October 28th, 2021, 07:34
(This post was last modified: October 28th, 2021, 07:50 by Rusten.)
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Quote:The capital's worker finishes before Pottery, so we can't whip into a granary, but we can pretty easily double-whip and grow back on the sheep and corn.
Just put a turn into a settler before completing the worker. We'd need to wait for the chop in any case I believe. It doesn't really matter if that turn into the settler is spent before the granary or not, we'll 2-pop whip it at size 4.
Settler in Veilgarden sounds alright, but let's do that in addition to the capital in that case.
edit: growing capital to 4 and whipping the granary isn't terrible, but it's less efficient.
October 29th, 2021, 14:32
(This post was last modified: October 29th, 2021, 14:35 by naufragar.)
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I've put a turn into a settler in the capital and moved a worker to chop. Hopefully that northern barb cooperates...
Meanwhile, the uncooperative humans:
Doesn't make me happy. I stopped our EP spending at 43 on Vanrober and he has disregarded that gentlemanly split and is now at 48 EP on us. I've moved to get Mjmd's graphs. Hopefully we don't have to waste points on Vanrober.
Mjmd's new city has two warriors for garrison.
I could log back in to move Shuttered Palace's axe towards that city but I don't estimate that play to have much value.
Veilgarden gets its settler in like 5 turns. I think we want to aggressively settle 1N of the corn and start using our Creative culture.
For what it's worth, Mjmd is lurked by Pindicator who probably knows to watch out for me from PB59.
Very old PB59 spoiler:
It looks like that little island in our sea is close to Mjmd but I want it. The trade routes are too valuable.
There is no way to peace. Peace is the way.
October 30th, 2021, 09:37
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I rolled the turn, so, if you'll forgive the laziness, I'll just report the second one:
The northern barb and eastern barb both attacked and lost. The northern one did no damage. I worked max hammers in The Flit to get a warrior out in two turns if necessary. This slowed our growth by a turn but I thought it was necessary. Oh well. 10 hammers into a warrior there. A new barb appears in the West. (Really feeling the lack of a real military unit up here.) Not totally sure what to do about him if he just heads straight for our sheep. Vodka tells me we win 96% of the time if we just attack. Ok. Not guaranteed, but there's no way we lose our capital to a 4% barb roll, right?
You can see that we're a little short of Masonry in 4 turns at 100% research, but I'm optimistic we can make it with some percentage. We whip in a bunch of places which makes the calculation difficult. I've moved our new worker 1E of the cap and started a road. Next turn, the chopping worker finishes. Then he moves 1E of his square to road. The goal is to get as many workers onto the stone on the turn that Masonry comes in, so we can get our stone hooked in 3 turns. If we lose some worker turns along the way, I'm less concerned. I think we're valuing speed over efficiency here. By the way the horse tile still needs 3 turns (1 for pasture, 2 for road), so the horse worker needs a friend in order to road the stone tile the turn before Masonry comes in.
The granary at the capital completes at the same time as it grows, but we couldn't have done this faster. In fact, the granary completes at exactly 60 hammers. This isn't the end of the world. I assume we're two-whipping a settler from there next, anyway. (Assuming the barb cooperates. )
Here's the South:
I've fortified the warrior. My usual custom is to just use the Wait command, but I want Mjmd to understand that I'd be unhappy with any further western expansion. I've moved the axe so that it's hopefully out of sight but ready to defend the warrior. One neighbor knows Archery. It would make sense for it to be Mali. One neighbor also knows Mysticism and now Mjmd is working a hill forest. Want to bet he's going monument first to steal our corn? Annoyingly, when our chops come in (two turns from now), our settler in Veilgarden goes to 97/100 hammers. Very frustrating. So it's a long while before we can settle the corn ourselves. (This does mean our southern worker has a chance to build a road segment, which speeds up the settler by a turn.
