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I believe we need to do atleast 1 trade mission, before we totally begin the culture run to help build up a nice bank, so 10 Grade Artists, and the last Great artists will bomb the cultural city that crosses the finish line last.
July 25th, 2013, 14:19
(This post was last modified: July 25th, 2013, 14:26 by MaxPower.)
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(July 25th, 2013, 12:11)BaII Wrote: I believe we need to do atleast 1 trade mission, before we totally begin the culture run to help build up a nice bank, so 10 Grade Artists, and the last Great artists will bomb the cultural city that crosses the finish line last.
Save all your Great Artists for the last turn(s), so you can use them in the adequate cities. Besides, this will give your opponents a false reading on your current victory status.
[Edit] If you have 10 artists, and your culture reading is something like 43k, 39k, and 31k in your legendary cities, you then use 2,3,5 Artists to skyrocket to your victory.
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(July 25th, 2013, 14:19)MaxPower Wrote: (July 25th, 2013, 12:11)BaII Wrote: I believe we need to do atleast 1 trade mission, before we totally begin the culture run to help build up a nice bank, so 10 Grade Artists, and the last Great artists will bomb the cultural city that crosses the finish line last.
Save all your Great Artists for the last turn(s), so you can use them in the adequate cities. Besides, this will give your opponents a false reading on your current victory status.
[Edit] If you have 10 artists, and your culture reading is something like 43k, 39k, and 31k in your legendary cities, you then use 2,3,5 Artists to skyrocket to your victory.
Yes, this is always the general idea, especially as it allows you to "sandbag" your culture by making it look like you will take longer than you actually will.
I think I might post city overviews of all of our cities to best establish which cities should be our cultural havens. Running something like 80% for 50 would work.
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Sorry I didn't do the images (Or a report!) yesterday: I got busy a bit suddenly and busy today, so I didn't wanna type up some long stuff. So let us do it now!
The city of Fred Wolseley is founded: Named after Frederick Wolseley, who made the first comercially successful sheep shearing machine and founded what is now known as Wolseley plc. The city had sheep in it and I find sheep adorable, so I felt making it sheep-related was appropriate. I put it on a Monument and set it to work the Lake for the moment due to it letting us get Monarchy 1T quicker (See below)
Horace Dodge's crabs have been boated, Sam Walton had it's grassland Mine finish. If we run 70% Science to get it done in 6T, we can get start going whole hog on Monarchy then (100% would take more turns to get to Monarchy, so even though I think this is slightly inefficient, it is faster to get what we need). I have half a mind to 3-pop whip Dodge's Library when Monarchy comes in because it has so much food and it'd help research.
Next turn is T100, which I feel would be the most appropriate for a city overview...aaaaaaand I don't wanna go over all of our cities, then literally just go over them again the next turn. A full state of our civ post shall be done upon Turn 100. Also, I switched the capital off the Spearman: When Monarchy comes in, we can whip the Axe to overflow into the Spear for a quick +2 happiness, then grow up to Size...9 I believe while building a Library or more happiness garrison.
Demographics.
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A Post of Particularly Large Size on a Turn of Particularly Important Numerance
Turns out, I messed up: We're 5 friggin' gold short of just cranking out Monarchy. I set the research for 20% to put a some beakers into Monarchy (Just in case something happens Gold-wise), but aside from that, there was little in the way of actual reporting. So let us go through the Corporate Empire, city-by-city, and presumably have lurkers snicker a little at the fact I'm not the best at Civ. (But hey, some good natured ribbing is good! : P)
Our capital, Standard Oil. It has gone off the Corn for a few turns, starting this turn, so that we can get Monarchy, which has taken far too long because we didn't cottage fast enough and thus overexpanded. Growing slower this time will also better time it with Hereditary Rule. It'll keep putting 6 HPT into a Library as it builds up, possibly taking a break to Axewhip into Spear into Library when Hereditary Rule comes in for happiness. The overall goal is to just grow really big and work all those cottages and hope our economy doesn't sink.
Sam Walton, our second city. It has Corn, it has Clams, it has a little bit of cottaging, it has a hill and it has a 3 food Lake. It also has unhappiness because it is 4T until whip unhappiness ends. As Monarchy approaches and after the Scout comes out, it will 2-pop whip it's Axe and overflow into a Library, having Organized Religion at that point, allowing the Axe to station itself there for happiness and get good hammers into it's library. Then we'll grow up and work the cottages, the hill and then just whatever comes up as we go, probably the sea.
At this point, I realized 5T of 70% and then 1T of 50%~ should get Monarchy in 6T anyway, so I bumped up the science rate from 20% to 70% and we should have Monarchy in 6T. Yay!
