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Intersite Game - Turn Discussion Thread

How far away are we from 5t engineering? Close enough that city capture gold and/or someone else learning the tech could make the difference? If not, how much wealth would be needed? I think we should consider that option, since increased road movement a turn early could be as valuable to us as gaining a couple extra units.
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Sullla, do you think we could get away with not drafting Eastern Dealers except in emergency? The city, containing the national epic, is very important and it has many thing on its plate right now: trying to grow, to work specialists and to build buildings that let us work good specialists. Being drafted would slow this down - can we do without one unpromoted mace in the East?

At let it snow, I'm sure sevenspirits will have an opinion here but I have a hunch that a 2/0/3 coast tile is better than a 1/1/5 fur tile.
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We should consider canceling the deal with GWT that's giving them a happy from us. The secret is over most likely, as they are prepping for war, so we might as well hurt their happy cap (and by extension hurt their science rate) if we can.
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(May 30th, 2013, 16:00)sooooo Wrote: At let it snow, I'm sure sevenspirits will have an opinion here but I have a hunch that a 2/0/3 coast tile is better than a 1/1/5 fur tile.

I agree. Max growth until at least draftable size would be a fine policy.

(Even with just the whip though, I'd rather have the +1f than +1h +2c at size 3 with granary and such a high happy cap. And the hammer isn't even getting the OR bonus.)
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(May 30th, 2013, 15:19)SevenSpirits Wrote: How far away are we from 5t engineering? Close enough that city capture gold and/or someone else learning the tech could make the difference? If not, how much wealth would be needed? I think we should consider that option, since increased road movement a turn early could be as valuable to us as gaining a couple extra units.

I played around a bit with the numbers, and given the gold and beaker numbers as of this turn, we are circa 100g away from being able to 5-turn Engineering (we will need 1t of 40% science and 4t of 50% science, which will give 1946b; ). The market in GM will help a bit, and give maybe 20g of that, and we have two missionaries that will spread hinduism soon too.

We could run 60% science this turn (-108g), and then run max gold 2t when we have a market in GM (and maybe also TH).

Overflow from Guilds: circa 18b, adjusted. Assume 1.23 beaker multiplier

Max science generates 650bpt -> 800bpt adjusted, -336gpt
Max gold generates 8bpt -> 9bpt adjusted, +235g
Breakeven generates 265bpt -> 326bpt adjusted, +6gpt
50% generates 329bpt -> 405bpt adjusted, -51gpt

So yes, a 5t Engineering is feasible, either with wealth builds or with at least 60+ gold from sacking cities and pillaging.
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Some of our costs will go up on T150, though, as marching a big army around enemy territory can get expensive quickly. If we're going to go for a 5T Engineering we need to have plenty of spare cash available for it. That would mean more wealth builds. Which may mean it isn't worth doing, we may want to keep on building catapults and knights instead.

Played: Pitboss 18 - Kublai Khan of Germany Somalia | Pitboss 11 - De Gaulle of Byzantium | Pitboss 8 - Churchill of Portugal | PB7 - Mao of Native America | PBEM29 Greens - Mao of Babylon
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I presume we're also whipping a knight in every possible city, right? So yeah, I guess it will be 6t engineering.
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Here's a short midturn update. Most people didn't want to whip the market in Tree Huggers, so I have left that city alone for now. I did go ahead and whip the forge in Cutting Edge for 2 population as planned:

[Image: ISDG-989s.jpg]

The cities we're drafting this turn are Focal Point, Forbidden Fruit, Eastern Dealers, Brick By Brick, and Ditchdigger. I have drafted the first two thus far. I'm going to spread out the five drafts across today and tomorrow, so that they don't all stack together on CivStats. For anyone watching CivStats, putting a bunch of whips/drafts together always looks much more intimidating than spreading them out. It's illogical, but it's also true.

I forgot to swap the furs/coastal tile at Let It Snow, I will do so when I next log in tomorrow.

If anyone wants to log into the game and look at what cities would make good targets for knight whips, be my guest. I'd prefer for us to avoid completely trashing our economy in the process if we can avoid it, but log in and take a look, let me know what you all think.
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I noticed in several screenshots a CFC chariot. It seems to be going towards the Germans, but I am wondering if they are scouting for our troops.

Kalin
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My thoughts on the whips and drafts:

I'm quite unsure about the Eastern Dealers draft - I'm not against it, but I'd like to see some thoughts on how to get the specialists and the market up in a reasonably timely manner too.

I looked over our cities, and I think I identified the following decent opportunities for knight whips. Forge cities generally should get 2-pop whips, un-forged cities 3-pop.

Adventure One: 2-pop once we have the forge in place
Gourmet Menu: 3-pop T149, overflow to Courthouse or Grocer
Tree Huggers: 3-pop T148
Seven Tribes: 2-pop T149
The Covenant: 3-pop T148
Simple Life: 3-pop post-T150
Cutting Edge: catapult duty
Frozen Jungle: 3-pop T148

Of these, I only take the FJ and GM knight whips as certain - they're whipping off low-value tiles (coast and farms/mines/specialists).
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