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Intersite Game - Turn Discussion Thread

Turn 73 - 1080BC

Another quiet turn for us. The 80 hour turns that the German team continues to force on everyone else are incredibly annoying.

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Our axe in the wilderness moved southwest, not finding anything too terribly interesting this turn. I would like to move him southwest and then northwest onto the plains hill, which should reveal the entire area and allow us to make the best decision of where to place a city down here. The local terrain looks pretty nice; I have no doubt get can get a strong city of some kind here.

Note that there is yet another barb warrior incoming in the south. Our axe in Gourmet Menu should be able to handle this one when it gets closer and pick up another point of experience.

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Here is the widescreen map showing all our cities and the tile micro. Elsewhere, our heavily damaged warrior moved another two spaces towards the capital, and will swap places with the axe inside next turn. Workers in the north chopped a completed granary into Tree Huggers and finished the cattle pasture, changing it from a 2/1 into a 3/3 tile. (The one downside of both Tree Huggers and Gourmet Menu is their forced reliance on 3 food tiles at size 1. Kind of a shame, but there's nothing we can do about this, and both will become excellent cities after they connect clams/bananas.) The final two workers completed a plains river cottage down by the capital, which gets immediately worked this turn.

Adventure One grabs the deer tile from Mansa's Muse so that it can produce exactly 10 foodhammers; it's sitting at 39/100 foodhammers in the settler, and we'll keep it like this for the next three turns until it can hit 69/100 for maximum possible overflow after whipping. The capital has little production and will overflow into a library, so this is one case where maximizing the overflow really does matter. Mansa's Muse will grow next turn to size 5 and complete a scout for our mission to CivFanatics. It will grow onto a plains river cottage to be completed next turn. Focal Point also grows to size 5 next turn, Horse Feathers is in the middle of its 5t worker at a steady 12 foodhammers/turn, and the last two cities are working their only improved tiles at size 1. Tree Huggers is sitting at 2 culture and +3 culture/turn, and therefore will expand borders to claim the gems in 3t.

Our research continues to hum along nicely; we make 72 base beakers this turn, and 87 beakers after modifiers are added. As best I can tell, none of the teams we know has Iron Working (no extra research modifiers). We'll get it eot 75 after another turn each of 0% and 100% science.

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Demos look about the same as before, with our team running second in both Food and GNP, and then average in Production. I'm pretty sure that the top GNP team (Apolyton) is not the team leading in Food, since they only have 4 cities to our 6. No major changes anywhere else. There are still no trade connections between any teams as yet. Hopefully we'll be the first when we finish Sailing.

WPC and German team both continue to run Espionage points against us. Nevertheless, we should have bar graphs on both teams next turn. I'll post the graphs next turn when we can see all three teams. I have all 4 points assigned this turn to WPC to see their graphs, then will probably split 2/2 afterwards to maintain bar graphs on both.

And, uh, that's about it. I already ended turn because there was nothing else for us to do on this turn, every unit already moved. It's pretty easy when the major decisions have been discussed and planned ahead of time. If only a certain other team could act the same way... mischief
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Can't we get IW one turn earlier by running 60% or so next turn? If we can, I think it's worth the partial beaker loss to see iron one turn earlier.
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Are we sure working the deer in AO is the right move? I haven't had time to look into the specifics here, but generally speaking I would rather have the deer produce food than hammers, so I'd rather work it in MM. AO's Library will probably require a chop or another whip either way, so I don't think maximizing the overflow from AO's settler whip is that important.
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On track to wrap this game up in 2014!
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(December 2nd, 2012, 05:24)novice Wrote: Are we sure working the deer in AO is the right move? I haven't had time to look into the specifics here, but generally speaking I would rather have the deer produce food than hammers, so I'd rather work it in MM. AO's Library will probably require a chop or another whip either way, so I don't think maximizing the overflow from AO's settler whip is that important.

