January 19th, 2013, 15:10
Posts: 1,255
Threads: 5
Joined: Nov 2011
Not only did I change the build to an axe, but we complete the axe this turn...
T91 demos...
Do we want to settle pig+fish+banana as our 7th city? Seems far enough away from Space to not provoke him and is a better long term city than Clam City. We'll have a galley plus settling party ready to sail in 7t so we have time to make a decision. Thoughts? Also, ended turn.
Global lurker ; played in Civ VI PBEM 4, 5, 15; DL suboptimal Civ VI PBEM 17
January 19th, 2013, 15:13
Posts: 3,143
Threads: 21
Joined: Oct 2009
If we can send up an Axe there a.s.a.p after settling, then settling there is a better option since it makes it easier to claim the southern islands.
January 19th, 2013, 15:50
Posts: 1,255
Threads: 5
Joined: Nov 2011
(January 19th, 2013, 15:13)Nakor Wrote: If we can send up an Axe there a.s.a.p after settling, then settling there is a better option since it makes it easier to claim the southern islands. We'll have an axe ready yes. I went ahead and updated the sandbox with the NE islands added in and Dora's location now matches the live save. The sandbox...
sandbox-eot 91.zip (Size: 210.31 KB / Downloads: 3)
Working on micro right now. I'll post it later today for review. Pig+fish+banana is such a juicy spot.
Global lurker ; played in Civ VI PBEM 4, 5, 15; DL suboptimal Civ VI PBEM 17
January 19th, 2013, 18:58
Posts: 1,255
Threads: 5
Joined: Nov 2011
Did a sim to settle fish+pig+banana. We'll get Math T101 (same turn we settle f+p+b or Food Galore - caste is looking better and better with all the food we have). Anyway, the sim...
sim to T101.zip (Size: 231.42 KB / Downloads: 1)
and the suggested micro to get there... Quote:T92 FoF - switch shared crab to corn; wkr 1 moves 1S and roads/cancel; wkr 2 chops/cancel; wkr 3 moves 1 SE to wine (FoF) and roads/cancel
>> CG @ sz 4 - add shared crab
>> SM - switch lake to horse
>> CC - axe comp.; build axe; growth to sz 2 in 7t
T93 FoF - switch corn to shared crab; wkr 1 moves 1S and roads/cancel; wkr 2 moves 1 NW to PHF; wkr 3 moves 1 NE to wine (SM) and roads/cancel
>> CG - 1 pop whip LH (25 OF); growth to sz 4 in 2t
T94 Monarchy comp.; research Math next; max tax; adopt HR; CG - LH comp.; build WB (4t); wkr 1 pastures sheep (4t); wkr 2 chops/cancel; wkr 3 builds winery
>> IW - switch mine to oasis
T95 FoF - switch shared crab to corn; wkr 2 chops/cancel
>> CG @ sz 4 - add shared crab; growth to sz 5 in 2t
>> MS - WB comp. and moves to crab; build granary
T96 100% science - Math in 6t; wkr 2 moves 1S and chops jungle (4t); MS - WB nets crab; switch mine to crab; growth to sz 2 in 6t
T97 CG @ sz 5 - add unimproved crab (3F3C)
>> SM - 1 pop whip galley (29 OF); growth to sz 3 in 8t
>> IW - sheep comp.; switch oasis to sheep; growth to sz 2 in 2t
T98 FoF - settler comp. and moves to SM; build mish (7t); growth to sz 7 in 1t; wkr 1 moves 1 SE and roads/cancel; winery comp.
>> CG - WB comp. and moves to crab; build worker (5t)
>> SM - galley comp. (load settler+chariot) and moves to fish+pig+banana site; build granary (4t)
T99 FoF @ sz 7 - add lake; growth to sz 8 in 1t; jungle cleared; wkr 1 moves to corn and roads (2t); wkr 3 comp. road on wine
>> CG - net crab
>> CC - whip axe; growth to sz 2 in 6t
>> IW @ sz 2 - add oasis
T100 FoF @ sz 8 - add mine; mish in 3t; growth to sz 9 in 2t; road comp.; wkr 2 moves to FP and cottages/cancel; wkr 3 moves 2N 1W (help improve tiles for CC)
>> CC - axe comp. and moves 1E (headed to FG); build axe; switch hamlet to FP; growth to sz 2 in 3t
T101 Math comp.; found FG
Thoughts or changes we should make?
