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[SPOILERS] SevenSpirits trashes three estates and a copper

Also, yeah there's stone there. But I didn't need to say that. smile
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What tiles would you work at size 8, and what worker MM to get them?
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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Pig, whale, ivory, town, river grass cottage x3, river grass mine will be the available improved tiles (along with rice... but it's obviously not needed at happy cap so that's going to TP by default). Also I want to work 2 scientists to get an academy.

However I think I'm going to whip out a settler from there after all. So sometime in the next few turns I'll re-figure out the plan. Probably grow while building a workboat aggressively, then whip the settler, then grow back on a library (finishing it quite easily what with the settler overflow).

Worker micro is pretty simple as I built more than the minimum I usually seem to have. I have one that just moved to the forest hill same turn BW came in, and he will build a mine / chop that finishes the granary, then build a cottage (and then probably another). Another worker produced from the capital will also build a cottage (and then probably road the ivory for the happy). TP has one worker heading to the cows right now; he will chop the forest 1E of TP afterwards, and then with the help of the worker being built right now they will farm the corn.
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Crap, Krill almost tricked me into making a sandbox. No! I'm trying to play this game at a high level (of abstraction, not necessarily skill wink) with little time investment. Focusing on strategic stuff (which, frankly, I need to work on).

Here we are. I'm building a pasture and a mine, both started this turn. Note the revelation of copper in both the east and the west. Also I only have to hold out 5 more turns without a jungle spread (from the marble); fingers are crossed!
[Image: p39t20_1.jpg]

Finally revealing the near northwest. Some very nice stuff there.
[Image: p39t20_2.jpg]

And I made contact with both remaining opponents this turn! Sweet. I know which direction everyone's in now; Scooter since his scout arrived really early from the northwest and Dazed by process of elimination.

Vs Yuri I have a barracks-enhanced warrior so I decided to poke in and collect vision of his capital. smile Other option was to get right on pillaging his western improvements (cottage, plantation, mine). But hopefully I can still do that after.
[Image: p39t20_3.jpg]

Vs Pindicator I can't pillage anything, but I can stop him from seeing where I came from. smile Next turn I will move as indicated to get vision of his second city while hopefully remaining unseen. The the scout will loop back and explore between Island Retreat Lake and Big Elephant Lake, basically coming through the gap in the opposite direction of my warrior in the second image.
[Image: p39t20_4.jpg]

I'm thinking I will build a WB in KC, then whip a settler and grow back on a library. Science back on once the library is done. Hire scientists after I've grown back. Meanwhile TP can be on a 6t cycle of producing a settler, worker and chariot via 6->3 whip, if I let it keep all 3 food resources (and give it a granary). Good enough for me. 3rd city will be late but after that I will be settling at speed again.

A note about the scores, they are out of whack this turn only because Dazed and Yuri just got their second ring land points and everyone else is getting them next turn.
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Is that plantaton on a plain plain? So just good for the razing money or maybe as a marker for a hidden resource?
Merovech's Mapmaking Guidelines:
0. Player Requests: The player's requests take precedence, even if they contradict the following guidelines.

1. Balance: The map must be balanced, both in regards to land quality and availability and in regards to special civilization features. A map may be wonderfully unique and surprising, but, if it is unbalanced, the game will suffer and the player's enjoyment will not be as high as it could be.

2. Identity and Enjoyment: The map should be interesting to play at all levels, from city placement and management to the border-created interactions between civilizations, and should include varied terrain. Flavor should enhance the inherent pleasure resulting from the underlying tile arrangements. The map should not be exceedingly lush, but it is better to err on the lush side than on the poor side when placing terrain.

3. Feel (Avoiding Gimmicks): The map should not be overwhelmed or dominated by the mapmaker's flavor. Embellishment of the map through the use of special improvements, barbarian units, and abnormal terrain can enhance the identity and enjoyment of the map, but should take a backseat to the more normal aspects of the map. The game should usually not revolve around the flavor, but merely be accented by it.

4. Realism: Where possible, the terrain of the map should be realistic. Jungles on desert tiles, or even next to desert tiles, should therefore have a very specific reason for existing. Rivers should run downhill or across level ground into bodies of water. Irrigated terrain should have a higher grassland to plains ratio than dry terrain. Mountain chains should cast rain shadows. Islands, mountains, and peninsulas should follow logical plate tectonics.
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I just pillaged mine, yeah. (Got 4g.) It could be an indicator that there's a hidden resource there (like oil, I guess?), but I'm not worrying about it. The improvement itself is worthless and I'm definitely going to control that tile.
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Grrr. Dazed is missing so many turns. If he wasn't in the game we'd be getting almost 2t/day; instead we are getting like 0.8.
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SevenSpirits Wrote:If he wasn't in the game we'd be getting almost 2t/day; instead we are getting like 0.8.

Obvious solution is obvious.

[Image: pyft2.jpg]

smile
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Indeed, right now I am producing something like 27 foodhammers/day. Killing Dazed would increase this to 67 foodhammers/day. Assuming a 10t delay before my forces managed to do the deed which discounts the benefit somewhat, it seems I am justified building up to about 560h worth of troops to do the deed.
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So 20 axemen? Get choppin'.
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