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Intersite Game - Turn Discussion Thread

Agree with NE-NE for the scout as suggested by Cornflakes
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(January 30th, 2013, 14:58)SevenSpirits Wrote: I suggest to follow the suggestions I posted I the micro thread and build a 1t war chariot in ffruit this turn. I think in this case covering the workers with axe and warrior is reasonable.

Getting a chance to look at the situation on my computer, I agree with Sullla's suggestion to road the tile 1N instead. Not as big a drawback as I had remembered.
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I say just move the workers as planned and cover them with warrior +Axe. Then road that tile if needed
--
Best dating advice on RB: When you can't hide your unit, go in fast and hard. -- Sullla
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I agree with waterbat, move SE and cover, road next turn will let you move back as needed
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FYI, I'll be playing the rest of the turn tomorrow (Thursday). I'm afraid that I'm too tired to play and write tonight.
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If the micro team says its no biggie, more 1N is better. The city is 3t away from either road location, so the axe will need 2t to transit back to the city if needed.
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Turn 94 - 525BC

This is the second half and conclusion of Turn 94.

I mostly relied on the previous SevenSpirits plan linked here: https://docs.google.com/spreadsheet/ccc?...kdWc#gid=0 However, I did have to make some alterations in one or two places based on more information. I'll go through and explain my choices.

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The orders for Worker J here had the unit moving onto the tile north of the corn and cottaging it for the next four turns. However, we had largely agreed that we wanted to farm that tile and use it to chain irrigation to the rice tile in the northwest, so I sent our worker to the tile to the east instead as shown. This made more sense in light of our earlier planning in this region; if for some reason we change our minds, we can always cancel this order.

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In the southwest, we didn't have any real plan for Workers B and D. They were going to road towards the wines spot, only now we've been forced to settle elsewhere by the presence of CivPlayers. They started the turn on the plains tile northwest of the wheat (the tile with the sign) and their orders were to go north and road. But again, if we aren't settling to the west that tile doesn't do much for us, and I didn't see it setting up these workers well for the next turn after that.

Instead, I moved them northeast (onto the tile northwest of Seven Tribes) and roaded that tile. From here, the workers can go in quite a few directions: they can move to the plains river tile southeast of Gourmet Menu and finish that cottage, they can move to any of the forest tiles at Seven Tribes to chop, or they could even move onto either of the plains hill tiles to the south if for some reason we would want to mine them. I see this as giving us much more versatility to send these workers wherever they are needed. Still have no idea just what that will be, I'm looking forward to seeing what kjn and Seven come up with.

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Here is the situation at Focal Point. I have our two workers on the tile south of the peak, prepared to road that forest next turn. Our warrior is providing symbolic coverage for now. Our axeman sits on the pigs tile playing zone defense, ready to cover the workers next turn or prepare to defend the city. We'll see where that barb axe decides to move. Adventure One should be able to overflow into a war chariot and complete it next turn, which I think we'll want to do.

The warrior who was providing military police in Gourmet Menu is now free to move back to Horse Feathers after that city's settler whip. He'll get there just in time as it grows into unhappiness next turn. Note also the CFC chariot, which I don't believe ever spotted our worker roading party. I waited for it to move first this turn just to be sure. Wonder what they are thinking as they move through all our empty core cities. lol

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At Forbidden Fruit, we had a lot of suggestions to dump the worker whip overflow into a war chariot, a move that I agree with. We can finish the chariot this turn if we work the forested plains hill, although that hardly seems worthwhile to me. In a true emergency, yes of course, but I don't think we need to do that. I would much rather work the corn and bananas, the two best tiles available, and stock up some food for a very rapid period of growth (currently +9 food). That corn will be going back to Mansa's Muse very shortly, so this is about as good as it will get for Forbidden Fruit. Thoughts? Still time to swap the bananas for another tile if we feel like we need the chariot ASAP.

Overview and tile micro:

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This was the turn of great dying as we whipped three times for a total loss of 8 population (3 + 3 + 2). Even our civ can't whip away that much population without having an effect. Nonetheless, it's all going to good causes, in the form of a worker and two settlers. We will actually be up to 16 workers next turn (!!!) It's good to be Expansive sometimes. cool The two settlers will go to found cities #11 and #12, which should both be up on Turn 98. I can't wait to do the Turn 100 overview given our extreme pace.

The whips did cause some tile reconfigurement. Adventure One gave up both corn and deer, now sitting at the happy cap of size 8 until we can hook up wines and swap to Hereditary Rule civic. It's working 8 cottages for the moment. Those tiles went to Horse Feathers (now on a major growth cycle of its own as it powers towards Moai) and Mansa's Muse, which will take the deer and corn to finally regrow as it builds Great Wall. Failgold or completion are both good outcomes for us there. Gourmet Menu gives up two floodplains to Seven Tribes in a bizarre tile shuffling dance down in the south. We could use a religious spread into the capital or Gourmet Menu really badly right now for happiness purposes; I suspect we'll get right on that as soon as we're in Organized Religion civic.

One note with regard to Brick By Brick: I suggest that we move one of our workers there onto the forested plains hill tile and start roading next turn. That will open up a trade route to CivPlayers, which is worth about 7 commerce/turn right now. It's not even wasted labor either, as we'll be able to return on the road and chop that forest into something useful later.

We can research Monotheism tech in 2t at 50% break-even rate or the min/max approach using 0% this turn and 100% next turn. The team seems to prefer the latter and I don't particularly care one way or the other. Just remember that lots of people were all over my team in Pitboss #2 for not "hiding" our GNP better. I think that running steady-state break even rate does less to freak people out as opposed to the giant jumps on the graph, but as I said, I leave this decision to others.

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Demos took a large hit in the Food department from those whips. Still in first though and we'll grow back 2 pop immediately next turn. It will get better. We just miss the #1 mark in GNP at 0% science, we have a fairly large lead in GNP at 50% break-even rate, and we are stupidly far in front at 100% rate. Everything else looks much the same as before.

Hope that works for everyone, looking forward to seeing our upcoming micro stuff planned out in more detail. I'll work on that over the weekend as well if we haven't already hammered everything out by then.
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Thought: if we want the war chariot out of Forbidden Fruit this turn, we could swap the gold tile to FF and have MM work the plains hill mine instead of the gold. There's just enough food (+4) to grow FF to size 3. Still not sure if we need the war chariot for next turn, but it's another option to consider.
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Just run one turn of 0% and one turn of 80%. That should finish Monotheism.
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I'd been led to believe from this that we had a micro improvement of +2h in FFruit. However that was actually just describing the plan we were already following. Therefore we don't reasonably reach 30h for a war chariot in FFruit this turn.

Due to this, I think we should continue with the written plan of building a worker there (or rather, building wealth and then building a worker soon after growing a bit). Getting a war chariot from there in a few turns is not nearly as useful since we have the WC from AO by then, anyway. The value was in getting it immediately. And, working the gold to get it now causes some annoying tile-working contortions that are not efficient.

So, I suggest we switch FFruit's build to wealth. (My second choice: work gold in FFruit over banana, and plains hill in MMuse over gold.)
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