After looking into the specifics, I think we should work the deer in MM. Without the deer, it needs 6 more turns to grow to size 6. With the deer, it can do so in three turns, nicely timed with the gems being hooked up.

We can whip the settler in AO whenever it's opportune - it will be a 2-pop whip for the next 5 turns.

I also support running 60% science next turn, that will finish Iron Working at +0 gpt.
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Also I played ahead in the sandbox to the late 80s. (I realize this is a couple of months from now in RL time bang)

Anyway, I'm not so sure the spice city is worth prioritizing. The only new food it claims is bananas and flood plains in its second ring. The cows/wheat site in the southwest is much more attractive, and I'd also prefer settling the wet corn southeast of FP.

MM will expand borders on t87, claiming the spices around the time when Calendar comes in. And with the increased happy cap we're not that interested in sharing out the corn from MM.
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Double post
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I am completely fine with changing around the assignment of the deer tile between Adventure One and Mansa's Muse, if we don't want to maximize overflow. But one of you is going to have to run the full micro and retype everything. smile

On the other hand, I don't particularly value the corn location in the southeast. Yes, it has an irrigated corn resource, which is rightly awesome. After that... uh... there's not much to recommend it. The land is mostly hills and plains tiles, with a couple of non-river grasslands. I think we're underestimating how useful that spices city will be. It's not just the bananas and floodplains (which is "only" +6 food), the city also gets two more 3 food grassland spices, which take the city to +8 food. And then keep in mind that virtually every single tile that the city can work will be riverside; we can cottage everything and still have lots of food to spare. Spices city will only need to borrow the corn tile from Mansa's Muse for a couple of turns, to fill up its chopped granary, and then it should be fine. After the initial investment of worker turns, it will be a fantastic city.

I just like that terrain a lot better, personally. If we're going to beeline Calendar, shouldn't we plant cities that allow us to take advantage of Calendar resources? (Note the alternative too: by not settling that city, we are forced to spend worker turns improving a spices resource that no city can work. And who knows, it might be useful for have more than one spice sitting around for possible trade usage. Couldn't hurt, and it's not like riverside 3/0/4 spice tiles are bad tiles to work.)
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Well, here's the writeup for t73:
Grass 2E of AO is given from FP to AO.
Grass 1S of MM is given from MM to FP.
Deer is give from AO to MM.

Here's a save stack until t81, the last turns are a bit sketchy but I'm happy with the first four turns, getting Sailing eot77 for a quick lighthouse in HF. I'm growing more and whipping less, conforming to the complaints about the current plan. As such we'll only have settled a city SW of GM by then, and FP should be ready to start a settler t82 (at size 7). HF can also whip a settler soon.

https://dl.dropbox.com/u/15215428/ISDG1/...73-t81.zip
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(December 2nd, 2012, 11:27)Sullla Wrote: On the other hand, I don't particularly value the corn location in the southeast. Yes, it has an irrigated corn resource, which is rightly awesome. After that... uh... there's not much to recommend it. The land is mostly hills and plains tiles, with a couple of non-river grasslands. I think we're underestimating how useful that spices city will be. It's not just the bananas and floodplains (which is "only" +6 food), the city also gets two more 3 food grassland spices, which take the city to +8 food. And then keep in mind that virtually every single tile that the city can work will be riverside; we can cottage everything and still have lots of food to spare. Spices city will only need to borrow the corn tile from Mansa's Muse for a couple of turns, to fill up its chopped granary, and then it should be fine. After the initial investment of worker turns, it will be a fantastic city.

Yeah, you're right, it will be awesome long term. It's just a slightly slow starter. Settling it ~t85 continuing the micro plan above works out nicely though, so I retract my comment. Settling spice city with a settler from FP and then stone city with a settler from HF could work.

I suppose we could consider settling with bananas first ring, but that desert hill does look appealing. Maybe just hope for a quick hinduism spread - with such a short distance to the shrine (due ~t85 as well) that's actually quite likely to speed up our border pop.
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