February 21st, 2013, 11:15
Posts: 15,144
Threads: 111
Joined: Apr 2007
(February 21st, 2013, 11:14)scooter Wrote: The issue I see with going WB first is we then have to get to sz4 before we can whip the granary, because it's going to be a 2 pop whip. I think it's quicker (and much more efficient) to make them both 1 pop whips.
To be clear though, this should be trivially easy to test which plan comes out ahead. We might as well.
February 21st, 2013, 12:34
Posts: 17,423
Threads: 78
Joined: Nov 2005
(February 21st, 2013, 11:15)scooter Wrote: (February 21st, 2013, 11:14)scooter Wrote: The issue I see with going WB first is we then have to get to sz4 before we can whip the granary, because it's going to be a 2 pop whip. I think it's quicker (and much more efficient) to make them both 1 pop whips.
To be clear though, this should be trivially easy to test which plan comes out ahead. We might as well.
Yeah, i found my project of the day
February 21st, 2013, 16:14
Posts: 17,423
Threads: 78
Joined: Nov 2005
So here's what i've come up with. A couple of options, actually, depending on how many chops we use. Each scenario i ran built work boat, granary, and lighthouse (in some order) and then grew back to size 4.
With no chops: whip granary at size 2, whip wb, whip lighthouse. eta 39 turns
With one chop: whip work boat, chop & whip granary, whip lighthouse. eta 32 turns
With two chops: (chop work boat in new city), chop & whip granary, whip lighthouse. eta 27 turns
I think 2 chops is out. Saving 5 turns here can be traded for saving 5 turns on the next settler to be chopped out of city #8
So is one chop saving 7 turns on clam city worth using a forest that would go toward chopping out settlers?
February 21st, 2013, 18:02
Posts: 13,214
Threads: 25
Joined: Oct 2010
So about Clam City. I would definitely build the work boat in another city, either slow build it in JJ after the lighthouse or whip/chop it in DQ, whichever is faster. The farm-chop in DQ could be the work boat, or we could put that into the granary and then whip the work boat. CC's chop would be for the granary with a whip. That's my gut feeling on the most overall efficient way to do it.
February 21st, 2013, 18:12
Posts: 17,423
Threads: 78
Joined: Nov 2005
(February 21st, 2013, 18:02)NobleHelium Wrote: So about Clam City. I would definitely build the work boat in another city, either slow build it in JJ after the lighthouse or whip/chop it in DQ, whichever is faster. The farm-chop in DQ could be the work boat, or we could put that into the granary and then whip the work boat. CC's chop would be for the granary with a whip. That's my gut feeling on the most overall efficient way to do it.
Yeah, for getting the city up and running i think this is right. But i don't have high hopes for Clam City -- Claim Jumper, that's what we could rename it to -- so i'm thinking that if all this city is going to be good for is bringing in commerce then maybe it's better to use the chops on getting other cities up and running quicker
February 22nd, 2013, 12:27
Posts: 17,423
Threads: 78
Joined: Nov 2005
So i think that big picture, we don't want to spend any chops on the clam city. The one alternative would be if we put moai there, but long term that city is only going to be good for bringing in commerce and right now we need hammers. So i think those chops are better spent getting the granary up at the next city and chopping out more settlers so we can get the entire island settled ASAP.
I do like Noble's suggestion of slow building a work boat out of JJ after its lighthouse completes. That will speed up growth at least a few turns.
February 22nd, 2013, 13:39
Posts: 13,214
Threads: 25
Joined: Oct 2010
(February 21st, 2013, 07:28)flugauto Wrote: From CivFanatics
Classic Literature
Prereq: WRITING
Obsolete: NATIONALISM or PRINTING_PRESS or EDUCATION or GUNPOWDER or ASTRONOMY
Active/Weight: 20/500
Aim:
Build default number of players for this world size libraries (7 for standard)
Result:
1. +2 research in one (triggering) city's library
2. get one ancient era tech
3. IF you control the Great Library wonder gain +1 scientist specialist for this wonder
I'm not sure this is correct. Typically rewards like #1 give the boost to all buildings of that type. +2b per library would be decent.
February 22nd, 2013, 14:01
Posts: 5,630
Threads: 30
Joined: Apr 2009
(February 22nd, 2013, 13:39)NobleHelium Wrote: (February 21st, 2013, 07:28)flugauto Wrote: From CivFanatics
Classic Literature
Prereq: WRITING
Obsolete: NATIONALISM or PRINTING_PRESS or EDUCATION or GUNPOWDER or ASTRONOMY
Active/Weight: 20/500
Aim:
Build default number of players for this world size libraries (7 for standard)
Result:
1. +2 research in one (triggering) city's library
2. get one ancient era tech
3. IF you control the Great Library wonder gain +1 scientist specialist for this wonder
I'm not sure this is correct. Typically rewards like #1 give the boost to all buildings of that type. +2b per library would be decent.
Ok, that would be pretty awesome.
February 22nd, 2013, 15:35
Posts: 2,585
Threads: 43
Joined: Apr 2008
I've already been wrong in this thread once but I do believe it is only 2 beakers in ONE city. I just got that event in a SP game recently...
February 22nd, 2013, 15:45
Posts: 7,548
Threads: 63
Joined: Dec 2005
Or is this just another instance of trying to explain a game mechanic wrong in your thread to inflate lurker posts??!?
|