Nicolae Carpathia: just checking, is teching nationalism okay?
Nicolae Carpathia: yoooo
ReallyEvilMuffin: That is the one question I have been pondering a lot actually
ReallyEvilMuffin: I think we should turn off research at least until the library is built
ReallyEvilMuffin: Which then delays any choice too
ReallyEvilMuffin: I'm not 100% sure though
ReallyEvilMuffin: Education has a lot going for it actually
Nicolae Carpathia: agreed
ReallyEvilMuffin: Nationalism is good as there is a chance we pop a further GE pre doing it, and can perhaps slowwalk the Taj, but I think that is very unlikely
Nicolae Carpathia: nat has the benefit of letting us hedge and pop the taj if we miss out on AP
ReallyEvilMuffin: so then it gains us the ability to draft (neligible)
ReallyEvilMuffin: Is on route to constitution (powerful for us in spi) but this is expensive
ReallyEvilMuffin: And curs, but we need gunpowder
ReallyEvilMuffin: priniting press is not best
ReallyEvilMuffin: gunpowder is not needed
Nicolae Carpathia: also we're so far from everyone that rushing isnt the best idea
Nicolae Carpathia: what about the state of the liberalism race?
ReallyEvilMuffin: so really it is a choice of hedging on taj, or pushing edu
ReallyEvilMuffin: exactly
ReallyEvilMuffin: but don't forget that we can also push for economics for the free GM
ReallyEvilMuffin: through edu
ReallyEvilMuffin: and get started on universities
Nicolae Carpathia: hmm, i dont really like saving gold, because our expenses are so low
ReallyEvilMuffin: just until the library is in
Nicolae Carpathia: well alright, that works as well
ReallyEvilMuffin: get the most out of the increase in tech
ReallyEvilMuffin: about 5 turns
Nicolae Carpathia: have you played with the sims? i think we can make baraddur 3-turn workers, and the capital speed towards size 6
ReallyEvilMuffin: I think that with only 2 philo civs either route has a chance for us
ReallyEvilMuffin: Getting the early library in the cap, we can push for running scientists there and getting a couple of scientist bulbs
ReallyEvilMuffin: and we can run pacifism less expensively than suleiman giving us the same GPP bonus...
Nicolae Carpathia: true
ReallyEvilMuffin: I think we have a better chance of lib by the back door than taj
Nicolae Carpathia: ok, so turn off research, and probably go for education
ReallyEvilMuffin: and libbing economics... Free tech and free GM
ReallyEvilMuffin: Sounds very nice
Nicolae Carpathia: still need someone willing to not murder us for the GM lol
Nicolae Carpathia: wait, so does the gscientist bulb education or liberalism itself?
ReallyEvilMuffin: well we will see how far people are away from us
ReallyEvilMuffin: I need to see tech costs in game
ReallyEvilMuffin: hmm
ReallyEvilMuffin: 1801 and 1401
ReallyEvilMuffin: beakers
ReallyEvilMuffin: less than I thought
ReallyEvilMuffin: they are both 1 scientist only really
Nicolae Carpathia: lets see, the gscientist goes into education, and the next tech that can be bulbed is printing press
Nicolae Carpathia: no way to bulb lib itself
ReallyEvilMuffin: I guess the move would be to self tech edu, then bulb lib
ReallyEvilMuffin: no lib has higher priority than printing press surely?
Nicolae Carpathia: nope
ReallyEvilMuffin: ergh
Nicolae Carpathia: so, the great person plan would be: 1st into the AP, 2nd bulbs education, and while we're waiting we save up gold for a charge at lib
ReallyEvilMuffin: yes
ReallyEvilMuffin: and you would want to maximise beakers out of the bulb
Nicolae Carpathia: problem is we'd need to hope for a lucky religion spread into capital
ReallyEvilMuffin: so only self tech around 200 beakers into education
Nicolae Carpathia: we'll need to do some proper calculations for that later
ReallyEvilMuffin: yes
ReallyEvilMuffin: I believe I have worked out the map
ReallyEvilMuffin: based on what what said at the start
ReallyEvilMuffin: I believe 6 identical starting areas
ReallyEvilMuffin: 3 like ours, and 3 inverted because he said 'your starting area will be this or a mirror/rotation of this'
ReallyEvilMuffin: so something like
ReallyEvilMuffin: x x x
ReallyEvilMuffin: x x x
Nicolae Carpathia: that makes sense
ReallyEvilMuffin: ok hard to put into the text, but 3N 3S
ReallyEvilMuffin: likely linked kinda hub areas
ReallyEvilMuffin: with islands between
ReallyEvilMuffin: Those desert spurs seem like natural borders
ReallyEvilMuffin: I can't see how else a 6 person game will balance on cylindrical
Nicolae Carpathia: so this turn: improve pasture, but the question is, what tile for the capital to work?
