September 10th, 2012, 18:25
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Some darkness could be explored too...
Completed: RB Demogame - Gillette, PBEM46, Pitboss 13, Pitboss 18, Pitboss 30, Pitboss 31, Pitboss 38, Pitboss 42, Pitboss 46, Pitboss 52 (Pindicator's game), Pitboss 57
In progress: Rimworld
September 11th, 2012, 00:33
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Joined: Apr 2007
TEAM have declared another war:
I am the opposite of shocked. Looking forward to that team losing the game due to stupidity like this. Cottage done next turn. The extra road on the forest was less than ideal, but it was started already so I went ahead and finished it:
Quick look at TEAM's scout info from Menagerie:
Demos:
Trolls have kept EPs at 90 on us as requested. At EoT we got graphs on Trolls, so I swapped EPs over to TEAM (EP spending with them is currently 0/0). Here's our full set of graphs with them added as well as the top cities tacked onto the end:
That MFG spike from Menagerie reeks of Stonehenge.
September 11th, 2012, 00:36
Posts: 15,387
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Played because I saw the turn sitting for quite awhile and I can't really play in the morning so I wanted to make sure it got done. Sorry Mackoti if you were planning to grab it in the morning - I'll try to catch you on chat sometime about this, but work has been busy so the timing hasn't lined up.
We'll definitely want to ask about that TEAM declaration with Trolls.
September 11th, 2012, 01:53
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Agree on the hammer spike from Menagerie -- that pretty much has to be a wonder.
What are our worker plans once the cottage is done? Settler is still 4 turns away. Roads on the FP and the future city site, saving one turn on settler movement? Or the roads we currently have would be enough to get the settler there in 2 turns, settle on third, and we could perform other actions. Pre-chop near the future city, maybe, while capital worker finishes cottage then moves to the riverside PH SE of the city in preparation for Mining completing?
September 11th, 2012, 01:54
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Joined: Aug 2012
The mfg spike couldn't be from chopping could it?
Completed: RB Demogame - Gillette, PBEM46, Pitboss 13, Pitboss 18, Pitboss 30, Pitboss 31, Pitboss 38, Pitboss 42, Pitboss 46, Pitboss 52 (Pindicator's game), Pitboss 57
In progress: Rimworld
September 11th, 2012, 01:59
Posts: 8,786
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Joined: Aug 2012
haphazard1 Wrote:Pre-chop near the future city, maybe
We're a way off bronze working yet, so speeding up settling appeals to me...
Completed: RB Demogame - Gillette, PBEM46, Pitboss 13, Pitboss 18, Pitboss 30, Pitboss 31, Pitboss 38, Pitboss 42, Pitboss 46, Pitboss 52 (Pindicator's game), Pitboss 57
In progress: Rimworld
September 11th, 2012, 02:01
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Joined: Oct 2010
Chopping does not show in the MFG graph.
September 11th, 2012, 02:09
Posts: 8,786
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Joined: Aug 2012
NobleHelium Wrote:Chopping does not show in the MFG graph.
Ah, thanks. So no point trying for stonehenge then. Does that mean we want a religion?
Completed: RB Demogame - Gillette, PBEM46, Pitboss 13, Pitboss 18, Pitboss 30, Pitboss 31, Pitboss 38, Pitboss 42, Pitboss 46, Pitboss 52 (Pindicator's game), Pitboss 57
In progress: Rimworld
September 11th, 2012, 14:50
Posts: 5,646
Threads: 48
Joined: Mar 2007
Old Harry Wrote:We're a way off bronze working yet, so speeding up settling appeals to me...
 You are correct, of course. So pre-chopping is out. Our northern worker really does not have anything he can do but build roads, or come back towards the capital (wasting a turn moving, and a turn later moving back...). Ick.  I dislike sending him out to road rather than bringing him back to help cottage the FP even more now.
In order to reduce settling time by one turn (from the current 3 to 2) we need a road on the future city site (marked 'x') and a road on the FP north of the capital. The northern worker's turns to move into the forest and then road are pretty much a sunk cost, given he could not come back, do anything useful, and still get back north in time to immediately help the new city. But this means we need to spend more of the capital worker's time on roading the FP rather than getting a mine started, or another cottage, or whatever.  But I don't really see much alternative at this point.
Anyone else see a better alternative?
September 11th, 2012, 14:59
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Yeah he was supposed to come back and cottage according to the signs in-game, before both workers went out and roaded fully to the second city. I'm not sure what a good plan is now.
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