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[Spoiler] PB42: Rusten and mackoti play Krill playing Bismarck of Portugal

Turn 70

Larger report this time. Scouting first.




Tease.





Bigger tease and worth significant discussion. Front city could go on either hill, but then we are settling towards someone that has a tech edge on us. Plains hill is probably the best location to plant for a defensive posture, but I don't see how we can give up the southern area if there is any happy. I am considering settling here with the capital settler, but we have no culture options so probably have to cram down walls, and then we end up in a position where we have to build a couple of spears and archers, which affects tech path and tech timings, probably too much.

If that barb moves next to OH's borders next turn, I'm probably not attacking.





Bust. I wish that crab was first ring for the filler so we could get a western coastal city down but this whole area is just a turn sink without religion, caste or Music.





Some random shot I must have taken accidentally.


Onto the cities:




I'm sticking with the plan of stagnating at size 6. We do have the option of whipping the settler, but I think it would be too aggressive to do that to try to claim the front city against OH. We can't afford it, we can't defend it, and it just gives OH the opportunity to hit us with HA. At most, we finish it naturally and send it down to settle, but we would have to grab Archery next to do that.





I've tried to get the granary built at size 4 but I can't do it without a chop, and the workers are just out of position (ie, ITM, hooking furs and Kalamazoo are more important). Working the hill because the lakes are already worked. Can't work a cottage as ITM is already working it. This will change over the next few turns, but the whip unhappy just disappears as we grow so the timings work out better, and when we whip something else (specifically, I think a settler around T77 using 1 chop) and then finish the granary on regrowth to size 4. I think that next turn I can make it fit that LBJ gets back to 7fpt for growth eot73. Why rush out to get this settler with current costs, though? Because this keeps the whip unhappy on cool down, and we can use this settler for the island city if we go for Sailing next.








As per T66 turn report:

Quote:Slight change of plan for Mack the Knife (City 3). Finish the granary eot68. Delay growth T69, growth@4 eot70 with 11 food saved and 6 overflowed, grow on a library, growth@5 eot73, T74 work hill mine and 2 plains forests and T75 double whip the library and regrowth@4, T76 work corn, horse, 2 scientists. Sit on a settler or worker. Borders will pop to claim two further lakes tiles.





Straight regrowth to size 4, chop lands T72, whip T73, regrowth T74.





Picture taken a turn early, you know the drill, pick up the hills next turn, pray for Mids. There are options to try and speed it up slightly from T98 but not significantly (we can whip, we can starve down the granary food). The workers will start cottaging this area as well, and we can run one worker back to LBJ to chop that forest, which leaves 3 workers to hook the copper and then be allocated as needed (need them back ready to hook food at cities 6 and 7 T80, so probably have to send some of them north to mine as a holding pattern).

Given the length of time to builds Mids, I'm not planning anything technical about how to abuse it to the Nth degree. We'd just revolt to Rep, grow the 6 specific cities that we want the happiness in to size 8/9, and then stagnate 3 of the cities on scientists. It's not like there is much to plan, and I'm not even assuming we can get them. I'd expect someone to build them by T90.





Next turn take back the deer and regrow on a granary (library doesn't make sense here, it needs to work food and mines IMO to be able to swap between military, settlers and research/wealth), granary is just a hammer sink atm. Regrowth@2 eot74. Most of this will be discussed below.





Realistically, we need one of BCR and JJ to have a granary to limit the food costs in growing both cities: I think that at size 2, JJ is likely to be called upon to whip a galley with a chop dumped in to get it ASAP (if there is happy on that there island, I'm just running straight with this plan). BCR is almost more likely to just accumulate the hammers for the granary more easily (one hill mine on the forested plains hill between the sheep and corn is the obvious staging point prior to BCR's border pop. JJ can sit on both furs as needed, if it does that for a further 3-5 turns, so be it IMO. It helps the Alphabet time.

As the BCR border pop should occur eot80, we want to or even 3 workers on that hill T80. The third worker means corn hooked T82, Sheep T84. 2 workers split means corn T85, sheep T84. 2 workers stacked means corn T83, sheep T86. I think the worker that is camping the forest fur will finish the camp T74, then roads T77, so could move and road the grass river hill adjacent to BCR T78, and T70-T80, which just means moving 2 workers from around the capital to drop the mine around that time.

I've worked some micro that gets 3 workers into place to hook both food resources and both forests chopped on T79 (which can use 1 chop to complete BCR granary and seed the JJ galley whip, or both chops to complete the JJ granary, or most of a galley. So there are options here.






Current games (All): RtR: PB80 Civ 6: PBEM23

Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71. FFH games: PBEMVII, PBEMXII. Civ 6:  PBEM22 Games ded lurked: PB18
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Turn 75




Fuck you, barb, fuck you. The 3XP chariot in LBJ can kill on on attack for 2XP and a 5XP chariot. I'm scouting.

Also, the third happy resource! A sugar tile. It's not sweetening my mood.





Mardoc, the map is being a dick and I'm blaming you. Like all good map makers, you can go and endure the abuse in the lurker thread.





For posterity.




I've not shown it, but someone has a size 7 second city, and DZ has a size 8 capital. I think her Oracled Monarchy, and I can't say I blamed him. I'm wondering if one of those cities drops Mids at somepoint. Kalamazoo is now size 5 and next turn the last mine completes with Mids at 50/500 and 17hpt.
Current games (All): RtR: PB80 Civ 6: PBEM23

Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71. FFH games: PBEMVII, PBEMXII. Civ 6:  PBEM22 Games ded lurked: PB18
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Also forgot to say. Someone finished Henge eot70. OT4E, Superjm are the two candidates from score increases. Cairo revolted to Judaism, so he has a trade route to OH.
Current games (All): RtR: PB80 Civ 6: PBEM23

Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71. FFH games: PBEMVII, PBEMXII. Civ 6:  PBEM22 Games ded lurked: PB18
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(December 20th, 2018, 16:41)Krill Wrote: Mardoc, the map is being a dick and I'm blaming you. Like all good map makers, you can go and endure the abuse in the lurker thread.