Nicolae Carpathia: from some simming going max food and working the oasis is best
ReallyEvilMuffin: ignoring the captial, i can chop/whip a settler ready to complete EoT 201?
ReallyEvilMuffin: the library gives us some breathing space as we can run scientists there giving us less of a need of tile improvments
ReallyEvilMuffin: thats going worker wealth 1t settler in barabur
Nicolae Carpathia: i got a settler EoT200
ReallyEvilMuffin: cap or barabur?
Nicolae Carpathia: capital
Nicolae Carpathia: oh, i was thinking of using baraddur as a worker pump, and the capital to whip
ReallyEvilMuffin: hmm
Nicolae Carpathia: then again, new cities already carry half a worker with them
Nicolae Carpathia: in the Ind start game, would you routinely whip new cities?
ReallyEvilMuffin: yeah
ReallyEvilMuffin: size 3
ReallyEvilMuffin: get always 1 worker
ReallyEvilMuffin: often 2
ReallyEvilMuffin: straight away
ReallyEvilMuffin: but I was settling with little worker support, and rep/merc at the start
Nicolae Carpathia: plus the granary part of the food box isnt full and the food tiles arent improved, so working the food tiles immediately in new cities isnt that great
Nicolae Carpathia: ok, so we build at least one worker from baraddur, then set up a chop whip there, and a chop whip in the capital as well
Nicolae Carpathia: cap has a high food surplus and few forests: we do 1 chop, 3 pop; baraddur has lower surplus and more forests, do 2-chops (1 from the iron mine), a 2-pop
Nicolae Carpathia: at least thats what im thinking
ReallyEvilMuffin: where do we settle? north again?
Nicolae Carpathia: we could split the baraddur settler north, the cap settler south
Nicolae Carpathia: ill send you an overview pic that we can use for dotmapping
ReallyEvilMuffin: wait a sec
ReallyEvilMuffin: settler cap and barabur both whipped t200
ReallyEvilMuffin: ready eot201
Nicolae Carpathia:
http://imgur.com/43031tF
ReallyEvilMuffin: eot200 sorry
Nicolae Carpathia: so ready to move T201 yup
ReallyEvilMuffin: 2 settlers you got or 1?
Nicolae Carpathia: i havent refined it very much these last few minutes
Nicolae Carpathia: but it sounds like your plan is better than what i had
ReallyEvilMuffin: my plan after the pasture/camp turn gets the rice up and irrgated
ReallyEvilMuffin: the iron starts to mine
ReallyEvilMuffin: then after the farms chops a few forsts
ReallyEvilMuffin: so we use 2 forests on barabur and 1 on the cap
ReallyEvilMuffin: but no extra workers
Nicolae Carpathia: mine sounds similar: 2 pasture workers work their way northeast, the camp worker moves onto iron mine and starts mining
ReallyEvilMuffin: I don't think that is the end of the world though, they are cheap enough and we can get them out of the new cities fast too
Nicolae Carpathia: that sounds fine, we can always do more worker whips while the revolution counter is running down, stacking a little unhappiness doesnt hurt anyone
Nicolae Carpathia: it is a better than than worker pumping, because this isnt rtr, base bts whips are ridic strong
Nicolae Carpathia: esp when you start w a free granary
ReallyEvilMuffin: yup
ReallyEvilMuffin: looking at the map, the tile 1E of the northern wines
ReallyEvilMuffin: do you think that was meant to be a floodplains?
ReallyEvilMuffin: a riverside desert is unusual
ReallyEvilMuffin: not to be a flood
Nicolae Carpathia: its weird, but there are lots of weird deserts in random locations as well
ReallyEvilMuffin: but not riverside though...
