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[SPOILERS] CFCJester and Nakor want revenge!

(September 7th, 2013, 05:34)Nakor Wrote: We'll whip after the chop comes in, right?
Or do you want to 3-pop whip size 6-3?
Chop can go into a Worker then.
For the 2 pop whip, the chop comes in first and we're able to whip the following turn.
If we do grow to sz 6 then 6-3 whip and chop should end up into the worker.
The easy way to make sure is just to chop/cancel action every turn, whip before worker actions and the hammers from the chop won't screw up the whip (i.e. cause it to go from a 3 pop whip to a 2 pop whip).
Global lurker smile ; played in Civ VI PBEM 4, 5, 15; DL suboptimal Civ VI PBEM 17
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T55:

Scout moved:

[Image: Civ4ScreenShot0490_zpseca5edb8.jpg]

There is another city east. I think I should send Gaul there and use the axe for barb patrol. Or do you want me to bring Gaul back to scout the westcoast?

Axe finished in Rhuidean. We can put 2T into the Settler, then put 1T into an Axe (Rhuidean will grow to size 6) and 3-pop whip the Settler. The chop can go into a worker then. What do you think?

[Image: Civ4ScreenShot0492_zps36cde96b.jpg]

Demo's are really sad, so no going to show them... cry
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(September 8th, 2013, 01:08)Nakor Wrote: There is another city east. I think I should send Gaul there and use the axe for barb patrol. Or do you want me to bring Gaul back to scout the westcoast?
Gaul could go 2E first...getting vision on another city is a very good idea! After that I am torn somewhat. We do need to scout the west coast and it would be safer to have Gaul help the axe guide the settler to the new city. However, the scouting of the coast could be done later. I'd say move Gaul 2E for now. We can re-evaluate afterwards.
Quote:Axe finished in Rhuidean. We can put 2T into the Settler, then put 1T into an Axe (Rhuidean will grow to size 6) and 3-pop whip the Settler. The chop can go into a worker then. What do you think?
Yep. Delay the chop until T58 (have Bran put 1t into a road T57 instead of completing the chop). We'll get the worker 1t sooner. Glad you caught that!
Global lurker smile ; played in Civ VI PBEM 4, 5, 15; DL suboptimal Civ VI PBEM 17
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T56:

[Image: Civ4ScreenShot0493_zpsa83306a7.jpg]

What do you think of my suggested move? Or should Gaul head back?
Pindooters city had an Archer for defense.

Axe (Rhuarc) is moving towards our next site.

We can whip the Barracks in 2T in CRH. Do we do that and then build/chop the worker to get faster border pops or do we manually build the Barracks and wait with whipping for the worker?
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(September 8th, 2013, 12:51)Nakor Wrote: What do you think of my suggested move? Or should Gaul head back?
Pindooters city had an Archer for defense.

Axe (Rhuarc) is moving towards our next site.

We can whip the Barracks in 2T in CRH. Do we do that and then build/chop the worker to get faster border pops or do we manually build the Barracks and wait with whipping for the worker?
Gaul can move where you indicated. Scouting the west coast can wait a few more turns. Gaul's scouting of the coast only determines where we settle in that area after the phant site is settled.

We want to whip the barracks at size 3 since without a border pop, another worker isn't needed right away. The chop from completing the mine will go into the worker anyway. Iirc, that speeds up the worker to ~3-4t which is fine. We mainly need the extra worker to get the cow and horses hooked up quickly once the borders do pop (as well as set up Great spot! once we have enough local defense in the area and can chop out a settler). The next time CRH whips will probably be at happy cap (if even then) to speed up the settler, but only if it makes sense since by then we should have great tiles to work (reason why we really want two workers there). In this case, the border pop is the priority.
Global lurker smile ; played in Civ VI PBEM 4, 5, 15; DL suboptimal Civ VI PBEM 17
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Turn 57:

Moved Gaul, but no city visibility. There was an Axe from Scooter there... Where to move next?

[Image: Civ4ScreenShot0494_zpse124c515.jpg]

Then roaded with Bran for 1T, chop next turn into the worker.
Rhuidean will grow to size 6 and 3-pop whip the Settler:

[Image: Civ4ScreenShot0496_zps1e99f4a7.jpg]

And CRH whipped the barracks so we get earlier border pops. Worker next, then only military and maybe the occasional settler/worker:

[Image: Civ4ScreenShot0495_zps8e4fc877.jpg]

Tech set to Writing, though Sailing might be a good call as well. 0% research for 2-3 turns, then science back on.

We're still in terrible shape, but hope to get better soon....
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Writing is fine then Sailing. Looks like Gaul is going to slowly make his way around Pindicooter's borders. Probably a one way trip. Not really sure but might as well keep exploring. It would be nice to get a sense of how their cities are laid out. We can always send a chariot to scout out city sites along the west coast. Gaul will most likely be much safer near their borders anyways.
Global lurker smile ; played in Civ VI PBEM 4, 5, 15; DL suboptimal Civ VI PBEM 17
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Turn 58:

3-pop whipped the Settler in Rhuidean

[Image: Civ4ScreenShot0497_zps2db5aa37.jpg]

I'll chop the forest T59 and put that into a Worker. Military after the worker for sure. Before another settler.

CRH finished the Barracks and started on the worker with nice overflow. A chop will finish that in 2T.

[Image: Civ4ScreenShot0498_zpsef8d3e5a.jpg]

We have the lowest number of cities for a civ on this planet, I think.... don't know how we'll catch up, but we'll have to see.
Azza and Lewwyn are at 4 cities, scooter and commodore at 3.
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CRH needs to get out 2 archers and then a settler asap after the worker. Great spot! will help to get out settlers (corn+cows+plenty of forests to chop). Rhu has forests to chop as well. For the record, Lewger's capitol was almost entirely covered in forests (plus had 2 pigs+a grain) so they should have expanded quickly. We otoh, had one of each food type (and needed a WB to improve one of them). Kind of sick of starting on the coast (three consecutive games now). frown
Global lurker smile ; played in Civ VI PBEM 4, 5, 15; DL suboptimal Civ VI PBEM 17
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T59:

Settler moved out, chop came into the worker. With lots of overflow giving this:

[Image: Civ4ScreenShot0499_zpsffb27a5b.jpg]

I'll move Bran 1N and start roading there.
Meanwhile I moved Rhuarc (Axe) 1NE to show more coast. He'll be back to cover the settler.
The new worker will finish the cottage.

At CRH:

[Image: Civ4ScreenShot0500_zps0189dc1d.jpg]

Chop is in, mine is done, another 2T worker. Tam will move to the forest 1E of CRH and will road before chopping.
Then he can move to the horses for the pasture.
Second worker can road the pigs and cows before pasturing there, or chop another forest (NW of CRH).

Powergraph (next turn we'll get commodore as well):

[Image: Civ4ScreenShot0501_zps9e2e1a27.jpg]

Think we're getting back on track.
New city's first build is a Granary or a Barracks?
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