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RBP3 [SPOILERS] - Friendly Kittens (Ragnar of Maya)

It's my understanding that overflow beakers are converted to base beakers, and therefore overflow research is wasteful?
Favorite quotes:
Diplomacy is the art of letting other people have your way - Unknown.
The graveyards are full of indispensible men - Charles de Gaulle
If you live to be a hundred, I want to live to be a hundred minus one day, so I never have to live without you - Winnie the Pooh.
There's no point in being grown up if you can't be childish sometimes - The Doctor
What's the use of a good quotation if you can't change it? - The Doctor (again)
Your friendship is the nicest gift I have ever recieved - my girlfriend smile
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Well, never mind, since i cant even get through turn 102 doing everything right, I may never be of any help
Favorite quotes:
Diplomacy is the art of letting other people have your way - Unknown.
The graveyards are full of indispensible men - Charles de Gaulle
If you live to be a hundred, I want to live to be a hundred minus one day, so I never have to live without you - Winnie the Pooh.
There's no point in being grown up if you can't be childish sometimes - The Doctor
What's the use of a good quotation if you can't change it? - The Doctor (again)
Your friendship is the nicest gift I have ever recieved - my girlfriend smile
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Note: per chat, Maniac's comment above is complaining about fighting with the sandbox, a complaint with which I empathize. Below is the microplan, newly reformatted, for T102 [EDIT: and 103 now added]. I'll convert the rest as I'm able.

T102:
Fierias builds Archer (Holkan on hold), works corn+sheep+silver+village+hamlet+cottage+grassfarm+grassmine
Pride Rock builds Archer (Holkan, Settler on hold), works cow+fpfarm+horse+grassfarm+cottage+grassmine+grassmine
Temminck builds Holkan (Forge on hold), works scientist+scientist+sharedvillage+village+hamlet+rice+fpfarm(borrowed from FS)
Feng Shui grows to size 3, builds Forge, works fpfarm+fpfarm+(unimproved)fp
Kilrah grows to size 3, builds Missionary, works pig+mine+(new)grassfarm

Marie and Thomas O'Malley road.
Nala moves 1SE to a plains forest.
Chmeee completes his road.
Toulouse moves 1NE to a river plain, farms, and CANCELS orders.
Oliver moves 2E-1NE to a river grass hill.
Berlioz farms (complete)
Duchess moves 1NE-1N to the wine, builds a winery, and CANCELS orders.


T103:

Fierias builds Archer (Holkan on hold), works corn+sheep+silver+village+hamlet+cottage+grassfarm+grassmine
Pride Rock finishes Archer, resumes Settler (Holkan on hold) and WHIPS it for 2 pop, works cow+horse+fpfarm+rivergrassmine+plainsmine.
Temminck grows to size 8, pops borders to 3rd ring, builds Forge (Holkan on hold), works scientist+scientist+sharedvillage+village+hamlet+rice+gold+copper
Feng Shui builds Forge, works fpfarm+fpfarm+fpfarm(taken back from Temminck)
Kilrah pops borders to 2nd ring, builds Missionary, works pig+grassfarm+(unimproved)rice

Marie roads (complete)
Thomas O'Malley WAITS for Marie, then moves 1NW-1NE to a river grassland and roads.
Oliver roads
Nala roads
Duchess moves 1NE to the rice and farms.
Berlioz moves 1NE-1N to the wine, builds a winery, and CANCELS orders.
Chmeee moves 1NE to a river plain, farms, and CANCELS orders.
Toulouse moves 2NE to Tom's river grassland and roads; road complete.
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In case I can't play or post tomorrow (I expect to be able to do so) here's a workable microplan for T104. Note that due to in-game developments, this is NOT optimized, and I hope to improve upon it tomorrow! [EDIT: Items with asterisks have now been done, though it won't hurt to double-check the cities. Items with dashes next to them are still not done and might be changed.

T104:
*Fierias grows to size 9, completes Archer, builds Worker (Holkan on hold), works corn+sheep+silver+village+hamlet+grassfarm+mine+mine+mine(borrowed from PR)
*Pride Rock grows back to size 6, completes Settler, builds Worker (Holkan on hold), works cown+horse+fpfarm+hamlet+drygrassmine+plainsmine
*Temminck builds Forge (Holkan on hold), works scientist+scientist+sharedvillage+village+hamlet+rice+copper+(unimproved)floodplain
*Feng Shui grows to size 4, builds forge, works farm+farm+farm+dyes
*Kilrah builds Missionary and WHIPS it, works pig+(unimproved)rice

-New Settler is named Snowball VI, moves 2E-2SE to the dyes.
*Nala roads; complete.
*Marie WAITS for Nala, and for Pouncer to make sure the coast is clear, then moves 1SE-1E-1SE to a plains forest on the far side of Yellow Dot
*Chmeee moves 1NE-1E to a floodplain, farms, and CANCELS orders
*Duchess farms
*Berlioz moves 1NE to the rice and farms.
*Oliver roads; complete
*Toulouse moves 1NW to a river plain and roads.
*Thomas O'Malley moves 1S to Chmeee's floodplain, farms, and CANCELS orders
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Okay, so the plan for Turn 104 as posted above is STILL CORRECT [EDIT: ALMOST! I changed one tile assignment at the cap; now updated above as well.] New stuff starts next turn (T105). Since I seem to have taken over microplanning again (not sure whether to apologize or what) I have edited a preliminary plan back into post 8 on page one of the thread again. The posted plan assumes we're not going to be in a culture fight with Ruff in the short term (we have established a NAP and a settling agreement with him, though the NAP has a "don't attack my friends" clause - him attacking Mali or Babylon or us attacking India would invalidate the NAP. We didn't include other allies because they're all lightyears away from both sides.