Yeah, I suppose I ought to have deleted those furs so that you didn't face the temptation to reach for them lol
EitB 25 - Perpentach
Occasional mapmaker

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I don't think I've ever played a game where I've thought about a HA rush for a single sugar resource. I look forward to seeing how the map fucked the other players over. Someone probably started on a 30 tile island with nothing but plains and a single dry wheat.
Current games (All): RtR: PB80 Civ 6: PBEM23

Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71. FFH games: PBEMVII, PBEMXII. Civ 6:  PBEM22 Games ded lurked: PB18
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Turn 72

Slightly unfortunate turn of events this turn, but they weren't unexpected.





Next turn chariot heads 39 and scout 21 then they join up. But the following picture is what makes me slightly more apprehensive:





Barb axes have started appearing. I deleted this warrior to save 1g in supply costs. I'm ambivalent about this: if I had let the warrior heal another turn, it would likely have been able to retreat...but it may have just run into another axe, so meh. We know barb axes turn up at some point.





Change to micro. Settler T72-75, chop granary and work mine T76 to finish it with 19/28 food in the box, T77 overflow into settler, T78 whip the settler, T79 avoid growth (will lose small amount of food here, but better than growing to size 5 and emptying the food box) and eot80 regrow size 3 with 19 food in the box. Then option to double whip library is available if we decide we need to focus more on beakers to get to Alphabet or to carry on with ad hoc production needs.





Picture because it is pretty.





Picture because it is not pretty.
Current games (All): RtR: PB80 Civ 6: PBEM23

Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71. FFH games: PBEMVII, PBEMXII. Civ 6:  PBEM22 Games ded lurked: PB18
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I can't fucking believe this game.

Fucking barbs just won a 1000 to 1 defense.
Current games (All): RtR: PB80 Civ 6: PBEM23

Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71. FFH games: PBEMVII, PBEMXII. Civ 6:  PBEM22 Games ded lurked: PB18
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Honestly don't see the fucking point in playing when you can't win 99.4% battles.
Current games (All): RtR: PB80 Civ 6: PBEM23

Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71. FFH games: PBEMVII, PBEMXII. Civ 6:  PBEM22 Games ded lurked: PB18
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Fucking stupid RNG.

T73




Words fail me. If anyone wants to sub, I'd probably hand the game over. Not that I want to, mind, just because Civ is pointless if the RNG is that fucked, I might as well go play Tetris instead.





Due to the fucked RNG, losing units left right and centre, and no longer able to build warriors due to hooking copper this turn to kill that fucking barb (I could have delayed it), I'm teching Archery in a few turns (it will take 1 turn of not max science once the two libraries are completed and working 4 scientists). I'm settling towards OH to try and claim the sugar and gems eventually. We'll need archers to sit in that city, walls to be a bastard and then eventually it will compelte a barracks to pop borders.

Whether we actually get to claim this land I'm not sure.





Randomly taken, but you can see again that Kalamazoo is unhappy because of the RBG. I have jobs for 5 workers, but the sixth is unallocated. I'm settling City 8 for the corn at City 4/TX on T78, and I'm going to double chop the granary at BCR, simply because I need to get two cities producing units, as every other city is dedicated to keeping us in the tech game. City 8 isn't exactly going to contribute much immediately, but by T90 it will do. Micro in the spoiler thread was posted previuosly, but I'm going to go with a whip at size 2 and a forest chop for a quick granary.

Settler T78, work Corn 4 turns, horse 1 turn, growth@2 eot82. Corn and fp for 2 turns, 12 food in box, granary 30/60 with 1 chop. T85 whip granary. T86 avoid growth, T87 regrow size 2 with 15 food saved+overflow. Growth@3 eot89, Growth@4 eot91, growth@5 eot94 as unhappy wears off. Need barracks for border pop to get further hills though.

So T78 the corn could be given to another city, so if we have nothing to do with the capital settler, we have the option of another first ring city that can split off capital horse, TX corn and work the newly built flood plain and has a capital third ring forest that could be dumped into a granary. Mine the plains hill as well, grow on the corn for 5 turns, then steal the horse and plains hill to build the granary, then just grow and try to triple whip a library? It's an option. (Fastest would be settle T78, growth@2 eot82, horse/plains hill for 3 turns, horse and corn for 3 turn (finish granary eot88), then corn and fp for 2 turns for growth@3 eot90, growth@4 eot92, growth@5 eot95, growth@6 eot97, whip library T98. 21 turns from settling to library whip, and using some granary food due to starvation in City 4.





Turns out losing units to barbs is correlated with improving GNP.
Current games (All): RtR: PB80 Civ 6: PBEM23

Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71. FFH games: PBEMVII, PBEMXII. Civ 6:  PBEM22 Games ded lurked: PB18
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I am also extremely close to being convinced that the capital will have to stop working a few cottages and will need to work two mines to build a few units. I'm seriously considering going horse/sheep/plains mine/grass mine/fp/cottage and pumping out archers to fogbust on hills and cover southern city grab.
Current games (All): RtR: PB80 Civ 6: PBEM23

Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71. FFH games: PBEMVII, PBEMXII. Civ 6:  PBEM22 Games ded lurked: PB18
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