August 5th, 2017, 15:39
(This post was last modified: August 5th, 2017, 15:39 by Krill.)
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T89 Turn report.
OK, I'm really trying to avoid writing an essay. I have come to the conclusion that work based training is a pile of shit, more responsibility and out of work time dedication for no pay for a future bonus is dumb in todays world, if you have a marketable and rare skillset. So fuck that.
I'm really not sure how I value AGG/CHM. I've had so many battles were the "average" result has been missed and my units have taken more damage than expected, that AGG/CHM has saved my hundreds of hammers. This is another such battel, 77% odds to win and just make it! Note the religion spread into AS, second one of the game. Not that it does anything right now, terrace will complete as per previously posted plan. It does mean that the missionaries I want to build can go straight to new cities on the islands.
I think CHM works now, it gives the opportunity to grow vertically and delay building settlers, whereas a lower happy cap enforces horizontal growth of some description which causes a tech delay. So really there is synergy between the lib and happy bonus of CHM. but you don't get to pick up new food resources, which is one of the reasons I have such low CY. I'm not sure how to value this, but it can be simplified into a generic "Tall v. Wide" argument now.
New city. The clams are hooked T93, so work the horse for 4 turns, then work the improved clam for 5 turns for growth eot97 with 18 hammers into the terrace, finished eot102 via a whip with 18 food in the box, avoid growth T103, grow eot104 with 8 food saved. question is when can I get a worker over here though, because if the horse as hooked T98 then can whip T101 for example. Or maybe with improved horse it's better to just not whip? And how does spreading religion work for hooking the wheat and fish? Terrace would speed that up so...
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August 5th, 2017, 16:01
(This post was last modified: August 5th, 2017, 17:02 by Krill.)
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Turn report continued, city screenshots for my sake as my memory worsens.
Working the grassland not the plains tile because the hammer is lost on the work due to overflow limits, I don't need the commerce. Producing more than 20hpt is a waste until I build HA, so that's why I'm giving up the grass hill. I want to continue slow growing AF to larger pop sizes rather than having to steal the pig from WP, so I'd like to farm a plains tile or two using spare worker turns whilst moving them. To that end I think it makes sense to farm the river plains tiles. The worker whipped on T90 will road west of 12M towards the rice/horse/seafood site. Other than that, I think the worker improvements are now subject to overall strategic aims regarding murdering Ventessel/CH/DX/whoever is fucking about over there and settling an eastern city that can just be seen in this screenshot.
Full speed ahead to turning AF into an abattoir.
GP due eot101, shrine T102. Settler goes to gold island. I'll build a second settler, not a worker, for the coastal city west of R101. The corresponding delay on monasteries and missionaries, I accept that'll happen. The worker on the iron, roads the grass hill T91-92, oh, yes, I can then load it onto the galley! Perfect. The worker from the WP iron can then slowly move down here via cottages and then help improve the coastal city.
I'll be sending this quechua over to replace the chariot at the rice/seafood/horse city. Settler at size 7, due eot95, us this for the city east of AF maybe? That makes sense, I can send the worker at the capital over to road, oh, I should build a work boat now! That will finish the turn after the settler and improve the seafood the turn after settling.
Changed this to a workboat. Overflow 5 hammers eot92 (spend an extra turn finishing the workboat at size 7), build a settler, whip eot96, roads on corn and plains forest complete T97, settle NW of the rice T99, seafood immediately hooked, worker roads the last plains forest then hooks the land resources. Then rinse repeat.#
Quote: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.
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Thinking of settling on the banana, grabbing Maths next and chopping/whipping a terrace here (Maths makes sense if I can try and get a good way to Currency before the I settle 4 cities between turns 97-99). 78bpt at max tech, -30gpt, 2gpt due to units outside borders, 6gpy due to number of units. population adn settling new cities lowers both of those numbers.
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August 7th, 2017, 00:14
(This post was last modified: August 7th, 2017, 00:17 by Nekira Sudacne.)
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Can you explain some of the maths behind Currency and why it's so valuble? I find that in most games I play, Currency has some but negiable overall effect on my Civ at first. I'm usually doing well to have 6-8 cities by that point, and 6-8 gpt is....certainly not nothing, equivlent to a new silver or gold resource, but 100 turns in and spread over the entire civ and not in one city where buildings can easialy multiply it, it just dosn't seem to move the needle on it's own.
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With offshore trade routes it's +2 commerce per city.
But the real benefit is the ability to convert hammers into gold directly via Wealth building.
fnord
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Trade routes are the main benefit IMO, you know exactly what you are getting for no additional input excluding the tech cost. The Wealth building is a method of rectifying over expansion via settlers, but I have the opposite problem and don't have hammers to spare on wealth. Generally much more useful when you lack other methods of generating commerce/beakers or you're IMP. OTOH, if you just over expanding and then relying on wealth building you can end up ion a position where you aren't able to build military to defend yourself and tech at the same time (extension of this is why having to tech Alphabet rather than Maths shows overexpansion, you crashed the economy too soon), which puts you in the position of losing those earlier expansions to a HA rush (which is quicker to reach an opponents cities than a sword rush.
Currency is the yardstick of Classical era techs. You know exactly what you are getting when you tech it, so it's easy to compare it to other tech paths. I like to think of it as the default tech path. Doesn't mean it's the right one every time (it usually isn't) but if you have nothing better to do, tech it and spam cities and get military techs afterwards.
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August 7th, 2017, 15:18
(This post was last modified: August 7th, 2017, 15:25 by Krill.)
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New world map. Met Yuris this turn. I think I offered a map trade.
Not sure if this is prettier to look at than Crapital...
Current games (All): RtR: PB80 Civ 6: PBEM23
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August 8th, 2017, 02:05
(This post was last modified: August 8th, 2017, 02:06 by Nekira Sudacne.)
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Okay, I hate to ask, but can you please break down how 1 turning SoZ worked? Like the detailed micro theory involved? It's one thing I keep hearing about, but it usually evades me.
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I didn't one turn SoZ. What I did was build the SoZ to 196/200 hammers, a Quechua to 13/15 and a worker to 44/60. Then before so finished Lit I stacked overflow from the Quechua into the worker, which was whipped, and then finished the SoZ to roll 80 hammers into the HE. What it did was to shorten the build time for HE so it was as if I had researched Lit one eot888.
I've been build SoZ since I finished the library, but took 3 turns out to prebuild the two units and then a further 3 turns to complete them.
Current games (All): RtR: PB80 Civ 6: PBEM23
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