Quote:It looks like there is a chance the game is going to be called off due to being too big for the server to cope with.It's a clearly urgent signal that calls for elimination of some players
[Spoilers] Old Human Tourist: Empress of Azteca
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We will obey the server.
Completed: RB Demogame - Gillette, PBEM46, Pitboss 13, Pitboss 18, Pitboss 30, Pitboss 31, Pitboss 38, Pitboss 42, Pitboss 46, Pitboss 52 (Pindicator's game), Pitboss 57
In progress: Rimworld
I attempted some sandboxing last night, the upshot of which was that next turn moving one worker to road the forest SE of city four (Daisy) and having the worker that just completed in Butterscotch chop for one turn S of BS, then complete the road, then move to Daisy's pigs, allows us to start pasturing straight away when the city is settled. I didn't get much further than that, other than to start roading the Gems first to allow two workers to mine it and to complete the ivory camp before thinking about putting a chop into anything. Does that agree with what you had planned?
I did build the granaries in BS and Cornelius with chops and whips in my sandbox, but it might be better to use those for more workers first and then to grow on the granaries. NW-NW for the scout next turn? (I presume you left him there without using the second movement point for safety?) Is circumnav possible on this map? If so do we set out for that and try to make as many contacts as possible along the way (do contacts matter for known tech bonus now?)
Completed: RB Demogame - Gillette, PBEM46, Pitboss 13, Pitboss 18, Pitboss 30, Pitboss 31, Pitboss 38, Pitboss 42, Pitboss 46, Pitboss 52 (Pindicator's game), Pitboss 57
In progress: Rimworld (May 12th, 2014, 06:01)Old Harry Wrote: I attempted some sandboxing last night, the upshot of which was that next turn moving one worker to road the forest SE of city four (Daisy) and having the worker that just completed in Butterscotch chop for one turn S of BS, then complete the road, then move to Daisy's pigs, allows us to start pasturing straight away when the city is settled. This is exactly what I've done in my sims Quote:I didn't get much further than that, other than to start roading the Gems first to allow two workers to mine it and to complete the ivory camp before thinking about putting a chop into anything. Does that agree with what you had planned? Here I'm not 100 % sure how you played this, but I think I've done it differently. Gems will be an awesome commerce tile, but I've prioritized improving/working copper first, because ivory will provide us enough happiness for now and 6 food-hammers from copper is also nice. Does that sound reasonable? Quote:I did build the granaries in BS and Cornelius with chops and whips in my sandbox, but it might be better to use those for more workers first and then to grow on the granaries. Yeah, I think we should get early-ish granaries pretty much everywhere, A will start one after the next settler double-whip, granary in BS works beautifully supported by that forest S of the city. C is bit less optimal, but once we get the forest W of the city chopped it can whip one as well - however the city might pump out two workers before we have time to do it. Daisy will get granary fast supported by forest chop coming from SE of the city - that is something I consider rather important so that we get the city fast and efficiently to size 3 where it can work pigs+copper+gems. Quote:NW-NW for the scout next turn? (I presume you left him there without using the second movement point for safety?) You assume correctly and scout move sounds good. Quote:Is circumnav possible on this map? If so do we set out for that and try to make as many contacts as possible along the way (do contacts matter for known tech bonus now?) Should be impossible. The water percentage requirement was changed to something big enough so that circumnav is off. I can't remember the exact number, but I remember checking it earlier Contacts will start to matter once somebody reaches a classical tech, so probably not quite yet, but in the near future. Then it will be +2 % per player met who knows the tech in question. So that's nothing too important for the next 50 turns, but later in the game we most definitely want to have lots of contacts if we are not tech leaders. (once somebody gets an industrial tech known-tech bonus will be +8 % per player with 75 % maximum). I think BS will be able to provide us with few WBs/galley in a semi-near future (depends a bit on whether it needs to produce much military for Azza front) As a side note, I haven't mentioned it, but I remember to check Azza's power graph every turn and there have been no threatening changes. We currently have 52 EPs against Azza while Azza has put nothing on us yet. (May 12th, 2014, 06:49)Fintourist Wrote: Here I'm not 100 % sure how you played this, but I think I've done it differently. Gems will be an awesome commerce tile, but I've prioritized improving/working copper first, because ivory will provide us enough happiness for now and 6 food-hammers from copper is also nice. Does that sound reasonable? Ah, yeah, C needs the ivory to grow onto, while D working copper makes sense. I like it. I guess we want to do 4-2 or 5-3 whips at C, would you rather build a cottage or two or mine the hill to support that? I don't think it'll ever be a big commerce city so I'm inclined towards farms and mines. (May 12th, 2014, 06:49)Fintourist Wrote: Yeah, I think we should get early-ish granaries pretty much everywhere, A will start one after the next settler double-whip, granary in BS works beautifully supported by that forest S of the city. C is bit less optimal, but once we get the forest W of the city chopped it can whip one as well - however the city might pump out two workers before we have time to do it. I have an aversion to building Granary-Worker as it delays the benefit, I guess Granary-Warrior-Worker could work for B (or it could build a work boat for scouting, but that isn't so valuable without Circumnav or known-tech bonus yet). At C we've got a barracks to grow on so whipping in the granary doesn't seem such a waste. (May 12th, 2014, 06:49)Fintourist Wrote: As a side note, I haven't mentioned it, but I remember to check Azza's power graph every turn and there have been no threatening changes. We currently have 52 EPs against Azza while Azza has put nothing on us yet. He must have met someone other than Brickadoc then...
