July 1st, 2013, 12:01
(This post was last modified: July 1st, 2013, 12:03 by SevenSpirits.)
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GM/ST: I disagree with whipping these so much. I also disagree with working the new plains cottage over coast in GM. The only reason this is palatable is that it brings us to an even number of hammers for our +50% multiplier, but passing a plains cottage over to ST accomplishes the same thing for GM, and also accomplishes it in ST.
I am not sure how much food ST needs to grow, but I would like to give ST exactly that much food this turn, and grow GM over two turns, if that is possible without neglecting our good tiles. Ignore the new plains cottage for now - it's worse than coast while we are growing, for a couple reasons:
1) Plains cottage has dubious yields (even including futures ones) compared to coast at the best of times. They are close, but IMO coast is better for this size city.
2) We are FIN, and get the benefit of it on the coast 10t sooner than on the cottage.
3) We are not reliably working the coast tiles right now and would not reliably work this new cottage either. The value of a cottage tile drops even more if you are not working it consistently.
If we cannot grow ST in 1t and GM in 2t, I would still like to see all the coast tiles being worked before the plains cottage (and the plains mine), with one of the plains villages being handed over to ST to even out the hammers.
Edit: Btw, IMO whip TH.
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(July 1st, 2013, 12:01)SevenSpirits Wrote: GM/ST: I disagree with whipping these so much. I also disagree with working the new plains cottage over coast in GM. The only reason this is palatable is that it brings us to an even number of hammers for our +50% multiplier, but passing a plains cottage over to ST accomplishes the same thing for GM, and also accomplishes it in ST.
I am not sure how much food ST needs to grow, but I would like to give ST exactly that much food this turn, and grow GM over two turns, if that is possible without neglecting our good tiles. Ignore the new plains cottage for now - it's worse than coast while we are growing, for a couple reasons:
1) Plains cottage has dubious yields (even including futures ones) compared to coast at the best of times. They are close, but IMO coast is better for this size city.
2) We are FIN, and get the benefit of it on the coast 10t sooner than on the cottage.
3) We are not reliably working the coast tiles right now and would not reliably work this new cottage either. The value of a cottage tile drops even more if you are not working it consistently.
If we cannot grow ST in 1t and GM in 2t, I would still like to see all the coast tiles being worked before the plains cottage (and the plains mine), with one of the plains villages being handed over to ST to even out the hammers.
Edit: Btw, IMO whip TH.
Well I disagree with most of this
Firstly, about whipping GM and ST too much. Why? We're basically working all of the good tiles right now. Coast is marginal - it's fine but is offset by the larger maintenance for the bigger city.
Your suggestion to grow ST and take over cottages from GM and have that city work coast is hampered by the fact that GM has both market and grocer, but ST has neither. Those towns are best for GM to keep. My preference is to keep ST at roughly it's current size by drafting and whipping (but building another cottage) and keep GM working most of the cottages that they share.
Quote:Edit: Btw, IMO whip TH.
Now this I really think is bad advice. Whip tree huggers? That city needs to grow and grow and grow. It has enough production to finish its market by hand and we want it to take over Cutting Edge's mature cottage too.
In general I think your approach to city management is too short-termish and you take the snowball theory to too much of an extreme.
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I want to grow Gourmet Menu and take back all the cottages from Seven Tribes. I just think it should be working the coast tiles, too. I am opposed to whipping GM, I think it needs to grow. To that end it's useful to temporarily foist plains cottages onto ST. I am in favor of whipping ST when GM starts taking the cottages back. IMO it's the too-frequent whipping of GM and ST that has been short-term. I would have GM be much larger by now.
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Some more ideas for city management, mostly drawing from Sooooo's plan:
Cutting Edge: will grow to 9 in 2t. What about going to all grass farms+grass mines here, dropping the rice? Then Simple Life can pick up the rice (dropping the cow), The Covenant drops the spice for the cow, and Forbidden Fruit can pick up the spice? This puts the main food tiles on the cottage cities, allowing all of them to grow at +6F or better.
Simple Life: work cottage over farm for 2t and grow, then work the mine for 1t. That will bring the market to 60/150 (43 + 4 + 4 + 9), and we can 2-pop whip it T159. We can probably draft the city T159 as well.
The Covenant: agree on growing. We should look to mine that riverside plains hill and the jungled grass hill after we have finished the farm for Eastern Dealers (or maybe a windmill on the plains hill?)
Tree Huggers: I'd like to keep growing here. We want to take over two mature cottages from Cutting Edge on T158, and we have two mines that we can use to finish the market quickly.
Brick by Brick: agree on missionaries - we need at least five or six more in the medium term
Catherine: why not whip the work boat, and overflow to the courthouse?
Gourmet Menu: is at 23/36F, and makes 3hpt. We can grow it in 2t by staying in the current configuration this turn, and then taking a flood plains cottage from ST (dropping a grass or plains cottage).
