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(March 16th, 2013, 12:35)pindicator Wrote: I was thinking the north central spot. It's got a pastured sheep ready to go and 3 first-ring forests; we just need a 2nd ring to get the sheep in culture. But we definitely should keep pumping settlers from Culver. And somehow fit in a forge whip.
I like this. And we can send the missionary from JJ to this central spot so that the chops are OR-boosted.
(March 16th, 2013, 12:35)pindicator Wrote: Fair point. I'd like to be able to ship a missionary along with that worker then - any chance we can line that up? Since whips are nerfed we need to make sure we're getting the most out of them: forges and religion are high priorities i think.
Yeah... I kinda think JJ ought to just pump missionaries indefinitely right now.
March 16th, 2013, 12:40
(This post was last modified: March 16th, 2013, 12:42 by pindicator.)
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I'm liking the idea of harassing slowcheetah with triremes a bit more. He hooked up the clams by that sheep i highlighted, so a couple of harassing triremes would slow him down pretty well. I think we'd want more than two, still.
Is that more important to us than developing? I'm trying to think where we'd get the units made at. Maybe two is all we can get together.
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Ok, finished the turn. I decided to get another missionary out of Culvers while we bump it up another size or so:
We're definitely short on missionaries right now in general. We should probably go with another settler after this. In foreign news, we have city visibility on our former capital:
This is the only city we have visibility on (we haven't spent a single EP on Commodore since we met India, but we keep gaining visibility which is fine with me). Unsurprisingly, his gold losses at 80% are triple what ours are, but I'm sure he's pulling in significantly more beakers too. Spending too much time on this screenshot is probably akin to stalking an ex, so let's just move right along.
So I really think we need a farm on this grassland tile, so I've started it. Reason being is that TGIF is probably not going to be able to use that clam from Dominos very much, since Dominos will have Moai and will then want to work as much coast as possible. Therefore, we really need that grassland farm to get up to a reasonable 5F surplus, so let's get on that. Here's the central as it preps for our next city:
The city can be settled on T156. The missionary will complete EoT156, and Hinduism will be spread into here on T158. The idea would be to complete both chops right on T158 into a granary. So we can prechop these now, then probably road them up or something, then complete the chops as soon as Hinduism is spread into here. We should probably talk about how to go about improving this city. I don't see this being a big commerce city. It's a little low on food, and it only has a handful of grassland tiles. However, every single tile is irrigated naturally, so we could just farm this thing a bunch and supplement it with those plains workshops/watermills + a couple specialists if need be. Get a granary/forge/ikhanda and use it as a generic military pump. Thoughts?
The south:
I elected not to whip DQ just yet, as I'd prefer a 5->3 doublewhip rather than a 4->2, mainly because I don't see much point in unnecessarily whipping off the silver which we'd be doing in a 4->2 whip.
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[Standard NH Nitpick]That's investigate city level. City visibility gives you normal tile visibility as if you had a unit on the city tile.[/Standard NH Nitpick]
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(March 16th, 2013, 23:10)NobleHelium Wrote: [Standard NH Nitpick]That's investigate city level. City visibility gives you normal tile visibility as if you had a unit on the city tile.[/Standard NH Nitpick]
In case the lurkers are curious, I think I'm just about into the Acceptance Stage.
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Where does Bargaining fit in?
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Popped into the game to take a look. I was greeted by this:
Decided to take it, hopefully this isn't a huge problem. This will let us grow Culvers a couple more sizes while getting us a missionary:
I'd like to propose the following plan for Dominos management:
We swap to the Lighthouse now and do this:
t155: 7/60 +11h (after OR)
t156: 18/60 +11h (after OR) growth to sz6 EoT
t157: 29/60 sz6 double whip: (50h whip + 9hpt base) * 1.25 => 73h
That's pretty heavy overflow into Moai for a nerfed double whip, which not only gets the 25% OR boost but also an additional 150% in multipliers. It also puts us at a very manageable sz4. Note that this is assuming a hammer config on the turn of the whip, so we might get a few less if we work something that lets us regrow faster - I haven't actually added up the foodbar and all that. But I don't see a real downside to this. Thoughts?
Both those forges could be double-whipped this turn, but I'd lean towards waiting til next turn once they've grown. That OK?
Did not end turn.
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(March 18th, 2013, 20:08)scooter Wrote: We swap to the Lighthouse now and do this:
t155: 7/60 +11h (after OR)
t156: 18/60 +11h (after OR) growth to sz6 EoT
t157: 29/60 sz6 double whip: (50h whip + 9hpt base) * 1.25 => 73h
That's pretty heavy overflow into Moai for a nerfed double whip, which not only gets the 25% OR boost but also an additional 150% in multipliers. It also puts us at a very manageable sz4. Note that this is assuming a hammer config on the turn of the whip, so we might get a few less if we work something that lets us regrow faster - I haven't actually added up the foodbar and all that. But I don't see a real downside to this. Thoughts?
Overflow is a good idea, but remember that OR will influence the whip too. So at 29/60 you'll only be able to 1-pop a whip for 37h. Also, unless we plan on whipping off the clams, then we're going to be whipping off a tile that is producting hammers (probably the wine) along with a coast.
Instead you can do:
t155: Stay on Moai
t156: swap to lighthouse 7/60 +11h eot, and grow to size 6 eot
t157: 18/60 double-whip for 62h to get to 70/60. + 10 = 80/60.
The 20 is then divided by the 25% OR bonus, so you actually get 16h overflow.
Which is a little slower than the 18 base hammers you'd get from 2 turns of just putting hammers into Moai. But then you also get a lighthouse, so that may still be worth it.
Or if we have the worker turns we can just workshop the plains tile and grow onto that when Dominos hits size 6. That may be better because if we're a larger size when Moai is done then we'll be able to work more coast tiles right away.
So that's the real question then: does the lighthouse help get us to a higher size by the time Moai finishes?
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(March 18th, 2013, 21:30)pindicator Wrote: Overflow is a good idea, but remember that OR will influence the whip too. So at 29/60 you'll only be able to 1-pop a whip for 37h.
Duhhhhh . Popped into the game and ended turn. I might get some downtime tomorrow and be able to actually do the math on whip + overflow vs natural build. We could definitely slip in a workshop on that plains tile if need be.
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Had a couple minutes, so I popped in and settled our first inland city:
We're still good with this plan right?
Basically, wink 1T into library this turn. Great Person pops EoT. If it's an engineer, we whip the library next turn while completing Literature (it's not possible to complete it this turn). Then we rush Great Library with the Engineer. If we don't get an Engineer (as we likely will not), we just shelve the rest of the library build a little longer.
I didn't have a chance to do anything else. Only thing we really need to nail down is the Moai/Dominos thing.
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