Troll scout running around. I may send them a message tomorrow morning asking if they can direct us to Pirates from there. Occam and Blades of Glory growing and completing warriors:
Hit enter and it looks like this:
Cool research bar huh? We may actually finish Archery next turn because the road will connect the gold next turn, letting Occam work that extra cottage (that is also completing next turn)... Demos look like this:
Considering the food and GNP are actually going to be a little bit higher once the worker turns are factored in, those demos look pretty sweet.
T50 is in, and things are looking up assuming we don't die. Gold was connected, here's the result in Occam:
Yes, that extra cottage got us an extra 3 beakers which pushed archery to 1T. However, we revolt to slavery this turn (we're proceeding with microplan B involving a forest chop + triple whip of Occam). Worker is going ahead with the move to start chopping next turn:
If anybody has a "C" name, now would be a good time to suggest such a thing. Anyways, he starts chopping next turn, and he's joined by A. They both complete the forest on T52, T53 we triple-whip the settler to completion. That's if I didn't screw up the numbers. I moved the extra warrior to be closer to BoG to be safe:
We get much less warning there due to less culture, so it seems more useful there. Revolted to slavery:
After hitting enter, the graphs look very pretty:
Academy soonish would be good for us. Menagerie building real units:
RIP Pirates? I still want to slip in an archer at some point because I'm paranoid like that, but I think we're safe.
(October 17th, 2012, 21:17)scooter Wrote: If anybody has a "C" name, now would be a good time to suggest such a thing.
Confucius.
(July 26th, 2012, 15:29)SevenSpirits Wrote: I like philosophers. Can we go alphabetical though? That way it's easier to remember which one's which, and to refer to them in shorthand.
Aristotle, Bentham, Confucius, ...
(July 31st, 2012, 21:56)YossarianLives Wrote: Did we name the worker Aristotle?
We really need to meet the Pirates and find out from them what's going on. It's huge that Scooter learned in chat about the aggressive city plant and hot war, and now I really want to hear what Pirates have to say about it. Also it would be nice to get their graphs and see what's going on with them.
Our micro plan had a miscalculation in it (I believe, forgetting that whips are 30h/pop on normal instead of 20h), so I re-did the micro plan for the next few turns. Obviously, getting extra hammers is in our favor, so things look even rosier than we thought!
OR is putting only a single turn of production into the settler and will whip it next turn, t52. Since we already have a worker on a forest here, he's going to chop it and this chop plus the overflow will result in a 2t worker after the settler. Then we'll re-grow to 6. It's a little bit inefficient since we stay at size 3 a bit longer than necessary, but it'll do. We are way ahead of the other teams in commerce right now anyway.
Here you can see the rest of the plan. (I turned off resource bubbles on purpose, to show the signs.) I moved Bacon (the worker from the cottage at OR) to the plains hill, mining for a turn on his way west, rather than moving him onto the forest with Confucius, since speeding up the chop is not important here. Next he will join Aristotle to finish the roaded chop by BoG, then t53 they will both move onto the ivory and road it. t54, the settler move from NE of the ivory to the city site and founds it, upon which A and B can move onto the wheat and start farming.
Meanwhile, BoG will have produced a 3t worker with the help of that chop, and this new worker (D) will camp the ivory for 1t on t54, and put the 5th turn into the wheat farm on t55, allowing city3* to start working a 5f tile on its second turn of life.
I haven't figured out yet whether we should chop or whip the granary, but we don't have to do anything for that in the next few turns anyway.
I haven't fully updated the micro spreadsheet yet, but I will do that later today.
We'll grow OR back up to 7, and build a grass farm for it to make this slightly more efficient.
BoG will pump out another worker after this one, and then could go in several directions. (I left it open after t57.)
city3 (which I called Smooth Criminal in the spreadsheet) is going to grow on the wheat, get a granary chopped+built just after reaching size 2, and then very quickly grow to size 3 and then 4. All told it will take 10 turns for it to grow to 4, at which point further growth looks pointless due to its tile composition. I'm thinking we will 4->2 whip it a couple times.
We are going to have a lot of workers, and can whip OR for a settler again on t63. We need to start thinking about where to put city4. Keeping our settlement plans in line with our international goals will be important, whether that means playing nice, or making important land-grabs.
We also need to consider teching. We just finished archery this turn, and don't have a next tech planned. Main options are writing, or mysticism into a religion attempt.