Seven Tribes: is at 32/28F, and makes 7hpt. I think that we should focus our whips on Seven Tribes for now, and grow Gourmet Menu. 3-whip a courthouse, and then slowbuild the market. We can probably do a settler whip here too, it's decently placed for the island spots, much more so than Ditchdigger.
Mansa's Muse: agree on plains cottage over plains hills mine
Furthermore, I consider that forum views should be fluid in width
July 1st, 2013, 18:11
(This post was last modified: July 1st, 2013, 18:12 by NobleHelium.)
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(July 1st, 2013, 16:56)kjn Wrote: Apolyton researched Construction, CivPlayers Machinery, and Univers Philosophy. I believe Apolyton has just finished a settler in Istanbul, but it's far to the west in Apolyton's land, and thus no threat to our city to the north of Mano y Mano.
Just wanted to copy this info over. So Apolyton finished Construction last EOT (eot155).
How far away is Istanbul exactly? The settler will have already moved this turn if it is heading eastward.
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Okay, to wrap up the turn. Domestically, I pretty much just went through and used all of sooooo's suggestions. The exception being Gourmet Menu, where I kept us on coast according to Seven's recommendation.
(July 1st, 2013, 12:01)SevenSpirits Wrote: I am not sure how much food ST needs to grow, but I would like to give ST exactly that much food this turn, and grow GM over two turns, if that is possible without neglecting our good tiles.
Can do. Seven Tribes is 6F away from growing, and it's current confinguration gives us exactly 6F surplus, so it will grow EoT. Here's Gourmet Menu with foodbar included:
So we'll get within 7F of growing EoT. Next turn we can give one of the plains river villages over to Seven Tribes, and work another coast here. That'll let Gourmet menu grow next turn. We can shuffle the tiles between the two cities after that.
(for reference, here's Seven Tribes' current config)
I took a quick glance at Apolyton's nearest city to make sure there was no signs of a settler incoming.
Nothing notable. I retreated the WC back to the rice tile so as to not make Apolyton uncomfortable. We are going to need another garrison unit up this way pretty soon with the settler incoming.
I took the liberty of renaming Worms now that it's out of revolt. I saw this suggestion in the livestream, sounded nice enough to me. Helm comes out of revolt next turn, so feel free to figure out a nice name for that one too. Overview shot of our ever-increasing empire:
We're missing Winter Wonderland and SplendidIsolate here, but that's all that's missing. Maybe next time I'll notch up my resolution for this shot. Demos:
GNP is for chumps.
Ended turn, only CFC is left to end turn. Anyway, I plan to be pretty screenshot-heavy in my reporting, so let me know if I'm missing anything you'd like to see. Although, as soon as CFC hits enter we'll be locked out for a little while. Timer still has 10h left, but I'm guessing it'll roll in the next few hours. In that case, I expect our next 36h window to start sometime Thursday. That is a holiday here in the US, but we should be able to manage.
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(July 1st, 2013, 19:09)scooter Wrote: Anyway, I plan to be pretty screenshot-heavy in my reporting, so let me know if I'm missing anything you'd like to see.
Excellent reporting, keep it up.
Independence Day *and* a turn? I can't wait!
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I thought it might be time to update our cultural map. Given how we are going, I'll probably have to update it in a few turns again.
I have finally decided to put down some cash and register a website. It is www.ruffhi.com. Now I remain free to move the hosting options without having to change the name of the site.
(October 22nd, 2014, 10:52)Caledorn Wrote: And ruff is officially banned from playing in my games as a reward for ruining my big surprise by posting silly and correct theories in the PB18 tech thread.
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(June 30th, 2013, 20:35)Sullla Wrote: Turn 156 - 920AD
The armchair quarterbacking about the bugged culture tile is a little silly. None of us had any idea that was going to happen. Let's just move on to more important issues.
I don't think that the discussion on the culture tile issue was silly. I found it very interesting and informative. In fact, I think that these sorts of things are the essense of RB play ... something happens in game, it isn't immediately obvious why so people scramble off to check other sources, game code, run WB tests, etc. This is how we improve.
The next time we have a chance to capture 2 cities, there are two outcomes ...
1) no one thinks of this bug and we get bitten again
2) everyone remembers the bug and we capture the cities in the 'right' order
What I do find silly is someone saying that discussing situations in the game is silly. Its silly saying that discussing something is silly.
I have finally decided to put down some cash and register a website. It is www.ruffhi.com. Now I remain free to move the hosting options without having to change the name of the site.
(October 22nd, 2014, 10:52)Caledorn Wrote: And ruff is officially banned from playing in my games as a reward for ruining my big surprise by posting silly and correct theories in the PB18 tech thread.
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you're so silly ruff
Please don't go. The drones need you. They look up to you.
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