Nicolae Carpathia: god knows what was going through the mapmakers head
Nicolae Carpathia: can you post the results of your micro plan in the thread?
ReallyEvilMuffin: one sec, looking at dotmap ideas
ReallyEvilMuffin: really this city will go to IW eventually
ReallyEvilMuffin: so it needs to be strong
Nicolae Carpathia: cottages or watermills?
ReallyEvilMuffin: I would not cottage it too much, as around there it will be a powerhouse with levee and SP workshops
ReallyEvilMuffin: thats quite nice for a spot, frees up the SW coast, and gives us options for the clam
Nicolae Carpathia: ok, so the deer/iron/horses city to the north gets workshops and watermills, while the cities to the south can be cottaged
ReallyEvilMuffin: the deer first ring though is jungled
Nicolae Carpathia: oh, did it grow just this turn?
Nicolae Carpathia: wait no, its been like that for ages
Nicolae Carpathia: 2F
ReallyEvilMuffin: but actually we will get third ring borders from barabur quickly getting that other deer in
Nicolae Carpathia: here is a pic without the city ring overlays so its easier to dotmap
http://imgur.com/Iio4HzV
ReallyEvilMuffin: what if we send both north?
Nicolae Carpathia: that works too
ReallyEvilMuffin: we know that is where we need to fill more cities
Nicolae Carpathia: we can pack them in tight: we're ORG, and we're going monk
ReallyEvilMuffin: Plus there are a few more tiles to share up there
ReallyEvilMuffin: so tentitively, either to share that rice depending on what we see East with the longbow
ReallyEvilMuffin: Or perhaps 1SE of the northern banana?
ReallyEvilMuffin: assuming the city spot you chose as well
Nicolae Carpathia:
http://imgur.com/SNLzfCG here is a proposed dotmap
Nicolae Carpathia: ok, im gonna log in, take screenshots of what our north LB and our explorer sees, set science to 0%, and pasture the horses
ReallyEvilMuffin: ok
ReallyEvilMuffin: i moved the northern lonbow already btw, nothing interesting
Nicolae Carpathia: yeah its desert lol
ReallyEvilMuffin: I generally like the northern half
Nicolae Carpathia: ive changed tech back to nat btw
ReallyEvilMuffin: I would say settle red and yellow next
Nicolae Carpathia: i think the northern half takes priority to extend our influence over, south is backfill
ReallyEvilMuffin: yellow comes able to take over 2 power tiles as needed from barabyr
Nicolae Carpathia: but it is a really nice river just south of the capital
Nicolae Carpathia: i actually prefer going blue and red instead of yellow
ReallyEvilMuffin: why blue?
Nicolae Carpathia: grabs more river tiles, can pop the border for red, and the clams are easier to hook
Nicolae Carpathia: plus baraddur prob wont stop working deer and iron
ReallyEvilMuffin: but - we get those deers from barabur third ring shortly anyway, and the banana comes first ring so we can not worry about border pops there
Nicolae Carpathia: true dat
Nicolae Carpathia: yeah you might be right, id just like to scout the bananas a bit more
ReallyEvilMuffin: yes
Nicolae Carpathia: ill move baraddur's warrior towards there
ReallyEvilMuffin: wait
Nicolae Carpathia: also, in your micro plan, does the capital work the oasis or cottage pasture this turn?
ReallyEvilMuffin: he might be needed for MP in cap
ReallyEvilMuffin: seeing if we can spare him
Nicolae Carpathia: well, that can be done with the next warrior
Nicolae Carpathia: (i mean the scouting can be done with next warrior)
Nicolae Carpathia: 2 unhappiness from no garrison hits at either size 4 or 5, i cant remember
ReallyEvilMuffin: he can be spared and moved this turn
ReallyEvilMuffin: the second warrior can get to the cap in time
Nicolae Carpathia: ok good
ReallyEvilMuffin: we have a choice in my plan - do we want a third warrior?
Nicolae Carpathia: ill move him 1177 just in case
Nicolae Carpathia: what does the 3rd entail?
