July 19th, 2013, 22:41
(This post was last modified: July 19th, 2013, 22:48 by Ruff_Hi.)
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A few small points ...
- We are at 8/90 for our next GG - I doubt that we will get one next turn even if we kill all of the German units we find
- We are less than 8 beakers short if we scale back the tech rate to 80% (based on current game setup).
Is it worth building research in 1 or 2 cities to conserve gold?
(I think someone else pointed this out up-thread)
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(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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(July 19th, 2013, 22:41)Ruff_Hi Wrote: A few small points ...
- We are at 8/90 for our next GG - I doubt that we will get one next turn even if we kill all of the German units we find
- We are less than 8 beakers short if we scale back the tech rate to 80% (based on current game setup).
Is it worth building research in 1 or 2 cities to conserve gold?
(I think someone else pointed this out up-thread)
Re: conserving gold: no. We can already burn whatever gold supply we have, so unless there's a micro benefit to building research, I don't see how this helps us? This isn't when we needed beaker precision for wards or key
Techs.
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I agree with the cat-cat-cat-knight and the GG in HF plan. Initially I liked the GG in Starfall but I changed my mind.
How is a max collateralled rifle faring against a C1/pinch knight, we should get odds right?
Kalin
July 20th, 2013, 00:07
(This post was last modified: July 20th, 2013, 00:10 by Boldly Going Nowhere.)
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(July 19th, 2013, 23:46)kalin Wrote: I agree with the cat-cat-cat-knight and the GG in HF plan. Initially I liked the GG in Starfall but I changed my mind.
How is a max collateralled rifle faring against a C1/pinch knight, we should get odds right?
Kalin
We'd probably do better to use drafted muskets against rifles than to use knights. In addition to the knights costing us more, rifles get +25% against mounted.
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Re: the GG, I feel the pendulum is swinging away from the Globe draft camp toward settling in Horse Feathers. If the plan is to get out a unit every turn, 3 cats for a knight as Sullla described, we actually get more use out of the GG this way than at Starfall, where we would draft 13 of 15 turns. I agree that barrage II is of more value to us on defense than a combat 1 on the musket, so I'll endorse this plan as well. GG for HF.
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Sullla is going to miss the German team that took forever to end turn for months? The team that was the inspiration for the rant thread? Really?
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CIty comments:
Tree Huggers: Yes, swap back to market. Also, can the 3 workers at Cutting Edge build a new cottage here next turn? This city should take over Cutting Edge's last cottage next turn and have that city pick up the new mine.
Seven Tribes: Yes, whip courthouse. With the overflow we should probably be able to hand-build the market while regrowing.
Simple Life: Whip market here, not courthouse. That city will make more from the market at 0% science (which we'll be running for a while).
The Covenant: Keep growing, take over the simple life cottages. Have the two workers at Eastern Dealers move to The Covenant to plant two more cottages.
We get gunpowder next turn. How much are we going to draft?
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(July 19th, 2013, 23:13)Cyneheard Wrote: Re: conserving gold: no. We can already burn whatever gold supply we have, so unless there's a micro benefit to building research, I don't see how this helps us? This isn't when we needed beaker precision for wards or key
Techs.
We have dialed back the tech rate to 90%. Why? Why not 100%?
Re the extra 8 beakers - it doesn't have to be build research - the person up-thread mentioned running scientists instead of merchants in one of our cities.
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(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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Why run scientists in Mansa's Muse? The city has 50% commerce modifier, and only a 25% science modifier.
The turn when we sweated beakers over Printing Press was an anomaly. The only reason we sweated beakers and gold there was that any overflow beakers from the bulb would be lost, but now we will carry the overflow beakers forward, so there is no real need to think about if we go 100% or 90%.
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Is whipping Simple Life this turn or next turn better?
35/36 +6F right now, assume +5F after whip.
3-pop whip this turn: 40/30 after whip, then 25/32 +5F next turn, 30/32 on T163.
3-pop whip next turn: 41/36->23/38, then 23/32 +5F post-whip.
So I think we gain 2F by whipping this turn. I'd have thought the reverse would be true (due to the increase in food overflow), but apparently not. I'd appreciate if my notes could be double-checked, though.
Can we send one of the workers 1S of Cutting Edge to chop the plains hill forest 2S of Forbidden Fruit next turn? Should be enough to finish the courthouse there. The other two can cottage around Tree Huggers.
We also need a missionary for Splendid Isolation. Maybe build one in Focal Point?
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Running 90% seems right to me. We'd rather have overflow gold than overflow beakers, but that preference isn't string enough to be converting hammers to beakers 1:1, or even gold to beakers 1.5 : 1.25
soooo's suggestions seem good to me.
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