You think I've never made stupid mistakes like that? I just had a 5 year head start on most people.
[Spoilers] Dtay's first PB: When you play a game of CIV, you win or you die
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My mistake is retroactively justified by the appearance of another barb:
![]() Probably would have had to whip a warrior anyway, and this way I possibly save a warrior from dying. Hurray for mistakes! Other axes are healing up. One recently built ax is going to beeline down to that other copper. Couple options once I'm down there 1) Sit on the copper itself, force Jowy to dislodge me. If I can get the full 5 turns fortify the first ax he attacks with (I'm assuming he got at least 1, probably 2, maybe 3 axes out) only has 4% odds. The combination of two only has aggregate 45% odds of dislodging me. Obviously if he gets chariots in the meantime it becomes a lot easier for him. Maybe I can try to get a spear down there? EDIT: Did the odds wrong. 60% chance 2 axes dislodge me. Still... those are good odds re: investment it requires on each of our parts. 2) Hide in a non-visible-from-2-tiles-away spot and hope to ambush a settler party. This would be great if I could pull it off, but I bet it will take more than 1 ax. The copper in question: ![]() screenshot] Notably, I can complicate the above for Jowy by sending my two eventually-healed axes either to the copper spot or down the road to wherever his civ lies. I feel VERY vulnerable to a chariot attack though. The lack of chariots in the last conflict implies he lacked AH or Horses, which can be rectified without my knowledge. I want 2 spears soon-ish. I'll probably build at least one out of EC in between its settler completion and it growing. How long to pursue this war is a question I am being very careful to keep in mind though. As long as he has no copper I feel pretty safe containing him. Trading maps with OH at this stage would be lolz. He would see the seeming road to nowhere, a random copper mine, and city ruins, all without seeing the color of who I was fighting.
Fear cuts deeper than swords.
Anyone watching Civstats should know who you're fighting. Otherwise good thoughts.
You should name the whipped warrior 'futurecop' :-)
Slightly longer-term thoughts:
Once I finish math... should I beeline construction and try to take Jowy out with one fell catapult swoop? No way he's anywhere near his own catapults... I should do some sims this out and see how many hammers i would have to invest for an obviously-telegraphed (I couldn't hide the soldier points boost) yet still-successful attack. My gut is its not worth it compared to investing those hammers in settlers/workers. I should check though. Catapults are such an advantage when they are asymmetrically possessed. Actually eliminating Jowy MAY (emphasis on MAY) be the more peaceful-expansion route compared to an ongoing cold war. Emphasis on MAY though. See how these targeted, surgical military ventures tend to expand into all out war... I even have a BLOODY ROAD going basically from my territory to (presumably lol) his. A ROAD. He did my combat engineer work FOR ME. Mustn't get irrationally dragged in though... mustn't get irrationally dragged in...
Fear cuts deeper than swords.
That question was rhetorical, in case it wasn't obvious. I wasn't actually asking for lurkers to tell me my tech path.
Fear cuts deeper than swords.
Spamming my own thread with... Guess I'm just thinking a lot about the game right now.
Plan I've opted for re: GS is one that has it popping in 21 turns. That would be 16 if I hadn't had to whip the city. I'll grow to size 3 on the wheat and cows, then make my 3rd and 4th pops scientists. Making the 2nd and 3rd pops scientists would get the GP out 2 turns faster, but with substantially less city growth (stagnates at 3), so I think the tradeoff isn't worth it.
Fear cuts deeper than swords.
