(January 5th, 2019, 20:40)Cornflakes Wrote: Overflow gets divided by any bonuses applicable to the just-completed build, and then multiplied by any bonuses applicable to the current build.
(January 5th, 2019, 20:48)Cornflakes Wrote: And another piece of info unique to the forge build, which I have not personally verified but have seen posted multiple times ... any overflow from a forge build still gets divided by the 25% forge bonus, even though the forge wasn’t boosting the hammers that went into building the forge. Thus any whip or chops put into the forge as overflow (or any cascaded overflow) would presumably be divided by 1.25. It would be better to wait until after the forge was build before completing any extra chops.
Again, I have not personally verified this but have seen similar descriptions multiple times.
Interesting, Thanks for the info! If i get time this weekend ill try and sim it out but im just so glad i relearned/found out that ind gives 100% to forges.. almost abandoned going for the Colossus.
"Superdeath seems to have acquired a rep for aggression somehow. In this game that's going to help us because he's going to go to the negotiating table with twitchy eyes and slightly too wide a grin and terrify the neighbors into favorable border agreements, one-sided tech deals and staggered NAPs."
-Old Harry. PB48.
Exciting times! I played and rolled, and played another turn so i got a little bit of a post to make...
I have a HE qualified axeman now, as he defended against 2 barb axes while clearing the way to the southeast. This is great news, as i figured i would need to have a chariot to do so. Im promoting next turn and healing on a forested hill to provide better FB/defense. I have an extra warrior heading down to fb the area he is leaving. I also settled my first island city which instantly boosted my economy, while also paying for itself. The new city was named Karn Liberated after one of my favorite MTG cards. I started it on a barracks, because it will be a unit/boat pump with its fish+horse+ 3/4 hills. The next closest city whipped a workboat to net Karn's fish in two turns. The workboat is being whipped into finishing a settler for the "cottage/filler" city next to the capital. It would be going further south, but i dont have it secured yet, and i dont want to lose the settler. Time Walk will be either whipping or changing some tiles around to avoid growing while it completes a galley, followed by building a settler. Capital will be growing and eventually will steal the cottages that the north city is working on. Capitals duty is extra units, and being the leading research city till the end of time.
My ETA for Colossus to be done is t93 at the latest. Likely a bit late to actually get it, but ill put the overflow/chops into more settlers. Colossus isnt REALLY needed for a win here ( at least by me ) But it would be great denial value to others. My world domination plan is as follows: tech to, and bulb CS, revolt to Buro. Use tech advantage plus early MC to rule the seas while expanding towards neighbors. Get to Astro ASAP ( likely without bulbing as ill have screwed up in the bulb path somewhere ) Defending with archers/longbows while also keeping water paths clear from potential invaders. Use Buro/academy cap + GLH + cothon +fin coastal citys to stay ahead in tech and grab something like knights/grens/rifles and go on a conquering spree.
Note to self, DO NOT make yourself an easy target, nor try to appear as an early runaway.. i need foreign trade routes and i dont want to appear like i could be in the run for the win.
Demos-
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Production-
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Axe kills-
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That river looks nice-
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Also another question for lurkers. As it has come up in past PB's that ive played here, and isnt an issue ever in SP.. When another player completes a wonder and you still have yours building ( in singleplayer as soon as the wonder is completed it instantly gives u the failgold/ect ) do any added hammers to the build, say from a chop, add to the amount of fail gold? Or is the fail gold determined the turn that the wonder completes regardless of if it shows in your cities build?
"Superdeath seems to have acquired a rep for aggression somehow. In this game that's going to help us because he's going to go to the negotiating table with twitchy eyes and slightly too wide a grin and terrify the neighbors into favorable border agreements, one-sided tech deals and staggered NAPs."
-Old Harry. PB48.
