Hi HAK, I hope you had a good weekend, I'll begin with the small questions first:
1. Why are you building a monument in a city that you've got pencilled in for having a barracks as its very next build? Hopefully, that's not still the state of things.
2. Why are we building a library in Happy? This library represents the following opportunity costs:
-2 axes and an archer,....you know those things that we're supposed to have down in Sore, but you keep complaining about barbarians preventing you from getting them there.
-A settler which could make the difference between Borsche (and GJ,...hah!) from settling on our continent.
-3 chariots that we need for kicking GJ off our landmass
I think that you need to provide a rationale for this move,...how much BPT are you gaining by doing this at break-even or whatever. What's the breakeven point where the library recovers it's cost? How is that better than the opportunity costs? You're not justifying this for me,...but to yourself to check the rationality of your moves.
3. HAK we are not building the Hanging Gardens. I'm about to scream seeing this.
-Let's say we have 8 cities all gaining +1 pop. Due to happy and/or tile improvement limitations we whip away all the pop gaining 8 x 30H = 240H. The Hanging Gardens costs what 300H? Plus a useless aqueduct that costs 100H while we're already getting the Expansive health bonus? Why on earth would a civ in our position, need that?
For your own benefit, please provide a justification to yourself of the costs/benefits of doing this kind of move. Once you do this, I think that you'll conclude for yourself that 3, no 4 settlers or 11 axes would come in much more useful than whatever value you are currently seeing in the HG.
For every build in every city you need to ask yourself if it's producing a rate of return
Ok, the larger items:
(May 1st, 2015, 20:40)HitAnyKey Wrote: I can't get a single Axe over there yet,...
When I read this I see the equivalent statement, "might as well abaondon the city right now". We have to fix this, however its done.
-Sore having an axe before walls,....honestly, you're dangling that city in front of Grimace. He's got what, 59% chance of winning vs a *CG1* archer (which ours probably isn't) with his G3 Gallic warriors? Where's the disincentive to attack? And when you put an axe in there he's still got what 38% chance of losing (*IF we have full fortify)? Grimace is probably still thinking,...yep, still good odds. Ripe for the taking.
-Now if you build the walls, he's going to suddenly see those measly 25H archers having 37% chance of killing his superswords vs 27% chance of him killing the archer. A less than even match unless he can double our numbers,..and at only 25H he's unlikely to be able to do that,,...and of course he won't know how many axes we have just around the corner,...so he'll think "ugggghhhh" if the archers can stop the superswords then axes will probably eat them for lunch. At that point, he mentally gives up the game and resigns himself to just hitting end turn or goes and finds some ambition elsewhere like the islands or Retep or whatever.
This is a mental game of encouragements/discouragement to stay out of this very unprofitable war. You need to rectify this situation immediately. Get Walls ASAP and I mean ASAP-ASAP and get an axe in their ASAP-ASAP. We need Grimace to see that his best, expensive unit has a 9% chance of victory against our axe and that we're expecting him. The longer you wait, the more swords that he's going to build and the more he's then committed to his path due to few options. You can ignore all of my shrillness if we know that Grimace doesn't have IW yet. If we're unsure,...please do whatever it takes to discourage Grimace becuase whatever the cost it will be much lower than a bloodbath on both sides.
Next Big Ticket item: That gawd-damn city plant of GJ,......I am disappointed. I thought that with his city count he's arguably in 2nd place and, as a civ that's containing Master Commodore, we were natural allies against our common long-term problem. But noooooooo,...he had to make himself our short-term problem. And THEN,...HE TAKES OUR CORN. GGGGGGGGGGGJJJJJJJJJJJJJJJ!!!!!!
Like seriously, doesn't he know that planting 1 tile away is no security for either of us? I might have forgiven the move if it wasn't so gawd-damn close and stealing our food! But as it stands that city is a continental invasion + a food steal + a military threat. Well, I think that we should find out if he's got the military to back up his bluster. The only question is now or later.
What's his military like? He's got a lot of shared borders so my guess is that he's not got enough to protect that city.
(May 2nd, 2015, 14:47)HitAnyKey Wrote: Looks like I beat GJ out to settling in this area by a single turn. I'm betting he was going to settle where his Axe/Settler is right now.
This is probably incorrect. Given that he's on flatland his settler could have easily settled in the same turn. He was trying to go further inland. This is every bit of a screw you that we gave to Grimace and we should treat it as such. Early game, we were relying on low map information to veil our slight to Grimace,....GJ is doing this with full map info in all likelihood.
Honestly, if it weren't for having the game leader next to us as well as a pissed off Grimae, I'd really want to go raze his island city in revenge after razing that corn-grabbing slight.
So what I really, really want to do is send the chariot + the defensive axe + maybe one more chariot immeidately in that direction. Time is of the essence since whatever galley dropped those units off isn't likely to get reinforcements there so quickly. If we can't get a second chariot then we should at least test him with the chariot that we have.
Next ITEM: Barb City, YES! We'll have to wait until it hits Size2 but it's in a good spot for us.
(May 1st, 2015, 20:40)HitAnyKey Wrote: Guess I should just stop simming...I get my hopes up for a plan, spending hours working on the sim, and then it all falls apart. LOL
SIMs are made to be broken but they still provide value. For example, when I did that SIM (that I never posted because it was already redundant) I produced 4 settlers by T78,...but I misdirected my workers and I only knew that because of the SIM. My second SIM I never ran but the important lesson of deploying the workers in a different manner was already learnt.
So, try not to do these SIM as a set in stone plan, since you'll only be disappointed with the effort, but instead as insight into what you should look for in doing better.
I'm very interested in discussing what we can do to boot GJ off our landbass.