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[49 spoilers] Miguelito, pindicator and Adrien take Shiva by the hands

thanks Ref and Adrien! So my takeaway is: it's optimal to have, at the end of the turn the granary finishes, no more than half of the food bar, plus as much as you will overflow on the turn of growing (wrong? then I'd have to reread Ref's post).

(April 18th, 2020, 15:51)pindicator Wrote: I'm warming to Orange - with a border pop it will be good.

I've simmed and thought over this more than I like to admit, but my conclusion is: Orange gets the faster next settler, gets the religion secure, and is better strategically in that it opens a path to the north, and also leaves the wheat as a possible 3rd city location. (with Elephant I'd really be at a bit of a loss where to found third - the southern cow/rice is a bit much in Ruff's face, we wouldn't have the workers for the FP valley yet, beyond the jungle is a huge leap, so... hop on a boat?)
In fact I pulled the trigger this turn: we're building a settler, not a worker, after having grown to size 4 (worker straight afterwars). It will be whipped eot 22. The original plan had us whipping the settler eot17. On the upside, we have a warrior, one more netted fish, and one more pop in the cap to whip a worker. Don't know if that's strictly better, but I feel it isn't too awful.


(April 18th, 2020, 15:51)pindicator Wrote: I also like purple and red over coastal elephant.

How about pulling the scout back and scouting south of that desert a little?  I'd just like to see that next row or two of tiles to see what's near the wheat

with purple, red is becoming pretty fillerish, especially if we take one of the spots by the marble (that's not to say that a filler which can help grow all those cottages doesn't make sense at some point). The one thing I don't like about purple is that it's on flatland without a river, as the probable border city towards Ruff. Still, it's clearly the best option. The exception may be if there's seafood for that desert hill (because if it wasn't clear from the previous posts, the fog shows that there's just coast there. I'll try to take the scout there.


I made an overview of the terrain we've scouted so far:


note that I also recoloured the dots. There are now 4 candidates for the NW spot (well 4 is unlikely). I see us settling this area for fourth, possibly even 3rd city (but purple's probably better)

The scout killed another lion (4xp now, next Medic I) and had a look at Ruff, but didn't want to stand close to his warrior on turn end, so I couldn't look at the capital and will move back towards the desert hill (made a rather dumb move to gain vision on the hill W of the city. Scout's now on the hill E of the lion)




finally can someone explain what this means? (I don't know how to switch PBspy to English? Maybe it decides by IP?). Everybody got huge turn increases when t20 rolled. We grew to pop 4 on that occasion.



t20 & 21 demos/power






I think the difference is Hunting?



still winning. cool
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(April 18th, 2020, 17:59)Miguelito Wrote: finally can someone explain what this means? (I don't know how to switch PBspy to English? Maybe it decides by IP?). Everybody got huge turn increases when t20 rolled. We grew to pop 4 on that occasion.


Players only gain points for their land tiles 20 turns after they've controlled them. (The land points score in the Demographics screen updates instantly, on the other hand.)
There is no way to peace. Peace is the way.
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It's from the border pop I think, the point increase is always delayed by a few turns. 6 times the number of land tiles uncovered on the second ring.
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(April 18th, 2020, 18:07)naufragar Wrote:
(April 18th, 2020, 17:59)Miguelito Wrote: finally can someone explain what this means? (I don't know how to switch PBspy to English? Maybe it decides by IP?). Everybody got huge turn increases when t20 rolled. We grew to pop 4 on that occasion.

Players only gain points for their land tiles 20 turns after they've controlled them. (The land points score in the Demographics screen updates instantly, on the other hand.)

(April 18th, 2020, 18:08)AdrienIer Wrote: It's from the border pop I think, the point increase is always delayed by a few turns. 6 times the number of land tiles uncovered on the second ring.

good to know, thanks.
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turn 22 & 23

Screenshots didn't take for turn 22. I 2pop-whipped the settler, which will found on t25. At Ruff's, the scout looked a bit over the water before turning back:


Yellow dot looks ever more beautiful. I'm considering moving its priority up to fourth city. Its very provocative of course - 4 tiles from Ruff's cap and 5 from Cairo's. I think it possible though that Ruff's capital is landlocked, with that river layout (though he has a coast tile in the BFC - not sure if Ref would do that if he can't access it). In any case, the galley's path to the capital would be longer than 4 tiles, and hence, it's still closest to ours and we have the mandate from heaven to take it.