It's worth noting that we are netting 32 raw beakers per turn right now, and the next highest GNP (which includes at least 4EP and 2 culture, if not more, and may include % tech bonuses too) is a mere 26. Between creatives and stonehenge, our average rival is producing about 6 culture, so our average rival GNP if we remove culture and EP is just 14: less than half of our own! Of course, we will be whipping away 9c next turn, but even in that state we are up more than 50% on our rivals, for the moment.
Hmm, once we get culture into city 3, which might happen soon if we pick up a religion, we would want it to pick up those riverside grasslands for cottages, no?
Merovech's Mapmaking Guidelines:
0. Player Requests: The player's requests take precedence, even if they contradict the following guidelines.
1. Balance: The map must be balanced, both in regards to land quality and availability and in regards to special civilization features. A map may be wonderfully unique and surprising, but, if it is unbalanced, the game will suffer and the player's enjoyment will not be as high as it could be.
2. Identity and Enjoyment: The map should be interesting to play at all levels, from city placement and management to the border-created interactions between civilizations, and should include varied terrain. Flavor should enhance the inherent pleasure resulting from the underlying tile arrangements. The map should not be exceedingly lush, but it is better to err on the lush side than on the poor side when placing terrain.
3. Feel (Avoiding Gimmicks): The map should not be overwhelmed or dominated by the mapmaker's flavor. Embellishment of the map through the use of special improvements, barbarian units, and abnormal terrain can enhance the identity and enjoyment of the map, but should take a backseat to the more normal aspects of the map. The game should usually not revolve around the flavor, but merely be accented by it.
4. Realism: Where possible, the terrain of the map should be realistic. Jungles on desert tiles, or even next to desert tiles, should therefore have a very specific reason for existing. Rivers should run downhill or across level ground into bodies of water. Irrigated terrain should have a higher grassland to plains ratio than dry terrain. Mountain chains should cast rain shadows. Islands, mountains, and peninsulas should follow logical plate tectonics.
Yes, a religion would immediately give us 2 river grasslands which we could split between our two expansion cities. I favor getting mysticism next and trying to get a religion. TEAM and TT are both creative, M3 has stonehenge and is at war, and pirates are also apparently at war. So I think we have a decent shot at one.
Neither Hinduism or Buddhism has fallen yet, right? I love libraries, but we will get some benefits out of religion without having to divert any hammers.
Merovech's Mapmaking Guidelines:
0. Player Requests: The player's requests take precedence, even if they contradict the following guidelines.
1. Balance: The map must be balanced, both in regards to land quality and availability and in regards to special civilization features. A map may be wonderfully unique and surprising, but, if it is unbalanced, the game will suffer and the player's enjoyment will not be as high as it could be.
2. Identity and Enjoyment: The map should be interesting to play at all levels, from city placement and management to the border-created interactions between civilizations, and should include varied terrain. Flavor should enhance the inherent pleasure resulting from the underlying tile arrangements. The map should not be exceedingly lush, but it is better to err on the lush side than on the poor side when placing terrain.
3. Feel (Avoiding Gimmicks): The map should not be overwhelmed or dominated by the mapmaker's flavor. Embellishment of the map through the use of special improvements, barbarian units, and abnormal terrain can enhance the identity and enjoyment of the map, but should take a backseat to the more normal aspects of the map. The game should usually not revolve around the flavor, but merely be accented by it.
4. Realism: Where possible, the terrain of the map should be realistic. Jungles on desert tiles, or even next to desert tiles, should therefore have a very specific reason for existing. Rivers should run downhill or across level ground into bodies of water. Irrigated terrain should have a higher grassland to plains ratio than dry terrain. Mountain chains should cast rain shadows. Islands, mountains, and peninsulas should follow logical plate tectonics.
Thanks so much Seven for the fix and for covering for it all. Swapping between normal/quick keeps screwing with my head.
Yes, let's gun for the religion. Everyone seems dead set on ignoring it, and we've waited long enough that getting one would be amazing value. Perhaps Hinduism as we can afford to continue the detour to Monotheism should Hinduism fall. Writing would be nice, but in the time we get a religion, I doubt we would be building a library just yet.
Apologies, forgot to post this earlier today when I played it.
This was a boring turn. I therefore present our scouting warrior and some stats.
Yeah, that GNP is AFTER whipping away three FIN cottages, and while teching Mysticism. Assuming neither religion has landed when we finish it, do you guys think we should go for meditation or poly?