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[PB61 - Spoiler] bell's uncreatively named spoiler thread

So before I start to go into some of the new stuff that's been happening or that we're planning, let's go over some of the older developments I alluded to in earlier posts.

First, we built the Great Lighthouse. Unlike most times when people build an impactful wonder like TGLH, there really was no plan behind this. You can get an idea of the reasoning just by looking at Thalassina and its hammer count:



At the time that we decided to build TGLH, Thalassina was producing 21 hammers every turn with the Organized Religion bonus. We honestly were just thinking that it would end up producing fail gold for our march to Currency, though I did make a comment at the time along the lines of "I doubt we'll actually get it, but if we do that'll also be nice." Well, we did get it. We actually ended up chopping Thalassina's two remaining forests into the city too, though we still weren't particularly fussed about actually completing it. That being said, it's a nice pickup -- or it will be once we get open borders again . . . 

Speaking of Open Borders, Mjmd made the useful suggestion after my last post to bribe the other players to open borders. We offered 3 gpt to Bing and 4 gpt to Van along with OB, and we're hoping that at least one of them will take it. We need foreign trade routes both for TGLH and Currency! It's important! Plus, having open borders with other people will lessen the opportunity cost for attacking Rome . . .

Anyway, back to our prior plans. The other thing we did was start to build the Hanging Gardens. This was also sort of something we fell into -- while Mjmd had been pushing me to consider the Hanging Gardens for several turns before now, we actually landed on the idea of building it in Foramen for unrelated reasons. First, Foramen kept having to work unimproved tiles as Wolof grew larger, and we wanted to have it work improved tiles instead. However, most of the tiles that Foramen wants to work are currently forest hills -- so we needed something to chop those forests into before we could mine the hills, and the Hanging Gardens were a good choice. We'd also just like some sort of large cultural building in Foramen so we can claim the strategic hill tile to the northwest and potentially Waterdream Warm's first ring. You can see the prep work we did here, from a few turns ago. 



It's less obvious in the screenshot, but we had 2-pop whipped a library near max overflow and were about to whip an aqueduct for the same. Organized Religion is putting in work here, letting us whip with much less hammer investment. Since then, we've also gone ahead and chopped one of the western forests while guarding our workers with Foramen's entire defense force and the units floating between Foramen and Satus to the south.. I think that made JackRB a bit nervous . . . oh well, you gotta do what you gotta do to get those sweet chop yields! I wasn't about to risk 2-5 workers (depending on the turn) on JackRB deciding to be nice! But anyway, while we could have built the Hanging Gardens on T99 if we wanted by chopping every forest, we're just slow-building for now instead. The issue is that we're going to be founding several cities over the next few turns. One should go up on each of T101, T102, and T103, though we may delay the T102 city by a turn since it's a jungle location that's completely worthless until we can do some chopping. Since each of those cities gets an extra pop point from the Hanging Gardens, we'd ideally like to delay the wonder until those cities are founded -- though if we see an aqueduct go up in Roman or Khmer territory, we'll go ahead and chop out the wonder. These are planned to be our last cities (at least prior to combat settlers being a thing), though I'll consider putting a city on the desert hill tile south of Hospes if Bing takes the nearby Malinese city.

We also founded two cities in the interim between the last big post and this one. These are relatively minor locations -- Mjmd has described Hospes as "an aggressive landgrab for food and a handful of grassland tiles", and The Grey Eyries exist for the sole purpose of extending cultural control over the strategic mountain tile to the far west of Garbo Peninsula. The most interesting thing about them is our terrace builds in those cities -- we discovered Math right before we finished chopping out the terraces, and we got 30 hammers in Hospes and 37 in The Grey Eyries from that, instantly completing our terraces. The 15-hammer discount really matters more and more when your chops get you closer to completion in the first place. 

Anyway, let's end by taking a look at the current demographics screen:



You'll immediately notice that we're not nearly as far ahead as we appeared to be on T75, at least when you look at Food. There are two big reasons for this. The first is actually a lack of happiness -- notice how far behind we are in the approval rating category? Our top three rivals had more happiness than us for most of the game -- Joshy had Charismatic bonuses and both gold and gems, JackRB had both gold and gems, and Vanrober had Representation. That extra happiness means that their big cities could work more food tiles, inflating the food count. While this imbalance irks me, I don't think it's entirely because of the map; while both Joshy and Jack did have relatively nearby gold and gems, I think both of them settled gems resources that should have gone to their respective neighbors Jesse and Bing. That being said, it would have been very nice to have an extra source of happiness that we could actually settle . . . Anyway, we've begun to alleviate this deficiency by trading Joshy our extra gems for his extra gold now that he's lost his gems to JesseL, and we'll be basically fine once we discover Calendar. But it's still an annoying problem to have. Though it could be worse; Vanrober didn't even have a single precious metal resource until recently!