While waiting for Retep to play (thinking about civ: excellent distraction from debate/class work)
General roadmap I've have for my empire over the next 15-30 turns or so, divided by region. I've thought it out in more detail than I'm typing here, but don't feel like transcribing the turn by turn details is an interesting read Central and South City These cities are focused on upping my GNP base. South City has its plan for the GS pop. The two workers (and the 3rd soon to be built in the capital) are hooking up the ivory, cottaging the floodplains in Central and shared Grasslands, and hooking the gold. The goal is to make my capital a GNP monster, very early Academy working tons of cottages. South City itself is just slow building a Granary while it pops the GS. I there are vague thoughts of chopping in the Granary so it finishes earlier and I get some extra food, but that's not the current plan. Managing happy is paramount here. Hooking the Ivory and Gold means I can get 7 happy in the capital, working the clams, 2 fp cottages, the sheep, and 3 grassland cottages. Once I'm at the cap, churn out settlers/workers on a whip cycle. East City and Resembool These are my settler factories at the moment. East City is set to finish a 5t settler right now (5t with chops that is). Resembool is growing up to size 2, working the finished-just-in-time horse pasture, then starting a 10t settler. Resembool is never going to be much of a long term city, its a filler to claim the horses and can share the plains cows with EC. Besides that, its long term prospects are working grassland cottages and slow-but-steady growth upwards. After EC finishes the settler, it'll pump out a quick 2t chariot, then a yet-to-be-determined military unit as it grows up to size 5. The Lake Off near Jowy's abandoned copper mine, I'll settle that planned ph site in 7t. Two workers will high tail it over there, farming the wheat and chopping out a barracks for a border pop. Then get a granary off a whip or chop or something, build up the city for awesomeness. Long term I hope to chop in a marble wonder here, perhaps the Great Library (considering a GL beeline if the Jowy war dies down). GLib calculations: If I'm working the marble, the plains cows, wheat, and two other plains hills (very adhoc/rough sketch of what production could look like), that's 18 hpt, times 2 for marble, 36 hammers per turn. If I time in 4 chops and a whip to finish I can 2 turn it T1 240 - chops -100 - 2 pop whip -36 - natural building overflow (does overflow "keep" the multipied hammers or do they stop multiplying once I pass 350?) 26h, probably into the national epic (or a unit). This is pretty far off though, 14 turns (ish, given GNP changes) to math, then 2 more techs if I beeline, but Philosophical GL seems pretty strong. With the national epic built that's 27 GPP a turn without more specialists. The War I see no reason for peace right now. I don't really have sudden aggression plans, I'll keep my eyes open for harrassment potential, but the main reason is I don't want Jowy/TBS to be able to settle up by the northern copper for sure, and ideally not by the southern copper if I can help it. Once I've secured the North (get the pretty gold, probably in 15-20 turns or so), I'll probably offer peace and just try to outtech them. 2 cities to 4 is a pretty big disadvantage to come back from. I don't think I can send my axes blind down that road, Jowy MUST be acquiring Chariots, its the natural reaction if I keep denying him copper. I don't see any horses off east, but they could easily be in his yet-unseen territory or to Jowy's east. Given the 4t minimum time for healing, sending a stack of 2 axes off is probably suicide. I'm trying to get some spears and chariots out in between the workers/settlers, and my military will collectively just try to stop him from expanding into the north copper, and at least annoy attempts to settle the south copper.
Fear cuts deeper than swords.
All hammers in the city get multiplied, even in excess of the building cost. Then they get divided back down to "base" hammers at the current rate.
Example: you chop 6 forests and have 20 natural hammers all on one turn. Hey, good planning! With marble that's (180+20)*2.0 = 400h into TGL. The 50h overflow is divided by the production multiplier: (400-350)/2.0 = 25h overflow for the next turn. Important to know that if you overflow from a mfg enhancer like a forge or a factory, the overflow is reduced based on the *new* production multiplier. So massive overflow when completing a forge isn't actually helpful.
Overflow gets divided back down to base hammers by whatever the production modifier is. So if you have 36 overflow and the marble is your only modifier, you'll get 18 base hammers of overflow. If you have a forge or organized religion you'd factor those in before you divide your surplus back to base.
Edit: Ceil ninja'd me and wrote a better post too. I type slowly on this tablet. ![]() Played: Pitboss 18 - Kublai Khan of Germany Somalia | Pitboss 11 - De Gaulle of Byzantium | Pitboss 8 - Churchill of Portugal | PB7 - Mao of Native America | PBEM29 Greens - Mao of Babylon |