In the microplan I posted, I've named our new workers for members of Scat Cat's all-feline band (from the Aristocats) and named Yellow Dot Hukawng Valley. If anyone would prefer different names, please say so; I'm not married to these!

Finally, from my notes at the end of that new microplan:

RefSteel Wrote:Maniac wants a mace to help deal with barbs. If I can't come up with something better, we'll probably whip the mace out of Fierias on turn 108, which will change a number of things going all the way back to turn 105. So we have to decide quickly if that's the plan, I guess.
If we start a mace on T107 in the capital, and whip it T108 (note I haven't tested this yet; I'm just assuming this'll end up working best, based on guesstimation) is that soon enough?
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Posted yet another update to the microplan, and noticed the turn had rolled, so I had a look at the new situation, and was greeted by the following:

[Image: hvchine.jpg]

Lord Havelock Vetinari is pleased with us, it seems. The secrets of Machinery are of value to Ankh-Morpork.

So then I saw what I came to look for: No new barbs (we've been fogbusting more dilligently lately) ... and (as you might be able to make out in the background of the image above) the one warrior we'd spotted but not killed the turn before had moved onto our silver mine, not far from where our Holkan was hanging out in Fierias. This of course led to...

[Image: seuss105.jpg]

An(otso) epic confrontation between a marauding barbarian warrior and ... the creator of the Cat in the Hat.

[Image: seuss05a.jpg]

Our borders are safe. For the man who first imagined the ZitherZatherZuzz is watching over them.

Apart from killing the barb and fixing tile assignments, I haven't changed anything yet this turn. I'm still running sims to try to improve the plan we've got. I did request Paper from Carthage, but it might be decided that it's best not to spread that tech around yet (maps can all be traded to and from Carthage anyway).
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And yet ANOTHER change to the microplan back on page 1, subject to Maniac's approval (and/or Cull's - Cull, are you around? We could really, really use any help you could give us!)

The current plan no longer has us whipping the mace; it's just too wasteful. What it does do though is set us up so we CAN whip the mace if needed (and we'll finish it eventually anyway). Instead, we would finish up the Holkan we started a while ago, overflow onto a Monastery (we're spreading Hinduism to Fierias just as the holk finishes), and then churn out some missionaries before finishing the mace. We'll also start a unit of some kind at Pride Rock on T109. Barring emergency, the holk will be finished as a pike after iron is hooked and engineering is in. 109 is also the turn PR completes our 11th worker; I think I'd like one more before getting our next settler out, but I haven't simmed things that far yet.

Exception to the haven't-simmed-things bit: I've done back-of-the-envelope calculations on Kilrah and Hukawng Valley - without benefit of actual envelope. Basically:
Kilrah whips its forge (if memory serves) just before growing to size 7, slow-builds a barracks, gets the Heroic Epic via chops, and builds units until Ragnarok (with more chops available for either more units or other infrastructure - e.g. Hindu temple+monastery for the AP hammers).
Hukawng Valley grows like mad, whips its library (if I remember correctly) just before growing to size 5, overflows into the National Epic, whips a couple missionaries with overflow going to the NE, runs a pair of scientists, starting when the NE completes and stopping when the game ends. Its tiles will pretty much all be farmed (desert hills might get windmills at some point) and it will eventually whip various other infrastructure, probably starting with a forge unless Ruff gets a city with significant culture going nearby. It's going to basically run as many specialists as it can and play roulette with the GP pool except at times when we really want something specific.
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I logged in this morning and saw you had already done what I'd logged in to do. I also logged in at lunch but didn't do much. All I did was move the western warrior.

So, when exactly do we start getting maces? I don't think we can afford to wait 15 turns for them to start rolling off the line. By then we'll need to be making Knights at PR
Favorite quotes:
Diplomacy is the art of letting other people have your way - Unknown.
The graveyards are full of indispensible men - Charles de Gaulle
If you live to be a hundred, I want to live to be a hundred minus one day, so I never have to live without you - Winnie the Pooh.
There's no point in being grown up if you can't be childish sometimes - The Doctor
What's the use of a good quotation if you can't change it? - The Doctor (again)
Your friendship is the nicest gift I have ever recieved - my girlfriend smile
Reply

BTW: My calculation about PR and Kilrah being = for production didn't take levee's into account, I completely forgot about that, so in reality, PR would eventually be a better site. However, PR has forests to chop to make the thing.

EDIT: I just went back and counted tiles, and, if my understanding of which tiles will belong to Temminck vs PR is correct, and if Kilrah uses the one tile it shares with the cap, it's once again a wash. Both have 13 riverside tiles.
Favorite quotes:
Diplomacy is the art of letting other people have your way - Unknown.
The graveyards are full of indispensible men - Charles de Gaulle
If you live to be a hundred, I want to live to be a hundred minus one day, so I never have to live without you - Winnie the Pooh.
There's no point in being grown up if you can't be childish sometimes - The Doctor
What's the use of a good quotation if you can't change it? - The Doctor (again)
Your friendship is the nicest gift I have ever recieved - my girlfriend smile
Reply

Yeah, I'm back.

I was sick for the week, then over the weekend I got really sick, bed-ridden, and a high fever.

With no real way to end this, ugh...
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