The second reason for our Food deficiency is . . . well, our food deficiency. I'll go over this in more detail when I make a post specifically talking about the map, and Mjmd has already griped about it, but our territory just has less food compared to JackRB's or Joshy's. A lot of our cities are settled near only one food resource, and often not even one that has a high yield. I mean, we have two cities whose main food source is a cow tile! Three when we settle the other city on Garbo Peninsula! We can't really build a Food lead long-term because we just can't work that much food in the first place. 

Other than Food, though, we're approximately at parity with the rest of the major players. We did lag behind in city count for a bit, but that was mostly due to a combination of Organized Religion costs and our detour to Monotheism; we couldn't settle as many cities while we had to pay for the civic and play catch-up on research! Now that we've secured Currency (and the Great Lighthouse!) we're in a much better spot to finish settling. We were only third to Currency, but I think that's reasonable given the large detour we made along the religion tree. Vanrober made a similar detour and they hadn't even picked up Math by the time we did! So I think we're doing all right on the economic front. The one big takeaway from the research situation is that JackRB may be doing much better than we thought circa T75. Khmer was actually first to Currency, I believe at an early T92, and that was while having no Open Borders agreements! So we're on the lookout in case JackRB decides to start making major moves.

Well, I think that's all for now. In the next few posts, I want to talk about the map, city development, worker plans, and (hopefully) our beginning military build-up. But that will have to wait for now.
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Bribing people with gpt is the standard play as owner of the GLH.
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I'm not going to lie I wouldn't have expected Bing to know enough to cancel open borders, so maybe someone asked him to? Vanrober should want to be a natural ally, so hoping takes the bribe. Its not that good of a wonder for us, we just kind of built it for fail gold, and then I was like sure lets put some chops in for fail gold as we have a lot of key techs we want to hit coming up. Then we actually got it....... I also was thinking along lines of it would be really bad to fall into Jack or Joshys hands.

HG I wanted and we had sweet micro for that we ended up not needing as we just keep delaying for new cities....... because so far it looks like we can? Main danger is Jack has a forest heavy city somewhere, but no stone so probably safe. Anyways delay means extra chop gets to go somewhere else.

A plains cow does not count as food......... And we stole those other cows fair and square! Mind you we would have been screwed on cities if we hadn't.
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T101 &102


Quote:Bellarch
no aqueducts built that we can see. Rome actually cancelled OB but Mongolia took the deal. Van offered OB for 10 gpt but I think that's a bit high? Though with Rome having cancelled I might have to take that, idk. Kind of want to try for 8 first?


Rome evidently wants to be attacked???? The literal only thing preventing is lack of forces and the trade for gold which we really need. Its possible they want bribed, but the prospect of some border adjustment around the spot we wanted is tempting..... See how situation develops.

Vanrober you have 11 cities so you want pretty much the entire difference??? smoke  Bellarch offered 8gpt. I thought at the time it was high still, but Vanrober is probably going to settle some filler cities soon so probably will even out and we don't mind Van being strong.

What I'm actually posting about is follows:
-Without islands open borders is SOOOO HUGE. Rome actually shot themselves in the foot as well with this. Bellarch mentioned but Jack hasn't had any until recently and now only has with Van.
-Mercantilism is probably going to be high consideration depending how things shake out. 

Other reason posting:
[Image: Civ4ScreenShot0608.JPG?width=1065&height=599]

Not pictured size 8 city SE. I 100% like the instinct to attack Rome pre Praets (although they just got, but again Jesse was SLOW), but if you are going to attack whip a little! Also if plan was chariots should NOT have built barracks. Could either have attacked sooner OR attacked with more chariots.

Bellarch is currently in process of building barracks, but part of that is due to not "needing" more units atm (even if we attack Rome would be limited), having organized, and building more axes. Axes can take city raider which is a much more valuable promotion than combat I.
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(August 25th, 2021, 08:04)Mjmd Wrote: HG I wanted and we had sweet micro for that we ended up not needing as we just keep delaying for new cities.......