Global lurker ; played in Civ VI PBEM 4, 5, 15; DL suboptimal Civ VI PBEM 17
January 19th, 2013, 23:11
Posts: 94
Threads: 0
Joined: Dec 2012
What an awesome spot We just have to make sure we can send an axe and a worker right after them so that the city can get a head start Macro looks fine although I'd put a T into another wb in MS and whip it a size 2.
Dedlurking: Tatan / CFCJesterFool / Nakor in Pitboss 8 as Mansa of India. (already dead )
Dedlurking: HidingKneel in EitB PBEM XXV as Tessa of the Ljosalfar.
January 20th, 2013, 02:27
Posts: 3,143
Threads: 21
Joined: Oct 2009
(January 19th, 2013, 18:58)CFCJesterFool Wrote: Did a sim to settle fish+pig+banana. We'll get Math T101 (same turn we settle f+p+b or Food Galore - caste is looking better and better with all the food we have). Anyway, the sim... and the suggested micro to get there...Quote:T92 FoF - switch shared crab to corn; wkr 1 moves 1S and roads/cancel; wkr 2 chops/cancel; wkr 3 moves 1 SE to wine (FoF) and roads/cancel
>> CG @ sz 4 - add shared crab
>> SM - switch lake to horse
>> CC - axe comp.; build axe; growth to sz 2 in 7t
T93 FoF - switch corn to shared crab; wkr 1 moves 1S and roads/cancel; wkr 2 moves 1 NW to PHF; wkr 3 moves 1 NE to wine (SM) and roads/cancel
>> CG - 1 pop whip LH (25 OF); growth to sz 4 in 2t
T94 Monarchy comp.; research Math next; max tax; adopt HR; CG - LH comp.; build WB (4t); wkr 1 pastures sheep (4t); wkr 2 chops/cancel; wkr 3 builds winery
>> IW - switch mine to oasis
T95 FoF - switch shared crab to corn; wkr 2 chops/cancel
>> CG @ sz 4 - add shared crab; growth to sz 5 in 2t
>> MS - WB comp. and moves to crab; build granary
T96 100% science - Math in 6t; wkr 2 moves 1S and chops jungle (4t); MS - WB nets crab; switch mine to crab; growth to sz 2 in 6t
T97 CG @ sz 5 - add unimproved crab (3F3C)
>> SM - 1 pop whip galley (29 OF); growth to sz 3 in 8t
>> IW - sheep comp.; switch oasis to sheep; growth to sz 2 in 2t
T98 FoF - settler comp. and moves to SM; build mish (7t); growth to sz 7 in 1t; wkr 1 moves 1 SE and roads/cancel; winery comp.
>> CG - WB comp. and moves to crab; build worker (5t)
>> SM - galley comp. (load settler+chariot) and moves to fish+pig+banana site; build granary (4t)
T99 FoF @ sz 7 - add lake; growth to sz 8 in 1t; jungle cleared; wkr 1 moves to corn and roads (2t); wkr 3 comp. road on wine
>> CG - net crab
>> CC - whip axe; growth to sz 2 in 6t
>> IW @ sz 2 - add oasis
T100 FoF @ sz 8 - add mine; mish in 3t; growth to sz 9 in 2t; road comp.; wkr 2 moves to FP and cottages/cancel; wkr 3 moves 2N 1W (help improve tiles for CC)
>> CC - axe comp. and moves 1E (headed to FG); build axe; switch hamlet to FP; growth to sz 2 in 3t
T101 Math comp.; found FG
Thoughts or changes we should make?
I played the same turns and founded FG at T102 and had a Worker/Axe ready to get on the Galley once it returned.
Main differences: I did NOT whip and FoF is size 9 already.
Also build an Axe before the Granary in IW as both you and UnforcedError sugggested.
Did later whip the second WB at MS and the Granary at SM. Cities are bigger, development takes a bit longer.
January 20th, 2013, 02:47
Posts: 3,143
Threads: 21
Joined: Oct 2009
Got to 10 cities by T120 (clam island and 2 northern cities).
Teched MC after Maths (Currency bulb) and then Calender (just to get Bananas at that amazing Maoi site).
Had a bit of fun with the sandbox!
January 20th, 2013, 03:44
Posts: 1,255
Threads: 5
Joined: Nov 2011
(January 20th, 2013, 02:27)Nakor Wrote: I played the same turns and founded FG at T102 and had a Worker/Axe ready to get on the Galley once it returned.
Main differences: I did NOT whip and FoF is size 9 already.
Also build an Axe before the Granary in IW as both you and UnforcedError sugggested.
Did later whip the second WB at MS and the Granary at SM. Cities are bigger, development takes a bit longer. Wkr 3 can go with the axe over to FG. FoF can grow to sz 9 (I added a mine @ sz 8 but we can add a lake instead). Yes, lets go ahead and build an axe before the granary at IW (I assume whip at sz 2?)
