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Gold Ergo Sum Wrote:But from Krill's description, he gets way ahead of me somewhere.
I think you have to be really aggressive with the whip...I actually had situations where forest chops SLOWED me down because I was having to do some queue management to keep the hammers in Settlers/Workers, and it was delaying growth. Really odd, on Normal speed that rarely happens.
Krill, I think you can go ahead and add GES, but let's hold it there. If anyone else wants access we can add you as well. BTW, I think Elephantine should get an Obelisk first build, for the Stone (Hanging Gardens with this many cities!).
Darrell
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Oi, GES, PM me your gchat nick will you please?
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darrelljs Wrote:I think you have to be really aggressive with the whip...I actually had situations where forest chops SLOWED me down because I was having to do some queue management to keep the hammers in Settlers/Workers, and it was delaying growth.
Darrell
Funny, I noticed that too. I would have a chop come in and have to spend a turn putting it into a worker/settler when I wanted to be regrowing. In that situation, I guess it is just better to wait for Math.
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Well, now it is just waiting for the save...and keeping the game rolling.
Current games (All): RtR: PB80 Civ 6: PBEM23
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Still just dicking around because it is really good practice for me.
I have a granary in the capital and in the second city and a warrior for every city. I will whip the fourth worker next turn at city 2, and the fifth worker or another settler could come out of the capital in 3-4 turns.
A galley can be whipped next turn at the third city with the overflow going onto a granary.
I already have the corn improved at the fourth city and I already whipped an obelisk there so the borders will pop in five turns. A work boat will be ready to be whipped to boat the clams the turn the borders pop and the marble can be quickly be quarried because the road is there already.
I didn't pay much attention to the techs after Fishing.
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Hmm...that scenario actually has the most pop. Is there just two Workers?
You whipped the Obelisk at the right city, more on that in a bit . First I have a few turn reports to catch up on.
Darrell
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Okay, first our scouting Warrior:
He does confirm the desert tile is the NE tile of our starting continent. And nothing else. But what's this?
Two score increases last turn. I know 6K is a tech increase, but just to be certain:
Yeah, no pop increase. So, the question is what techs. If anyone has a good reference on score jumps, I'd love to see it. Failing that I think Sulla's report for the Apolyton demogame does talk about this a bit. Demographics screen for posterity:
Darrell
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The scouting Warrior moves SE and finds nothing new; not even worth a screen shot. In fact, the only screenshot this turn report needs is:
Decision was obviouly horizontal expansion over Stonehenge. Its not necessarily an obvious call. If you look at the current plan, Stonehenge ends up with more population, a better GNP, and a mere 5 turns from a +2H/+5G settled Great Prophet. However, the horizontal path is really primed for some explosive growth, which a later end date would have illustrated. Horizontal also has 2 more cities (130H) and used 3 less forests. The final straw that broke Stonehenge's back was an alternative way to leverage PHI with the horizontal approach. Mathematics will be followed by Mysticism->Masonry, with a fast Aqueduct and 5 forest chops to land the Hanging Gardens. We'll need an Obelisk at the Stone/Corn/Clams city, whipped as soon as Mysticism comes in. Ideally we have a few more cities settled by that time. Heck, if Shoot decides to skip Stonehenge, we could in theory complete, in one turn, two wonders. Style points alone demand we try .
The followup would be to take the GE from the Hanging Gardens and use it to build The Great Library. Probably in the capital, although that wouldn't be necessary. We absolutely have to pick up Monarchy somewhere along the way (interesting choice by plako on the happy resource distribution ). We'll certainly enhance the micro plan out to this date at least (t65 to t70).
Darrell
P.S. Okay okay, one more shot is needed. Demographics, for posterity.
The micro plan really should be perfected up over the next few days, which means I won't have much to do besides go back and figured this C&D stuff out .
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darrelljs Wrote:Hmm...that scenario actually has the most pop. Is there just two Workers?
There are three workers. The fourth is ready to be whipped next turn. The galley could be a fifth worker or sixth settler, but I think that scouting galley is definitely the right call. The sixth settler can come out of the capital in 3-4 turns.
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darrelljs Wrote:We absolutely have to pick up Monarchy somewhere along the way (interesting choice by plako on the happy resource distribution ).
The happy cap is really rough. Whip penalties will have to be watched closely. I think at the non-capital cities it may make sense to regrow to size 3, get one turn from regrowth, and then start the worker/settler until the whip penalty ends, grow one turn, and then immediately whip at size 4.
Calendar will net one happy immediately since a city is planned on the incense. No marble, but any thought towards Mausoleum since with Philosophical you should be able to pop several late game GAs?
Completed: SG2-Wonders or Else!; SG3-Monarch Can't Hold Me; WW3-Surviving Wolf; PBEM3-Replacement for Timmy of Khmer; PBEM11-Screwed Up Huayna Capac of Zulu; PBEM19-GES, Roland & Friends (Mansa of Egypt); SG4-Immortality Scares Me
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