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[Spoilers] Old Human Tourist: Empress of Azteca

The problem for Cynheard is that the stack of 1-movers that took Giedi Prime will arrive eventually. And if he doesn't protect ST this turn they'll arrive a lot quicker...

Sorry Mardoc, I forgot to take a shot of our attack on Azza, it'll be the main event next turn, but this turn we've got much more exciting fish frying:

Figuring out overflow mechanics.
Oxford:

Alfie already has 48 hammers in an Aqueduct, an LB and a cat.


It's making 14 base hammers now with a 1.75 multiplier for units and 2.0 on buildings. It will be making 16 base hammers in three turns and could make 18 if we want to mine the windmill temporarily. Our cascade could look like this:

Cat 48+(16*1.75)= cat + 26/1.75= 14 overflow
LB 48+(16+14)*1.75 = LB + 50/1.75= 28 o/f
Knight 72+(16+28)*1.75= Knight + 59/1.75= 33 o/f
Aqueduct 94+(16+33)*2= Aqueduct + 92/2= 46 o/f

Or, if the Knight has 84 hammers in it, this:
Knight 84+(16+28)*1.75= Knight + 28/1.75= 40 o/f
Aqueduct 94+(16+40)*2= Aqueduct + 106/2= 50 o/f

So our overflow will be 46-50 hammers, which makes for a seven turn Oxford (max hammers):
t1frown50+18)*2.5=170
t2:18*2.5 = 215
t3:18*2.5 = 260
t4:18*2.5 = 305
t5:18*2.5 = 350
t6:18*2.5 = 395
t7:18*2.5 = 440
We could work a couple of citizens on t6 to get it earlier...

(min hammers):
t1frown46+16)*2.5=155
t2:16*2.5 = 195
t3:16*2.5 = 235
t4:16*2.5 = 275
t5:16*2.5 = 315
t6:16*2.5 = 355
t7:16*2.5 = 395
We could work one turn of the mine instead of the windmill to get it t7. Either way we're mostly dependent on when our eighth uni gets built. We'll know more about that in a couple of turns.

Statue Of Liberty
Zucchini will produce a forge in a couple of turns. Because it can whip we don't need to cascade in the same way. Next turn it'll make +15 food when a cottage gets turned into a farm, the turn after +16, then +17 meaning it can grow to size 16 by t170. At size 16 it can make 40 base hammers at neutral food, but whipping away two pop would still allow us to make 40 hammers at -2 food. Thanks to Copper they become 80 hpt for an eot189 build.


Making so many base hammers means that Cats are too cheap for overflow, so getting a Knight to 88/90 and whipping the turn before we start, then whipping a Market at 148/150 later on gives us nearly 200 extra hammers, cutting the ETA to eot186. (Or slightly earlier if we do a huge whip with the wonder penalty). If we have time to get eg a Sacrificial Altar to 88/90 that will also shave another turn off. Also Replaceable Parts or Caste would speed it up too.

A Great Engineer gives about 500 hammers I think, so if BGN does have one he gets a six turn head start on us.

Note to self: Check where that forest would chop into...
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(November 13th, 2014, 14:47)Mardoc Wrote:
(November 13th, 2014, 13:10)Fintourist Wrote: wins e.g. 5 out of first 4 battles

Man, that'd be some trick! neenerneener

duh

(in case it isn't obvious I ment 5 out of 9, so 4 losses..)
Finished:
PBEM 45G, PB 13, PB 18, PB 38 & PB 49

Top 3 favorite turns: 
#1, #2, #3
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(November 13th, 2014, 17:52)Old Harry Wrote: A Great Engineer gives about 500 hammers I think, so if BGN does have one he gets a six turn head start on us.

The formula is based on city size where one uses the GE, but I could not find it quickly. 500 is probably on the conservative side.
Finished:
PBEM 45G, PB 13, PB 18, PB 38 & PB 49

Top 3 favorite turns: 
#1, #2, #3
Reply

(November 13th, 2014, 17:52)Old Harry Wrote: ..allow us to make 40 hammers at -2 food. Thanks to Copper they become 80 hpt for an eot189 build.

Remember that wonder-boosting resources only give +50 % in this mod unless there is a bug with copper?
Finished:
PBEM 45G, PB 13, PB 18, PB 38 & PB 49

Top 3 favorite turns: 
#1, #2, #3
Reply

And this post is here just because I need to retake the lead in our post count war (348 vs 347) jive
Finished:
PBEM 45G, PB 13, PB 18, PB 38 & PB 49

Top 3 favorite turns: 
#1, #2, #3
Reply

I had a look for the engineer rush formula too with no luck. I imagine it's somewhere between 500-600 hammers though. Also there is a chance Gertie produces one for us in about 15 turns time...

(November 14th, 2014, 04:41)Fintourist Wrote:
(November 13th, 2014, 17:52)Old Harry Wrote: ..allow us to make 40 hammers at -2 food. Thanks to Copper they become 80 hpt for an eot189 build.

Remember that wonder-boosting resources only give +50 % in this mod unless there is a bug with copper?

+ Forge + OR... It's gold that has the 100% bug.

I see through your transparent post-count chicanery.
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I just realised that the knight gives alfie more overflow than the aqueduct due to the hammer multiplier... crazyeye
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A GE gives 500 hammers plus 20 hammers per pop in the city.
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Thanks Gawdzak!

Anyone around for some warfare this morning?
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Did you OH notice that dtay moved his main 2-mover stack to pindicator continent? There might be a backstab happening.. yikes rolleye

Dtay gets Rifling in 3, then he can upgrade some knights into Cavs and give pindi a hard time.. Is there any way how we can warn pindicator?

I'm speculating on how to react to a possible war, I placed signs on 7 possible Galleon staging tiles, 3 of them depend on dtay not getting Optics, but others should work in any case. 10 galleons filled with 30 knights would enable us to capture or raze 9 dtay cities on the first turn of war. Even less will do if dtay does not improve his defenses. You know that I like stuff like this and IMO we should put ourselves in position where we can execute this already in ~10 turns.

Dtay catching pindicator with pants down in the middle of Cyneheard attack and taking control of the continent north of us sounds like something we want to prevent. Screw the boring kingmaker Civ4 meta, which says that we should not get involved and gift the win to BGN. If it seems necessary, let's screw our and dtay's games and count on still beating Boldly in the late game.

Pretty popcorn Let's backstab the backstabber.

Plan B is to try opportunistically take cities off pindi and Cyneheard while dtay hopefully does the real heavy-lifting.
Finished:
PBEM 45G, PB 13, PB 18, PB 38 & PB 49

Top 3 favorite turns: 
#1, #2, #3
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