Well.. Colossus got grabbed by someone, im assuming Lewwyn. Rats, but thats what i get for not focusing on it from the start. Oh well, workers will now go help bring the rest of the empire upto speed. So long as no barbs spawn in a 1 turn window, ill be moving my warrior to FB the south, while my HE axeman ( He-Man? ) heals up then moves onto the forest hill to FB/protect himself. Since i lost out on even the Failgold from the Colossus, i have to work double time to catch up with the leaders. How you might ask? Cities, lots and lots of cities. I seem to have a fair chunk of land down south i can settle, but i want to settle any and all islands to further my traderoute empire, and to act as buffers to any potential invasion. An invasion that i want to prevent even hitting my coast by catching it with triremes. My focus for now is settling the east and west islands while fogbusting the south as much as possible for later settling. An archer+ axe pair is what i hope to have in each city to my east to hopefully prevent easy conquering from OH ( im in the belief that he is to the east by sea, as nothing has come from the south. Im also looking into what national wonders i want in what cities, with the rule or the mod not allowing for double wonders in 1 city, i need to figure out what cities i want for the epics, and what cities can make oxford.. Side note, i need to read if each oxford requires 6 universities, or if they can both be built at 6 universities.. Hmm.
Demos-
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Production-
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The south-
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The west-
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A water map like this will test the true limits of my abilities, this test will get a D-... but i shall try for the extra credit of learning something about maps like this.. one thing ive already learned.. Circumnavigate is a hell of alot more important on an actual water map vs getting it on a Pangaea... ill need to start scouting with workboats alot sooner than i do in my single player games.
"Superdeath seems to have acquired a rep for aggression somehow. In this game that's going to help us because he's going to go to the negotiating table with twitchy eyes and slightly too wide a grin and terrify the neighbors into favorable border agreements, one-sided tech deals and staggered NAPs."
-Old Harry. PB48.
(January 8th, 2019, 14:26)Boldly Going Nowhere Wrote: Who, if anyone yet, has circumnav?
Just saw this, no one yet. But im betting its not going to be long.. maybe 10 turns max? Unless someone is killing workboats, it cant be too much longer.
In other news, im saving gold on currency because i want to settle another island city ( galley is loaded now with settler + axe ) before turning on tech. The plan is still to bulb CS, so currency-CoL, then IW- math-Calendar is likely. Might get the CoL religion as well which would be nice. Going to sail around with the galley a bit before unloading as i A: dont want to end up settling on an island with a bunch of OH units/barb units ( whats the difference? ) and B: i want to try and cut off any settling in "my area" and to do so i will settle a nice border city now, while i have the advantage of MC and all the retaliation that that brings.
Demos-
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Production-
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South East-
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West-
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Ive got three settlers queued up, and i should be upto 10+ cities by turn 110. Kinda slow compared to others, but my tech rate will not suffer nearly as much as theirs.
"Superdeath seems to have acquired a rep for aggression somehow. In this game that's going to help us because he's going to go to the negotiating table with twitchy eyes and slightly too wide a grin and terrify the neighbors into favorable border agreements, one-sided tech deals and staggered NAPs."
-Old Harry. PB48.
OH is sending another workboat towards me. I am exploring the eastern island with an axe ( NO GOD DAMN RESOURCES YET ) and im holding the settler on the galley for now. Im hoping there is something worth a shit on this island, otherwise ill turn the galley around and settle the Copper+ fish city that im pre chopping for its workboat/forge. Im hoping to ferry another archer or two with the axe to serve as decent defense for whatever border city i come up with for OH. As he is known to be rather aggressive, ill likely keep a nice garrison plus some ships nearby to keep his thoughts elsewhere.
Demos-
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Production-
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Eastern island-
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Western island-
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There better be something good on this eastern island to make up for 20+ tiles of garbage.
"Superdeath seems to have acquired a rep for aggression somehow. In this game that's going to help us because he's going to go to the negotiating table with twitchy eyes and slightly too wide a grin and terrify the neighbors into favorable border agreements, one-sided tech deals and staggered NAPs."
-Old Harry. PB48.
