January 31st, 2019, 12:11
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i will be a litle busy if dreyilin could cover would be great otherwise i can do it.
January 31st, 2019, 12:24
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Looking at what sort of time frame for a potential none GA revolt, I reckon T127 or T128 fits. That allows settler whips from JJ and NW and WB. I will need to work on the timing, but I believe that the market and forge can be whipped in AC but SW will need the timings checking. SA can fit in a lighthouse whip and a forge whip as it needs the happy to reach size 8 given the whip unhappy. ST will need to reach size 4 to whip a market, but it can easily reach size 6 and 2 pop whip a market, or I can just whip harder and get the forge as well. I would rather get the courthouse but that will have to be hand built afterwards. With that in mind, 4>2 whips for the forge and market seem best.
City F will be able to whip the lighthouse t127, and with caste artists the library can wait. HWD is...shit, I don't care. So a T127 revolt, immediately after finishing MoM, fits.
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January 31st, 2019, 14:43
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(January 31st, 2019, 10:35)Dreylin Wrote: Stormy Weather (without Caste): Library double whip, regrow on WB for Clams, then Lighthouse.
Caste switch: what's the military exposure from losing access to the whip?
Thinking through the numbers, it is not possible to double whip the library all: the turn SW reaches size 4, the library reaches 64/90. The food surplus is too low: growth@4 eot125.
It has to be lighthouse, growth@2 eot120, whip t123 73/60, foodbox 22/24. Then growth@3 eot124, growth@4 eot127 with library 46/90 with a two pop whip to complete the library t128, which is now the proposed turn of revolt into Caste. Borders would pop eot134, workboat complete eot131. This removes the risk of a low odds artist, otherwise just revolt t127 and work artists to pop borders t129, and it doesn't matter. Personally, I'll go with the library in this position.
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January 31st, 2019, 15:15
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(January 31st, 2019, 14:43)Krill Wrote: (January 31st, 2019, 10:35)Dreylin Wrote: Stormy Weather (without Caste): Library double whip, regrow on WB for Clams, then Lighthouse.
Caste switch: what's the military exposure from losing access to the whip?
Thinking through the numbers, it is not possible to double whip the library all: the turn SW reaches size 4, the library reaches 64/90. The food surplus is too low: growth@4 eot125.
It has to be lighthouse, growth@2 eot120, whip t123 73/60, foodbox 22/24. Then growth@3 eot124, growth@4 eot127 with library 46/90 with a two pop whip to complete the library t128, which is now the proposed turn of revolt into Caste. Borders would pop eot134, workboat complete eot131. This removes the risk of a low odds artist, otherwise just revolt t127 and work artists to pop borders t129, and it doesn't matter. Personally, I'll go with the library in this position.
And it turns out that I'd be wrong in this instance.
If I am planning on popping out an artist from Sold American, I can do that at 100%. I can get a GM from Anvil Chorus at 100%. It doesn't matter if I get a GS or a GA from SW, it still triggers the second GA.
So it is better to go lighthouse>work boat>library, and complete that library naturally. Civic revolt can still happen T127, and the work boat can be whipped or complete naturally, but if it is allowed to complete naturally, then at size 4 SW can run 3 artists to pop borders eot128 and the workboat will immediately hook the clam. Whipping the workboat means that on T128 SW would only be size 3, so it would delay border pop to eot129, but would give an addition ~30 hammers into the library. Given that SW is the slowest city out of SW, SA and AC for generating a great person, it makes more sense to not whip and grow faster. The iron alone will complete the library.
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January 31st, 2019, 21:11
(This post was last modified: January 31st, 2019, 21:11 by Dreylin.)
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OK, I have the mod installed (probably correctly) and tested connecting to the game - got to the leader screen with no issue. I didn't try logging in because you hadn't played the turn and I didn't want to interfere with potential diplo, but will look for a good time to confirm the connection over the next few days. I guess I'm ready to go...
February 1st, 2019, 06:22
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Cheers Dreylin. I'll have everything up on Sunday. I expect to play up to T123 on Monday morning.
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February 1st, 2019, 17:55
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Quick double turn report
Turn 118
Met superdeath. No, you can't have OB. First player I have seen with silver though.
Long way from home, I imagine.
I can't recall if I set HWD to build a work boat...I had to rush the turn. Worst case, lost a hammer...
43fpt down on Gav. Looks to be holding steady.
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February 1st, 2019, 18:03
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Turn 119
I'm not going to scout Gav out. No point, and I don't want to give him an opportunity to kill a scout poking around his borders, I think he is more likely to attack then, than if he just meets a unit randomly elsewhere on the map.
Incoming shrine to tempt me some more. Shrine should be made T121.
I have enough gold for a single turn of max tech. I believe that should be enough to get Myst, Polytheism and Priesthood on consecutive turns, and then CoL would require a single turn of max tech and a turn of breakeven. So restarting tech on T122 at 100% to complete Myst, then another turn to burn up the rest of the gold on T123 to complete Polytheism, save gold on T124 and complete Priesthood and then evaluate what I need to do to finish CoL on T125, leaving T126 spare to not fuck it up.
Tuxedo Junction actually needs to build a workboat with a chop, before I forget. I'll fit that into the plans. Other forge cities will add in some wealth, so on T128 will need some evaluation as per options.
38 food down on Gav, but settle another city next turn. I'm wondering how bad the costs are going to be.
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February 2nd, 2019, 01:41
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Login successful. Had a very quick look around, but nothing more. No pending diplo.
February 2nd, 2019, 13:27
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Don't worry Dreylin, I am going to have to rework everything anyway:
I am getting rather bored of this. This is the fourth time it's happened.
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