Death,  taxes,  and Mjmd pushing for HG wink

Why do you think mercantilism will be good when there are no islands? You mean just if you'renot getting OB anyways?
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(August 26th, 2021, 04:40)Miguelito Wrote:
(August 25th, 2021, 08:04)Mjmd Wrote: HG I wanted and we had sweet micro for that we ended up not needing as we just keep delaying for new cities.......

Death,  taxes,  and Mjmd pushing for HG wink

Why do you think mercantilism will be good when there are no islands? You mean just if you'renot getting OB anyways?

I'm going to take a second to address both halves, but second first:

-Basically lets assume for sake of assuming that in 50 turns this is going to be a 4 player game. We are never opening borders with Jack unless we are committing to an attack vs Rome, but unless that is about the time Jack is attacking Bing, Jack will NEVER do that. That means we would need both Van and Joshy to have open borders with us to fill routes. You're just leaving yourself open to huge income swings if one cancels. Its possible optics changes this math (speaking of another reason to nerf), but non optic cities basically come out ahead and with GLH but not optics its even under mercantilism. I suspect we will get optics before banking.

Hanging Gardens IS REALLY GOOD. If you have a lot of cities. Specifically if you have a lot of cities most of whom aren't at the happy cap, which at this point in the game means new cities. Especially due to economy that we were slower to more cities than opponents. HG will basically come along and say "no you weren't". Even the excess pop at happy cap is still useful for whipping things like markets in Ater and Wolof and MoM, which someone else did get calendar before us. Its good without organized, but with organized (and stone which is prob required to be good), its actually a disgusting amount of production and growth you get. It was approximately 236 hammers base, but will give us 12 population worth 30 base hammers = 360 hammers!!!! You might say a gain of 124 hammers isn't that big (which I disagree, it is this early), but its also that a lot of new cities will get up and running a lot faster accelerating growth curve. You're taking hammers from one city and distributing them. I probably shouldn't be typing this because then people will start stealing MY HANGING GARDENS!!!!
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It's also just lined up that Hanging Gardens will be very good for us right now (though I agree with Mjmd that it'd be a good wonder no matter what). We will have three new cities next turn that could use more population (size 2 cities are just so much better than size 1 cities!), we have two slow-growth cities (Foramen and The Grey Eyries) that would really appreciate free pop, and we have several cities that could use it to recover from whips. Whenever we get to next turn I'll have to spend some time taking pictures to show just how good the Hanging Gardens payoff will be.
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This post will be an overview of our cities, combined with an explanation of why the Hanging Gardens is going to be a very good pickup for us. I'll put the city screen images in spoiler tags so the post doesn't take up too much space on the screen, but you can also just look at the pictures here (along with some extras) if you'd prefer to do that. The sum total is that the Hanging Gardens contribute at every single city we own but one -- the extra population gets used to fuel additional growth, grow cities that otherwise would have trouble doing so, make new cities more productive, or just to whip workers. It's especially valuable in a civ like ours where our cities are very densely packed and share food resources -- the population increase from the Hanging Gardens allows us to grow multiple cities closer to their happy cap simultaneously that would otherwise have to trade off their shared food resources to do so.




Ater is recovering from whipping a settler two turns ago, but the extra Hanging Gardens pop will help it get there. It's also important to get Ater more population because we'll be using that pop to whip a Market, giving the city both more happiness and a gold multiplier at 0% commerce.




Thalassina is one of our few cities that doesn't benefit from the extra pop, though it could end up fueling unit whips in the near future. Extra unit whips would allow us to build up our military faster -- important since Rome's power is spiking -- without taking away Thalassina's good tiles, which all provide either food or hammers.




Wolof's next job is to whip a market, just like Ater. Similarly, Wolof wants the extra pop from the Hanging Gardens to fuel that whip. The extra pop is especially important because Wolof just grows slowly in general; being able to shave something like 3-5 turns of growth is a very good thing!




Foramen has just finished whipping off a lot of pop to overflow hammers into the Hanging Gardens. It's also just a slow-growing city because we only just got the ability to chop the jungle over the bananas. The extra pop will allow Foramen to immediately work a tile that would otherwise take an additional 8 turns -- probably the southern farm it shares with Satus, which will allow it to grow slightly faster in the immediate future. And, of course, the fact that the Hanging Gardens will actually be built in Foramen is going to be a major help culturally.




Satus may not need the additional population directly, but the extra pop will allow us to whip another worker -- extremely important given all the jungle we have to chop.





The Hanging Gardens pop increase is perfectly timed at Blessed Isle to give it more population right as one point of whip unhappiness wears off. We also need that extra population because we should be able to whip the Moai statues soon, and the extra growth will both allow us to whip faster and recover more easily. That being said, Blessed Isle grows so fast that the Hanging Gardens growth is less valuable here than it is in other cities (though it's still much appreciated!)




