November 24th, 2015, 19:31
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Good lord, I haven't seen a sharkfin like that since Jowy wiped Catwalk's musket stack in PB17.
November 25th, 2015, 19:05
Posts: 23,600
Threads: 134
Joined: Jun 2009
T100 update
Oh god the screenshots.
No, fuck off, I'm not giving you 50 gold for OB I don't need. You're like #4 on my to do list anyway, and I'm not looking to split Tsargon with you either.
First, for the few screenshots relevant to the actual turn, rather than as an update.
Stacking up on spears. This is good, collateral shreds spears enough for HA to make up the bulk of the actual hitters. The sword (and probably the other few swords I ought to build) plus HA will clean this out around about T115, depending on number of turns spent on bombarding.
That HAK stack probably moved on tile west into the FoW. If it did, good move by HAK. I would have had the option to try and clean it out if he attack the city and hadd damaged units left. I'd likely have taken the shot if I could exchange (on average) 1 HA for the stack.
OK, new plan. You can tell from culture to the west that TW planted a city on a plains hill that I thought HAK would settle. That's fine. I'm going to kill it and settle that entire triangle of land. The city dies on T103. Wolstanton will be founded T103 as well. The TW city should autoraze, and I can replant either T105 or T108.
Now for the overview shots. More pictures, less talking.
And the cities. This gets more writing though.
Plan: Settler after HA, HA goes to the south. I'm just randomly assigning tiles atm, I'll mine the remaining grass hill soon. Silks as well, but...more on Calendar later.
Second cities always get the most abuse. I'm handing the pig over every time I whip Lightwood for a turn, just to help DP grow. I'm probably going to whip a few more settlers...but the happy cap isn't an issue, furs come in next turn and by the time I whip it a second time I should have Calendar res hooked. I doubt I stop building the settlers until I have the remaining 6 "internal" city locations settled.
DP has been swapped over to a 4 turn settler. I know I said that I gave the pig to DP to help it grow, but really I'd just like to really crash the econopmy with cities. I've built one more sword to help out down south, and I was going to build another couple more but I imagine that with cats I'll have enough from the HA down there so long as I build a few axes for defensive purposes.
Settler due eoT102, this HA adds to the other 5 I'm sending over to the new TW city on the Porthill site. This settler is probably used to replace Porthill city location on T105, and after the settler just need to grow onto further cottages. That's a running theme for this overview. Moar cottages.
I've built one spear to send over the to triange, now two axes for the south to guard against TW deciding to throw away his newly built spears in a suicide attack. And then cats, lots of cats. And swords, oh yes swords. I'm probably not going to keep the sugar here, but give it to WD to let it grow onto cottages faster. Just no point in working a 3 food tile right now.
Grow to size 5, build a settler, double whip. Regrow on a market? Then whip another settler.
Dumping 20h of overflow into a library for cultural purposes. Then regrowing, probably up to size 5-6 to finish the library and then build another spear/axe pair to feel a biut safer. I don't think Adrien will attack here, he is dealing with Moloch and AT (although Moloch just declared on AT so that's more fun for the lurkers). I just lack CS to spread irrigation so I may end up having to build a pair of workers and cottage the fuck out of here. Then once the pop is grown, swap over to hills.
Working the grass forest, once the lighthouse is completed I'll probably let Gladstone grow to size 4 and then get another settler out of here eoT109 and a wb eoT110 for the city site 211 of Gladstone.
Just grow to 4 and double whip a worker. I need to cottage all this land, so...lots of workers. But I'm up to 17 workers already because I captured about 6 from TW. So more likely I just need to redistribute them better. A few unpromoted archers is fine though, for MP happy in my northern cities.
Chop the barracks (already logged in to swap theforest over to LD) and then grow on a lighthouse. The quarry will provide enough hammers that it will not need to be whipped. The remaining two forests are given to Caldon Diock for Moai, which can be chopped once borders have popped and stone is hooked. then probably grow on a library and coast.
Chopping a work boat next turn for the crab and then double whip a lighthouse at size 4 and regrow on more coast. Or perhaps single whip the barracks and lighthouse if happy cap issues don't exist.
OK, this is where I have to start extrapolating. I'll chop a forest for the barracks, but I don't want to whip this city below size 3 to use the fur/cow/deer, and that gives 8hpt, probably want to just slow build out cats? Farm a grassland or two, grow to size 7 and work hammer tiles? City makes 23hpt at size 7 and food neutral...and is right on the front lines...
Build a lighthouse is still my #1 plan. Grow towards happy cap and work bunch of mines. The borders pop at Werbergh in 12 turns, before the borders would pop from a barracks here. Growing on coast is good enough for this city, and helps with my commerce issues. Probably not worth whipping the city except once it pops out of revolt to fill the food box at a lower pop level and get more food from the lighthouse. So double pop whip on T104? Yeah, think that works out best.
OK.
T103: Build barracks, 16/60
T104: 1 pop whip, 92/60
T105: overflow cat, 24/50
T106: 1 pop whip, 58/50
T107: overflow cat, 12/50
T108: 2 pop whip, 63/50
Then regrow on cottages and lighthouse and wait for borders to pop to work fish.
OK, Beechdale will build the workboats for Porthill and other triangle cities, but I want it to grow eoT104 before starting any work boats. That should mean there is minimal delay in hooking the Porthill clamand there is always hte wheat to share at Porthill/Chesterton. Wolstanton has to pop borders anyway.
Renamed after the screenshot was taken to Pelsall. Don't care. Hold until all that yellow culture has fucked off.
