sheep & Grass Forest? I think we want the Clams up here ASAP so that we can share the Sheep with Bodmin.
4) Research: Animal Husbandry -> Pottery seems logical, not sure about Archery, but we've got some time to decide.
dtay's second city has a Grass Pig (not riverside), so is not bad at all. Good news for us is that he won't hook Copper until he's whipped in the Terrace ... bad news is that won't be long with PRO & Pigs!
Herc has found a stretch of west-east coastline to the North of Commodore; he'll follow it West under cover of trees.
Nothing to report in the South as B+ traverses known terrain without animal encounters.
(October 22nd, 2014, 20:26)Dreylin Wrote: Good news for us is that he won't hook Copper until he's whipped in the Terrace ... bad news is that won't be long with PRO & Pigs!
I dont think that we must fear his cooper. Trying to attack us with melee will be hilarious now.
(October 22nd, 2014, 15:39)Dreylin Wrote: Anyone looking closely at the above screenshot will quickly realise that Bodmin's tiles have been criminally mismanaged; there's no way an RtR Mod EXP civ should be putting 2hpt into a Workboat when instead it could be putting 3hpt and getting the bonus hpt.
Let it grow to 2 on corn?
Coopertown can build WB pretty fast using its mine, but it needs to grow to 2 too to get 2 hpt bonus.