Nok is about to start working a huge amount of hammer tiles in a bid to build the Mausoleum (or perhaps just some axes). The extra pop from the Hanging Gardens allows it to not worry about working the deer tile for max food and instead concentrate on pumping out more hammers.




Similarly to Nok, Okoro is going to spending most of the near future working high-hammer tiles so we can build units faster -- in this case Galleys. We'll also have to whip a Lighthouse at some point, as Okoro will be straining for food when Ater retakes the deer tile otherwise. The city's growth will be slow without the deer tile; the Hanging Gardens will once again allow us to bypass its food needs for growth.




Hospes is a new city that would appreciate the population, but we're going to use it to whip another worker. The city just doesn't have that many improved tiles or any specialist slots to take advantage of the extra pop, and we really need more workers right now.




The Grey Eyries are a slow-growing location that doesn't even have a non-food-negative tile to work until we chop out the Lighthouse. The city is going to be very slow to grow forever, so having an additional pop will help -- especially since the city is small, and early growth always matters more than late growth.




Aksum is a new city with only two tiles that provide any food surplus. The extra pop from the Hanging Gardens will allow it to work both of them. The Hanging Gardens are especially important in new cities like Aksum because the marginal benefit of an extra point of population is huge; being able to work two tiles instead of one matters a lot!




Kahtan is a newly founded city that really wants the extra pop. It's especially important because Kahtan has only two food surplus tiles to work and both are only +1; both are important to allow the city to grow in a timely fashion.





Green Stretch wants the extra pop because it's a new city, though it won't be doing much with it until we can clear some of the jungle. 

So the TL;DR of this is that the Hanging Gardens are going to be a very good wonder for us! I very much don't regret pursuing it. Next on our list is going to be Calendar -- we have to get more happiness resources in order to really make the most use out of our cities, and the fact that JackRB has gone for Calendar means that we'll probably be safe to delay Construction for a bit. Not for too long though; Rome's power spike (combined with what looks like a lackluster defense from JesseL) is worrying me.
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Slowly withers away waiting for pre and post demo screenshots promised.
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whip Bell whip 

So I've never really done the discord thing before. As any of you know who read PB55 volume of Amica's I was pretty involved, but discord well I think Bellarch made a mistake starting me yapping there. I also think its probably led to less reporting here.

So since Bellarch isn't reporting and I'm waiting on stuff in other games, there are three things I remember from Commodores thread in PB55.
1) Commodore and Gav should always start next to each other. 2) Guerrilla II longbows are cool. 3)

[Image: unknown.png]

This really struck me for some odd reason. The same way I will always think of Commodore with Cornelius avatar. So ya mainly we've been doing boring micro. Its absolutely integral to the game, but as far as I know there aren't a lot of good threads covering it.

Here are some random parts of our conversations that I thought might be insightful to greens:

8/26
Conversation about Mao and Blessed Isle which just has infinite food along with random conversation about needing more workers as normal:

could also just whip 3 pop; Blessed Isle has the food surplus for it and it'll be growing into unhappiness soon
Mjmd — 08/26/2021
the thing is that it will be getting more happy
I kind of want to put a worker in queue at Okora to improve that iron
and just get another worker up there
bellarch — 08/26/2021
I think it's a good idea. I was thinking about it while I was playing the turn
bellarch — 08/26/2021
realize that BI grows something like 2 pop every 3 turns or so
Mjmd — 08/26/2021
done
bellarch — 08/26/2021
although the growth pace slows while unhappy I suppose
Mjmd — 08/26/2021
we add +3 happy with calendar. We will probably whip market as a 3 or even 4 pop whip
so grow grow grow!!!!

and indeed Blessed Isle is now perfectly growing into calendar resource happys as they come online. 


8/28
I wouldn't whip anything in Nok
we can work random tiles and then put that whip into MoM
fine with wealth build, quencha wouldn't result in much overflow
Thal was my note
ironic it doesn't have a library
I just wanted to get that started before we had cats and WE available to build
I turned on tech
otherwise our GNP is REDICULOUS
231 vs 175 rival best
at 50% only 191 vs 175
Rome in my opinion should just want the safe open borders
we should renegotiate with Van when that 10 turns is up
for maybe 6gpt?
may not be worth the hassle
hate giving anything to Rome honestly
Mjmd — 08/28/2021
made some random notes with question marks after them
Mjmd — 08/28/2021
we are actually paying 13 gpt in routes for 6 gpt in GLH trade routes........