Wheat is hooked T102, still haven't figured out micro here but I'm too tired to do it now. Think plan is best to whip lighthouse, get wb for fish from another city and Moai comes from chops and a few free hammers. Then, as per previous plan, grow.
City explanations just took 90 minutes. At this point, fuck the report, you can interpret hte rest of hte screenshots for yourselves.
I will say one thing. If those cities were not in revolt I'd have an extra 44 fpt. Also take a closer look at F2.
I need a further 9 settlers total. I have plans for 6, so need to find 3 more, and that is everything settled and I'm at 17 cities already. Total without further city captures (other than Porthill because that is pre-cats) should be 26.
Let's see how broke I can get.
Current games (All): RtR: PB80 Civ 6: PBEM23
Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71. FFH games: PBEMVII, PBEMXII. Civ 6: PBEM22 Games ded lurked: PB18
November 26th, 2015, 17:36
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So...decent city, but expensive for what it is. The chop won't go into the barracks as that will finish the turn before. The chop is another 3/5 of a cat and then the tile will be farmed. I'm going with the grow to size 8 plan, and work the grassland hills and ivory for 24hpt. I figure that with an open ended war with HAK (specifically the reconstruction afterwards) that's the best way to get hammers out in hte medium term.
Just to show costs. Plan is no different than before, grow and get work boats, longer term thinking that it's a reasonable place to get one of the first few GP with caste. Looking at those, I come to 3 conclusions: I better not run out of trade routes, I damned well need to start spamming cottages, and I'm going to CoL after Calendar.
OK, I need to post about that soldier number, because the more I look at it, the more absurd it becomes.
I am running around with 16 HA, 6 chariots, 1 axe, 5 spear and 2 swords. Throw in the 3 archers, pop, techs, barracks and other assorted buildings as well, and you come up with 286K solder points. It's enough for a blitz but not a slog through an entrenched opponent. Enough to take an area of land but not kill someone. I got TW's core, but that was through poor unit positioning on his part and a certain amount of luck in combat roles. most of the time it wouldn't get beyond hte capital and that would have taken out a good size of the attacking force.
That top power has 156K over me. This isn't the era of knights, where that would be about 15-16 knights, a formidable force in itself. That 156K power is enough to steamroll anyone. That is a force of 10 cats, 10 swords and a further 5 axe and 5 spear, on top of what I have.
That is a 50 unit stack. That's large enough to absorb everyone elses entire army hitting it and still be standing at the end (including mine). Something is going to go so very wrong somewhere, but I don't know who has it. I know it isn't Gavagai, but it could be Barteq. He is pretty large and I've seen a decent number of troops in the south, plus his north is pretty gnarly.
Fuck this game is interesting.
Current games (All): RtR: PB80 Civ 6: PBEM23
Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71. FFH games: PBEMVII, PBEMXII. Civ 6: PBEM22 Games ded lurked: PB18
November 27th, 2015, 15:42
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May need a pause this turn if TW doesn't play in the next 2-ish hours.
Current games (All): RtR: PB80 Civ 6: PBEM23
Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71. FFH games: PBEMVII, PBEMXII. Civ 6: PBEM22 Games ded lurked: PB18
November 27th, 2015, 22:36
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(November 26th, 2015, 17:36)Krill Wrote: Fuck this game is interesting.
November 28th, 2015, 03:02
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Read it and weep:
Current games (All): RtR: PB80 Civ 6: PBEM23
Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71. FFH games: PBEMVII, PBEMXII. Civ 6: PBEM22 Games ded lurked: PB18
November 28th, 2015, 03:29
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Ugh, just realised, I got a random religion spread into Sandwell, a reload will destroy that
Current games (All): RtR: PB80 Civ 6: PBEM23
Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71. FFH games: PBEMVII, PBEMXII. Civ 6: PBEM22 Games ded lurked: PB18
November 28th, 2015, 03:46
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Won't the religion spread have happened at turn roll, prior to the reload point?
I have to run.
November 28th, 2015, 03:47
Posts: 23,600
Threads: 134
Joined: Jun 2009
Thoughts: Economy is a hell of a lot better than expected. 60gpt at max tax is sound, especially with such a strong MFG and ability to build wealth. I feel that building Wealth few a few turns to speed up Calendar to around eoT104 (maybe eoT105) amkes sense, to get the +2 happy and then just save gold to prepare for a CoL run.
If Sandwell kept hte religion spread, then I'd possibly not whip the catapults from there, instead plan to 1 pop whip the barracks top help get to second ring borders ASAP, picking up that ivory and fish and other hill, making 15hpt and on the front lines right now is better than whipping out 2 cats that probably both die to take S. Aureus.
Current games (All): RtR: PB80 Civ 6: PBEM23
Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71. FFH games: PBEMVII, PBEMXII. Civ 6: PBEM22 Games ded lurked: PB18
November 28th, 2015, 03:48
Posts: 23,600
Threads: 134
Joined: Jun 2009
(November 28th, 2015, 03:46)novice Wrote: Won't the religion spread have happened at turn roll, prior to the reload point?
Looks like need to reload to Donovans log in save, which is prior to religion spread, if not earlier still
Personally I don't see how this is anything other than taotao looking at diplo with Donovan a billion times in the turn, hopefully he's learnt his lesson, don't open diplo with somone you are at war with unless you are offering peace.
Current games (All): RtR: PB80 Civ 6: PBEM23
Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71. FFH games: PBEMVII, PBEMXII. Civ 6: PBEM22 Games ded lurked: PB18
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