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[PB 55] Miguelito and Mjmd help Amicalola avoid a repetition of last time

(October 26th, 2020, 18:32)Amicalola Wrote: I think I could shave that to 1 turn if I recruit Bourdain for a turn or two and delay his cottages by the same amount, so I'll have a go at doing specifically tonight, and try to get connection to 63 instead. If that's doable, I'll have a think about delaying the Red Wine cottages even further and shaving another turn off for T62 connection, although then Red Wine starts to suffer a bit more.

I would very much suggest so. Staying alive has priority over cottage growth. They'll be fine, we're FIN.
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Yeah ok, I'll definitely try at least two things tonight; 1) building 1 cottage with Bourdain, then helping, and 2) no cottages, just pigs and help straight away. We'll see which is better! Should be done in about 12 hours.
Past Games: PB51  -  PB55  -  PB56  -  PB58 (Tarkeel's game)  - PB59  -  PB60  -  PB64  -  PB66  -  PB68 (Miguelito's game)     Current Games: None (for now...)
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Heh you didn't read my micro!

Yes, skip cottages and see what the timing looks like. I agree with Miguelito on this.
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New and improved micro. This one is MUCH cleaner, I'm way happier with it.  Note that it's the same until T53, and similar until about 55, but then changes significantly, with much more satisfying results. We basically borrow Bourdain for 4 turns, then send Lopez up to help Ramsey instead of cottaging with him.

Copper connected T61, with an axe whippable from Coffee if necessary. Beer settled T57, monument chopped T58. Red Wine almost as good as before (we lose maybe 10-20 commerce, 0 production), and copper is connected 3(!) turns earlier, with a road the turn before settling like Miguelito mentioned. As usual, please nitpick the hell out of this still; while it's significantly better than attempt one, it's still probably got room for improvement. smile


T45: Ramsey/Lopez finish pasture. Bourdain finish road. Coffee 2-whip worker (Nat). Tea work horse.
T46: Nat chop 1NE Coffee. Ramsey/Lopez rd horse. Bourdain chop 1NW Water. Coffee take cap sheep.
T47: Cancel Nat chop. Ramsey/Lopez chop forest 2W horse. Bourdain finish chop. Water start settler, take cap sheep.
T48: Bourdain rd 1W Dye. Nat chop forest 1N Coffee. Ramsey finish chop. Lopez camp ivory. Water 2-whip settler. Coffee take cap sheep.
T49: Settler move to 4. Nat cancel chop. Ramsey move to forest hill. Bourdain finish road. Water start granary.
T50: Red Wine founded. Nat road 1NE Coffee. Bourdain pasture pigs. Ramsey chop forest.
T51: Lopez finishes camp. Nat finishes road.
T52: Chariot arrives at X. Lopez move to wheat. Ramsey finish chop. Nat new road 1NE. Tea start chariot, make sure has forest hill.
T53: Nat finish road. Bourdain finish pasture. Ramsey chop dye forest, cancel. Lopez farm wheat. Coffee take cap deer. Water take cap sheep. Tea whip chariot, work horse. Coffee size 4, start settler.
T54: Bourdain chop forest dye, cancel. Nat finish chop forest 1N Coffee. Lopez farm wheat. Ramsey road 2N Water, cancel. Tea start granary.
T55: Bourdain finish road 2N Water. Ramsey road 1N wine, cancel. Nat finish chop forest 1NE Coffee. Coffee 2-whip settler.
T56: Settler move to X. Bourdain finish road 1N cow. Ramsey start road 1N cow, cancel. Nat chop forest 2NE Coffee. Water size 4, start settler. Coffee finish granary.
T57: Found X (Beer), start monument. Bourdain finish chop forest dye. Ramsey finish road 1N cow. Lopez finish wheat farm. Tea switch to wheat.
T58: Lopez move to grass hill. Ramsey road copper. Bourdain cottage 1S Red Wine. Nat finish chop (Beer finish monument).
T59: Nat start Beer’s cow pasture. Lopez move 1N wine. Ramsey finish copper road. Settler move 1N cow. Water back to granary. Beer work stone.
T60: Found White Wine (yellow dot, start work boat). Ramsey/Lopez mine copper. Coffee take stone. Water finish granary, start chariot/library(warrior 1 turn, so can’t upgrade to spear in queue. Maybe swap to axe on 61 either way)
T61: COPPER CONNECTED. Ramsey/Lopez finish copper mine. Tea size 2, finish granary, start axe. Coffee size 4, start worker (could also whip axe if necessary). Coffee take cap deer, Water take cap sheep.
T62: Lopez/Ramsey pasture White Wine cow. Nat finish Beer’s cow. Bourdain finish cottage. Red Wine size 4, 2-whip granary (works pigs + cottage). Coffee 2-whip fast worker (could be axe if necessary)..