First off I blame me for not stopping the 8gpt trade. But ya we are losing 1gpt now because we built it. Ooopps. Thal is building a market without having a library which is a little abnormal, but that's because we are planning 2nd golden age already before first starts. GA planning is a key thing in multiplayer. Also binary research early is good to save for KTBs and for any multipliers like libraries you build, but later if doing well, don't do binary if you think it will spook people.


8/28
[Image: HI0n10g.png]

Still haven't seen anything from Jack, but good lesson is that things can get hot fast. Bellarch has actually gotten 3 natural spreads recently for religion which is great. All the new cities now have and just missing in 3 of the older cities (1 for sure will need manually spread)


8/28
you may want to wealth build a bit to construction
I'm assuming you know why wealth building is bad
but there are times for it
bellarch — 08/28/2021
hmmm yeah seems reasonable. reduce the window where they have construction and we don't to be as small as possible
Mjmd — 08/28/2021
ya weakness window
I mean axe cat stacks are good
but you need the cat part of that lol
I wouldn't go nuts with them
but like just enough to reduce by 1 turn
bellarch — 08/28/2021
I'm not sure I quite recall reading why wealth building is bad, but I assume it's no production + not really producing much compared to GNP + lack of multipliers right now
yeah, I'm assuming we're focusing more on getting war elephants? once we get HBR ofc
Mjmd — 08/28/2021
basically its just opportunity cost of building whatever other x thing is
bellarch — 08/28/2021
yeah that's what I was thinking
Mjmd — 08/28/2021
we could be building axes, missionaries, markets
ect
but none of those things matter much if we dead


8/30
Mjmd — 08/30/2021
I made notes for 2 more workers
I thought we were done with workers
but nope
bellarch — 08/30/2021
yeah we need a LOT of workers
stupid jungle
Mjmd — 08/30/2021
last two workers I SWEAR
bellarch — 08/30/2021
last two (until the next two)
Mjmd — 08/30/2021
we still have a lot of tiles even in older cities that should be improved with raising of happy cap
plains river tiles
so more mines
all of green stretch lol
or at least the dyes

I think my main contribution has been to keep suggesting workers. 3 were whipped when HG was completed. Then ya found 2 more spots to slide some in. I usually am very bad about making sure I have enough workers. I've been trying to teach Bellarch better than what I actually do in my own games twirl


9/2
Mjmd — Today at 8:05 AM
your GNP is scary.......
love that jack isn't doing a sudden buildup
bellarch — Today at 8:06 AM
and it's only at 50%!!! I'm trying to keep it down!
Mjmd — Today at 8:06 AM
ya keep it down
I'm definitely hoping we can get metal casting and build forges before things get spicy
bellarch — Today at 8:06 AM
took a picture last turn but we're near 300 GNP if we go full tilt on research
though that's partially ktbs of course
bellarch — Today at 8:14 AM
anyway, you saw my notes asking about whips and builds? Mainly at Thal and Okoro, I think
Mjmd — Today at 8:22 AM
Ya notes made
I made a note near okoro about whipping units after lighthouse but honestly might have forges by then
bellarch — Today at 8:24 AM
great, just wanted to check
And yeah, with metal casting being cheap I don't think it'll be too long until forges. I think HBR is like a 2-turn or 3-turn tech if we research around break-even? And then Metal Casting probably takes about that long
Mjmd — Today at 8:27 AM
Since we have cats you could play a little greedy and get mc first
bellarch — Today at 8:31 AM
hm, that's a good point. I'll think about it. Main reason I see not to (besides military) is that JackRB/Joshy might research it in the meantime so we get ktbs, but that's really a minor consideration especially when they're both cheap techs
Mjmd — Today at 8:33 AM
If you do decide to give for first that would affect whip decisions in nw and probably at thal as well
Look at power graph again next turn and decide
bellarch — Today at 8:34 AM
Will do! Trust me, I've been keeping a close eye on JackRB's power lol
it just obviously hasn't moved yet
Mjmd — Today at 8:35 AM
Another place to look is food graph
Sometimes shows 1t prior as whipping leads to drop. Or working lots of mines over cottages


Just some samples that might actually be not complete garbage. Some not so useful stuff like intermittent bellyaching about being in the middle and not getting the soft targets as direct neighbors still. We get to settle 1 more city near Rek, but still not the haul Joshy/Amica and Van are raking in.
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