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[PB65 - Cornflakes] Rising from the Ashes

Money will be at Size 3 end of next turn, after which I'll start working the gold mine. I'll have pottery in 3 turns, EOT58. That will give my workers just enough time to reposition back down to the grassland tiles near the capital and Decision Makers. I have several units now holding 1 short of completion (2 axes and a workboat) in order to save on unit maintenance (already paying 1gpt now). Pop growth in the next 2 turns should get me another free unit and I can afford to hold the axes for a few more turns before the peace treaty expiration approaches. I'm 100% certain at this point that there are no islands to explore on my coastline (and 99% certain that there are none on the map) so workboat only needs to be completed in time to connect a seafood resource.
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Pottery in 2! And then the economy will lift off ... until I found a couple more cities dancing

   

Also had another forest grew on the highlighted tile (4 total this game). That was actually a tile that was previously chopped crazyeye I'm quite pleased with this growth because I intend to lumbermill the flat plains forest tiles. Another curious coincidence is that all 4 of the forests that have grown for me are in the same horizontal row! Referenced to Decision Makers, we have grown the following tiles in this order : 2W, 2E, 4E, 1W.

My foreign advisor has briefed me on a potential flash point in the east:

   

   

SucksAtCiv settled their 2nd city in a really juicy location at the exact midpoint towards Superdeath (6 tiles from each capital). Superdeath's indignation will surely bubble over at some point and lash out at SAC.
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Is Masonry or Writing (or special surprise) your next tech target?
Finding a way to peace
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(August 4th, 2022, 23:00)Ginger() Wrote: Is Masonry or Writing (or special surprise) your next tech target?

I have 3 turns to decide while saving gold mischief i honestly don’t know. I keep flip-flopping back and forth between them. Probably writing though. I have an abundance of hammers that I need to do something with other than military while growing and Madrassas will fill the void. Also considering popping out an early scientists for Math bulb for 50% boosted chops into Pyramids. Academy won’t have a good ROI with the brown hilly territory.
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Reposting my dotmap from a few weeks ago:

   

Sucksatciv settled his 5th city on the banana 2N of my RED DOT. The map is starting to fill up! I have 4 axes that could be on his border turn after next but I decided to restrain myself. His city is 7 tiles from my capital and 7 tiles from his ... but it's a flatland location which will be easier to attack later and I'm currently building granaries everywhere, wanting to grow onto cottages, and queuing up settlers of my own. Any territory that gets squeeze out of me in the north/east I'm hoping to in turn squeeze out of Pindicator in the west by continuing my expansion.
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Sucksatciv has gone a step to far. Power graph shows that he has a single axeman defending 5 cities. His Banana city has no road connection for copper, and according to my calculations should have grown this turn (ripe for the picking devil). He has had a naked settler sitting next to the silver for the last 3 turns with a warrior slowly walking forwards to "garrison". His eastern *flash point* city with Superdeath only just got road connection to be able to whip metal units. Superdeath has been sending me war with Sucksatciv for a half dozen turns now. I've been bouncing the trade back to him but he's still sitting at lowest world power (with no metal units at all???).

   

I am breaking my rule of never initiating a war halfway (either max development or max war). I've finished the granaries everywhere over the last couple turns, built a settler, and am following up with another settler now. Those builds could have been a bunch of chariots for a full-blown war. And now I'll have an angry hornets nest to my northeast. I'm counting on Superdeath (that's a risky statement mischief ) joining in and splitting India with me. Also according to the power graph Pindicator is on the move now too with 3 axes whipped ... or possibly chopped since his food graph actually increased. Regardless he was tied for me at top power before I ended turn so there may be some more fireworks incoming on the other side of the world too.

   
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I ended up offering peace for the banana city, which Sucksatciv accepted. So we have 10 turns of enforced peace and I turn my Zulu-defensive army into a city which should be able to (if nothing else) produce enough military to defend itself and serve as a defensive buffer to my core.