We're in a great position, but I'm wary about this southern area. We're Pericles of the Dutch, with only one city able to build military. I don't particularly want to arm wrestle the Imperialistic Mali...
For what it's worth, Vanrober stopped his EP at 48, so I went to 45 and we now have his graphs back. Still working on Mjmd.
There is no way to peace. Peace is the way.
October 30th, 2021, 17:30
(This post was last modified: October 30th, 2021, 17:31 by Rusten.)
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I only had time to read 5 words but the granary timing is fucked up now. It might be better to use "avoid growth", but I'll need to log in and see.
edit: he can't steal our corn if we settle it in the 1st ring, we'll get 20 free culture per turn after the first border pop.
October 31st, 2021, 09:07
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I think that's a forest vs. trees thing. Here's the cap:
We'd lose 5 food on the growth turn, but more importantly delaying growth gets us the settler out one turn slower. I can't imagine this is worth it.
I haven't ended the turn (and Vanrober still has to play), so we've got time to make changes.
There is no way to peace. Peace is the way.
October 31st, 2021, 14:13
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Hadn't realized this was turn 50! Oops. This report is far too small.
Next turn, we roll some more barb combats. Ick. I completed the granary and will whip the settler soon. The granary in The Flit doesn't get completed yet. We're full steam ahead on Pyramids. It's possible that we can in fact make Masonry in two turns, but it's going to be really tight.
Here's the South:
Mjmd went monument first, but we should be able to get the corn. Still a little worried about a bunch of skirmishers. Shuttered Palace isn't completing that worker, I don't think. I just wanted to dump the overflow from the granary whip into it.
There is no way to peace. Peace is the way.
November 1st, 2021, 17:23
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We attacked the barb warrior and won our 50%, but our barb troubles continue.
Ah, the joys of Emperor. Here comes a barb Archer. We're putting 4 hammers into an axe this turn, so we can two pop whip it next turn. (As indeed we must.) We can then go back to a settler at the capital, but our current break even is 20% and we're about to plant another city. I suspect this city makes us dead broke.
Notice we met Tarkeel. Given the small, toroidal map, I have no idea where he really came from. Mjmd is at 48 EP on us. Hopefully he stops so we can get his graphs?
We're getting ready to settle right next to Mjmd.
Our settler is on the jungle with the worker. I'm having those workers road for security and worker efficiency. We want to get that corn improved ASAP. I'm kind of counting on Mjmd not whipping a bunch of skirmishers at our plant. He's still working a forest tile, which tells me he's counting on getting the corn and he didn't want to plant flat land. It's a tense, scary position in a tense, scary map.
I said I wasn't going to build a worker at Shuttered Palace at size 2, but our economy's in the garbage and I don't want to bother shifting our other workers down this way. Borders expand in two turns, and I'll do the math if it's better to grow to size 4 on the granary and whip.
By the way, I love how Tarkeel has the most cities and his civilization name is Fast. Hilarious.
There is no way to peace. Peace is the way.
November 1st, 2021, 17:29
(This post was last modified: November 1st, 2021, 17:29 by naufragar.)
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Oh! I didn't say anything about 'mids. At size 3, The Flit gets it done like around turn 73 or a touch earlier just with its forests and horse/stone/deer.
There is no way to peace. Peace is the way.
November 1st, 2021, 17:30
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Sorry for not posting for a few days, I had back to back Halloween parties and have felt a little under the weather since. I'll try to get back into it this week (although I'll be away again this upcoming weekend).
It hurts my soul to complete a granary as a city grows, something has gone wrong then, but at least we have it now.
No need to do the math, whipping a worker with a granary is infinitely better than building it normally. You should definitely queue something else and grow. Don't put more than 1 turn into it.
November 1st, 2021, 17:34
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Hope you feel better soon.
Swapped SP to a warrior.
Yeah, if I knew we were going Axe after Granary I would've delayed growth. Thought we were rushing out another settler.
There is no way to peace. Peace is the way.
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