June 10th, 2014, 09:39
(This post was last modified: June 10th, 2014, 09:40 by Krill.)
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Free Reign. There are 4 workers on the copper; in this I shall label them W1, W2 etc, but as only 2 workers are needed W3 and W4 can be sent to other cities.
- FR: T76: Found FR, 4 workers improve copper. Work copper build granary 1/22F 6/60H
- FR: T77: W1 move 71 to deer, W2 move 4 to forest 2/22F 12/60H
- FR: T78: W1 road, W2 chop, 3/22F 18/60H
- FR: T79: W1 road/fin, W2 chop, 4/22F 24/60H
- FR: T80: W1 move 98 cottage/cancel, W2 chop/fin, 5/22F, 50/60H, borders pop eot
- FR: T81: W1 move 21 camp, W2 move 81 camp, 6/22F, 56/60H
- FR: T82: W1 camp/fin, W2 camp/fin, work deer camp, 11/22F 58/60H
- FR: T83: W1 move 2, W2 move 9322, 16/22F 60/60H Granary complete
- FR: T84: W1 chop, W2 move 1 pasture, build workboat 21/22F, 2/30H
- FR: T85: W1 chop, W2 pasture, Grow@2, 14/24F, 4/30H
- FR: T86: W1 chop/fin, W2 pasture, work deer/copper, workboat finished, 18/24F, 30/30H
- FR: T87: W1 (send away to TtL or mine hills), W2 pasture/fin, work sheep/deer (workboat to clam), build axe, grow@3 14/26F 2/35H
- FR: T88: Work deer/sheep/clam 24/26F 4/35H
- FR: T89: Grow@4 21/28F 6/35H
- FR: T90: Work copper, grow@5 16/30F 12/35H
At this point it's possible to grow to size 6 and 2 whip a galley, or just sit at size 6 and work hills and put 20 food/hammers a turn into stuff. Personally I like the idea of stacking a bit of whip unhappy at FR and making sure we settle the filler city so we can give away the deer to it, and grow filler city on the deer and corn at 8fpt. There is something to think about with the hill mines, if workers are better used else where, or even to throw out 3 turn workers (as we are likely to need a fair few...)
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(June 10th, 2014, 09:15)Krill Wrote: Did you chance DS back to a settler?
I believe so, wouldn't hurt to triple check though.
I have to run.
June 10th, 2014, 11:21
(This post was last modified: June 10th, 2014, 11:23 by Krill.)
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I'll check tonight if you don't do it beforehand.
EDIT: Also I think Feeble Position might have broken Whosit's resolve to do anything towards us.
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Nice plan for Free Reign, Krill, and yes, it looks like Whosit has given up on this game.
Turn 68 played:
How do you want to deal with the barb warrior? Occupy the hill, attack out for xp, or stay put so we don't lose fortification?
We do want to scout to the tip of the eastern peninsula. Maybe heal and wait a little bit first though? A barb spawning would be inconvenient with two exposed workers busy chopping forests.
I have to run.
June 11th, 2014, 04:26
(This post was last modified: June 11th, 2014, 04:31 by Krill.)
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I think healing the eastern warrior before scouting is a solid move. Absolutely fine with that.
The barb warrior, if we attack onto the forest hill we only have 78% odds of winning, so I don't like that. But attacking onto a bare hill we have 99% odds of winning which is fine. We have the spare bowman now as well, so I say either move the spare bowman into TtL and use it to cover the barb warrior wherever it moves, or move the bowman in TtL onto the grass hill and use that one to clean up the barb. The barb might suicide, it might not. It comes down to whether you want to keep the flexibility of the bowmen between FP and TtL, or the fortification bonus.
All that said, I expect the barb to move onto Whosit's pig. But o we want him to have the additional XP from the barb? I don't think we do, so it might make sense to leave TtL empty by moving the bowman onto the forest hill, and then killing the barb next turn (I think it would move onto the flat land to threaten TtL rather than suicide, but even if it suicides it's 1XP for us and not a G2 unit for Whosit). So I think I come down on the side of moving the bowman out of TtL and keeping the covering bowmen between the cities.
Also, I like that crop yield. And the MFG is recovering nicely. With the way we are managing whips I think that we're probably getting more hammers than most people suspect, after all we have, what, 500 hammers down in settlers and 300 hammers in workers (420 eot next turn). Just need to manage that GNP...
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OK, let's move the Bowman in TtL onto the forested hill. Feel free to do so if you can, Krill.
By the way, I forgot to mention that according to pitboss portal, AT captured or razed one of Molach's cities last turn.
I have to run.
June 11th, 2014, 05:29
(This post was last modified: June 11th, 2014, 05:57 by Krill.)
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Yay more wars
I'll try to get to the turn later, I'm in uni at the moment but I don't have to stay here all day.
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I just looked at the micro for the island city again (anything to not write essays...) and I'm reconsidering the dot map for the east. Namely, I'm not sure the fish/spice/horse city is necessary, it might make sense to move the ivory/clam/sheep city to just claim the sheep and clam on the tip of the peninsula, so it also claims some of those hills. The island city then can still be settled for the stone but not leave a wide strip of tiles unused. That means the ivory isn't settled, so we'd have to move the spice/horse/fish city to be 1 or 12 of the ivory; the advantage of that is we only need a single city to claim the horse and ivory. And it still fits in easily enough for a road to the clam/sheep city.
We could then settle to overlap the clam from FR and the fish from the aforementioned city on the southern island, and still work the second spice (the west spice fits in at FR already). Basically it means we need fewer workers so we can carry on spamming settlers for a bit; the fish is hooked by working the horse and chopping the lone forest at the horse/fish city.
That's not to say what is labelled now doesn't work, just that I think there are a few options. I'm still a bit concerned about being able to claim that eastern clam with the a city that also claims the ivory, for instance.
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I logged in and moved the bowman.
Updated sandbox: https://dl.dropboxusercontent.com/u/1521...dSwordSave
Settling one city that immediately grabs horses and ivory is tempting, since settlers are precious resources. So 1 or 12 of ivory is looking good.
Screenshot for dotmapping:
I have to run.
June 11th, 2014, 07:17
(This post was last modified: June 11th, 2014, 07:21 by Krill.)
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I dunno if I'd go so far as to say settlers are precious resources when we can have like 12 cities and settlers by T90. I'd actually say that I value the defenders and workers more, inasmuch that we need to be really smart with them. We could have FR T76, Stone T83 (from OT), ivory/horse T85 (from DS), sheep/clam T90 (from OT). That ignores settler from TtL (for filler city?) and settlers from DS and WH (I think that with a galley whip, need to oveflow into a settler and then stagnate at size 4, can't grow higher due to unhappiness. Settler from WH comes out like T87).
Also there is a forest east of the fish near stone that is present in the sim but not in the game.
Additionally considering for Moai, but sheep/clam has 5 forests. Use one for a work boat, at that leaves 5, enough for Moai with the stone so no difficulties building it. I think most other cities don't benefit that much from it. Just need to get a granary, light house and grow. It would be a decent long term production city then with those plains hills to the north on the island (without water tiles 13hpt/2fpt and has 13 water tiles, plus 2 grasslands to workshop. Final tile looks like forest plains). Maybe WH is an alternative, but fewer forests and it's next to Plako. I don't care who the other neighbour is to hte east, but they are not going to be more scary than Plako.
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