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Moai at end of turn 128. So only 15 more turns, actually. And we get two more workers (counting the one you've started)
I'll post the work later today, but for this turn continue as you have it set up: worker should be at 18/60 after the turn ends to set up the best overflow for a whip on turn 115. And road that forest as you planned.
Suffer Game Sicko
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For the temple, under OR you can get 10h/turn working both mines. So this turn (by which I mean last turn, now) and next, work both of them. Then whip the temple on the third turn. Hire a priest immediately and grow in 5. At this point you have 47 priest gpp. Now you can:
* Hire 2 scientists; produce a a great person 14 turns later (21 turns total) with 58.2% odds to be a prophet.
* Wait 2 turns to hire the scientists; 15 turns later (22 total) you get a 61% prophet.
* Wait longer to get over 70% odds.
Optimizing for an arbitrary threshold of percentage doesn't have much value though. I would maximize priest gpp (get the temple ASAP and hire a priest right away) and then decide based on how much you value the various outcomes how much to pollute it with scientists.
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Alrighty - turn played and ended
* Continued on target for Moai at OTOF
* Continued growing at More Cowbell - since we didn't get Seven's plan till the turn had already flipped, we're just growing the city and will triple whip in 2.
* Blues Brothers is building a WB to explore to the north of Krill, now that we have OB. With CTON, it's hard to figure out if the OB we just signed includes right of passage for units or not Though I now see that he moved in with his workboat, so I guess it does I gotta say I'm not INCREDIBLY excited about Krill getting the locations of all of our cities but what can ya do...
We're going to need a decision on the city site (and name?) for our spice city next turn / tonight / tomorrow.
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Did a quick check on unit maintenance. As usual, Civfanatics hooks us up.
Basically, for a game on Monarch such as this one, we get free unit support for 0.24 * N + 8 units, where N is our total pop points (currently standing at 32). So currently 15, while we currently have 32 units.
Military unit cost is apparently always 0 except when you're running Pacifism - so no worries there - maybe we'll tech Philosophy before this game ends, but maybe not....
Our handicap at Monarch is 30%, so of those 17 (32 - 15) gold, we get a break on 30% of them (rounded down of course), so our actual unit supply costs are 11gpt.
So basically each unit we make will cost us 0.7 gold (per turn), except that every 4 (or so) pop points saves us 1 gold (which is probably promptly eaten up by higher city maintenance costs )
I think unit supply costs us 1 gpt per 2 units we have out of our border, minus we get 4 free, but I'm not sure. So I think we currently have 8 units out of our borders, which cost us (8 - 4 ) / 2 = 2 gpt. 8 units is 5 near our spice city, our exploring warrior and scout, and our futile attempt at circumnavigation.
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Did you mean to post the same picture twice in post #777?
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regoarrarr Wrote:Alrighty - turn played and ended
* Continued on target for Moai at OTOF
* Continued growing at More Cowbell - since we didn't get Seven's plan till the turn had already flipped, we're just growing the city and will triple whip in 2.
* Blues Brothers is building a WB to explore to the north of Krill, now that we have OB. With CTON, it's hard to figure out if the OB we just signed includes right of passage for units or not Though I now see that he moved in with his workboat, so I guess it does I gotta say I'm not INCREDIBLY excited about Krill getting the locations of all of our cities but what can ya do...
We're going to need a decision on the city site (and name?) for our spice city next turn / tonight / tomorrow.
I think the inland spot is a better city site; whether it's better to contest BFCs with a CRE civ is another question altogether.
If I read Seven's ETA right, then we are getting great people on the same turn, although he has a slightly higher Great Prophet percentage. I also agree that we should just aim for the quick great person -- we have plans on what to do with a scientist anyway, so it's not like there's a "wrong" GP to get.
Suffer Game Sicko
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So what's the Moai plan for this turn?
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After moving the chariot to explore what was in the fog, the settling decision was pretty obvious, so I settled on the western site
That should net us 3 spices, which should be good. We left one for Commodore (or whoever). We'll overlap BFCs with Yuri's city but we probably won't ever get it, which is fine. 2 FPs plus 2 grass spices is a 4 food surplus, which is decent but not great. But it has 16 (!) river tiles!
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We did get a 3c trade route from a Krill city, but it still cost us 3 gold net (back down to 15gpt at max tax). We're working a grass forest until borders pop in 8t when we can start cottaging those FPs.
I was kind of thinking that we might want to try and tech Alphabet instead of Math. It's more beakers, so if we definitely get a scientist, then we would want to tech Math and bulb Alphabet. But if we get a prophet, then I think we NEED Alphabet, in order to be able to build research in our cities. Without our economy is (still) pretty hosed.
Hopefully with binary research we can mitigate most of the risk.
Only us and Scooter left to end turn but I'm' waiting to make sure we do the right thing for Moai in OTOF this turn
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Also made this offer
Just letting Yuri know that he can have the cow and we're not fighting him for it.
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