February 20th, 2013, 16:44
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(February 20th, 2013, 08:11)plako Wrote: Monotheism added. We need to take it probably after finishing education before Liberalism.
Concerning marble city. 5 workers should be doable. We've plenty in the area at the moment.
If we can quarry the marble in two turns, we can work a forest on the first turn and the marble on the second, popping the borders in two turns. Then move from the marble to the wheat and farm that. The last worker to arrive should road the forest NE of marble to enable that move.
If you know what I mean.
February 20th, 2013, 17:57
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Looks like there's something about the whip overflow mechanics that I don't fully understand. In theory, whipping library > forge > courthouse > Taj should work out beautifully, with 120 hammers overflow from the courthouse. But in practice, the overflow is capped at 80 hammers.
Whipping library > forge > Taj > courthouse > Taj does work out, completing the Taj EOT136 with only 5 chops. Just have to take care to actually be size 6 for the courthouse whip. I can write up the details later. I had some hammers to spare in my run so I'd like to fine tune it to end up at a larger size.
And I also just realized that whipping forge > Taj > library > courthouse > Taj must be a superior option. Since our bottleneck isn't discovering nationalism, but adopting slavery, this should also be able to complete EOT136, but more efficiently.
If you know what I mean.
February 20th, 2013, 20:25
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You can't overflow more than the cost of the item in the queue.
Darrell
February 20th, 2013, 21:15
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(February 20th, 2013, 20:25)darrelljs Wrote: You can't overflow more than the cost of the item in the queue.
Darrell
I knew that, but I forgot that it's capped before adjusting for modifiers. So with a forge and OR, we can only get 80 hammers of overflow.
Putting 88/90 hammers into the library is probably overkill, for similar reasons.
If you know what I mean.
February 21st, 2013, 05:04
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February 21st, 2013, 06:43
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About the worker micro near marble city: instead of unduly complicating things, just work the marble for two turns while building culture. No big rush to quarry it, and we need those mines for Deerslayer, too. Near HN, make sure we have 5 workers in range to bring irrigation to the wheat. (Then do the corn.)
About builds, I'd keep all of WIFOM, White Russian, Weissbier and Elephant Beer on wealth until they can start forges. Weissbier will be preserving some overflow from its settler whip to sink into the forge. White Russian has a chop coming soon. Units in these cities would also be OK, if they can be finished before MC. BM could sneak in a 3-turn worker in between its market and forge builds.
When education comes in, we'll have to decide which cities should get universities, and whether or not to complete the forges first. The capital probably should get a forge before the university and oxford. Burning the last chop on that forge is probably a good idea.
Reminders for T123:
- Spread religion to HN
- Bulb philo
- Start the golden age
- Revolt to Bureacracy/Caste/Pacifism
- Convert to Hinduism (easy to forget!)
- Configure cities according to the GP plan
If you know what I mean.
February 21st, 2013, 16:34
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Micro plan for Taj Mahal EOT135 in Deerslayer:
https://docs.google.com/spreadsheet/ccc?...SFE#gid=20
* Requires Liberalism EOT130. Hopefully that is doable. We must also one-turn metal casting right after civil service, but that shouldn't be a problem.
* We revolt to OR/slavery on T133, allowing us to pop all 5 GPs as planned.
* We finish Taj EOT135, with exactly 700/700 hammers and only 5 chops.
The plan puts 27 hammers into a courthouse, and lets the library sit at 34 hammers. We build a forge ASAP while growing to size 7, and then put a couple of turns into Taj before revolting to slavery and whipping library > courthouse > Taj.
If you know what I mean.
February 21st, 2013, 17:03
(This post was last modified: February 21st, 2013, 17:03 by plako.)
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Good plan. I try not to mess this one  .
February 21st, 2013, 17:18
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Thanks.  Allthough, I don't really have a feeling for how realistic liberalism EOT130 is, now that we're also getting MC. If liberalism is delayed, Taj will be delayed correspondingly. If we need to slide it back one turn, the best way to do that is probably to finish the forge a turn later with a lot more overflow. That would give us a much more healthy margin for error, too.
If you know what I mean.
February 21st, 2013, 17:32
(This post was last modified: February 21st, 2013, 17:35 by plako.)
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Tasunke's conversion to Vassalage makes me nervous. I think we need to reconsider our priorities a little and take some military tech right a way. All top teams have invested on military techs and especially Tasunke seems a very wild card here. Top candidates are:
HBR - HAs are mobile that is a big bonus and HBR is cheap. we get best known civ bonuses.
Machinery - We want this tech pretty soon no matter what. we could bulb PP sooner. Maces are strong, but our borders are hard to defend with slow movers. Quite expensive tech.
Construction - Cats have longest life. They're slow and we lack proper "killer unit".
HBR feels best to me and Machinery is close 2nd. Sorry for trying to mess your Taj plan right away Zak  .
So Archery-HBR-MC would be my suggestion and instead of wealth build some HAs and possibly stables.
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