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scooter Wrote:Despite Henge being finished, it was still in my queue this turn. Some PBEM bug?
I've only experienced it in single player, but if it's the same you're exactly right. You'll get one more turn of production into it before it cashes out.
scooter Wrote:No forests were harmed
Lol and lucky too.
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Ceiliazul Wrote:I've only experienced it in single player, but if it's the same you're exactly right. You'll get one more turn of production into it before it cashes out.
Right but as far as I can tell that "one more turn of production" doesn't actually happen. In other words, if I had worked Henge this turn instead of a warrior, I still would've only gotten 13 gold which means I would've had a whole turn of production completely wasted. Not good.
Ceiliazul Wrote:Lol and lucky too.
Well sort of. I designed my plan in such a way as to avoid losing my forests for nothing . The two chops were going to come on the exact last turn - in other words I wasn't using them unless they were going to get me Stonehenge. So that worked out acceptably well.
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scooter Wrote:Despite Henge being finished, it was still in my queue this turn. Some PBEM bug? Happens in single player too. Illegal build items don't get cleared out of your build queues until your next processing phase when you end your next turn.
It can also happen in simultaneous Pitboss. The player order for turn processing is randomized every turn, so it's 50/50 that you'll get fail gold immediately or a turn later.
scooter Wrote:Right but as far as I can tell that "one more turn of production" doesn't actually happen. In other words, if I had worked Henge this turn instead of a warrior, I still would've only gotten 13 gold which means I would've had a whole turn of production completely wasted. Not good. Correct; happens because illegal builds are purged before adding that turn's production. If you had another item in the queue after Stonehenge, that turn's production would go to that next item. If not, it's lost (does not become hammer overflow or gold.)
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T37 is ready to keep spamming cities
Holocene:
Two chops into the settler completes it in 1 turn. Next I'll build a worker but while running 2 merchants and both cottages so it'll be a slower build. In Sante Fe I decided this turn was the turn to whip the granary:
It was due to complete at the same time I grew to size4 which would leave me with an empty food box there. Whipping down to 2 let me grow in 2T and I'm pretty sure I'll start at size3 with a half-full box. Next will be a monument to pop the borders. Lewwyn already has the western town locked down:
So there, all pipe dreams of getting a second town are definitely gone . Interesting though - he's passing up his ability to settle on the town. Or is he able to violate the 3-tile rule because it's an island? Not sure about that. Serdoa has settled horses:
Got the fish hooked too. I thought I took a shot of the demos but they are nowhere to be seen... Think a couple of my screenshots failed. Weird. But anyway, still tops in food/mfg. Settler ready in Holocene now and Simple Math will produce one next turn I think (or the turn after at the latest). Holocene settler will head towards the deer coastal site and will slip a galley out rather quick because I DON'T want to blow the town spot and I DO want the IC trade routes ASAP. The Simple Math settler will head towards the horse/fish spot. After that I'll need to think a little more about what spots to prioritize next.
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The city spacing rules don't hold for cities on separate land masses, so you can always settle 1 tile islands.
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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T38 sees decent economy - aims to crash it
Holocene is now in Merchant mode:
Basically moved onto cottages and taking a slow worker build with the merchants. The one mine got transferred over to Simple Math during the turn so only one unworked mine. Anyways, I managed to do basic math wrong so the merchant will take 12 turns and not 9. The crazy part is look what it does to the economy - 100% research at only -5 gold. I knew it would help, but I underestimated HOW much it would help. As it stands, I get EIGHT turns of deficit research. Now in reality, that's actually not true because:
Settler time! The settler heading towards the coast will have a worker with him. That worker will improve the deer (unfortunately that will still suffer from -1f until I can clear jungle) and then it has one 1st-ring forest to chop. Now, build order here is a challenge. The things I need:
-1 Galley
-1 Granary
-1 Monument
-1 work boat (after border pop)
The trick is what order? And which of these gets the chop, which gets the whip? I want that galley out fast because it'll first transfer a warrior over before coming back for a settler. Reason is two-fold: 1) I'll need 4 turns to pillage down the town and 2) A warrior on tha tile should protect it from poachers (amphibious bonus) unless someone brings an axe on a galley which seems unlikely. So I'd ferry the warrior over ASAP (that would also fund research) and a settler would be supplied from somewhere else (Holocene or Simple Math). The city will pay for itself in trade routes, so it's a no brainer to rush over there. So here's what I'm thinking for build order:
1) Max-hammer monument working 0/3/0 plains hill for 2T and then shifting to something else for the third turn to finish that in 3T. This is while worker is improving deer.