As far as whips go :
1. Do we want to whip the 2nd axe out of CC? If we whip, we get the full 30h for each forest chop (so only need one chop to have the third axe out). I'd prefer the whip but we could just chop 2 forests instead (40h) but that does delay the third axe.
2. LH whip (25 OF) into WB @ CG - don't know why we wouldn't do this. Quickest way to get LH and another WB so CG can start producing workers (we need one badly for MS). CG could grow to sz 6 (add mine) before starting workers though.
3. galley whip (29 OF) into granary @ SM - we whip off an unimproved tile, speeding up settlement of FG. Also, quickest path to granary (which translates into bigger pop later) as well as faster LH which SM sorely needs.
4. whipping 2nd WB @ MS a good idea.
I'll modify the micro depending on what you decide for whips 1 - 3 and make noted changes.
Global lurker ; played in Civ VI PBEM 4, 5, 15; DL suboptimal Civ VI PBEM 17
January 20th, 2013, 03:54
(This post was last modified: January 20th, 2013, 03:56 by Nakor.)
Posts: 3,143
Threads: 21
Joined: Oct 2009
I understand the whips. I just dislike whipping from size 2 to 1 since regrowing without good food tiles takes ages.
Build a 4th worker out of FoF and an Axe while growing before going for another settler at size 9.
Then another Axe to grow to size 10 before another settler (we can build 4-5T settlers at size 10, no need to whip at all).
Therefore I would not whip the Axe in CC but whip a later WB or Granary (we should build a WB after the second Axe there) so it can grow bigger. It doesn't have huge food tiles, just the cottages.
CG has a lot of whip anger already, though... I believe 26 turns... If you think the extra whip will speed up growth, sure, let's do that then.
Whipping SM from size 3-2 sounds good to me, but let's keep it at size 2 at a minumum since regrowing takes ages.
WI can build a lot of fast (3-4T) axes working Sheep, Oasis, Iron and a mine.
If our plans work out and we stay out of war for another 50T, we should be able to get a huge tech advantage.
Teching Alphabet for OB is a good plan as well. Maybe after Calender?
January 20th, 2013, 05:49
Posts: 1,255
Threads: 5
Joined: Nov 2011
(January 20th, 2013, 03:54)Nakor Wrote: I understand the whips. I just dislike whipping from size 2 to 1 since regrowing without good food tiles takes ages.
Build a 4th worker out of FoF and an Axe while growing before going for another settler at size 9.
Then another Axe to grow to size 10 before another settler (we can build 4-5T settlers at size 10, no need to whip at all).
Therefore I would not whip the Axe in CC but whip a later WB or Granary (we should build a WB after the second Axe there) so it can grow bigger. It doesn't have huge food tiles, just the cottages.
CG has a lot of whip anger already, though... I believe 26 turns... If you think the extra whip will speed up growth, sure, let's do that then.
Whipping SM from size 3-2 sounds good to me, but let's keep it at size 2 at a minumum since regrowing takes ages.
WI can build a lot of fast (3-4T) axes working Sheep, Oasis, Iron and a mine.
If our plans work out and we stay out of war for another 50T, we should be able to get a huge tech advantage.
Teching Alphabet for OB is a good plan as well. Maybe after Calender? CC won't be whipping the axe. We'll chop it out instead. CC already has a granary so WB sounds good to me before the third axe. When do you want the 4th worker from FoF, @ sz 9 or immediately after settler for FG? Agree on axe to sz 9/settler/axe to sz 10/settler. CG will be fine and whipping now does speed up development.
Tested whip galley @ sz 3 vs whip granary and we come out ahead whipping the galley...both cases have granary/LH...
galley whip - T114 20/28 food bin; growth to sz 5 in 2t; T101 FG founded
granary whip - T114 16/28 food bin; growth to sz 5 in 3t; T102 FG founded
Also tested LH whip but the results were terrible so probably won't want to whip again until sz 6 (so we can stay working wine+horse+farm+2 lake).
I assume you went MC after Math? Not sure what I'd do after MC. Alphabet would be good. Not sure about Calendar since we only have the banana, although we could also get the silk. Actually, hehe, we probably SHOULD grab the silk then Math->MC->Calendar->Alphabet would be fine. For just one resource though, imo CS would give us the most benefit (plus grabbing CoL for caste on the way).
Global lurker ; played in Civ VI PBEM 4, 5, 15; DL suboptimal Civ VI PBEM 17
|