January 15th, 2014, 18:38
Posts: 23,435
Threads: 132
Joined: Jun 2009
Quote:No one wants to do that!
I honestly have no faith in some of the players actually doing the r"Right" thing. I wouldn't put money on 2MN (or Zaldax) not Oracling CoL.
So whilst you didn't mean that comment with sarcasm...I would mean it with sarcasm.
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
January 16th, 2014, 08:36
Posts: 8,762
Threads: 75
Joined: Apr 2006
I also took it as sarcastic .
Darrell
January 16th, 2014, 23:56
Posts: 7,766
Threads: 94
Joined: Oct 2009
t66:
On t65 we settled Thief of Time. For the moment, Thief of Corn would be a more apt name. Meanwhile, Hogfather has some stacked whip unhappiness and limited decent tiles to work, so it's popping out a worker with overflow from the whip and a few more turns of stagnation. ETA will drop by one next turn when the FPs are available to work and we can stop working that riverside grassland.
I only just finalized the micro around Making Money. It's going to grow to size 2 and work the grass mine for a couple of turns, followed by the sugar, to finish the granary before corn is available. And, the sugar is going to get cottaged. We're planning to plantation the tile later, so the cottage turns will be wasted, but basically it's a tile we'd like to work in the meantime anyway (even if it's unimproved), and a cottage is the only legal improvement since it's not freshwater. So why not get some cheap commerce? Our two workers are going to finish the grass farm next to MaA, then finish the sugar cottage, then the cottage north of MM, and finally half-build the cottage E of MM just in time for the borders to pop so the corn can be improved. Part of the reason I wanted to build that first farm is because it's next to a couple of jungled hills - farming it now instead of later will prevent the jungle from spreading. (That's why I'm going for this farm instead of finishing the farm 2E of MaA.)
Interesting situation here: the wheat is already in our culture and we could have had it ready to work on the very same turn that the new city was founded. But I'd rather have the pig ready on the turn after the city is founded. It's that much better. So I arranged to road the tile next to the city next turn while the settler moves into position, so the pig is available for working on immediately.
The library in GP will take either two turns working both copper and ivory, or three turns working just the copper. I'm not sure yet what it'll be. Working the ivory means forgoing working another flood plains cottage, while MaA works a relatively lame bare sugar over the ivory. I'll probably decide next turn after checking out the details of how much food is needed for growth in both cities.
A few other notes: Gaspar revolted to Buddhism, solving us the trouble of doing C&D there. And we currently have the highest land area, and may be able to retain our lead for a few turns since we're getting a border pop next turn, a new city the turn after, and another border pop soon after that.
Very soon I will post an updated overview map of our continent and start thinking about the next bit of dotmapping.
January 18th, 2014, 07:01
Posts: 7,766
Threads: 94
Joined: Oct 2009
(January 8th, 2014, 21:41)SevenSpirits Wrote: t55: Just continuing on as stated before. We finally found a barb warrior. It's next to our impi + worker on the gold hill. Considering we get 99.6% odds on attack, and the barb is on a hill too, I think we're fine. I didn't attack though because we aren't getting XP from barbs on that impi anyway.
I took the turn to check how many land tiles are on the map, and approximately how many are on our island.
Map total: 2289.
Map total / 6: 381
Our island (estimate): 320
So either our island extends way farther than we thought to the southeast, or there are some neutral islands.
Better estimate - now with full vision but potentially still counting mistakes: 305 tiles on our continent. That leaves ~ 76 tiles per pair of players not on the main continents. Looks like the map will be laid out kind of like this:
[-] | [-] | [-] |
[-] | [-] | [-] |
With each [-] representing a continent like ours, with two horizontally distributed players, and each | representing a thin but tall area of mystery land.
I looked back at the setup thread and Serdoa said the dimensions were 92x40. 40 is just high enough to fit our continent and one other - so the coasts we see to the N and S must be a pair of neighbors. Meanwhile, 92 is about enough with to fit 3 columns of continents (~22 each) with about 26 tiles left over. Leaving buffers of 2 sea tiles all around still, this means there's enough for an extra ~18x7 vertical islands strip between every two continents horizontally. 18x7 supports up to 126 land tiles so density of this extra land is only about 60% - in other words we are expecting an archipelago and not single large islands in these areas.
January 18th, 2014, 07:04
Posts: 23,435
Threads: 132
Joined: Jun 2009
So...Sailing next and get an island city?
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
January 18th, 2014, 07:15
(This post was last modified: January 18th, 2014, 07:16 by SevenSpirits.)
Posts: 7,766
Threads: 94
Joined: Oct 2009
Math-Sailing-Currency looks good to me. Foreign trade routes should obviate the need for domestic island routes though, so I don't know how much to prioritize the island city.
January 18th, 2014, 07:42
Posts: 23,435
Threads: 132
Joined: Jun 2009
I suppose wait and see if there are any good city sites.
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
January 19th, 2014, 04:56
Posts: 7,766
Threads: 94
Joined: Oct 2009
Dead tired but I played t68 and founded the new city. I am thinking the plan will be whip a workboat immediately at size 2, then grow back and whip a granary with chop assist. Whipping granary first would delay too long (already almost to size 2 again), and in any case, accelerating our first OB partner should be more valuable.
January 19th, 2014, 16:52
(This post was last modified: January 19th, 2014, 16:55 by SevenSpirits.)
Posts: 7,766
Threads: 94
Joined: Oct 2009
t69
Our majestic empire. This was a good turn for our workers - they finished the pig pasture, the new copper mine, and the sugar, er, cottage. Next turn will be a good one for our cities, as all of GP, MaA, and HF will grow. Also next turn, we finish the library and therefore turn on tech, getting Math and Sailing in 9-10 turns. Meanwhile MM is patiently building a granary and its borders will pop in just 3t, adding another corn and sheep.
If you only report the stats when you're on top, it looks like you're winning!
January 19th, 2014, 22:02
Posts: 12,335
Threads: 46
Joined: Jan 2011
Are you going to road the pigs or move straight to put turns into that farm on the way to the wheat? Though I guess with the immediate WB whip you won't need the wheat as quickly and can afford to road before going to the wheat. Answered my own question.
Are you thinking island city #7 or where?
“The wind went mute and the trees in the forest stood still. It was time for the last tale.”
|