Hm, on the INO thing I don't remember manually assigning tiles after whipping. I hope that was not a mistake - serious apologies if it was.
[SPOILERS] scooter, pindicator, and Huayna Capac try some fast Zulu cuisine
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So initial summary draft. At end of t111 we can be at the following:
LJS Size 4, 20/28 food 163h generated (t102-111). Does not include hammers from fourth-ring chop in the south. 2t whip anger Unita Built: Galley (104), Catapult (106), Axe (107), Impi (110). Post t111: series of whips until Commodore captures city or it becomes useless INO Size 2, 13/24f 170h generated 29 turns whip anger Units: Galley (102), Galley (107), Galley (109), Axe (110) Post t111:whip away last pop for 1 more unit, then city is useless WC Size 4, 0/28f 49h generated (does not count multiple chops) 0t ehip anger Units: Chariot (106), settler on progress Post t111: Last mainland holdout
How does that sound scooter? Not only units but timeline. The later units would be part of a second wave, which meand no time for staging. Perhaps they accompany the workers as the workers road east of White Castle.
If you think the D-Day turn needs to be moved up then i'll adjust builds and speed up whips, so lets lock down a departure date. Probably right as the t109 galley finishes in InNOut, but i can speed that up a turn or two maybe.
Looks good. Have you done the numbers on when that settler would finish at WC? I'm going to take these things you've posted and try to mentally walk through it in-game tonight.
(January 28th, 2013, 15:46)scooter Wrote: Looks good. Have you done the numbers on when that settler would finish at WC? I'm going to take these things you've posted and try to mentally walk through it in-game tonight. Won't be able to tell until i can figure out how much those out-of-culture chops give. Pretty confident that we'd be able to whip on t110 to finish it up. Also am trying to figure when borders pop at WC- there's a 2nd ring forest that will likely be saved for that border pop
Alright, turn played but also not ended - want Pindicator to make sure I didn't screw anything up. First, I finished chopping the south forest:
This results in this setup in LJS: It will be completed next turn by a chop and will overflow into a catapult. Here is In-N-Out: I believe the plan is to double-whip this galley next turn. White Castle: Growgrow. Ok, I moved all 3 workers to be ready to chop the LJS forest next turn: Won't get the full 30h out of this, but it'll still be pretty valuable. I loaded the western galley up with an Impi/chariot, and the other galley is not yet loaded. We can change this to whatever we want next turn though if you want a different setup. Here is a better shot of the Impi doing Impi things up north: Really hoping this island has a passage-way to the east, but it's not looking too optimistic. Next turn we can move the Impi 1E to check, then load it into the galley (galley moving 1E). In terms of galley efficiency, if there's no passage-way, it only cost us 1 move. If there is a passage, it cost us just 1 move as well (by 1 move I mean 1 tile, so 1/2 a move for a galley really). Figured this movement pattern hedged our bets nicely. Alright. Everything look ok?
I'm ending turn on 103. Here are the plans I came up with for the cities. The Notes column should detail the citizens worked each turn (if it's blank it should be because there's no change) as well as hammers from chops that come in. Feel free to make suggestions of corrections, or if there's one type of unit you'd rather us build instead of what I have listed here.
Long John Silver I added some whips here as we near turn 111. (Commodore can declare on turn 112.) Note that there isn't enough time to chop the tundra forest -- it would complete on turn 112. If we want to risk it for 9h then that's a possibility, but it doesn't seem worth it to me. Oh, the summary tab is wrong here. I originally had it to build 2 catapults but realized I could exchange the second catapult for 2 impi instead. In-N-Out Counter-intuitively it didn't seem to be worth it to only grow and whip. We have too little happiness, so if we do that we'll have a useless city before our 10t window is up. Now, working only food tiles and whipping ASAP will get us the galleys faster, but this way gets us an additional unit. White Castle Note that we can't chop all the forests by the time our enforced peace is up. There will be 2 more chops coming on turns 113 - and these are on ocean-bordering forests, so we may want to cover these workers for the last chops. Worker Plan I'm sorry, that probably isn't very readable. If it wasn't too late already I would draw up a diagram and illustrate the movements. But the key thing is that our trio of workers will chop next turn. Then the following turn 2 of them will move W and build a road; then the third will move W-NW-N to the nearest forest. After that it's pretty straight forward. Oh, once Worker A (the one in the south chopping for LJS) finishes it's next chop, it can come north but it won't get to the trees until turn 111. So maybe build some needed roads? I told Noble earlier, but there is a good chance I won't be available tomorrow. Maybe I will have a little time right after I get home from work, but it won't be much. So if you have any questions about what I put above please post here and I'll clarify as best I can during the day.
What's the plan if you can't take out India?
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.
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