ReallyEvilMuffin: I spent a turn building wealth to save overflow
ReallyEvilMuffin: but it isn't needed
Nicolae Carpathia: oh, then it would be welcome
ReallyEvilMuffin: we essentially have a turn where barabur needs to grow 3-4
Nicolae Carpathia: we always need strong men in the garrisons!
ReallyEvilMuffin: and can 1t a warrior
ReallyEvilMuffin: lol
Nicolae Carpathia: ok lets do it, not much else to build
ReallyEvilMuffin: a third before we loose the ability to build is always good
ReallyEvilMuffin: 13 hams vs 45
Nicolae Carpathia: yup
ReallyEvilMuffin: no brainer really
Nicolae Carpathia: he can sit back and hit on chicks without never going to war
ReallyEvilMuffin: right Im gonna go in game and number the workers to make it easier to write a plan
Nicolae Carpathia: ok ill log out
ReallyEvilMuffin: this turn cap works pasture btw
Nicolae Carpathia: make sure to take shots of the scouting actions
Nicolae Carpathia: explorer still has 1 movepoint
ReallyEvilMuffin: yes
Nicolae Carpathia: logged out
ReallyEvilMuffin: was unsure whether to try and get the coast on the east or west
ReallyEvilMuffin: but sparing the warrior he can get the western coast
Nicolae Carpathia: i say west coast
ReallyEvilMuffin: ok nothing seen
Nicolae Carpathia: fair
Nicolae Carpathia: also, for your micro plan, will the capital be working a scientist or engineer? because we want a scientist there
ReallyEvilMuffin: oh good point
ReallyEvilMuffin: there was lots of overflow in the cap
ReallyEvilMuffin: so not a big deal
ReallyEvilMuffin: That is important though, we end up with a lot of overflow in the cap to channel to something
Nicolae Carpathia: as in overflow into or out of the settler?
ReallyEvilMuffin: after the settler
ReallyEvilMuffin: probably enough to 1t a worker
Nicolae Carpathia: not a bad idea that
ReallyEvilMuffin: right posted
ReallyEvilMuffin: we should swap to slavery t199 IMO after worker actions
ReallyEvilMuffin: so we can get back to serfdom for the new cities ASAP
ReallyEvilMuffin: more than enough overflow for a worker even with the scientist
ReallyEvilMuffin: also given we will hopefully get the AP soon perhaps barabur can grow on a temple?
Nicolae Carpathia: that sounds like it works
Nicolae Carpathia: could you also post your sim so we're both on the same page?
ReallyEvilMuffin: picture?
Nicolae Carpathia: i mean the save file
ReallyEvilMuffin: at which point?
ReallyEvilMuffin: all done or at start of plan
Nicolae Carpathia: start of plan
Nicolae Carpathia: that way i can play around with it
Nicolae Carpathia: maybe from T193 or so
ReallyEvilMuffin: cant post saves
ReallyEvilMuffin: email?
Nicolae Carpathia: can you zip it and attach it?
ReallyEvilMuffin: its in base bts
Nicolae Carpathia: base bts isnt a problem
ReallyEvilMuffin: done
Nicolae Carpathia: thanks!
ReallyEvilMuffin: feel free to make things better, only important things are the chop finish times, and that we get to size 6/4 in cap/barabur pre settler build in each city
Nicolae Carpathia: yep, for the 3/2 pop whips
ReallyEvilMuffin: I think the slav switch comes early, a few roads built and then back to serfdom ASAP for the new cities.
Nicolae Carpathia: agreed
Nicolae Carpathia: hmm, wait, we need the new cities to whip their workers
ReallyEvilMuffin: Oh good point
Nicolae Carpathia: so that might mean a few turns of handbuilding until it can 1pop whip
ReallyEvilMuffin: itll be at least 2 really
ReallyEvilMuffin: ok swap slavery later then
ReallyEvilMuffin: t200
Nicolae Carpathia: yep, so switch after worker movements
ReallyEvilMuffin: yes
ReallyEvilMuffin: we will get some map info on yellow shortly
ReallyEvilMuffin: and can then plan on which cities are best
ReallyEvilMuffin: and take it from there
ReallyEvilMuffin: right I need to shoot now
ReallyEvilMuffin: Talk soon dude
Nicolae Carpathia: np, cya later