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[Spoilers] Pindicator's Nice Thread

026

Revolted to slavery and whipped out the worker. Overflow went into the warrior.




Next turn we start the settler. I'm still debating between these two settling patterns, but it's hard not having the complete information I would have had if my scout had not died. My warrior will have 8 turns of scouting and then on the 9th needs to be on the tile where city #2 will go. But which one will it be? I am leaning right now to settle on the yellow circle by the Copper. It is the only 6-yield tile around, and while it will not have any food, I plan on building a worker straight-away in the new city, and then a granary for it, so that by the time borders in thie capital pop to get the sheep end of t50, I will be set and ready to grow. And yet, it is still slow growth.

So perhaps I settle the green? This will let me still work the copper straight away and build out a second worker fast (faster with the plains hill plant), but with only a crab for food it may not be the best city long-term. Which is why I really want to get my warrior down there to see if there is anything which would tip the scales for my decision.
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030

Well, this is a lot more fertile than I was expecting.




The Copper is still my only 6-yield tile, but now do I want to put city #2 on the coast? SW of the fish would let me work fish & crab without a border pop and eventually the sheep. Though the city is 5 tiles away and in a safe direction.

Time to do some more sims.

Commodore has grown to size 4. And I forgot to see if he has yields on his copper yet, indicating whether or not he's researched Bronze Working.
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031

Somewhere along the way I forgot to swap a 2f1h tile over to a 1f2h tile, and so now I'm going to be at 69/100 on my settler the turn I was supposed to whip. Shoot. That's going to delay the opening settler another turn.

Also, warrior survived at 1.7/2 so he's still plenty healthy.
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I probably should put city #2 right between the copper and sheep. But I don't want to put a city there for a couple reasons: first it covers up one of the very few riverside grassland tiles, which I want to keep for cottaging (tangentially I also want to settle on a hill for defense), second I want to keep a space open in the far north for a filler city to work those grass tiles and probably the ice silver as well. But settling between the sheep and copper is probably the fastest spot for city #2 to go.

It's not faster by too much, though: I'm going to chop out a granary in city #2 after the first worker comes out, and so settling on the hill will only delay the growth to size 2 by 2 turns. I think I'm going to take that tradeoff, and settle on the grass hill west of the copper instead.

City #3 will go southwest of the Fish. I could see this being a very nice great person pump down the line. It doesn't work out too well for a 2nd city, though, because too many spots need hammers and work boats then. City #4 will go 1E of the deer, or possibly to the south?
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032

Graphs on Commodore. Also, Commodore just got Bronze Working: I can see the copper in his BFC now has a hammer yield.














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034

I could have whipped last turn, but i was 1 hammer off.




Amazingly enough, this mistake works out in my favor. I don't lose any turn on when city #2 is planted because my worker is building a road and the settler would not have made use of it in the old version: so I made up the turn there. And with the capital, I would have had to work a forested plains hill to 1-turn the granary next turn: which I don't have to do now because I have more overflow. Instead I gain an extra turn of working the crabs and fish, so 3c gained. Funny world huh.




Last in demos. Nowhere to go but up.
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(January 11th, 2023, 21:08)pindicator Wrote: Amazingly enough, this mistake works out in my favor.

Nice!
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(January 12th, 2023, 07:10)Cornflakes Wrote:
(January 11th, 2023, 21:08)pindicator Wrote: Amazingly enough, this mistake works out in my favor.

Nice!

Just don't call it a mistake, this is what the plan always was! smoke

On the serious side, a good example of how whipping ASAP isn't always the best choice.
Playing: PB74
Played: PB58 - PB59 - PB62 - PB66 - PB67
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There are two kinds of people in the world: Those who can extrapolate from incomplete data
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Whipping off improved tiles is almost always wrong, granary growth and emergency unit whips are the general exceptions.
Current games (All): RtR: PB80 Civ 6: PBEM23

Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71. FFH games: PBEMVII, PBEMXII. Civ 6:  PBEM22 Games ded lurked: PB18
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035

Somebody's been reading ahead of the group.

(January 12th, 2023, 08:07)Krill Wrote: Whipping off improved tiles is almost always wrong, granary growth and emergency unit whips are the general exceptions.




When I settled on this plan, it was to let the workers improve the 2nd and 3rd cities (well, 2nd and 4th if I go to the east coast next) and the capital relies on the seafood to pump out settlers. Size 5, fully improved would be 14 food-hammers, or 7.5 turns on the settler, which is better than a 10-turn whip cycle, but also needs a lot more investment. I was figuring on growing briefly into unhappiness at size 6 and then 3-pop whipping, then starting again. But clams aren't all that great to work ahead of lighthouses (a 4 foodhammer tile can be found just as easily in building a mine), and my sims found that the time spent getting a 3rd work boat out wasn't all that helpful when I could just stay to whipping size 4 to 2. Also, the next work boat out of the capital is going to be used to get city #3 up and running now that I found the fish/sheep spot in the east.

Although city #3 might still go to the west, if I think I could lose that spot to Gavagai. Really need to see where he puts his city #2.
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