February 18th, 2013, 14:07
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Another micro tweak for this turn. ST should work wheat, cow, FP. GM should work 3xFP, grass-ST. This gets -1H in GM and +1F in ST.
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February 18th, 2013, 14:58
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Novice, thanks for the informative response. I realized after I posted that the malus was 50%, so instead of 30 it'd be 15 base hammers. I somehow feel that even though percentage-wise wonder whips are twice as costly, with the doubling resource they are better from an absolute number perspective. For example, without OR or other modifiers whipping a building is 30H per pop and whipping a stone-wonder with stone is still 30H per pop... Of course doing overflow is better but that's not always possible.
Anyway, I am glad Sullla was able to take a look and notice we can shave a turn off the GW at small cost, thanks again for that!
Kalin
February 18th, 2013, 19:33
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Over the CFC realm - I think they roaded the marked square since the turn roll. Any idea why? they headed for that PH up there with a second settler?
I still can't believe they were going to plant that settler - I think it was primarily a ploy to get us to give them stone asap, but if we can flip it around and get a nap until 200 out of this - I'll be happy.
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Best dating advice on RB: When you can't hide your unit, go in fast and hard. -- Sullla
February 18th, 2013, 20:24
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They definitely were going to plant by the stone; they have shown a lack of longterm planning, and the tendency to jump around from one thing to the next. Think about how silly a Pyramids play from them at this stage of the game is. Oh sure, it's a good wonder and all that, but it makes no sense in the context of the game thus far. They could have easily pushed for the stone and settled it 30 turns ago (it's closer to their capital than ours) and then had plenty of time to build the wonder. Instead, they are pursuing three totall different strategies:
1) They rushed to Monarchy tech and swapped quickly into Hereditary Rule. This is a fine play, but there's no reason to do this at all if you're planning on building the Pyramids (and running Representation civic).
2) They built temples all over their territory in nearly every city. Yes, they are Spiritual, and yes, temples are cheap, but temples synergize with a monk economy strategy that has nothing to do with Pyramids either.
3) They are rushing for stone and going all-out to build the Pyramids. The happiness from Representation civic forces them to drop HR, and it essentially invalidates their rush to build Jewish temples.
This team is completely all over the place. They're obviously making it up as they go along; I bet someone realized ten turns ago "whoa, no one built Pyramids yet! Let's go settle the stone and build it!" and then everyone else joined in. I've noticed the same tendency in some of the less experienced teams here at Realms Beyond when it comes to Pitboss games... not naming any names.
In short, I find it hard to believe that this was a complex scheme that CFC concocted for diplomatic purposes. Occam's Razor suggests that they just REALLY wanted that stone, and were prepared to plant a terrible city to get it, without thinking things over.
February 18th, 2013, 20:25
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hey....
Please don't go. The drones need you. They look up to you.
February 18th, 2013, 21:34
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If we don't need the War Chariot/Scooter for MP or anything, can we pop up on the desert hill and take a look around?
February 18th, 2013, 21:50
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the other interesting thing is that out of the 5 other civs that we have met, 0 have stone.
Also - do we think the recent connections to the trade network (Apoloyton and CivFR) are via CivPlayers? Perhaps they knew they would be hooking these 2 civs up soon - that's why there were not interested in our routes?
--
Best dating advice on RB: When you can't hide your unit, go in fast and hard. -- Sullla
February 19th, 2013, 01:05
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I'm fairly sure Apolyton has a route to the Germans.
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February 19th, 2013, 16:31
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If a turn player could pop in and offer the spice gift to CFC, that would be great. Thanks.
February 19th, 2013, 16:42
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Lets make a proper list of things to do in-game before ending turn:
Switch FP to Seven Tribes and grass to Gourmet Menu
Propose Open Borders with the Spanish team
Configure Mansa's Muse for finishing the Great Wall even without stone the last turn
Gift spices to CFC
Anything else?
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