Completed: RB Demogame - Gillette, PBEM46, Pitboss 13, Pitboss 18, Pitboss 30, Pitboss 31, Pitboss 38, Pitboss 42, Pitboss 46, Pitboss 52 (Pindicator's game), Pitboss 57
In progress: Rimworld (May 12th, 2014, 07:37)Old Harry Wrote: Ah, yeah, C needs the ivory to grow onto, while D working copper makes sense. I like it. I guess we want to do 4-2 or 5-3 whips at C, would you rather build a cottage or two or mine the hill to support that? I don't think it'll ever be a big commerce city so I'm inclined towards farms and mines. Re whipping: Thanks to RB-mod I guess we try to do as many 1-pop whips as happiness allows, but C has a decent amount of food, which means that with granary 2-pop whips will be ok as well. Actually I think C could be a decent commerce city, it has 4 riverside grass tiles and 5 non-river grass tiles so I was thinking to spam some cottages here later. I'm more or less thinking that A, B & C will all develop into commerce cities, which will finance our expansion to 15 cities by T100 D will produce more hammers thanks to its copper while casually working awesome gems tile as well In my recent sims C does not get much worker support after ivory camp so I think it will build another worker at size 3 working corn+sheep+ivory, then it will be granary-whipped to size 2 and then it could quickly grow to size 5 and on 2 fresh cottages. Or something like that, depends still on lot of things. Quote:I have an aversion to building Granary-Worker as it delays the benefit, I guess Granary-Warrior-Worker could work for B (or it could build a work boat for scouting, but that isn't so valuable without Circumnav or known-tech bonus yet). At C we've got a barracks to grow on so whipping in the granary doesn't seem such a waste. Yes, sure, let's not stagnate our cities immediately after building a granary. I think B for example will be whipped to size 2 when it finishes a granary. Then it grows immediately to size 4 while finishing a warrior and maybe putting a turn into WB. At size 4 it starts a settler, which will be quickly double-whipped and then growth starts again supported by new gems happiness. (May 12th, 2014, 06:49)Fintourist Wrote: He must have met someone other than Brickadoc then... I'll check! I think Azza&Brickadoc's had 44/44 EPs couple of turns ago and Bricadocs have now 12 EPs against us. It would not be an enormous surprise if Azza would not micro his EPs and has just left them on Spain.. Btw, both Azza and Brickadocs are still at 2 cities, let's see whether we get our 4th up (T50) before they settle their 3rd cities. Probably not though, we settled our 3rd city in PB13 on T49 and I would imagine that everyone has a stronger start here. Based on my PBEM45/PB13-experiences Commodore is way more generous mapmaker than Brick
You know, every turn looks like my prediction about the map was right.
33 players makes 11 islands of 3... Also the fighting squares were pretty good. More please. (May 12th, 2014, 18:21)retep Wrote: You know, every turn looks like my prediction about the map was right. But then who else has Azza met? Some (probably obvious) unit move thoughts: - The northwestern-most warrior could move 1N to the forest to ensure that no wolves or panthers can hit our worker when he arrives on the pigs T49 - The chap by Cornelius could head over to the hill or forest by the pigs to keep an eye on Azza/make it harder for him to settle here. (BTW Azza got a tech T46 - keep an eye out for a jump on his graph.) - The Daisy settler doesn't need to leave our borders to settle, which may save one gold on unit supply. - When Alfie pops borders again it'll be fog-busting all but two tiles of the east coast, so the new warrior being built there could head down to fog-bust in the south or over to Cornelius in case Azza has plans. I haven't kept track of how many cities have gone down, but we must be nearing barbs-enter-borders time so I'm glad we can hook copper as needed. Anyhow this is the save stack that I've been working on. I'm not sure about whipping Daisy on t56 and the cottage at Cornelius is totally unneeded - that worker should either chop or hook the copper - but otherwise its not bad. The warriors in the west both fog-bust and keep tabs on Azza's dotmap...
Completed: RB Demogame - Gillette, PBEM46, Pitboss 13, Pitboss 18, Pitboss 30, Pitboss 31, Pitboss 38, Pitboss 42, Pitboss 46, Pitboss 52 (Pindicator's game), Pitboss 57
In progress: Rimworld |