   

The event log shows a message about liberating the city in a gracious act of generosity lol so unfortunately the whole world will know that I extorted a city for peace. Notice how Sucksatciv settled another flatland border city 1NE of silver. This 10 turns of peace will be just enough time to allow that location for grow and ripen for the next season of harvest shhh But in all seriousness, I'm going to try and cultivate Superdeath's previous signaling for a resumption of war in 10 turns. Superdeath shouldn't be too upset about the immediate peace treaty. After all he only just built is first real military unit last turn and then was in anarchy for Buddhism revolt this turn so it's not like he had an army at the ready ... or even 5 turns from being ready. Hopefully he gets the memo and builds up a stack for next time.

Meanwhile Pyramids ETA roughly T80. Madrassa will be whipped in Decision Makers next turn and will birth a GScientist in 9 turns (EOT76). Math bulbed T77 and the first chops land. The two scientist specialists alone can research 2/3 of Masonry in that timeframe and I'll save enough gold to finish off the rest with 1 turn of research. I have up to 9 chops available for a total of 405 hammers. I can 2-whip overflow something as well for the equivalent of another 45 hammers, and I could potential whip-cascade Madrassa > worker. All-in-all T80 should be a comfortable date which I can beat by a turn. The uncomfortable fact though is that someone research Masonry 2 turns ago scared The earliest I could possibly complete Pyramids is EOT78 since I don't have enough workers to chop all the forests on the same turn that I bulb Mathematics. Another constraint is that I need 6 worker turns AFTER Masonry to connect stone, which draws workers away from the chops.
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I’m pretty sure that Pindicator is the one with Masonry. Mouseover of the stone near Pindicator’s silver no longer shows that it needs improved. He has about 10 turns lead on Masonry over me scared I’m relying heavily on chopping and have pretty much dedicated a worker exclusively to pre-chopping and roading tiles around the capital for the last 20 turns so hopefully this pays off. All of my current cities except for the copper/horse one can support at least 3 if not 4 specialists in their madrassa so that is about 100 beakers per turn along with about 120 GPP/turn … which would get me to Civil Service and Bureaucracy by T100.
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I just played T72. Masonry completes EOT 73, Great Scientist is born EOT 75 and Worker is whipped for 36 overflow on T75, ready for the Stone quarry completion T76 along with math bulb and 5 chops = (30*5 + 36 + 13 base hammers)*1.5 = 298 hammers. T77 I get 4 chops = (30*4 + 11 base)*1.5 = 494 hammers … 6 short. Which means I need to put 1 turn of production into Pyramids before Stone is connected. Good thing I already put a turn of hammers into the worker in preparation for the whip. T73 I’ll put the final hammers into the worker while completing Masonry, T74 put a turn into Pyramids, T75 whip the worker.

TL;DR Pyramids ETA EOT 77
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Since there's not turn waiting this morning you get some screenshots to illustrate:

   

When I originally calculated the Great Scientist timing I forgot about PHI getting the additional +50% buff. When I hired the scientists I realized that the timing was only 7 turns instead of the 9 turns initially estimated smile Masonry research was already well within the needed timeframe and since over 400 hammers were coming from chops those 2 turns saved on the Math bulb pretty much shaved 2 turns off the ETA (if I could get the worker micro to fit on the accelerated timeline). Reworking the worker micro to align the chops I was coming up 1 worker turn short duh I was planning to get about 35 overflow into Pyramids off of a Madrassa 2-whip but I realized that I could make up the missing worker turn by whipping a worker instead.

   

The forests with 2/3 signs just need 1 more turn each. The circled forests will get chopped on T76, and the lines indicate where the workers will use roads to move and chop on T77. The Pink worker is the one that gets whipped EOT75. Workers move to Orange and Red circles T73, while my other two workers finish the remaining prechops on the roaded tiles T73-74 and then move to Green and Blue circles on T75. I have 1 worker turn to spare now at Blue.
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