David Buick. It has Copper and that's about it. It's working 2 coast over 2 Grassland Farms to help push along Monarchy. Pretty useless city, but we needed the copper.
By contrast, John Dodge is an excellent city that will be making a lot of production once those hills get mined and has a lot of food. A single coast is being worked off the Tundra Deer to help Monarchy along and because it is alright to slow the growth just a bit while we wait for Monarchy to come in. It'll build Moai, then a Library, then probably crank out military to happiness itself and other cities up.
C. Vanderbilt, which I swear I typo as Vandervilt every time I write a report involving it, will be cranking out Missionaries for the near future, maybe a Temple soon too, and will turn out to be a good city in the future. It is one of the better options for a culture city because of all the rivers, even if the Plains make it slightly food-poor.
Chevrolet, which really needs it's borders to expand already. It has a Worker finishing the Deer and has a Granary in 5T, at which point it might whip out a Lighthouse to make all those coast tiles better, then go into a Work Boat. The boat will just be chopped out with one of those Tundra Forests near it. Not the best city, but it has some nice stuff compared to our others.
Our last current city, Horace Dodge. It'll basically just work the Crabs, Coast, Copper and hills, though one of the hills might need a windmill, I don't have the time to add up the food. Not a great city, but with 7-10 HPT from Hills and workable Coast, it can easily produce more than it cost.
As you may have guessed by the time, I do not have the time to do a research and opponent overview. I'll be doing that later today, though, to complete the Particularly Large Sized Report.
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Just some quick hits today, because of...welllllll...REASONS:
WilliamLP founded like 3 new cities on T100, but I am not sure he really has the base to support that. He should be heading to Currency, but his current research target is Masonry, so IDK.
Retep got Currency.
Standard Oil only has 1 cottage to go before all Grassland is cottaged for it. I think I will send the 2 Workers doing it to Fred Wolseley soon after they finish the cottage, as they can help it chop out something (Probably a Work Boat), then cottage up the grassland around it. Ideally, we could get a Hindu Missionary there soon too, but it'll build a Monument since I don't think we will.
Sam Walton finished scout, begins on Library, will receive next Missionary.
Since Horace Dodge doesn't have much to work and the single coast does not change the Monarchy calcs, I whipped it's Granary as I am pretty sure it was the optimal time food-wise and it'll help growth.
A wild axe approaches Chevrolet! Command?
Sorry for still not having that long diplo post up...
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I don't think we should be going for the Monument, I believe that getting it's growth curve started with a Granary, unless all the food is in 2nd ring borders.
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(July 30th, 2013, 10:33)BaII Wrote: I don't think we should be going for the Monument, I believe that getting it's growth curve started with a Granary, unless all the food is in 2nd ring borders.
Both of Wolseley's food is 2nd ring borders since there was no city location that could get the Sheep and Clams and have one of them in first ring and I felt getting both food resources was more important than having one first ring. I will post a screenie of the city when the turn ends up coming to us.
August 2nd, 2013, 01:19
(This post was last modified: August 2nd, 2013, 01:22 by MaxPower.)
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(July 28th, 2013, 09:09)Kuro Wrote:
David Buick. It has Copper and that's about it. It's working 2 coast over 2 Grassland Farms to help push along Monarchy. Pretty useless city, but we needed the copper.
Shouldn't Buick be working the cottage south of the farms? IMO it should be incubating it for the capital.
August 2nd, 2013, 01:29
(This post was last modified: August 2nd, 2013, 12:58 by MaxPower.)
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(July 28th, 2013, 09:09)Kuro Wrote:
Our last current city, Horace Dodge. It'll basically just work the Crabs, Coast, Copper and hills, though one of the hills might need a windmill, I don't have the time to add up the food. Not a great city, but with 7-10 HPT from Hills and workable Coast, it can easily produce more than it cost.
I think it is better to build a lighthouse before the granary in "pure fishing villages" like this one.
As a granary doubles FS (food surplus) and a lighthouse adds +1 food per water tile:
At size 1: with granary FS=8, with lighthouse FS=5.
At size 2: with granary FS=6, with lighthouse FS=5.
At size 3: with granary FS=4, with lighthouse FS=5.
At size 4: with granary FS=2, with lighthouse FS=5.
At size 5: with granary FS=0, with lighthouse FS=5.
In the near future this city is getting lots of 2-pop whips for infrastructure so its size will be in the 2-4 range, where the FS of lighthouse is better.
[Edit] I forgot you were expansive, so Granary is maybe the right call.
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