November 10th, 2018, 04:37
Posts: 23,667
Threads: 134
Joined: Jun 2009
The way the settlers are built, each has a double chop. Then one worker goes to each new city to improve food. The road wouldn't be built by either worker: the follow up workers from the capital would complete the roads, in whatever way fits with chopping out the granary and throwing down cottages. FWIW, Wheel completes around eoT33 so there isn't the possibility of roading instead of chopping.
I understand the point and reasoning regarding preferring the free trade route path via river. We just need to scout more at this point.
Current games (All): RtR: PB83
Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71 PB80. FFH games: PBEMVII, PBEMXII. Civ 6: PBEM22 PBEM23Games ded lurked: PB18
November 10th, 2018, 04:42
Posts: 1,997
Threads: 4
Joined: Aug 2009
Yeah I'm looking at your microplan document now (thanks -- very useful!).
At the end of the day the difference between going north and south is minimal, and I wouldn't object either way. But in the case of an early scout death I would rather have the north intelligence personally.
BTW; when do animals start despawning again?
November 10th, 2018, 04:58
Posts: 23,667
Threads: 134
Joined: Jun 2009
Actually we have to go Agri third as we need it to hook that corn so no roads until t39ish. I'll double check the XML later, out arm, but t25ish springs to mind
Current games (All): RtR: PB83
Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71 PB80. FFH games: PBEMVII, PBEMXII. Civ 6: PBEM22 PBEM23Games ded lurked: PB18
November 10th, 2018, 14:07
Posts: 23,667
Threads: 134
Joined: Jun 2009
PYFT war will be declared on superdeath if he carries this on.
Current games (All): RtR: PB83
Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71 PB80. FFH games: PBEMVII, PBEMXII. Civ 6: PBEM22 PBEM23Games ded lurked: PB18
November 10th, 2018, 14:12
Posts: 1,997
Threads: 4
Joined: Aug 2009
That didn't take long.
If it's any comfort he's been up for longer in PB41 than here, so technically you're catching up!
November 10th, 2018, 14:19
Posts: 23,667
Threads: 134
Joined: Jun 2009
The aim of every PB game is to never be the last person to end turn.
Current games (All): RtR: PB83
Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71 PB80. FFH games: PBEMVII, PBEMXII. Civ 6: PBEM22 PBEM23Games ded lurked: PB18
November 10th, 2018, 14:44
Posts: 1,997
Threads: 4
Joined: Aug 2009
How many angry private messages did you send him? He posted in both tech threads.
At least now I can shut up about it. You will do the work for me.
November 10th, 2018, 14:48
Posts: 23,667
Threads: 134
Joined: Jun 2009
2, one by pm, one by email.
Early game, t30 and before, we should be hitting 2 turns per day with turns before going to work: I work shifts and I can do that. The only exception is working nights.
Current games (All): RtR: PB83
Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71 PB80. FFH games: PBEMVII, PBEMXII. Civ 6: PBEM22 PBEM23Games ded lurked: PB18
November 11th, 2018, 03:26
Posts: 23,667
Threads: 134
Joined: Jun 2009
(November 10th, 2018, 04:42)Rusten Wrote: Yeah I'm looking at your microplan document now (thanks -- very useful!).
At the end of the day the difference between going north and south is minimal, and I wouldn't object either way. But in the case of an early scout death I would rather have the north intelligence personally.
BTW; when do animals start despawning again?
Well, the tech picture is even more complicated, but I'm liking the complexities.
Deer, which means AH, and is "only" a 4/2 tile. That is a lot of hills though. Possible HE site? Scouting path is slightly more awkward though.
The tile 2N of the deer looks to be a hill to me.
But the tiles east and west of that tile look to be flatland.
I think the scout path needs to be 2 moving between hills until T10, when animals start spawning (and barb warriors start spawning T25).
I think the path is NW, evaluate if the tile 2N of the deer is definitely a hill, and if it is, NW, then SE-E, and SE-SW to end up on the plains hill that is current E-SE of the scout on T5. If the suspected hill tile is instead flatland, might want to take a wide route and go NW-N?
Current games (All): RtR: PB83
Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71 PB80. FFH games: PBEMVII, PBEMXII. Civ 6: PBEM22 PBEM23Games ded lurked: PB18
November 11th, 2018, 07:36
Posts: 1,997
Threads: 4
Joined: Aug 2009
I agree with fog-reads, although I don't want to put my stamp on it without being ingame.
I like expanding the circle a bit given what's found. Would consider going a little further north than 2N of deer, but it depends on terrain. Ending on "the plains hill that is current E-SE of the scout on T5" seems a little narrow to me But short term the suggested NW+NW makes sense.
|