2) Granary while working deer. Worker moves onto PH forest and chops granary to completion
3) Whip galley as soon as I'm able to
4) Overflow into and max-hammer work boat.
I think this is a generally sound plan. Thoughts? Anyways, Sante Fe:
Now, I could've overflowed into a worker and gotten him in 2T and benefitted from the hammer modifier on workers... But this just seemed like the better plan as I need a monument and don't particularly need a worker from here. I'm thinking now I'll temporarily work a barracks up to size 4, then switch to a settler at size 4 (PH mine will be online soon), then double-whip once that's an option, overflow into worker, then swap to barracks til size 4 again, rinse repeat. No Light:
I elected to whip the Monument here, mostly because I didn't have a good third tile yet here so it seemed obvious. It's a 2-turn regrow and I'll soon have a cottage to work:
Cottage here will let me share it between Holocene and No Light. The worker 1E of here headed towards the floodplains to finish the route between here and horse city (settler will be en route next turn), and they'll help the city get started too. Overall, things are coming together pretty nicely, and I think I'm starting to get the hang of planning whips/builds/chops most efficiently.
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Krill Wrote:The city spacing rules don't hold for cities on separate land masses, so you can always settle 1 tile islands.
Ok cool, thanks. You going to make up your mind on avatar choice or am I going to keep getting confused when you change it every day?
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T39 is no longer scared of water
Because we can go Sailing!
Simple Math is going to get another quick worker:
Could've overflowed into a 1T monument like I did in Sante Fe, but Simple Math is enough of a hammer site that I can 1T it any time I want, but I can't necessarily get that much overflow on multipliers whenever I want. Workers are currently farming the grassland down there FYI, and then I'll get that city hooked up to my upcoming deer/fish/copper coastal site down south. Picture of that area didn't take, but that'll be settled next turn. Horse settler:
Because I now have Sailing, I decided to get a Galley into the Lewwyn town area:
This is partially for my own protection and partially because I figure if I'm sneaky I can grab a bunch of gold by going and pillaging that town before Lewwyn gets to it. I may actually just fortify my warrior there afterwards, forcing him to bring something better than a warrior to defend it (amphibious bonus and all). Alternatively I could leave it empty and HOPE he defends with just a warrior and keep an axe in the area in case he tries to get too cute. I don't know just noodling on ideas here, nothing concrete. Anyways, here's the demos from this turn:
This is why I wans't too concerned about GNP quite yet. My drop in MFG and rise in GNP is because I got off of two mines and instead worked 2 merchants letting me run a high slider for longer. Either way, I'm in good shape. Only at 4 cities, but the units page shows that that'll change soon:
2 cities will come in the next 3 turns. I'm at 7 workers, and I'll be at 9 in that same time frame, which I'm guessing nobody else will be at. Didn't get a picture, but Sante Fe is growing to size 4 this turn (grew at EOT) so I spent a turn on a work boat to scout out those rivers and be ready to net fish when I eventually settle up north. I'll swap to a settler there next turn though at size 4 and plan on double-whipping. Though I'm halfway considering waiting til size5 because it would only take 2 more turns to get there and THEN whip 5->3 and immediate regrow onto 4 improved tiles. Actually, that sounds better.
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T40 grows to 5 cities[/u]
King Park was settled:
Monument first because I badly need the border pop. Deer is geting improved. Monument will be whipped, then granary, then other stuff. Horses will get settled tomorrow:
Work boat first seems like the correct order of business here. I'll improve the horses while plowing through a WB, then granary next will get chopped because the border pop is less critical here. Finally it'll be Monument time after that. Quick look into No Light:
Grew onto a cottage here which was nice. I'll whip the galley at size4. Finally, demos:
GNP had a giant drop with no tech selected. Maths next. I can do it in 5T at 100% science, but I've only got one turn of that left, so I'm estimating it'll be 8ish turns, which will be right around when the merchant shows up to bulb Currency.
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what is the interface mod you're using? With icons on the side and that blue shaded region for (I think) the settler movement range?
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