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Did you misread sooooo as saying "doesn't"?
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(July 10th, 2013, 13:16)SevenSpirits Wrote: Did you misread sooooo as saying "doesn't"?
Yes I did. I'm an idiot, ignore me and carry on.
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City stuff too. I'll quote kjn's post for this:
Quote:Should we go for a grocer in Adventure One before the university? Or a courthouse in Mansa's Muse before the university?
Spy in Focal Point? Not that there is much left to steal now. Both a courthouse and a missionary feels like good choices.
Forbidden Fruit drops the spice from The Covenant, and picks up the unworked cottage. We can 2-pop whip the courthouse in 2t.
Eastern Dealers can fire a priest and work the mine instead, as Seven outlines earlier. We get the GP as the turn ends, finishes the courthouse, and gets an extra 1F.
The Covenant takes back the spice.
Cutting Edge can grow in 2t by working a farm instead of the grass mine.
Whip the lighthouse in Winter Wasteland.
Denial of Nile picks up the corn.
Webringen/Doppelgänger works the banana (which we plantation).
All above looks OK to me except for the part about abandoning the universities. I'd keep those - we have hammers invested and they're still good buildings. I'd like to start Adventure One on Oxford in about 15-20 turns, just need to plan the whipping of the other universities. We have started them in AO, mansa's muse and gourmet menu. I'm sure we'll want them in Forbidden Fruit, The Covenant, Simple Life and Seven Tribes. That just leaves one more to finish the set of 8 we need, which could be in an ex-german city. Not sure, will have to play it by ear.
At Winter Wasteland the plan of whipping the lighthouse and overflowing into a courthouse looks good to me.
Tree Huggers can take over a cottage from Cutting Edge. I'd not worry about working a farm at CE instead of a mine for growth, since growth is not that important here (limited by useful tiles).
Hire 2 merchants in Mansa's Muse? Think it's defintely worth it. After next turn, things should be clearer regarding our tech and what whether we're using the person from Eastern Dealers to bulb or save for a GA. Once we know that, we will be able to work out the pros and cons of pushing Mansa's Muse to get us the next great person. We could even hire up to 4 merchants here, but for now let's stick to 2 because we're not giving up too good a pair of tiles to do so.
Let's move the two workers in Seven Tribes back up north. Doesn't matter if they can't squeeze in free actions on the way, just get them up there asap.
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(July 10th, 2013, 13:30)sooooo Wrote: All above looks OK to me except for the part about abandoning the universities.
Yeah. It was more an open question than a proposal.
(July 10th, 2013, 13:30)sooooo Wrote: We have started them in AO, mansa's muse and gourmet menu. I'm sure we'll want them in Forbidden Fruit, The Covenant, Simple Life and Seven Tribes. That just leaves one more to finish the set of 8 we need, which could be in an ex-german city. Not sure, will have to play it by ear.
Don't forget Tree Huggers. That's one city where we definitely want a university. That means we don't need to rush it in the former german cities. There I guess we want universities in Denial of Nile, Webringen/Doppelgänger (though I'm tempted at pushing that city for production, but it has an academy...), and Wittenberge.
(July 10th, 2013, 13:30)sooooo Wrote: At Winter Wasteland the plan of whipping the lighthouse and overflowing into a courthouse looks good to me.
Tree Huggers can take over a cottage from Cutting Edge. I'd not worry about working a farm at CE instead of a mine for growth, since growth is not that important here (limited by useful tiles).
Grabbing a cottage instead of a mine also means Tree Huggers grows in 3t, instead of 4t.
(July 10th, 2013, 13:30)sooooo Wrote: Hire 2 merchants in Mansa's Muse? Think it's defintely worth it. After next turn, things should be clearer regarding our tech and what whether we're using the person from Eastern Dealers to bulb or save for a GA. Once we know that, we will be able to work out the pros and cons of pushing Mansa's Muse to get us the next great person. We could even hire up to 4 merchants here, but for now let's stick to 2 because we're not giving up too good a pair of tiles to do so.
Means we have to give up a plains village, unless Focal Point picks it up. I'm not sure myself it's worth it yet. If/once we can give the gold to Forbidden Fruit, though, I think it'd a quite good idea, though.
(July 10th, 2013, 13:30)sooooo Wrote: Let's move the two workers in Seven Tribes back up north. Doesn't matter if they can't squeeze in free actions on the way, just get them up there asap.
Up north as in to Mansa's Muse/Tree Huggers/Cutting Edge? We have lots of north right now.
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July 10th, 2013, 16:07
(This post was last modified: July 10th, 2013, 16:28 by kjn.)
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One more thing: Starfall. I think we should whip the walls there this turn. A single whip will give 30 x (1 + 1 + 0.25 + 0.25) hammers, or 75H. 75 + 14 + 2 is already 91, so we will be 1H over the overflow cap.
Then we overflow to the castle and draft a mace next turn. On T161 we can either whip the castle or start on a courthouse. We are starting to near Gunpowder and closing in on the German army, so there is little need for more drafted maces.
ETA: No, we should wait 2t with whipping the walls. That will give 45H overflow, divided by 2.5, ie an even 18H, which gets back to 45H into the castle.
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So, about the military moves for the current turn. I'll leave the city micro and builds to those of you who can log into the game right now.
All the concern about WPC is touching, but it's also a bit misplaced. As scooter has reminded us a bunch of times, there's no city gifting in this game. In order for WPC to get any cities from this war, they have to capture them themselves. The notion that WPC is somehow going to get 3 cities (Warendorf + tundra cities) is pretty laughable to me. How would they ever take those locations? Are we going to wait around for a dozen turns to see them slowly walk their stack of outdated crap forward one tile at a time? Are we going to kill all the defenders and let them take the prizes? Are we going to raze cities and then politely ask them to resettle the spots? It's craziness.
We should be doing what we've done the whole war: push forward aggressively and take anything we can take. If that means we get everything, well, too bad for WPC. It's not our fault that they built a poorly composed army and used it in horrendously stupid tactical fashion. Slowing down our attack or moving it suboptimally just so that WPC can capture cities would be a foolish move on our part. We want the war to end ASAP to be ready for the Turn 175 diplo shuffle and get back to builder mode. We can't afford to waste time with WPC's nonsense. Go for the kill and eliminate the Germans immediately.
For the remainder of this turn, it looks to me like we want to move the bulk of the army onto the tile east of the captured city. The two movers nicely fork the remaining two German cities in this area, and the one movers can head for either one next turn. It gives us plenty of options for the following turn. Move to the tile east of the city this turn, and then we can reevaluate what we see next turn. If WPC can actually take a city, that's fine, but I expect that we'll just go ahead and claim everything.
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I'm guessing that sooooo meant to move the workers north into our core cities where we seem to need more tiles improved.
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(July 10th, 2013, 13:16)SevenSpirits Wrote: Did you misread sooooo as saying "doesn't"?
Wow, I also misread that as "doesn't"
Kalin
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(July 10th, 2013, 13:49)kjn Wrote: Up north as in to Mansa's Muse/Tree Huggers/Cutting Edge? We have lots of north right now.
Yep, that part of the empire. And yes, I forgot about tree huggers for the university. Good one.
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Is our economy going to recover fast enough to warrant moving towards Oxford immediately, or should we keep building gold-focused buildings for the moment?
Universities are junk when our breakeven science rate is so low, but depending on how fast the recovery is, they might not be by the time they start finishing. What will we save in unit supply costs when the war concludes, for example?
I think we simply abide by our agreement with WPC. If they're next to the city, we give it to them, if they aren't we take it, and we don't slow down the conclusion of the war for anything.
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