Are you, in fact, a pregnant lady who lives in the apartment next door to Superdeath's parents? - Commodore

Create an account  

 
[SPOILERS] Mardoc's Magical Mystery Tour

Hah - that's pretty much the experience I had while writing the post, too. It's the best thing about RB-style reports, you have to analyze rather than just rely on a rule of thumb.

inner monologue Wrote:Ok, obviously I want to go for the gold first, but I should explain why it's best for completeness' sake. So what else might I do. North is bad, because it only...um, well, actually I guess I can make something decent there. East is bad because...well, tech, but it's a beautiful city if we had the tech. South is great because...um. Well, resources? Plains wheat and unimprovable gold and a bunch of plains tiles? Maybe I need to rewrite my post!

I agree that we don't want to delay Exploration much. It's cheap, we're going to have a bored worker, and we definitely need roads at some point. Both for economic and military reasons. Probably still going to do Mysticism first, but I don't think we delay roads any more than that. Even that much I'm doubting - looks like the capital will be on settler production by the time Myst can complete. EC is nice - but would we really pause a settler to knock out an EC? Meanwhile we'll have this worker with nothing to do; Exp first saves ~10-15 worker turns. We may not benefit immediately from roads, but we can save worker turns later. We'll be very short of workers right after Mining comes in, for instance; it'd be nice to have our road net done by then.

Sadly, no morning turn today, so there's nothing to report.

Your points about reinforcing the cities - I think you're envisioning a very different barbarian defense style than I am. Sharing military between cities would let us get away with fewer warriors, total, and more expansion - but it also cuts our XP gain way down. Defense is already half XP, and defending a hill city will tend to put our odds up in the 90's or above.

I was instead planning to get out pairs or triplets of warriors, and station them near the borders, where they can attack onto flatland. With enchanted blade, we should be able to attack barbs at 73%, which is a very nice spot in the curve - tend to gain 5+ XP while still usually winning. The 2nd/3rd warrior would be there to clean up any barbs that win their 27% battle, and to take turns while healing.

This approach is more costly to set up than a couple warriors guarding the cities, true. It's also more costly to maintain - we'll need to replace a warrior for every ~4 barbs instead of every ~10-15. But it should save on worker turns by keeping barbs out of our culture, and more importantly, it should give us level 5 units a lot faster than defending at high odds. Four-five victorious barb battles should be enough XP for a Wane. Granted, we probably need to start two warriors for each that makes it to lvl 5. However - a) we'd have to do that anyway, to some extent. 15 battles at 95% still is a large chance of a lost warrior. b) Better to economize on barbs than hammers. 8 barbs per Wanable instead of 15+ is worth spending the extra hammers up front. c) it's also fewer turns to the first wane. A wane would be a lot more valuable at T50 than T100. Much more snowball effect.
EitB 25 - Perpentach
Occasional mapmaker

Reply

Quote:Your points about reinforcing the cities...

Heh, I wasn't - I was reflecting based on the previous pbem.

Still, your rationale looks good.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.

Reply

Did have an evening turn, it pretty much was 'hit enter'. Should finish our first warrior next turn after which things might happen again.

The demographics got scary all of a sudden, which is probably Jalepeno getting his first cove. At least we won't have a target on our backs if we can make Wanes...
EitB 25 - Perpentach
Occasional mapmaker

Reply

Into Agrarianism/Religion. Considered Nationhood but I think 10 hpt will be a hard mark to hit.

Aurorarcher and DaveV have both done the same thing. I think that means DaveV has to have gone Mind on his free promo too, don't see how he would have the beakers by now without it.

First warrior is out, blade enchanted, and he's heading south. Looking to see if we can catch up with a wolf I saw last turn, and also maybe explore the east coast. I'm pretty sure I can get another one out to escort our settler north.
EitB 25 - Perpentach
Occasional mapmaker

Reply

Had a couple more turns. Still nothing exciting happening - growing the city while slowly working on another warrior, researching Exploration. I waffled on whether to work all the food tiles, but ultimately I think reaching size 6 quickly will pay off, even if we then swap to mostly 1f2h tiles.

I've been disappointed in the PYFT rate this week, but it's not any one person to blame and might be me in the future, so I'm not gonna complain in public.
EitB 25 - Perpentach
Occasional mapmaker

Reply

Quote:might be me in the future

This is always horrible when it happens...
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.

Reply

We hit size 5. Next turn finish our second warrior. Going to grow to 6 (enchantment mana jive) then...then I debate whether to finish off one more warrior, or just go straight for a settler. Currently we could build a settler in 10 turns, and that should shrink a little with more pop. I think I will probably just go for the settler; barbs are still sadly sparse, while warrior building should be faster with two cities than one whenever the barbs do decide to show up.

Actually, hmm. Maybe we should build the settler immediately. Growing a size without being able to improve a tile for the citizen to work...is worth 1 foodhammer/turn, basically. It's worthwhile when building units, because we need hammers rather than foodhammers for that - but probably spending 25 food to grow to gain one foodhammer/turn isn't worth the delay on the settler.

Yeah, I think I'll be sticking a settler in queue as soon as our second warrior is out. It'll be a better use of our food surplus than growing onto unimprovable tiles. We can grow later, once we have more tech.

The only thing that would change my mind is if the barbs do start swarming, and we need more warriors ASAP. But that probably won't happen until *after* the second cities go down.
EitB 25 - Perpentach
Occasional mapmaker

Reply

Yupyupyup straight to settler should be better.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.

Reply

Except, of course, that it means ten more turns of only a warrior + worker to move frown.
EitB 25 - Perpentach
Occasional mapmaker

Reply

Actually I changed my mind when I looked at the save. The warrior can't be finished before we're within 6 food of growing. It's worth spending 6 food for 1 foodhammer/turn. If I had planned this three turns ago, we could have finished the warrior with an empty food box, but as it is I'm going to keep going until we grow.




Like this, though - with the dyes finished, we should work the tile:



We did catch the wolf! First XP, first level!



Generally a good turn, all things considered.
EitB 25 - Perpentach
Occasional mapmaker

Reply



Forum Jump: