December 30th, 2021, 11:03
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If we don’t think we are being rushed, what is the plan after BW+settler? Krill was suggesting one possibility is 2nd whipped settler, presumably to regrow on military or workboat? I guess a less commital alternative is to whip a worker instead if we want to start chopping.
December 30th, 2021, 11:10
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You linked the T28 Top 5 screen. Such a shame, always nice to have the best city in the world.
I agree on leaving those two tiles fogged, more important to locate the horse.
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December 30th, 2021, 12:24
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Fixed the link.
Zed, the first thing I'm going to want is a 2nd worker. We can get one in 3 turns after the settler finishes. I'm not sure how much planning I can do after that without knowing where city 2 goes, especially whether or not we need work boats. I suppose if we go with a fast 3rd city then we pretty well guarantee that we are going to be settling the east coast and know we'll need work boats after, but still ... I'm having a hard time formulating plans with such a big unknown out there.
And copper is still necessary even now that we think it less likely Cornflakes will rush us: we have resourceless Holkans in the north and superdeath will pounce if we show a weakness for him to exploit.
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December 30th, 2021, 12:56
(This post was last modified: December 30th, 2021, 13:09 by pindicator.)
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Superdeath is scouting our border with his warrior and has planted his 2nd city.
Comparing pictures from before I don't see any missing jungle, so he has not grabbed that forward hill by the silver. He could be elsewhere by the silver or he could have gone for his own copper. Either way, there really isn't much time for our warrior to go north and find out unless we accept we don't need an escort for our settler. (And we may not: we have tabs on Superdeath's warrior and our scouts have pretty well given enough vision in the south and southwest that we can be reasonably sure no warriors are coming from that direction.) But I'm not entirely ready to send our warrior off north to find where Superdeath put his 2nd city.
7 more turns of forced peace between us.
Plains gems are 2nd best in the metal happiness sweepstakes. I see what Tarkeel has done here and its cute but its not fair. 1 food does not equal 1 hammer does not equal 1 commerce, and further he seemed to forget that desert tiles take more worker turns to improve. And he doesn't even give that as the silver gets 2 food over the gems; why not give it on a flatland plains instead? Anyway, I keep coming back to this because 1) we got the raw end on it and 2) it seems so clear that this isn't a fair split.
I'm not sure which way to go with scout1 here. I think we're in a dead-end so do I cut my losses and go back counterclockwise around his capital? Do i scout out this little peninsula first?
Superdeath & Cornflakes both grew to 3.
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December 30th, 2021, 13:14
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I think I’d want to go SE one more turn to see if there is a land bridge and where the coast goes, personally. Maybe SE-NE before going NW, unless you see a hill you want to climb?
December 30th, 2021, 13:20
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Yeah, thinking about it more there probably is a land bridge to the southeast.
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December 30th, 2021, 15:34
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So..We have no idea where SD settled for his second city, but it was not in our face so who cares right now. We don't know about his east or north east, I stated before I thought he would settle south for that cow but he is still behind on tech to AH.
Regarding scout1, Cornflakes should not pop borders so either move 2SW as there is a path south of his capital and just leave that potential SE bridge in the fog, or move 2S and spend the turn looking for his seafood that powers his gems. I figure either is reasonable. I'm sticking with my view that settling 1N of SDs warrior makes everything work for us.
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December 30th, 2021, 17:36
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(December 30th, 2021, 12:24)pindicator Wrote: Fixed the link.
Zed, the first thing I'm going to want is a 2nd worker. We can get one in 3 turns after the settler finishes. I'm not sure how much planning I can do after that without knowing where city 2 goes, especially whether or not we need work boats. I suppose if we go with a fast 3rd city then we pretty well guarantee that we are going to be settling the east coast and know we'll need work boats after, but still ... I'm having a hard time formulating plans with such a big unknown out there.
And copper is still necessary even now that we think it less likely Cornflakes will rush us: we have resourceless Holkans in the north and superdeath will pounce if we show a weakness for him to exploit.
To be clear, I was voicing my thoughts if copper was to the SE, ideally on the river but anywhere there works. Just improving the copper would give city 2 the tiles to build it's own work boats so it would free Balloon Girl but we kinda need to whip the city to free up turns to build phalanxes.
In more detail I was considering:
T35 dump overflow into a worker (min 33/60)
T36 build settler (19/100)
T37 whip settler (123/100)
T38 finish worker (70/60)
That would allow city 3 settled t40, steal the clam for growth @2 eot45 and @3 eot49, deer hooked t43 or t46 with a chop, deer roaded t45 or t48, horse improved t49 or t51.
This is really bad for claiming land but possibly the fastest way to grow pop. What I'm really unsure about are the tech timings. And I have no idea how to get the granary into Balloon Girl with this, or how to get the phalanxes out (tentative thoughts are double whip a 4/35 phalanx and either get the second or use the overflow for the granary but timings are completely up in the air.
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December 31st, 2021, 16:12
(This post was last modified: December 31st, 2021, 16:14 by pindicator.)
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I rather like that idea Krill: just dumping all that extra population into a quick 3rd city. Getting 3 cities and 2 workers by t40 seems like a good spot to be for having such a late settler. As for Pottery timing, I really am bad at estimating expenses but I don't see us hooking up any extra commerce until the new cities grow a bit. Wheel is an 7-turn tech with just the 14 commerce at our capital; Pottery another 6. Add a turn in for revolting to slavery, and possibly a turn or two more for the expenses of the new cities and we are probably looking at late 40s for Pottery coming in. We would probably be able to regrow the capital to 6 and be ready to whip again for overflow by then.
For this turn, I found where superdeath put his 2nd city:
Seems like a spot that will be very difficult to put cultural pressure on.
I'll turn the warrior back now; no reason to continue north. I could move him east or west. Does Superdeath's city location make you change your mind about your preferred city 2 location?
Turns out there is no land bridge. I don't expect a passageway to the west because we're fairly confident Cornflakes also has a BFC seafood and I suspect it would be to his south. So unless there is something we should specifically look for in this area I'm just going to bite the bullet and retread back north and northwest with scout1. Scout2 will go SW-SW to the plains hill next turn.
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December 31st, 2021, 16:46
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Huh, I thought we had discussed that SD city location as a possible second city but looking back at the thread we didn't. Still, I am not surprised at it telegraph's his intention to tech AH before pottery. We need to keep on housing over his pig and cow to see if and when they are hooked.
We want a city 1S, 2S or 2S1E of the dye. That will split his cities. The question is how to get there, and there is no point getting there without copper. But if we can pick up copper on the way...All bets are off, especially with this way to get a quick third city and leave open a double phalanx whip. I'd withhold judgement until t34.
Re Cornflakes, which tile next to his capital is coastal? Id be amazed if he has no route to expand except north and id be worried if I were playing Ottomans. Id really consider moving NW-SW to check before running back.
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