April 9th, 2015, 14:52
(This post was last modified: April 9th, 2015, 14:55 by Donovan Zoi.)
Posts: 1,468
Threads: 14
Joined: Sep 2009
We can play around with it in sims possibly. I was just trying to avoid getting surprised by the system dropping the rate for us at the turn roll. I'll have more time to devote to such things in less than a week.
And now that I think of it, 100% was getting us Pottery in 6, while 80% was 8 turns. So we won't be hurt by two drops to 0% for now.
That being said, another bonus about next week is that I'll have a lot more time to think before I type.
Posts: 6,259
Threads: 17
Joined: Jul 2014
I played the turn, back to 100% research, overflowed into a FW in Salmon (next turn get a 2t warrior out to grow) and looked at the city names of the people we met. The only thing I can say about Agent and Borshe's theme is that I'm lovin' it.
Posts: 7,658
Threads: 31
Joined: Jun 2011
(April 9th, 2015, 16:43)AdrienIer Wrote: The only thing I can say about Agent and Borshe's theme is that I'm lovin' it.
Naming theme repeat alert! That's sooooo PB8 Zulu Fast Food Empire!
Posts: 6,259
Threads: 17
Joined: Jul 2014
Nice spot, if a bit slow because of the needed WBs (I'm assuming it settles 1N 1NW or 2NW of where it is now).
The FW in Duquesne was whipped and SF started its warrior, next turn we get the deer and the furs online. Duquesne will build another axe after that to regrow, waiting for the granary. Not sure yet if it will be granary->settler or settler->granary in SF after the warrior. Do we want to kill the GJ scout ? It was my first thought but now I'm not sure.
April 11th, 2015, 01:19
(This post was last modified: April 11th, 2015, 01:23 by Donovan Zoi.)
Posts: 1,468
Threads: 14
Joined: Sep 2009
Turn 44 - 2240 BC
1. Our eastern warrior encountered a barb warrior so I headed SE to the border of Joey's 3rd city. I was emboldened to make this move since our Axeman has a view of his scout. If Joey scouts east of our Settler, then our founding of City 3 (Oswego, please ![smile smile](https://www.realmsbeyond.net/forums/images/smilies/smile2.gif) ) should drop Joey's scout right at the feet of the Barb Warrior. But he will likely head SW see more of us and keep this from happening. Even still, his scout is a nice bargaining chip for us to mill about in his neck of the woods if we want.
2. I did something unconventional with our new worker but I think the payoff will be worth it. I sent him 2SW to chop the out-of-bounds forest for 16h (getting us the stored FW in SF in 1 turn instead of 2). The reason for this is because is is still 2 turns before Gems are within our borders, so this seemed like the best way to pass the time. I'd like for the Deer camp FW to help him complete the chop next turn. Then both can road/mine the Gems tile together in 3 turns.
3. Meanwhile the Furs Camp FW heads E>2SE directly to the forested hill north of Oswego and starts on a road there the turn after. To me, this is the best way to mitigate the penalty of that -4 tile and place that worker on the Gold right after the road is built. We can then get 4-5 turns of mega-commerce before Oswego's borders pop (we can already get Fishing in 3 and Hunting at 5 at 100% now with just the Furs gold).
4. The Gems Workers can road the Horse and the bypassed tile and be in place to get the Pigs connected right after the border pop. If we bring the 4th worker on this mission, we may also get the Gold a turn earlier.
5. Once we have our commerce tiles up, we can get two FWs back to Salmon Falls for some Cottage growth and another 1-2 mines. We can start on a Granary after the FW and whip it after 4 turns to buy us some time for our workers to come back. Or 2-whip it in even less if we can time it to be a Size 3 again the turn its built, and then use the overflow for our next Settler.
I'm excited for the next few turns! We may even be able to make a play for Poly if it goes down to 3-4 turns.
April 11th, 2015, 03:19
(This post was last modified: April 11th, 2015, 03:52 by AdrienIer.)
Posts: 6,259
Threads: 17
Joined: Jul 2014
Sounds good !
I'm leaving for NYC next sunday, I'll be back on the first of May, during that time I won't have civ access but will have access to the forums, could you add a few screenshots to your reports then ? Right now I don't mind because the situation is clear in my mind and I can always log in to check stuff but not from sunday onwards
Posts: 1,468
Threads: 14
Joined: Sep 2009
That's cool. Yes, I can do that because I will have more time to add the pics here. So as we said earlier, the timing is perfect for this transition.
April 12th, 2015, 12:21
(This post was last modified: April 12th, 2015, 12:25 by Donovan Zoi.)
Posts: 1,468
Threads: 14
Joined: Sep 2009
I'll be home in a couple of hours to play the turn. If you happen to play it, let's have the FW near Oswego go right to the Gold hill and start mining it, as it will get us two additional turns of Gold. I think we should go 2f growth over 2c-2h for the first two turns of production in Oswego so can later grow via pigs in 3 turns instead of 4, therefore losing only 3 turns of Gold for that duration.
In the south, we should probably heal our exploring Warrior (0.8/2) since he encountered a barb last turn.
Joey snuck his scout 2SW to end up by our filler city spot and bypass Oswego's border before it went up. Still wondering if we should take the scout out or just try to outsettle Joey in general. I have a feeling his capital is backed up against a channel as well. Near his borders, GJ also met our scouting warrior with one of his own, so I moved 1w for now. I think I would rather sentry our presumed borders that cause trouble, eventually replacing our Warriors with Axemen at the earliest rational time to discourage further settlement.
More later, just some thoughts I was kicking around....
April 12th, 2015, 12:34
(This post was last modified: April 12th, 2015, 12:34 by Donovan Zoi.)
Posts: 1,468
Threads: 14
Joined: Sep 2009
Oh, one more thing re: binary research. On a standard map, maintenance costs hit a lot harder than they do on huge maps. Oswego and Duquesne are already at 2.98 and 2.43 (give or take) respectively, mostly in distance maintenance. What this means is that our gpt at 0% research is +13, while being -6 at 100%. We can revisit this again once we have Gems and Gold up but for now, I think it would be better to tweak the research rate at -2/+2 gpt that yields the best research time.
April 12th, 2015, 13:11
(This post was last modified: April 12th, 2015, 13:12 by AdrienIer.)
Posts: 6,259
Threads: 17
Joined: Jul 2014
First, the binary research : here's the eco screen with 50%
100%
And 0%.
See what we're losing by not going binary ? Right now it's breakeven 70%, 14b and 6 (minus 6 maintenance) gold. Which means that in 7t of breakeven we'd be making 98 beakers. With 2t of 0% and 5 of 100% (which is 2*15-5*6 gold, so breakeven) we make 5*21=105 beakers. If the tech takes 4t to get on breakeven we can go 0% for one turn, 100% for two turns and breakeven on the last turn (if we really want the tech on a given turn). That way we win 3b and still have the tech done on the 4th turn.
Our 3 cities are ok now, I was wondering if a warrior first in SF was worth it (which would allow for a granary next turn) but I don't think so. So I went for settler, but if you see a good reason to do something else you can log in and change it of course.
Demos are inflated by the stonehenge culture (11 culture I think). 34 food is impressive.
|