WELL. ive spotted a nice hill plant to our east with grass cow, and plains hill gold. Not bad... not bad. Which ill settle in two turns. Ill also have an archer joining it as soon as t100. Im sending the galley onward after dropping off the archer so it can meet OH's borders so i can actually get some benefits from OB.... As such, im saving gold for another turn or two and then running thru Currency-CoLaws asap. I dont have a good ETA on CoLaws atm, due to planting several cities around the time i get currency.. I should also have Horses hooked in another... 17 turns or so .. Why did my horses have to be across the sea? Oh well, not likely a good chance to use Numid's on this map anyway. Ill still possibly have a small force of them for home defense? Or those could all be triremes or caravels. I appear to have a fairly large chunk of mainland to myself though.. so thats good. Ill hopefully be able to backfill at my leisure.
Demos-
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Production-
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Eastern Island-
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"Superdeath seems to have acquired a rep for aggression somehow. In this game that's going to help us because he's going to go to the negotiating table with twitchy eyes and slightly too wide a grin and terrify the neighbors into favorable border agreements, one-sided tech deals and staggered NAPs."
-Old Harry. PB48.
Slight change in plans.. OH settled for OUR gold last turn. So to further protect our soon to be founded city, i chopped into a spear after the archer instead of a lighthouse. I will found the city around t99 or so, when the archer is one turn from entering the city, and the spear will be 1 turn behind the archer. That should be enough defense. Now, the question is.. do i build any kind of city killing fleet? Not yet. Im in city planting mode right now, and until i bulb CS, i dont really want to be building anything but cities and garrisons. I will keep a trireme nearby once i have a city ready to build it though. I cant allow OH to settle on my big island though. Timeline is looking t99 settle eastern island city, t101 settle copper+fish southern city. t120, invade OH. He has other more "important" people to put EP into, so he is going to need alot of turns to get graph visibility on me.. I will likely only conduct a limited war on OH, providing this isnt another huge island. I cant be in a good spot defensibly with a OH city there.
Demos-
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Production-
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Eastern island-
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Graphs-
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Military pump-
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Im still uncertain what order most/all island/coastal cities are supposed to go.. is it granary first.. or lighthouse first?
"Superdeath seems to have acquired a rep for aggression somehow. In this game that's going to help us because he's going to go to the negotiating table with twitchy eyes and slightly too wide a grin and terrify the neighbors into favorable border agreements, one-sided tech deals and staggered NAPs."
-Old Harry. PB48.
(January 14th, 2019, 12:27)superdeath Wrote: Im still uncertain what order most/all island/coastal cities are supposed to go.. is it granary first.. or lighthouse first?
(December 26th, 2018, 13:56)Boldly Going Nowhere Wrote: Also, granary first is most often the first build over anything else except in the rare edge cases, assuming you don't need a worker or military unit or work boat.
You'll need to work out the math for every case to know for sure. But a lighthouse gets you, at maximum, one food per population point. Depending on when the granary gets built, it can get you at maximum 11f for a size 1 city, 12 food for a size 2 city, etc. You want the granary to complete when your foodbox is 50% full or less. So, 1 to 11/22 at size 1 in the foodbox means the granary can save the maximum 11 food so when you grow to size 2 at 22/22 food then the granary has stored 11 food so at size 2 you'd have 11/24 food in the box starting out rather than 0/24. It is virtually impossible for a lighthouse first build order to ever catch up to a granary first. Even if you're ORG and not PRO, and so getting a discount on the LH and not on the granary, I still would go granary first every single time. If you're wrong once or twice out of a thousand city builds you can live with that. To me, that's how big the difference is.
(January 14th, 2019, 15:58)Boldly Going Nowhere Wrote: But a lighthouse gets you, at maximum, one food per population point.
Ah, that's a good way to think about it. The two should be equivalent in a fishing village with literally no food resources - then the lighthouse and the granary both cut the turns-to-grow in half. If you have a resource, though, then the granary is doing a lot more since it doubles the food still, while the lighthouse only adds its usual one per tile.