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Intersite Game - Turn Discussion Thread

Don't they owe us that marble mischief?

Darrell
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(April 28th, 2013, 14:43)darrelljs Wrote: Don't they owe us that marble mischief?

Darrell

Not really:

(February 19th, 2013, 13:06)scooter Wrote: 5.5 Team Civfanatics agrees to give Realms Beyond a 10T loan on marble at some point during the NAP. This can be arranged around CFC's builds to be a 10T window in which they will not be using the marble. RB would like this window to start no earlier than T120 and no later than T150. Both sides will make good-faith effort to be accommodating on the timing of this loan.
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Well, that explains why they went hell-to-highwater to get to Nationalism so fast. It was pretty obvious that we wanted Taj from our treaty so they figured they'd build it first, and then appeal to the letter of the agreement. Classic lol

Good thing we didn't count on that marble for anything! I'd like to claim that we duped them into thinking we wouldn't be ready to build Taj until a lot later, but it looks like we just stumbled into that one
Suffer Game Sicko
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(April 28th, 2013, 12:51)novice Wrote: I prefer whipping Barracks and then catapults in Starfall because those builds are more useful and because they give more overflow to the Globe Theatre.

In Let it Snow, I would chop a granary, then start the work boat. When the borders expand we can work the cows until the clams have been netted.
EDIT: And if we can time it so that the missionary spreads hindu at the same time as or before the granary chop comes in, that would be even better.

I agree with barracks -> catapults in Starfall.

Tiny refinement for Let it Snow: If we are going to get the OR bonus available for the chop, we should put hammers into the workboat until the granary chop comes in, then switch to the granary only for that one turn. Then back to WB. Otherwise we will get our slow-build hammers that we accumulated in the granary divided by the OR bonus on the way out.
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Yeah, barracks in Starfall. The monastery would only be interesting if CFC were starting to run artists in their stupid city, but it appears they aren't doing that.
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(April 28th, 2013, 11:26)Sullla Wrote: In the east, Mansa overflows into a university while awaiting Metal Casting and forges.

What's our plan for universities? Since we're prioritizing Taj and a T150 war, Oxford is going to come late.
In that case, why don't we try for Chichen Itza in Mansa? It's been suggested before and I think there's a good case for it.

- A University is 200 hammers. Chichen Itza is 250 hammers with Stone. (Not counting Organized Religion, but we might swap out of it in the Golden Age.) Not a big difference either way.
- If we're going Communism before Rifling, then Chichen Itza won't obsolete too soon.
- It would be useful in the German war, offering some defense to captured cities in resistance. The deterrence effect, together with Great Wall and Zeus, might also dissuade other teams from intervening.
- The GPP would be handy in Mansa, with all its other Wonders.
- It would be annoying if one of our future targets nabbed it, since it wouldn't obsolete until they got Rifling.
- At worst, the fail gold is twice as efficient as Wealth.
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The problem with failgold is it requires other people to build it.
I don't think its a worthwhile build, or that we'll see any use out of it.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.

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We've talked about Notre Dame as the on deck wonder. Chichen Itza can be left to another team, IMO.

Also, we're planning a draft-heavy army... rifling can't wait that long.
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(April 29th, 2013, 09:37)kalin Wrote: I am also thinking that directly whipping the wonder should be on the table even to avoid a coin toss. That is I agree with GES that we should whip on T136 if they can on T137.

Kalin

Here are the facts about our Taj Mahal build:

* On t132, we whip the settler. We can work a farm over a plains cottage this turn for +1 hammers towards TM. (Or maybe the bureau bonus makes the plains cottage better, need to check how the rounding works out.)
* On t133 we resume the TM build and we need 4 food to grow back to size 12. We can either work a plains cottage for 20hpt and 2fpt, growing back in 2t, or we can work a farm for 19hpt and 4fpt, growing in 1.
* If we just keep slowbuilding the TM it completes eot137.
* We can chop the deer on t136 to complete the TM eot136. So whipping on t136 doesn't make sense.
* If we grow back to size 12 eot133 by working the farm, we can 6-whip the TM on t134 to finish it eot134.
* On t135 we can 4-whip the TM to finish eot135.

So we should do the following, to have emergency options for completing TM on both eot134, eot135, and eot136, with eot137 as the scheduled non-emergency completion date.

t132: Whip the settler, possibly work the farm over a plains cottage.
t133: Grow back to size 12 by working a farm over a plains cottage.
t134: Work max hammers (21hpt). 6-whip if necessary.
t135: Work max hammers (21hpt). 4-whip if necessary.
t136: Work max hammers (21hpt). Chop deer if necessary.
t137: Work max hammers and complete TM at eot.

Here's a sandbox that's accurate for Adventure One, if somebody wants to try this out.
https://dl.dropboxusercontent.com/u/1521...dSwordSave
I have to run.
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OK, clearing up some of the topics of discussion in this thread.

* It looks like we have a clear plan for the new city, Lew It Snow. We'll build work boat for two turns, and then swap to granary on the turn that our chop comes due. Our missionary will spread religion the same turn that the chop finishes, in time to claim the Organized Religion bonus production. Feels like a solid plan there.

* Most people wanted the barracks over the (admittedly superfluous) monastery in Starfall, so I have made the change there.

[Image: ISDG-809s.jpg]

Obviously we want the barracks in a city that will be getting drafted constantly for the second experience point when in Theocracy. I heard a call not to build a forge there, but we very much do need the forge to complete Globe Theatre in anything resembling a reasonable time frame. Double whip on a catapult with no forge produces 60 shields = 10 overflow. Double whip on a catapult with forge produces 75 shields = 25 overflow. Without the forge, it will take forever to complete Globe with whip overflows. Throw in the fact that the forge is basically "free" (we grow 3 pop in the three turns of the whip cycle) and that it will count towards the future 8 forge requirement for Iron Works, and this feels like a no-brainer to me.

* Chichen Itza is a very low priority for our team despite having stone. As others have said, we are planning to get to Rifling fairly quickly and we don't plan on being attacked to make use of the defensive bonus. Maybe if we had a lot of spare production sitting around unused... but the production we do have needs to go into units and key infrastructure (forges, barracks, etc.) Notre Dame is the only wonder we're targeting until we reach Kremlin and Statue of Liberty far down the road.

The mechanics of Taj building to be addressed in the strategic planning thread.

EDIT: Or would have been, if novice hadn't already explained it above. Heh. Nice work!
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