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[PB16 SPOILERS] SevenSpirits goes off the deep end and finds Krill

t78

Hashoosh logged in and rejected our offers. I did not give up hope. I waited for him to log in again and actually end turn. When I logged in again he had re-offered OB with horse for ivory. I accepted it.

The immediate damage is two cities in unhappiness. In general though, this is massively throwing current plans away in favor of other plans. I will step through what's going on.

First thing to note: we are only getting three trade routes, even though he has four cities. Hashoosh, man, you should connect your cities. So we only net +6 gold per turn, not +8. Minor bummer.

Second thing: our exports - imports is now 9. So he is not getting any benefit from us. Understandable - he can't without Sailing. I expect he knew this? Max value of this stat, btw, is 15, and min is -15. So someone out there is getting 10 bucks a turn free because they met someone else. I guess I should complain about how unfair that is?

Now to the situation. Why did I even offer that deal? Well, the trade route money is quite significant, for one. Suppose the deal lasts for 10 turns: that's 80 commerce. Er... that's 60 commerce. Well, still, almost!

The second reason is that the horse is actually quite valuable for us to borrow for a few turns. I mean wow, with chariots + impis we can easily deal with barbarians. Chariots are much better defenders against barb axes for three reasons. 1) They have massively better odds of surviving. Odds of our axes vs the barbs, even when defending with a bonus, are almost in the unacceptable range. 2) They can kill barbs proactively rather than defending a single tile. It's surprisingly bothersome when defending a city and associated improvements to be stuck with a single unit that can only protect one thing at a time. 3) They move twice as far every turn. This means we don't need as many of them to defend against barbarians, and they can also more easily switch between barb duty and garrison duty. As a final bonus, they are cheaper!

Now about those elephants. It hurts to see them go. Our capital, Going Postal, unfortunately grew the previous turn, and is at happy cap - now happy cap minus one. So that plains cottage is not being worked. Similarly with Hogfather: it's being forced to forgo a cottage this turn, though it's less painful in HF's case because it's building a settler, so the unhappy citizen doesn't also cost food. Other cities are growing and may be temporarily affected over the next 5-10 turns. It is worth noting that we can get furs hooked up as a replacement in 5-6 turns, and plan to cancel the horse for ivory deal in 10 turns. Hopefully Hashoosh will not cancel the OB in response.

So here's the tactical situation with barbs:




As the sign says, last turn our impi was slayn by a lucky barb axe. The axe should have earned 5xp and can thus promote twice, healing most of the way back and potentially taking shock. As such, none of our copper units would be that great against it. This turn, the axe is within one of the marked tile. So it could be moving south and walk onto our pig two turns from now.

Jingo doesn't grow until next turn. Under the old, copper unit plan, it was going to dump its overflow into an axe this turn, and whip the axe if necessary two turns from now. We could also bring in an impi so there could be a second unit defending in the city. Even so, there would be a decent chance of losing the axe we just whipped, and also a decent chance of losing our pig pasture. Not great. Under the new, horse-based plan, we are starting a chariot in the capital, and, painful though it would be, we are willing to whip it next turn. In this case we can slay the axe before it even has a chance to inflict harm. Whipping the capital is a bother but at least it's making use of its otherwise unused whip timer, I guess. Meanwhile, Jingo doesn't need to build an axe, so it's starting something it can 2-whip soon if desired.





In the west, we haven't seen barbs in a couple turns. I am edging this impi out 1 space every turn to fogbust.


By the way, here is Hashoosh, and the lands in between us.



And our reconfigured cities:

GP can hopefully start on a settler next turn instead of whipping the chariot.



HF recovers from unhappiness this turn. It was going to grow and stay happy; now it just stays this size and becomes happy. It's making a settler sometime soon for the sheep/lake spot to its southeast.



Growing to size 4 and claiming a garrison impi. Then it will pump out two chariots.



Still in its initial growth phase. No change of plans, except, hey, why not start a chariot?



Finishing the granary with a chop...



And starting on that galley. A galley should be more effective than a workboat for convincing people to OB with us. And it can also settle islands.



Oddly enough, we still have top food. Worst approval rate though.

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t79:

The northern axe has moved west towards Making Money instead of south to Jingo, which is easier for us to deal with. Two more axes appeared, southwest and southeast of Hogfather. Yay for horses! I whipped a chariot in Making Money to deal with the first axe, and a chop completed the chariot in Men at Arms to protect the south. Though I would prefer to not have to whip MM, it handily beats whipping the capital, and those two cities are the only ones without whip unhappiness. And we do want to complete 2 chariots this turn to deal with the barbs.
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t81:

Barb axes both moved in the least convenient way, so I decided to take a risk and attack with the axe (which has only C1).



Success! That frees up to chariot to take care of this guy, who would otherwise get a chance to pillage the copper.



Also a success, less surprisingly.



I found this screen amusing (look at the happiness levels):


To be fair, some of that unhappiness is just because we can afford to leave some cities (Thief of Time, and Jingo) without a garrison.

Here you can see some workers preparing to camp the furs in a single turn.



Here's the progress of our exploration. I'm interested in getting a city onto that large island.

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Only one 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
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One will be a good start. As far as I can tell, Hashoosh has no cities hist coast in our direction. (The culture we first encountered is just his capital's third ring.) Speaking of Hashoosh btw: Hashoosh got Currency last turn, and has finally connected his fourth city this turn, so now we're getting 12 commerce from OB. (He's still getting 0.) So yeah, Currency seems like a mistake for him. It's only worth 4 commerce a turn, whereas Sailing plus a boat would be worth 8 and is a lot cheaper.

Also, this turn someone got Confucianism. Based on score increases it's either Mikehendi or Gavagai. Both were likely people to get it, but given that it's this early and Mikehendi already went for and got Judaism, it seems very likely it's Gavagai. (Darius of Aztecs, remember.) Can't rule out Mike though - I'm pretty sure it's been him with the monster GNP due to an academy.
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t83:

Bizarrely, we have a trade connection to Gaspar now too. I... don't even want to think about what is going on with this.

Fur is camped, settler is ready to settle.



Whipped a settler + galley combo for the island. First galley load will be impi + settler. A worker or two will follow. Overflow from galley can complete a 1t workboat.



Currency is currently due in 5t and might be delayed more if the cities are costly. 5t is also when we can cancel the resource deal, and potentially, Hashoosh can cancel the OB.
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t84:

I looked up barb mechanics. I knew this before but I'd forgotten the details.

Barbs are spawned for each landmass individually. The game will spawn barbs up to a max of one barb per 50 (on prince) unowned tiles on the landmass. This is why islands (smaller than 50 tiles) won't get barbs. (The big island we want to settle on is less than 50 tiles, btw.)

I just now counted the number of unowned land tiles on our home continent, after settling the sheep/clam spot this turn, and it's 204. That's four barbs. Settling one more city on the continent will bring it down to 3 barbs. Plans are underway to do this. There is a settler being whipped in MM next turn that can settle between the cows and capital copper 2t later.
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Can I ask where your source is for barb mechanics? I've read this thread which taught me a lot, e.g. the thresholds for when barbs change to city capture AI, but I don't think it explains the mechanic you're talking about which is very interesting! (It helps a lot to not have to plan for barbs on small islands.)
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You mean all these times I've been fogbusting islands for fear of barbs I've been completely wasting my time? Awesome. Good to know. lol
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I'm looking at the source code, which is publicly available (I forget where).

CvGame::createBarbarianUnits()
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