September 17th, 2016, 03:52
(This post was last modified: September 17th, 2016, 03:53 by ReallyEvilMuffin.)
Posts: 2,893
Threads: 10
Joined: Aug 2014
With this - view all the wealth as either wealth research depending on need. I'm envisaging getting nationalism eot215, so a swap that turn to caste and running specs in BD to get the GP also. If we are ahead, we can swap caste earlier and run the specialists as needed to pop the BD GP
September 17th, 2016, 18:07
Posts: 3,916
Threads: 14
Joined: Feb 2011
A simple turn, well rehearsed in my sims.
Whips performed, then serfdom swap, then worker actions. Deer has been camped in a single turn, will be chopped next turn. New worker moved 1 onto the jungle (not the most intuitive of moves, tbh!).
Surprisingly, costs went up by 2gpt. That's not good. I think the origin of this is an increase in unit cost from a loss of free unit supply
Scouting moves. I've moved the warrior forward a tile again, because we get good vision of the landbridge from here, and can also easily reach UU to give MP bonuses when required.
September 17th, 2016, 20:08
Posts: 2,893
Threads: 10
Joined: Aug 2014
The free support for units is depend on city numbers and population, so whipping off all that pop has cost us in that way.
Sent from my iPhone using Tapatalk
September 17th, 2016, 21:56
Posts: 3,916
Threads: 14
Joined: Feb 2011
Yup. It'll get better as we regrow our cities. Glad I didn't whip another worker this turn!
September 17th, 2016, 22:17
(This post was last modified: September 17th, 2016, 22:21 by Nicolae Carpathia.)
Posts: 3,916
Threads: 14
Joined: Feb 2011
Costs have gone up again, from the settler and workers appearing.
Ah that looks a bit more reasonable.
Interesting, there should be a dry wheat down by the icy peaks, on the marble-ward side of our landblobs.
Graphs and demos. We've lost alot of demoscore, but it'll go up. No one's being retarded and spamming out early units. Scooter will be going hard on food and whipping out everything, leveraging his IMP/ORG/sac altars traits. Scooter's already settled city #4, and we're not going to swap into slavery for a while. We're going to be falling behind him on expansion for a while, all the more reason to put the Taj in the deers/clams/gold city and lock down the gold islands with our culture.
Scooter appears to have settled city #4 to the south. Mist has also swapped into slavery, so expect an expand soon.
On the tech side of things, Scooter looks like he won't be bothering with tech. WK is saving gold (211g, +41gpt), as is Mist (295g, +21gpt). But these guys don't have our costs. I do think the two of them are going to be making a run for Lib.
September 18th, 2016, 03:46
Posts: 2,893
Threads: 10
Joined: Aug 2014
(September 17th, 2016, 22:17)Nicolae Carpathia Wrote:
Costs have gone up again, from the settler and workers appearing.
Ah that looks a bit more reasonable.
Interesting, there should be a dry wheat down by the icy peaks, on the marble-ward side of our landblobs.
Graphs and demos. We've lost alot of demoscore, but it'll go up. No one's being retarded and spamming out early units. Scooter will be going hard on food and whipping out everything, leveraging his IMP/ORG/sac altars traits. Scooter's already settled city #4, and we're not going to swap into slavery for a while. We're going to be falling behind him on expansion for a while, all the more reason to put the Taj in the deers/clams/gold city and lock down the gold islands with our culture.
Scooter appears to have settled city #4 to the south. Mist has also swapped into slavery, so expect an expand soon.
On the tech side of things, Scooter looks like he won't be bothering with tech. WK is saving gold (211g, +41gpt), as is Mist (295g, +21gpt). But these guys don't have our costs. I do think the two of them are going to be making a run for Lib.
Scooters south or his north and our south? The lib run would want gold saved remember - it would hinge on getting a scientist and then burning all the gold possible onto lib.
If we get the taj and try to push on for Lib that is what we should do, save gold, bulb edu and then run for lib Burning gold.
Mack is completely unaccounted for, and we have misltoins caste/pax that he is clearly trying something. Plako is unaccounted for also... Imp philo could do a lot...
Sent from my iPhone using Tapatalk
September 18th, 2016, 04:07
Posts: 3,916
Threads: 14
Joined: Feb 2011
Oops, I meant scooter's north (aka his backfill). Good for us in the short term (lets us impose on him), bad in the long term because it has more growth potential. Plako's most likely saving his great engineer for the Taj, so we need to beat him there on research.
September 18th, 2016, 14:56
Posts: 2,893
Threads: 10
Joined: Aug 2014
Turn played. Nothing interesting in the fog at the poles. They are joined by a single tile wide ice sheet. No sight of Mack yet.
Concerning is our GNP. It is nowhere near good enough to get to nationalism first. Bare in mind we have probably more culture than most with AP/lib/temples, yet we are a solid 4th...
September 18th, 2016, 18:19
Posts: 2,893
Threads: 10
Joined: Aug 2014
Another turn rolled and played! Moving quickly we are here.
City settled, not renamed as yet. Actually cost us GNP, pushed costs up by 5 but only 4 science gained
Micro plan followed. Moving along to meet mackoti - the bridge is all ice with 2 ice hills in the middle.
Numbers and overview
GNP picking up, but we are quite culture inflated still with the culture build in the new city and the AP.
Next turn we will start to use quite a few more tiles though - 3 cottages after juggling.
I think we should tend towards a few more GNP builds to really go for the taj...
September 18th, 2016, 19:32
Posts: 2,893
Threads: 10
Joined: Aug 2014
New plan, no changes to worker moves
T209:
Tower builds research, works whales/corn/pigs/fur
BD builds monastery, works rice/iron/deer/horses/grassfarm
UU builds research works bananas
SM works deer builds research
New city built work deer/gforest build culture
worker A 6 to forest
worker B 36 to hill
worker C 31 to banana plant 1/6
worker D 7 camp fur 3/3
worker E 4 farm 1/3
worker F plant banana 2/6
worker G mine iron 2/3
worker H cottage 2/3
T210:
Tower builds research, works whales/corn/pigs/fur/cottage
BD builds research, works rice/deer/horses/cottage/cottage
UU builds temple works bananas/iron
SM works iron builds research
New city built work deer/gforest build culture
worker A chop forest 1/2
worker B mine hill 1/3
worker C plant banana 3/6
worker D 9 cottage 3/3
worker E 32 cottage 3/3
worker F plant banana 4/6
worker G mine iron 3/3
worker H 8 cottage 1/3
T211:
Tower builds research, works whales/corn/pigs/fur/horse
BD builds wealth, works rice/deer/iron/cottage/cottage/cottage
UU builds research works bananas/banana
SM works deer/iron builds culture
New city built work deer/clam build wb with chop
worker A chop forest 2/2
worker B mine hill 2/3
worker C plant banana 5/6
worker D 8 cottage 2/3
worker E 87 farm 2/3
worker F plant banana 6/6
worker G 23 farm 3/3
worker H cottage 3/3
|