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[PB61 - Spoiler] Jackrb's Football's coming home

SD's idea is better. You chop the forest into a settler and then resume growing on a warrior or axe.
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(July 20th, 2021, 19:34)superdeath Wrote: imo, with barb warriors ect starting to spawn, getting to the last turns that stopping and healing with a scout is worth it.  Should be able to use the scout on the Silk tile to the west to BarbBust that entire west.

I dont like the top right dotmapping without the coast/ocean tiles being unfogged. Gives bad vibes. Corn city seems fine. Fogbust the west with the scout, send a warrior + settler east for the corn, and move axe + settler south for the cow imo. If we get that copper tile hooked up (animals cant enter borders) we have alot less to fear. IMO, the chop can go enter a settler and then grow on a warrior the turn after with us whipping 4<2 on the settler when we get to there.

Good ideas here with the scout, its there so might as well defog as much as possible in the west.
Dotmapping can change, but I'm going to use the upcoming warrior from city to defog coast, north of capital, and then defend corn city. Copper I want to get hooked up ASAP (even though I love keeping around cheap warriors for fogbusting, its not gonna fly). Chop going into settler is best play I think, allowing us to whip another settler quicker, and the growth of the city should line up pretty well with whip timer based on my mental calculations (3 turns to size3, 4 turns to size4?, 1 turn holding settler for chop, 1 turn building settler).

Turn 32:
Actually a very boring turn with very little to do. Newest worker half-builds a road enroute to copper at Cosyton.
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Turn 33:
Warrior finishes and goes to explore north to defog some coast. Chop and rest of overflow go into settler (63 foodhammers jeez, when whipping next settler overflow could go into in axe). Meanwhile other worker half-builds road again, moving again towards Costyon's copper.

zzz
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You really don't want to overflow out of a settler with IMPerialistic.
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(July 21st, 2021, 13:12)Tarkeel Wrote: You really don't want to overflow out of a settler with IMPerialistic.

+1

Also, i dont really get the building of half roads on the way to the copper. Takes exactly 2t to get to the copper from the capital for the fresh worker. Slowing it down from that job to build half roads... Why? It would be efficient if you were wasting a half worker turn/movement moving onto a hill or forest anyway.. but you arent in this case.

IMO, if you are looking for something for that chopping worker to do, building a mine that the Capital can use for Foodhammers for settler production, isnt a bad idea. Ideally, it continues to hook up food and chop granaries/workers/settlers out, but mines arent a bad option.

How is this for an idea: Grow to size 3/4 on warriors/axes and then whip the settler. Overflow into another settler and then swap to either a worker (if no barb trouble/if the 2nd city cant start producing one itself) or another military unit for its own happy/barb busting.
"Superdeath seems to have acquired a rep for aggression somehow. [Image: noidea.gif] In this game that's going to help us because he's going to go to the negotiating table with twitchy eyes and slightly too wide a grin and terrify the neighbors into favorable border agreements, one-sided tech deals and staggered NAPs."
-Old Harry. PB48.
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As I understood Jack, he isn't slowing down. He is building half a road 1S of the capitol with a fresh worker and then move that worker to the hill.

EDIT. Forget it. Next time I look longer at the screenshot
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Ah, yep, you're right. Too used to trying to avoid wasted worker turns at all costs, but yeah in this case this was not worth it.

Oh well, its done, and I already did turn 34. Live and learn, this won't be the first mistake I'm sure..

Turn 34: One worker moves onto copper. Other worker finishes half road next to Cosyton, in position to... something? Was thinking of moving to and chopping forest, timed when Pottery comes in in 4 turns.

Growing to size 4, whipping settler was plan regardless, but overflow into settler is good plan (Had forgotten that IMP overflow is bad aah, putting it in settler is least worst option).

Side note: seeing the lurker thread grow a bit, scary heh
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While we're on the topic, is IMP Settler overflow bad only because you can lose a fractional hammer to rounding, or am I missing some broader concept? For example let's say you had a Settler at 98/100h and put a pre-Math chop into it, assume for simplicity no other production that turn.

If IMP, you get 98+20*2 = 138/100h, 19h overflows into a non-Settler build. 1 IMP hammer is spent finishing the Settler and you get the rest as overflow.

If not IMP, you get 98 + 20 = 118/100h, 18h overflows into a non-Settler build. 2 non-IMP hammers are spent finishing the Settler and you get the rest as overflow.

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The problem with IMP overflow is that the food invested into the settler gets divided out too without having profited from the IMP bonus initially. For this reason, it's better to whip a worker or axe or whatever and overflow into the settler. Probably requires a chop to actually finish it quickly.

Strategic needs are more important than this kind of effiency thinking, of course. If you need a settler for a contested spot immediatly just whipping it for 2 pop is still best. But with good planning and foresight you can often avoid the aforementioned inefficiency.
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Ah I see now, thank you for the explanation. I know you generally want to spend as few turns as possible building Workers and Settlers and not growing, but this makes an even stronger case for it as IMP.

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