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Intersite Game - Turn Discussion Thread

Or build Research to get that much closer to Philosophy
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(April 12th, 2013, 08:16)regoarrarr Wrote: Or build Research to get that much closer to Philosophy

We don't have Alphabet yet. We can build wealth.
Furthermore, I consider that forum views should be fluid in width
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Even if we did, I'd take the wealth build anyway for multipliers elsewhere.
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Another vote for NO lighthouse in BbB, for reasons already stated.
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My feeling:

If barracks present: catapult
else: wealth
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Here is brick by brick this turn:

[Image: bbbrr.jpg]

I does have a barracks.

It has a current food surplus of +5 at size 7. The two mines being dug will bring that to +1 at size 9, then it would eventually stop at size 10 working a 1/0/3 tile, but that's a long way away. This is without a lighthouse.

With a lighthouse we can have a constant +2 food surplus with the mines, or we can abandon the mines to grow quicker. IMO the first scenario (without the lighthouse) is better because I like to make my decisions for the short term in civ 4. I want to work those mines all the time, for hammers now vs commerce and an extra draft / whip later. Commerce is higher if we are bigger and work the lake tiles, but some of that advantage is eaten up my higher maintenence at higher pop and bigger growth gaps between population.

Quote:Another thing is that WCs are still decent builds for military. They kill axes and cripples just fine, are a lot cheaper than knights, and we can build them right now. Catapults will be useful for a long time, but they're slow on the offensive, and we envision a fast campaign. Then we will need some unit to provide numbers to our knights, and WCs are perfect for that. Fast, relatively strong, and cheap.

This is a valid point. WCs are nice, cheap builds that will still be useful later.
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Vote for WCs
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I request a turn 125 state of the nation thread.
Surprise! Turns out I'm a girl!
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Look, we definitely want a lighthouse in Brick By Brick at some point. There's no way to grow the city otherwise because so few of the city's tiles produce food. I'm not suggesting that we grow the city to size 14 or whatever and try to work all the coastal tiles. It's a production city, we want to work all the mines at size 9. But what about when we draft the city later? We definitely do want to draft; at size 9 and a granary, that's a conversion of 18 food for 70 production (mace) or 80 production (musket). It's an insanely good conversion rate. But we don't exactly want to sit there growing at +3 food/turn after we draft to regrow that pop point, and in order to do that, we need a lighthouse. Now or later, we're going to want that building at some point. My argument was that it's better to build it now, when we have no particularly important units available, rather than later when we could build knights or elephants. Keep in mind that we also hit size 9 much, much faster by building a lighthouse now and working a bunch of water tiles (at +7 food) and then swapping onto all three plains mines at once the minute we hit size 9.

With all that said, it's probably better to build Wealth on the current turn and swap to lighthouse when we're back in Organized Religion. I have done this in-game, and I'm hoping everyone is reasonably happy with that move.
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(April 12th, 2013, 12:59)Sullla Wrote: Look, we definitely want a lighthouse in Brick By Brick at some point. There's no way to grow the city otherwise because so few of the city's tiles produce food.

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The only tiles to grow onto are those coast tiles. Coast tiles have zero yield for a production city (actually slightly negative if we are drafting and/or whipping, since growth costs are higher with more pop), and only net us a couple beakers each. Now, FIN coast isn't bad per se, but I wouldn't want to spend 60 hammers in a barracks city - not long before a major war! - unlocking a few relatively weak commerce tiles.
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