Overview pic ft. 'I worked out how to use FoV' wink Note that the whipped worker in Coffee can also be an axe if Lewwyn get frisky. So can the library in Water (we might not actually even be able to build that yet!)

Past Games: PB51  -  PB55  -  PB56  -  PB58 (Tarkeel's game)  - PB59  -  PB60  -  PB64  -  PB66  -  PB68 (Miguelito's game)     Current Games: None (for now...)
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One quick note when I was reading your notes. You mention canceling a chop. I actually find I pretty much always tell workers to wait until the next turn. That way if anything changes in circumstances (enemy of any sort, change in plans) they won't keep doing the same thing. This does require remembering what they were all doing and making sure you continue things that should be continued. Helps keep them from getting sniped.

Edit: BTW overall looks very solid; good job!!!
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Obviously I've been playing most turns so far, but for my sake and either of yours if you need to play some, or just want an easy place to find and critique anything (this also applies to other lurkers!) I'm also adding an up-to-date micro section to the 'Useful Info' of the first post. It will contain whatever micro plan we are currently following.

That's a great idea with the workers also; I will definitely start doing that! Thanks.

EDIT: Honestly, when it has both sheep, the growth time on Coffee is so short that I will probably 1-whip an axe on 62 (or 2-whip on 61, maybe), before using the city to crank out workers like no tomorrow.
Past Games: PB51  -  PB55  -  PB56  -  PB58 (Tarkeel's game)  - PB59  -  PB60  -  PB64  -  PB66  -  PB68 (Miguelito's game)     Current Games: None (for now...)
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With fast growing cities I'd always prefer 2pop whips. If that is earlier, even better. Overflow into another axe, a spear, or maybe a workboat? You'll need one for beer after all and if it has a free turns scouting that is good as well.

What is your plan with Tea, mid term? Might make sense to get a barracks there and have it building units with the mines, whipping occasionally? White Wine I also see a a military city, but will require some time to set up, with all the buildings it needs.
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I haven't actually thought too hard about the overflow yet, but now that you suggest it something like a 2-whip axe into an axe into a workboat (with a 2-whip worker somewhere between, most likely) sounds pretty good! For Coffee.

For Tea, maybe a barracks and military, yeah. I don't think it's a good commerce city, and it doesn't have enough food (it is generally third priority for the sheep, after Water and Coffee) to whip a whole lot. It's useful just as a basic military production city though, as you suggest, so probably that.

White wine is basically a better version long term, but again as you say, will take a while to get there. Both will be decent military cities throughout the game though.
Past Games: PB51  -  PB55  -  PB56  -  PB58 (Tarkeel's game)  - PB59  -  PB60  -  PB64  -  PB66  -  PB68 (Miguelito's game)     Current Games: None (for now...)
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No barracks pre turn 80. Probably still no pre turn 100.

Just build units instead to make sure we have enough. You don't want to build too many, but being between 3-6th in power should be your goal.

BTW don't know if you have this link. But it is useful early for power jumps figuring.
https://www.civfanatics.com/civ4/strateg...explained/

I do agree we need to figure out what cities are going to do job wise. I typically divide them into commerce, military, and mixed cities. I was really bad at this in my first pitboss and definitely a lesson learned. So for instance commerce cities get all the infrastructure asap. Military get just barracks (add libraries later if relevant like at Tea with all the water tiles, but later later). Mixed cities get barracks and libraries (banks once access since we are financial). Eventually mixed cities might pick up more infrastructure, but early game be very aware of what cities are doing.
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Hmm, we've had to delay meditation by a turn, because of UNIT COSTS. But yeah makes sense, maybe we build a barracks in Tea and White Wine around T80 when we are definitely safe. That's a great link thankyou, added to the useful info section.

City specialisation so far seems to me that Water (settler duty), Coffee (worker duty), Red Wine (pure commerce/worker duty), White Wine (military/hybrid), Tea (hybrid) and Beer (military). That's what I'd say off the top of my head, at least.

T47, micro still goes as planned. We will whip a settler next turn. Ruff planted city 4 this turn, while SD still only has 2! The power of IMP...

We also got graphs on Lewwyn, and visibility of his capital! EP moved back to SD because we only need 4 turns, then Commodore who is presumably south, maybe bordering us and SD. I'll do a big overview of the current status, demos and graphs on either T50 or when we get SD's graphs, which might be T52(?).



I would also like input about the warrior in the pic: do you think he should check out the coast and then circle back, or go NW and keep going? I lean towards the former to be safe, since we're about to grab a pretty egregious site.
Past Games: PB51  -  PB55  -  PB56  -  PB58 (Tarkeel's game)  - PB59  -  PB60  -  PB64  -  PB66  -  PB68 (Miguelito's game)     Current Games: None (for now...)
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