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[SPOILER] PB37: Mirror, mirror, on the wall, who's the most aggressive of them all?

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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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When Couer rolls the turn, I get to find out iron on captions. I'm certain that there is iron 1s of the start location copper, as Ventessel has a 1 food 2 hammer plains tile at his capital and I know he has IW. I've grown AF to size 9 in the knowledge that if there is iron present, I can work that and whip 1 pop to overflow and speed up HE, and if there is not iron there I can do two whips to speed it up. I'm not sure of the eta or build path to maximize overflow but I expect to be able to get over 60 hammers overflow minimum and a 7 turn build time at the slowest.
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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3/5 cities have iron, but only two of them are hookable without settling on tile islands. If Lit eot91, the HE eot96

   
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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Micro to come later, to help save my memory...

   

AF builds worker t85 and 86 to 44 hammers, then SoZ t87 and 88. Iron hooked t88, so eot88 SoZ is at 196 hammers due to stealing the cow for a single turn. T89 build the Quechua, 23 hammers overflow. T90 whip the worker, 60 hammers overflow due to truncation. T91 finish Lit and SoZ, overflow 80 hammers for a 5 turn build for HE due eot96.

On T97, don't need the grass hill mine, as I only need 20hpt to one turn swords, so I can give it over to WP.


   

Grow eot85, pick up a cottage, grow eot87 with 1 food overflow, T88 pick up the rice and grow eot89 to size 9. Work a priest from T89 (no point working it earlier as it does not speed up the GP). Build Temple>barracks, or figure out if I can build an axe in that time frame. On reaching size 9, build 4 turn settlers for as long as possible and give the rice back to AS. After looking at micro for WP, I need a monastery here due to lack of religion spreads. That means settler from T90-93, then a monastery eot96, missionary eot97 and then 2 turn missionaries. So barracks makes no sense here. Should I swap straight to a settler at size 8? Overflow 6 hammers, make 24 hammers on T88, then the iron is mined T89, so settler finishes 91. Actually, should I try and delay it a turn? Hmm, something to think about, how to get the monastery built.


   

Whip the galley T86, regrow eot86, and grow@6 eot87. Shove a worker on the galley and use that worker to mine the iron. Give up the cow T88 to AF. Question what to build, and when it makes sense to stop and build a settler. I need to consider how many and what type of units I need to attack Ventessel, I probably need another city to build units and WP makes sense, so grow on the barracks and then aim for size 7 to work all the production tiles and build settlers or units, and additional growth goes onto cottages. 18 hpt, 4fpt at size 7. So the question is to grow more pop here or throw out a settler? I think I should build the settler so long as I have enough worker labor to cover it. I need a monastery to build missionaries, and WP is perhaps the best choice here. So I know after Lit I need Meditation and Archery, perhaps I should figure out a way to force out a settler and then build the monastery and follow up missionaries? But I need religion in the city for that and I've not gotten any spreads so boo. R101 will have to take up missionary duty and WP will have to stagnate on settlers. That means I grow WP now.


   

Simple micro, just grow to size 7, build a settler, double whip it then stick to a generic whip cycle. Fuck whip unhappy, I can handle that. Once I start carrying 5 whip unhappy then stop the cycle, but I should be in a position to not care.


   

Grow to size 3, then I want to give up the rice and work both gems and thee furs, but the second furs is not hooked until T92. So it makes more sense to try and get the terrace in place...bah too much to count and too busy to concentrate.
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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I assume the worker in AF is getting whipped into SoZ?

How long until you can improve Ventessel's PYFT rating by eliminating him?
fnord
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I'm on a phone at a family BBQ, so I'll likely edit this posts text under the correct pictures later.


AF builds worker t85 and 86 to 44 hammers, then SoZ t87 and 88. Iron hooked t88, so eot88 SoZ is at 196 hammers due to stealing the cow for a single turn. T89 build the Quechua, 23 hammers overflow. T90 whip the worker, 60 hammers overflow due to truncation. T91 finish Lit and SoZ, overflow 80 hammers for a 5 turn build for HE due eot96.

Then kill Ventessel.
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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It took me 3 hours to type 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
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Everything else gets to grow every other turn for 5 or 6 turns, gaming 3 pop in R101, WP and 12M, then we build settlers.
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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(July 29th, 2017, 12:26)Krill Wrote: It took me 3 hours to type that...

eek   And I thought *I* was a slow typist...
fnord
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OK, I've figured out the micro. Nothing a little sleep doesn't help!





Quote:AF builds worker t85 and 86 to 44 hammers, then SoZ t87 and 88. Iron hooked t88, so eot88 SoZ is at 196 hammers due to stealing the cow for a single turn. T89 build the Quechua, 23 hammers overflow. T90 whip the worker, 60 hammers overflow due to truncation. T91 finish Lit and SoZ, overflow 80 hammers for a 5 turn build for HE due eot96.

On T97, don't need the grass hill mine, as I only need 20hpt to one turn swords, so I can give it over to WP.

This holds, now and forever. If Ventessel's replacements decide to try and build another stack and invade to stop this, AF does not deviate. WP and 12M get whipped to cover, but AF does not deviate from this plan.






The plans changed. I can get Meditation eot94, so I want to start the monastery T95. So don't grow to size 9, I'll grow whilst building the monastery. Grow eot85, grow@8 eot87, overflow 6 hammers. 24 foodhammers per turn, build settler T88, iron mined T89 and employ a priest swapping off the oasis and hill mine to keep up that output. Settler finishes eot91 OF2h, start worker T92, finish worker eot94 OF14h. T95 work clam, rice, cow, bronze, iron, horse, fp, priest for 7fpt, 17hpt, growth and monastery eot97.





Quote:Whip the galley T86, regrow eot86, and grow@6 eot87. Shove a worker on the galley and use that worker to mine the iron. Give up the cow T88 to AF. Question what to build, and when it makes sense to stop and build a settler. I need to consider how many and what type of units I need to attack Ventessel, I probably need another city to build units and WP makes sense, so grow on the barracks and then aim for size 7 to work all the production tiles and build settlers or units, and additional growth goes onto cottages. 18 hpt, 4fpt at size 7. So the question is to grow more pop here or throw out a settler?

Build quechua after the galley, growth to size 7 produces 34 hammers by eot90 (with no excess food due to using hills to make this so) to finish 2 quechua, one to cover 12M, the other to go with the galley and drop off on islands for extra vision. T91 make 16 foodhammers, T92 the iron is hooked and make 20 food hammers, due to overflow complete settler eot95 then reassess.





Got the micro. Keep the rice to T94, give it over T95. Grow@3 eot87OF4f, grow@4 eot92OF3f, terrace 30/60. T93-4 work rice, gems*2, fur, terrace 40/60, food box 11/28. T95-6 work grass mine, gems*2, fur, terrace 56/60, foodbox 11/28. T97 work farmed banana, gems*2, fur, complete terrace, foodbox 14/28. T98-99 work rice, banana, flatland gems, fur, 7fpt, 3hpt, grow@5 eot99 saving 14 food. T100 work all 5 resources.

Banana is chopped T92, farmed T97 by a single worker, so there is slack in this micro to get the sugar roaded, chopped and mined.

This all gives me 2 settlers, 2 workers over the next 10 turns, plus the GP, monastery in place, galleys on both oceans (might be 1 ocean due to wrapping), AS working all tiles with terrace built, HE and SoZ in place and about to start pumping out units and flexibility in the whip queue from 12M. And I might even capture that barb city if it ever decides to grow.
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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