FT also whipped the turn we did (1pop), and Cornflakes has revolted:


Interestingly, Ruff, the third SPI player, hasn't (of course he can time the revolt with the first time he actually wnts to whip; I did that).

also, on t23 I noticed we had met superdeath. Not sure where and when.

Demos


that's 6 people with 3 pop, one with 2 (FT after whipping probably) and one with 1 (I don't monitor pbspy as close as to know who)


The capital is starting a worker, to be completed on t25 by another whip (the new city takes the second fish immediately). I'm not sure what the cap's going to do afterwards. I lean towards another worker, slowly produced at size 1. That takes 8 turns, which is faster than growing 5t, then building half of it, then whip (cap has just one good tile left for the moment, that's the big drawback of Orange). In my latest sim I do that and then actually also build the third settler on pop1, aided by chops. The alternative I see is to skip the worker and build the settler on pop2 with a whip and less chops. It's 2 turns faster, but I feel the third worker is better, there's a lot to do. The second city will grow on a warrior, then switch to a worker after growth, who is chopped with a lot of overflow to start the granary, and on 3 pop will whip an axe.

New topic for discussion: I feel like it would be helpful to get one flood plain farmed. probably not the one at the cap, which should really be a cottage, but maybe the one W of the copper. A 4food tile could really help in that the capital could take both fish more oftenly. Also, the green dots have no food resources so far, and just growing on FP cottages isn't that great, so that farm could also help later on (W of the jungle rice would help dark green as well, but is worse for the worker micro - I hope I can get the whole valley scouted before we have to make that decision.
If we do that, it could make sense to take agri before Pottery, in order to get the extra prereq bonus. I'll have to see how much that delays the granaries
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turn 24

we were found by Commodore's Japanese:




I'm expecting Comm to be in the NW, Cornflakes in the SW/W, and superdeath somewhere behind Ruff. Notably Ruff and Cairo haven't met, maybe due to a 4th party on our little lake.

Demos/power:




What is a 4k power jump if not a unit? Should I be concerned? but why would he have a resource connected.

Still interested in your opinions on the topics I raised the previous report.
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turn 25, the beautiful:






Poly finishes with help of the free beaker. Borders pop end of next turn, so the new worker (finished 60/60 shades ) can go and mine the copper straight away. We'll stay low on pop, but we have only the fish tiles to work anyways for now, so it's not that bad. Makes it seem reasonable to let the cap build another worker on size one. The second city will get the copper mine soon after growth.

In retrospect, I could've masked the founding of the city on PBspy with the whip (I've read that's possible at least). Whatever. 

found seafood in the south:


the new light purple dot seems to me like a plausible, more defensible frontier city versus Ruff. Of course deep purple with the cow is better. But we are likely heading towards conflict with Ruff when we found the island city. Otoh, it's one tile further away, and can more easily be bypassed, not sure what is better here.

Demos:

4th in food still on minimal population smile


Question to the lurkers: I was thinking of a Shiva/Hindu god naming scheme (it's hjigh time I get one). With us now founding Hinduism, could that be considered a spoiler (it should be evident from PBspy / game log anyways / when I take the religion)?
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(April 21st, 2020, 04:49)Miguelito Wrote: Question to the lurkers: I was thinking of a Shiva/Hindu god naming scheme (it's hjigh time I get one). With us now founding Hinduism, could that be considered a spoiler (it should be evident from PBspy / game log anyways / when I take the religion)?

I believe it shows up on the in-game scoreboard when you adopt it (you get a little Hindu icon with a star) whether they've met you or not. And they can't see your city names until they've met you anyway. So I don't think the naming scheme will spoil anything!
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(April 21st, 2020, 05:54)RefSteel Wrote:
(April 21st, 2020, 04:49)Miguelito Wrote: Question to the lurkers: I was thinking of a Shiva/Hindu god naming scheme (it's hjigh time I get one). With us now founding Hinduism, could that be considered a spoiler (it should be evident from PBspy / game log anyways / when I take the religion)?

I believe it shows up on the in-game scoreboard when you adopt it (you get a little Hindu icon with a star) whether they've met you or not.  And they can't see your city names until they've met you anyway.  So I don't think the naming scheme will spoil anything!

I'm pretty sure that the Hindu icon only appears if you have contact.
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Oh, I hate farming flood plains. Don't do it unless you have to.
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