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The Way of the Civ Player - Ichabod and Wetbandit's PB13 Spoiler Thread

And I agree about religion - the 25% on building production from OR can't be ignored, it's a very large bonus. The option of using GA Pacifism or wartime Theocracy too. So, I guess we need to work to get OB with a religious guy and wait for a spread, unless we decide that getting Taoism is a good goal.

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By the way, is there something the lurkers want to see? This thread has had very little lurker participation. lol
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There aren't many lurkers left after all the players and ded-lurkers. There are 30 or so players/ded-lurkers, we'll have to settle for baiting Krill to post. mischief

You can camp the Ivory with the jungle. crazyeye Still not too great for an immediate city for the reasons you stated.
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Post something retardedly stupid, mindbogglingly obvious, or plagiarize someone and I might post something.
Current games (All): RtR: PB80 Civ 6: PBEM23

Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71. FFH games: PBEMVII, PBEMXII. Civ 6:  PBEM22 Games ded lurked: PB18
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How many Phalanx does it take to change a lightbulb? shifty
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Depends how many you need to extort a tech out of someone.
Current games (All): RtR: PB80 Civ 6: PBEM23

Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71. FFH games: PBEMVII, PBEMXII. Civ 6:  PBEM22 Games ded lurked: PB18
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This is the planned spot for our 6th city. It's far away from our current borders and a very risky plant, but I feel it's a risk with a worthy reward. This city will have to pretty well defended, since WLP seems to be an agressive player and an active one as well.




The cities:

Birth of Musashi will finish the Settler with normal production. It'll get the corn back when growing to size 5 (on a granary). Plan is to finish the granary at 14/30 growth at size 5 and start a settler, 1-pop whipping him.




Hannya Plain will be whipped next turn, getting exactly 35 hammers in a phalanx. The worker will go improve the 6th city. After that, HP will finish its barracks and get another worker, later growing and whipping a granary (after that, I'll have a worker to improve the newly acquired territory).




Mercy of Kannon will finish the warrior and keep on its granary, to be whipped at size 2 again. It'll than start on a phalanx and put chops into workers, while getting some cottages up.




Rock and the Tree will stagnate at 11/24 working copper and 1/2 tile, after growing a bit using the corn. After that, it'll quickly grow to size 4 with borrowed clams and corn (while BoM builds a settler), where it'll be stagnated working a farm and 3 grass mines, getting chops into workers and phalanxes when not chopping.




Deserted Prophet willl get a chop into the barracks and whip the granary at size 3. 3 workers roaded the southern fp this turn and 2 of them will go improve the cows after that. I'm valueing the barracks over the granary due to the gold and corn. After the border pop, I'll quickly improve the corn and gold, which will help funding Mathematics.




Demographics:




Power graph:




I'm eager to see WLP's graphs... 3/4 turns until there, I think.
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Thanks for your reports and pictures smile

Never fear - I am reading although I seldom comment.
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I'm reading every post from every team cause since I made the map I feel like I have to, and since I'm on RB so rarely right now that takes up all my previous comment spam time.
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Curious about BoM's plan, help a noob out. It's great to have granaries, reference to this:

Quote:Birth of Musashi will finish the Settler with normal production. It'll get the corn back when growing to size 5 (on a granary). Plan is to finish the granary at 14/30 growth at size 5 and start a settler, 1-pop whipping him.

Even with the RB-mod nerf, this puzzles me. The happy cap is going to be at 5 (at least in BoM) for the foreseeable future, with at least another 20 turns until the gold is hooked in DP (7 turns until growth, whip the barracks at size 2, 10 turns for the border pop, 5 worker turns to mine gold, not counting 3 worker turns to road the deserthill). So the settler finishes in 3 turns. Then granary (which will take 5-6 turns), build up to at least 70 hammers and 1-pop whip a settler (another 6 turns), which results in 4 pop with a happy cap of 4 (5-1 whip anger); total of 14 turns.

Is that supposed to be a 2-pop whip to take advantage of quicker regrowth with the granary? If not, it seems that BoM will fill a granary only to stagnate at the happy cap, at least for a few turns before the happy cap goes up 1. That assumes that the gold is hooked up ASAP. At that point, I see that BoM will be ready to power to size 6. Regardless, is it better to grow on a WB+Phalanx or squeeze in another worker instead of the granary? I know you've worked out a more extensive micro plan, so this may be the only time for BoM to build the granary, or you're planning to get to size 6 ASAP when the gold is hooked.

The granary build in RatT makes more sense to me as it will use the bonus to get from size 2 to 4, as currently planned.
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That's some good observations, wetbandit, and I appreciate you doing them. I'm not near a good civ player, so my decisions can often be based in nothing more than suppositions and it's good to have someone contesting them.

Reasons for the granary at that period are the following:

*At that point in time, especially after BoM reaches size 5, RatT will be borrowing the corn for faster growth. So, the food production in BoM will be lower than usual and it seemed like a good idea to use that time to get a granary at the appropriate time (half of the food bar).

*After the granary, I'll whip the settler in BoM (we can even go for a 2 pop-whip - I haven't microed that far yet), so it'll fill the box while growing from 4 to 5, getting free food when we reach size 5 (I think this free food is worth more than a phalanx or WB right now, considering that we'll get both of this soon, from other cities - neither the phalanx, nor the wb help the snowball effect, since exploring and defending can be made later with, hopefully, no losses). I value this free food very highly, especially if we keep on going with whip cycles there. I think the faster regrowth between this cycles is the main advantage of a granary.

*I think we should avoid building anything other than infra in the Capital, if possible (and food units when we need to stagnate). Let the other cities get WBs and miltary units.

But, I won't lie, a big reason for me to do it is seeing how much the good players value granaries. So I try to get them as soon as possible. Another thing, the gold will come online a bit sooner than that, since I plan to chop a forest into the barracks and we don't need to road the desert hill to connect it.
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