January 10th, 2014, 11:38
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I'm so far behind that I'm just seeing this now, but nicely executed on the rush. I don't take the "lucky" comments seriously at all. I've seen enough rush attempts that could/should have been slam dunks turn into a dumpster fire because they weren't done half as well as this one. So, very nicely done.
January 10th, 2014, 23:44
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t57:
Growing back up to size 7 this time.
Farm is on the way. I decided to farm this tile so the worker could road the corn next. We will need the health, at the very least. Still 10 turns until borders pop.
Granary is done with just 1h overflow at the same time we need 8f left to grow. Over the next two turn's we'll earn that 8f, but we'll avoid growth so as not to grow and carry over only 8f. Instead we'll grow on the third turn and carry over the full 12f. The tile we'll grow onto initially is the sugar (3/0/0), which will be in culture due to the new city.
The worker who's with the settler finishes the road on the highlighted tile next turn. Then we settle city #4. Hopefully, barb activity stays limited to the one warrior, so our gold worker can safely put a turn into the mine despite us only having one impi to defend both workers. Also, the worker who just finished chopping the granary is moving E-N to start the chop, so that it can be in range of the gold next turn.
3 more turns to get a farm for Hogfather. Not sure yet what the plan is here.
January 11th, 2014, 00:16
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With the flood plains why another farm at hogfather?
January 11th, 2014, 00:27
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It's kinda lame, but basically the reason is that it won't pop borders for several turns still. That farm is worth something like 8f and 1h just for that reason.
I'm not putting a cottage there because I simply wouldn't work it after the border pop. 2nd ring culture will add 2 FP tiles, a river grassland, and a few hills. All of those will be better in this case than a grass cottage. (The hill(s) are better because they would be the least-worked tiles on a city we regularly whip.) When cottages don't get worked with any kind of regularity, farms are a lot better than them. So a cottage would not be useful for a very long time; it would provide only 10c.
January 11th, 2014, 01:05
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t58:
This turn I had to make build selections in 4 cities and a tech choice.
Hogfather can grow back up to size 5 with no unhappiness penalty, so it will grow to 6 and whip a settler. I'm putting the settler turn in now because we're only growing on to 2/0/0 tiles and growing will increase maintenance, maybe costing gold.
Men at Arms just needs to build a unit or building while growing, and I think impi is the most useful option. It's a 2-mover. Library there is laughable. Ikhanda would be reasonable but we need more units right now, for garrisons, defense, and exploration.
Going Postal has a similar decision to make but in this case I value the library.
Finally, Making Money was planned to build a monument right now all along and there's a specific micro plan for it.
As for tech, I switched it to Math before leaving the game. Here's the printed cost to reach various techs:
Math: 385
Currency: another 616
Sailing: 154
Calendar: another 539
Meditation + Priesthood + CoL: 754
Tech rate as of next turn is about 25bpt, 30 if you factor in the 1.2 multiplier which all these techs have.
My instinct here is to expand hard, search for OB partners and go for math and then currency, with sailing in between. With luck we can get a religion from someone else. I don't see our tech rate going up, so going for Confucianism when there are religion-less FIN civs in the game with less expanding to do than us seems too risky.
January 11th, 2014, 08:38
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I dunno, I think with the gold and library at GP we might end up averaging 40 adjusted bpt in about 15 turns. I suppose that's an increase, right?
OTOH, if we actually get trade routes with people and we get to Currency in a timely fashion that's probably going to be another 50+ commerce per turn...
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January 11th, 2014, 18:38
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t59:
Stonehenge was built in a faraway land.
Scouting has revealed no food within 3 tiles of the horse.
Chatted with Krill and we like this spot for the city settled from HF. Claims copper, shares food with HF which has a lot, and with a monument will get that fur as well. Plus, lots of river grassland.
January 12th, 2014, 07:17
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(January 11th, 2014, 18:38)SevenSpirits Wrote: Scouting has revealed no food within 3 tiles of the horse.
Yeah, but at least there's a 4 tile lake you can lighthouse.
“The wind went mute and the trees in the forest stood still. It was time for the last tale.”
January 14th, 2014, 23:17
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t62:
At current rates, we could get math in 8 turns at 100% (spending a total of 88g). I chose not to do so because a) we're getting two new cities within that timeframe so it might not quite work out in practice, and b) waiting until the library is done will be worth quite a few beakers, and c) I'm not totally set on going for Math, anyway.
Judaism has fallen, on t60 I believe.
The southeast is way smaller than expected. And barb warriors are becoming an annoyance.
Next turn, we whip the 10/100 settler from 6 -> 3, and the worker moves onto the copper hill to road. The road is mainly needed to connect that next city. Next time Hogfather is this big again, it will have plenty of good tiles to work and not just 2/0/0 grasslands.
This isn't where this worker is moving. He (and his pal) are going to road the FP and the tile marked with the (2), then farm the wheat. The settler will move to the tile marked with the (3). I like this spot because it immediately gets the pig and wheat (plus a capital grass cottage), and that's good enough. Later when it has a border pop, fishing boats on the clam, and lighthouse for the clam and a lake, it will look even better. But short-term it's easily the best coastal city we can settle, even though it destroys a forest. And coastal city is important because we need to get contacts and sea routes to other players.
This worker is the aforementioned pal who will help out with the coastal city. But first he's finishing the mine for MaA. We could have finished the mine this turn already, but it wouldn't be good to work it since we're growing exactly working the coast instead.
Someone's GNP is 72. And our power is dropping down to last place. Here's to lots of fighting on the other islands!
January 15th, 2014, 01:00
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t63:
A lot of barbarian warriors were heading towards us so I paused the scouting mission. Impi #3 is going to take out the green-highlighted warrior, and you can also see that Impi #2 (selected) has just killed a warrior, and Impi #1 has been moved towards the capital to have better coverage.
There's also this barbarian in the northeast:
And you can see above that our worker on the second copper is undefended but currently safe.
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