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The barb moved onto Whosits pig. Means he'll get a 5XP archer which is obnoxious. No simple way to deal with a G2 archer short of HA any more (now they get 30% combat defence against swords on a hill the archer still has odds). Still, I don't see him wasting such a unit to try and annoy us.
Current games (All): RtR: PB83
Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71 PB80. FFH games: PBEMVII, PBEMXII. Civ 6: PBEM22 PBEM23Games ded lurked: PB18
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Not promising this is the last MM bit, but...
About TtL. If we build the settler on T71 rather than the worker, it finishes, with a 2 pop whip on T80 (100/100 hammers...). The best place to put it is actually on the filler city location. It can be founded on T81, and because the corn would then be immediately enclosed on all sides by our culture we get it then and there. With the workers running over to the copper and then running back, we actually have enough worker turns to chop the plains forest filler city is founded on, and the grassland forest of the city needs a single worker turn. The worker from DS is free to farm the corn on T81, and it is possible to get teh granary done by the time that the corn is farmed.
Here is the micro. It draws the worker from DS, the 2 spare workers from FR, and frankly every worker turn we can drag out. Note: Worker 1 (W1) is DS worker. Worker 9 is the worker slaved out of FP, and worker 3 will be used as the two workers retreated from FR after the copper is completed, for ease of understanding. W9 is slaved eot T73. I'm going to go out on a limb and steal worker 7 from the rice farm at RC when it is finished; RC doesn't need anything and can just 2 whip the granary at size 4. It's inefficient as fuck but what are you going to do (I'll explain why for the lurkers later).
- T74: W1 move 98, W9 move 336 chop/cancel
- T75: W1 mine, W7 farm/fin, W9 move 6 chop/cancel
- T76: W1 mine, W7 move 3 (or 2), W9 move 33 mine/fin
- T77: W1 mine, W3 move 78 cottage/cancel, W7 road, W9 move 78 cottage/cancel (note this cottage is taken to 3/4 with spare worker turns, worker roading deer gives 3rd worker turn)
- T78: W1 mine/fin, W3 move 81 chop/fin (8 hammers to OT, does not affect OT micro just more OF), W7 road/fin, W9 move 7.
- T79: W1 move 4, W3 move 2, W7 move 231, W9 chop
- T80: W1 move 111 farm/cancel, W3 chop, W7 farm/cancel, W9 chop
- Filler city (FC): T81: W1 move 3 farm, W3 chop, W7 move 3 farm, W9 chop/fin, Build Granary 3/22F 21/60H
- FC: T82: W1 farm/fin, W3 chop/fin, W7 farm/cancel, W9 move 7 farm/fin, 8/22F, 42/60H
- FC: T83: W1 move 71 cottage/cancel, W3 move 84 chop/fin, W7 move 71 cottage/cancel, W9 move 1 13/22F 63/60H
So basically, Filler City is founded T81. Corn farmed T82. Granary complete eot T83. Grow eot T85, saving 10 food in the granary. TtL suffers in that it has to work a grass forest on the way to size 4 after the settler whip, rather than dump about 3 turns into working a cottage. Filler city can then either stay at 2 and whip a worker (eot T91) grow to 4 (eot T91, worker eot T94) whilst working a cottage and the corn.
This actually rounds off all of the micro, for every city and worker, except for FP and RC. Which frankly a blind chipmunk could figure out because it doesn't matter. FP can dump OF into a worker and regrow to 2 then whip the worker T80 and dump the overflow into a granary which is finished at size 2, RC can grow to size 4 and whip the granary T80 for 2 pop. Then do whatever...like regrow and whip something else.
Current games (All): RtR: PB83
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You know if we manage a turn a day now, that's enough MM for the next 2 weeks. Which should be after I hand in my essays. If we keep having delays, I can come back on 4/7/14 after hand in last piece of work and we shouldn't have gone beyond the end point of the micro.
Current games (All): RtR: PB83
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novice...don't play the turn.
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(June 12th, 2014, 15:34)Krill Wrote: novice...don't play the turn.
another micro overhaul?
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There was a slightly different way to run the workers to get the cofrests chopped for OT, but it had more drawbacks than advantages...
Current games (All): RtR: PB83
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Turn 69
I was worried by this
and this
but then I saw this
I also saw this
and did this
which resulted in this
I have to run.
June 13th, 2014, 05:52
(This post was last modified: June 13th, 2014, 06:10 by Krill.)
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Hey novice do you hate me yet? No? I need to change that...
we could send the copper settler from DS to the island settling T77. Whip WH worker T73 and overflow galley T74. Settle copper with TtL settler T83. Gets us more commerce.
EDIT: I can't say this with a straight face. It's almost certainly not worth it, Free Reign is just an amazing city site and it needs getting online ASAP. And the difference between settling on T77 and T85 is probably no more than 80 commerce. All we need to do after getting the island city is grow everything to max size and work cottages to get the necessary tech. Maybe after the T82 settler in DS whip a granary and light house to work coastal tiles. Stuff like that.
Current games (All): RtR: PB83
Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71 PB80. FFH games: PBEMVII, PBEMXII. Civ 6: PBEM22 PBEM23Games ded lurked: PB18
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I also ran a quick sim to see what happened if we ignored Sailing and rushed Alphabet. That didn't work well, unless we stop settling cities after city 8 for horse. Sailing next for sure.
Current games (All): RtR: PB83
Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71 PB80. FFH games: PBEMVII, PBEMXII. Civ 6: PBEM22 PBEM23Games ded lurked: PB18
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