Seriously though, if someone is wanting to take on a bigger role in this game, please download the mod and spend an hour or so testing 2v1 war declarations. We don't even know if second half is actually possible, and that's critical info.
Intersite Game - Turn Discussion Thread
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Merovich, the city of Ditchdigger grew to size 6 this turn and will draft away the population point currently sitting on an unimproved tile. I am sorry if this was not clear enough in the turn report.
With regards to workshops up in the northern jungle, I wrote about this in the main post. We can clear the jungle, sure, we're doing that right now. But at some point we have to build something on those grassland tiles. We've already irrigated these cities up to +7 food surplus, so building even more farms doesn't serve much of a purpose. We had decided earlier to make these into production cities, which make cottages of limited value. I mean, we could build cottages for now and bulldoze them later for workshops, but is that really a good use of our time and worker labor? It's not like working 2/0/1 cottage tiles are particularly great if we don't plan on growing them into villages and towns later. I'm thinking that we're better off throwing down the workshops and making limited use of them when we're not looking to grow further. Feel free to suggest alternatives, I'm looking for better alternatives. Maybe it might be better to run cottages for now and switch later, I honestly don't know. We'll see what that German chariot is planning to do. It hasn't given any indication that it's planning to enter our territory yet, it could easily be moving over to the WPC border. If it crosses the border, we'll of course scatter our forces accordingly. Echoing scooter, we really could use some experimentation with how war declarations work in this mod. That would be one of the most useful things that a lurker could do for us. We honestly do not need even more opinions about how to treat with CivFanatics diplomatically.
Okay, cool, I figured that I was missing something. Well, if we aren't going to grow the cottages, if we have a large food surplus anyway, and if we have no courthouses currently in those cities and plan on adopting state property later, then the 1/2/0 tiles are better than the 2/0/1 tiles, IMO
Merovech's Mapmaking Guidelines:
3/0/0 farm would be better than a to-be bulldozed 2/0/1 cottage, anyway. Given our happy constraints, likely need for worker labor elsewhere in the medium term (ie, ex-German lands), and future value of workshops, I think workshops are the way to go.
Comments for the current turn:
I'm fine with starting the workshops early. Can we work the plains mine at gourmet menu instead of the coast now? If we're going at 100% science for 3 turns, that seems perfect because if we work the plains mine the market will finish in 3 turns. I'm sure sevenspirits will forgive us I agree with Old Harry in that market seems a much better build than barracks at Tree Huggers. Barracks does almost nothing here apart from the happy. Market gives the same happy and is valuable in such a cottage-happy city. It will cost more pop to whip but I think it's worth it. At Cutting Edge I'd hold off the whip. I see the argument of whipping away the cottages and letting tree huggers and simple life pick those up. But right now, tree huggers and simple life don't need new tiles to pick up. Tree huggers still has a grass mine to grow into. Maybe in 3 turns when simple life needs a new tile to work. Can we have horse feathers work a grass farm instead of a desert mine? The growth will be useful for when we draft the city again. (May 20th, 2013, 16:05)sooooo Wrote: Comments for the current turn: HF is our HE city, so for our purposes the 3h desert mine is worth 6h. Also, I believe Sullla was setting up some overflow to 1T a knight the turn we get guilds. I'm not sure how much we need the desert tile to accomplish this, but I'm guessing it's necessary.
Re running a test - I'm guessing it would be best if that test was pitboss based. I can't run a pitboss game but I can certainly be one of the civs attacking (or being attacked).
I have finally decided to put down some cash and register a website. It is www.ruffhi.com. Now I remain free to move the hosting options without having to change the name of the site.
(October 22nd, 2014, 10:52)Caledorn Wrote: And ruff is officially banned from playing in my games as a reward for ruining my big surprise by posting silly and correct theories in the PB18 tech thread.
Maybe repeat the simple life routine in cutting edge, double-drafting it now(ish) and whipping the forge when we're about to grow past our happy cap.
We shouldn't draft HF again IMO.
I have to run.
What turn do we get guilds? It might not be the case that 1t-ing a knight that turn is critical - for example if what we really want is max knights in 4t and it would be 3 no matter what, then it might be better to get another WE and not worry about 1ting the first knight.
I would also like for us to plan a round of knight whips. Which cities which whip how much pop for knights? Probably we want to do the whips on the turn after guilds comes in. And probably we want to start building knights (in the form of horse archers) before then. (May 20th, 2013, 18:34)SevenSpirits Wrote: What turn do we get guilds? Turn 147 according to Sullla's t143 report: (May 20th, 2013, 08:50)Sullla Wrote: Three turns of 100% science should leave us roughly 500 beakers short of Guilds with about 150 gold in the bank, and we'll run rough 70% science on T147, possibly with a Wealth build squeezed out somewhere, to finish Guilds at eot 147.
Playing: PB11
(March 3rd, 2012, 21:07)antisocialmunky Wrote: Civilization Economics: You have 1 Cow. You build some pastures around it to feed your people. The population grows uncontrollably. You enslave everybody and work half of them to death. |