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PBEM 5 - regoarrarr spoiler thread

Cjreynol Wrote:You seem to be having a lot to do with religions, any possibility of going for theology and building the AP?

Yes that was a thought that I considered very strongly early on....


UNTIL......


......


I realized that with Diplomatic victory turned off, the AP is not buildable lol
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duh Haha oops, completely forgot you couldn't build it with Diplo turned off. I was just thinking of it for the extra hammers, silly me
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Cjreynol Wrote:duh Haha oops, completely forgot you couldn't build it with Diplo turned off. I was just thinking of it for the extra hammers, silly me

Right - that's what I was wanting it for. In one of my test games, I dutifully researched Theology and couldn't for the life of me figure out why there was no option to build the AP!!!! lol
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regoarrarr Wrote:Right - that's what I was wanting it for. In one of my test games, I dutifully researched Theology and couldn't for the life of me figure out why there was no option to build the AP!!!! lol

Sad thing is, I think I've done that like three different times with Beyond the Sword. You'd think I'd remember one of these times but I always forget.
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Speaking of not being able to figure out why I couldn't do something

[Image: Civ4ScreenShot0110.JPG?w=e1a5e09e]

This happened this past turn. I unloaded a missionary in the city of Cabot and I was like "WHERE IS THE SPREAD CHRISTIANITY BUTTON?!?!!?". I thought maybe that it was some sort of bug with coming right off the ship.

Then I saw the cross that said it was already in the city. Turns out it auto-spread the turn before. Nice timing!!

And here's a nice shot of my intrepid ice worker scouting for some food near that ice copper

[Image: Civ4ScreenShot0109.JPG?w=3b47b725]

Nope. So I won't be founding a city up here.

Tech-wise, I finished Machinery and have saved 2t for Feudalism, which I will top off with 2t of 100% research the next 2 turns, followed by Guilds and Banking.

I kind of lost darrell's teching / pop numbers. The further that we get along, the harder it is to determine this stuff. I started writing a simple Java program to take the number of cities and his population from the demographics, and just brute force what his cities pop his. I think it could get you pretty close.
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So I'm back from vacation and those game#5 usurpers are out of our hair, so let's get back to business!!!

I don't know if I mentioned that my GP came out as an Engineer last turn (~70% odds)

[Image: civ4screenshot0109p.jpg]

so after double and triple checking the rules of banned wonders (the only ones that are banned are the 2 GLs, the Colossus and I think the Space Elevator), Leonardo rushed the Pyramids.

I think I'll actually hold off on revolting to Rep for about 5-6t while I research up to Banking to double revolt also into Mercantilism. It seems like the loss of a few beakers and happies is not worth an extra turn of anarchy, though I may try to quantify that when I get the save.

But here's something I didn't realize

[Image: civ4screenshot0110.jpg]

You get "overflow" hammers when rushing something with a GE. I thought that I was delaying the NE by 1 turn by interrupting it for the Pyramids, but turned out that I wasn't - the hammers from last turn carried over into this. (This screenshot is from after I hit enter)
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It isn't GE overflow right, but rather overflow from the build before the GE rushed the wonder?
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My guess is the amount of hammers the GE provides is atleast equal to the cost of the pyramids (you can never have more) and as such that turns production (8hpt) is added on top of that...so that's how Rego got 8 overflow...make sense?
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athlete4life10 Wrote:My guess is the amount of hammers the GE provides is atleast equal to the cost of the pyramids (you can never have more) and as such that turns production (8hpt) is added on top of that...so that's how Rego got 8 overflow...make sense?

Right - it took me awhile of staring at it to try and figure out what was going on but I think A4L is correct.

So say the Pyramids is 500 hammers and I make 8 base hpt.

So the Engineer is born, I swap to the Pyramids, and hurry production. He puts 500 hammers in.

But I still have my base production of 8hpt. So at the end of the turn, I have 508/500 in the 'mids, and I get 8h overflow, same as if I had regular production that left me with 508/500 in the box (like 499/500 and 9hpt).

Makes total sense, but I just had never really thought about it or investigated it.
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What happens for overflow if you complete a build the turn before you rush the wonder? Do you still get that overflow too, or does it disappear?
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