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RB Pitboss #2 [SPOILERS] - Speaker and Sullla

Here are the charts and demographics from our perspective:

[Image: RBPB2-PostWar1-Score.jpg]
[Image: RBPB2-PostWar1-GNP.jpg]

[Image: RBPB2-PostWar1-Crop.jpg]
[Image: RBPB2-PostWar1-MFG.jpg]

[Image: RBPB2-PostWar1-Power.jpg]

Here is our military advisor:
Coming Soon.

"There is no wealth like knowledge. No poverty like ignorance."
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Sullla Wrote:T122 0/30 food, 0/100 aqueduct, 0/10 culture

T123 4/30 food, 8/100 aqueduct, 1/10 culture

T124 8/30 food, 16/100 aqueduct, 2/10 culture

T125 12/30 food, 24/100 aqueduct, 3/10 culture

T126 16/30 food, 32/100 aqueduct, 4/10 culture

T127 20/30 food, 40/100 aqueduct, 5/10 culture

T128 24/30 food, 48/100 aqueduct, 6/10 culture

T129 28/30 food, 56/100 aqueduct, 7/10 culture [spread religion]
whip 28/26 food, 131/100 aqueduct

T130 137/100 aqueduct = 74/300 Hanging Gardens, 9/10 culture
chop NE, chop NW [67 shields each]

T131 208/300 Hanging Gardens, 11/10 culture [borders expand]
chop E-E, NE-E [67 shields each]

T132 Hanging Gardens 342/300, overflow into forge

I'm curious why the forge isn't first since it's cheaper than aq+HG, provides more GE points, and allows you to get more out of the later chops...given the chop frenzy you could probably do forge 1st without losing more than a couple turns on the wonder.
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timmy827 Wrote:I'm curious why the forge isn't first since it's cheaper than aq+HG, provides more GE points, and allows you to get more out of the later chops...given the chop frenzy you could probably do forge 1st without losing more than a couple turns on the wonder.
We won't have Metal Casting for approximately 5 more turns, and don't want to delay the wonder a couple turns, even if it is slightly more efficient. The forge would take a long time to build without chopping it as well.

"There is no wealth like knowledge. No poverty like ignorance."
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Lurker Wrote:From what I gather (and note that I have no personal MP experience in CIV whatsoever),
a) You're going to be founding island colonies soon
b) Current NAP notwithstanding, for the forseeable future you are going to be in a state of perpetual hostility with at least Jowy and kathlete, and possibly others.
c) The key to MP war is being able to spot attacks early and shuffle troops to the affected areas quickly
d) Troops don't shuffle between islands very well
As you have pointed out, island cities are extremely difficult to defend. It is very difficult to sentry the whole ocean, especially as boats get more advanced. Transports can double move 12-14 tiles! In a X-City Elimination game (2, 3, etc.), I wouldn't even bother planting them, since you cannot count on defending them. In a game like this, we only risk the 100 hammer settler, and a few defenders, so you are wise to not build anything too important in island cities. This is why we will be putting Moai Statues in Hampton Roads, and not our first island city, so we can more easily defend the mainland coastal city.

But as Sullla mentioned, we will rely on naval superiority in the forseeable future to protect our offshore cities. After Moai Statues and a (whipped) Forge, we will produce 5-10 triremes in Hampton Roads, which will be able to cover us until Astronomy, which is a *long* time away.

I don't think we'll plant too many cities on the islands, to be honest. We still have several good, 100% safe city spots on the mainland, and will have even more once Jowy is removed. And maintenance costs are so overwhelming, we probably won't be planting many more cities until we get a round of courthouses and maybe even Forbidden Palace built.

"There is no wealth like knowledge. No poverty like ignorance."
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Thanks for the meaty state of the nation update.

It's interesting to see how much of a whipping your cities got - that's going to be a while before it all wears off? yikes

Also note that the economic figures look a little painful - +11 gold at 100% cash... how quickly do you think that will turn around?

I'm amazed to see the aftermath of this war. Not sure I'd have placed a bet on this outcome in the early days! Congrats! smile
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BobRoberts Wrote:It's interesting to see how much of a whipping your cities got - that's going to be a while before it all wears off?
With Hereditary Rule, it doesn't have to wear off. We have 3-4 unhappiness from slavery in each city, but more than enough units to cover that, along with several happiness resources + a religion.

Quote:Also note that the economic figures look a little painful - +11 gold at 100% cash... how quickly do you think that will turn around?
We aren't working our two best commerce tiles, so that's 13 gpt we aren't using due to growth. Also, Hampton Roads is working 3 mines instead of 3 coastal tiles, so there's 9 more gpt. As those cities re-grow in the next few turns, our economy will be more sustainable. But yeah, we won't be able to plant (m)any more cities until we get courthouses and/or currency.

Forges + Courthouses will be a huge help in the near future, with Triremes keeping our coastal borders safe, and catapults and horse archers keeping our mainland protected.

"There is no wealth like knowledge. No poverty like ignorance."
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Thanks!

Looking more closely at the cities I see exactly why those 2 tiles are not being worked...

I'd not really considered keeping cities running at a level of unhappiness that closely before, but can see how it makes sense. Will file it away for later use. smile
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Speaker Wrote:Here are the charts and demographics from our perspective:

Its pretty obvious who benefited the most from the dogpile.

Darrell
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darrelljs Wrote:Its pretty obvious who benefited the most from the dogpile.

Darrell

Korea? :neenernee
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BobRoberts Wrote:Thanks!

Looking more closely at the cities I see exactly why those 2 tiles are not being worked...

I'd not really considered keeping cities running at a level of unhappiness that closely before, but can see how it makes sense. Will file it away for later use. smile
It's for growth, not happiness management. We have plenty of units to keep our cities happy. I've got them shuffled where I need them, and we are returning Dantski's units along with a catapult as a thank you. But Fredericksburg is working cottages to grow because it is food poor, so it can't work the gold at the moment. Chancellorsville was just three-pop slaved to finish the settler right away, so we have chosen to get the extra food from a cottage instead of the extra commerce from the fur camp.

"There is no wealth like knowledge. No poverty like ignorance."
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