I might be up for it if you leave detailed micro plans and there are no other takers. You seem to be off to a good start, and I wouldn't want to mess it up. I don't think I'm as horrible as you think I am, but I won't have much time for any thinking
[SPOILERS] This Land is Your Land, This Land is My Land. But Mostly Mine.
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(May 27th, 2014, 14:21)Catwalk Wrote: I might be up for it if you leave detailed micro plans and there are no other takers. You seem to be off to a good start, and I wouldn't want to mess it up. I don't think I'm as horrible as you think I am, but I won't have much time for any thinking I don't think you're horrible, you just make questionable decisions at times. And speaking of questionable decisions, let's see how smart I look when someone drops a warrior off a galley in the next ten turns into an empty city. Everyone looks like a genius running a sexy farmer's gambit until they get caught with pants down around the ankles. I'm hoping I only get caught with them down around the knees and not for another few dozen (hundred) turns. I'll be working out a micro plan this week, hopefully something solid to around T80 or so, with some contingency notes included for alternate builds should changes be necessary (military...ahem...military). Current borked plan is here. I'm aware that some stuff toward the end doesn't add up, I've made a couple on the fly changes without putting in new values toward the latest turns, but I'll get all of that fixed up before I depart. If I don't, then you can blame me when this thing sinks like an iron horse. The basic plan is to expand hard and claim new resources. Build workers to have a surplus when Math comes in, then chop out settlers and claim new land, then more workers to grow them up. Whipping has not been a priority and likely will not be going forward, I'll have to experiment and see what the best sweet spot is for that. Losing the 10h/pop after the first is a significant deterrent, especially in food poor locations. The capital, Yellowstone, is going to work two specialists ASAP after the library completes. Math-->Sailing-->save gold a while-->Academy/Currency is the most likely route. I'm still keeping options open for religion, Taoism is the most likely one at Philosophy, but I would probably have to bulb Alphabet and Philosophy to be guaranteed the religion. I think I have a leg up on most teams going that far down the tree because I had great hut luck in gathering gold and not having to slow down tech by saving cash. Also, the gems has helped me a lot, so I'd say I'm well above average in tech rate for the game. Anyway, that's the basic outline. I'll work out dot maps and stuff before I go. A tentative (huge) THANK YOU in advance! It's a deal! I think 50 hammers for a 2 pop whip is still decent for workers and settlers. I always have a hard time with proper whipping tactics, though. What are the key differences in RBmod other than leader changes?
PB17 spoiler:
Back to the business at hand, I've posted basically everything that I can think of that is relevant to this game in the first post, including the specifics for RB Mod 2.0.6.4. I'm working on rebuilding the sandbox and will post an updated version when it is ready. Same for the micro plan. I'll try to log on tonight and have a look around (I'm from Denmark, CET time zone so I just woke up) and make sure the mod works for me.
I logged in to check mod compatibility and to fool around. Your dotmap has been enhanced by a few new signs Didn't change or move anything.
(May 28th, 2014, 13:36)Catwalk Wrote: I logged in to check mod compatibility and to fool around. Your dotmap has been enhanced by a few new signs Didn't change or move anything. I noticed your, ah, helpful locations close to Caledorn. Those would be buckets of blood fun. Pink Dot would invalidate a city I'm more conservatively planning 2E of that location that would get gold, share clams, and perhaps most importantly, not antagonize our kindly host. I'm guessing that I'll be able to claim the gold just fine. Caledorn has nicer land much closer to his current cities. Later on maybe I'll see if I can poach some of that land across the channel. T58 I see some of your other suggested locations. Catwalk City would be ok if I didn't plan to settle that PH island, or if for whatever reason it becomes unavailable. But I think moving it 1E is better. Fishing Bridge makes a decent National Epic city, or the 1 tile PH island is a great Moai city with 2 food and decent hammers available to build the wonder. Probably the best reason, though, is to share the sheep. Yellowstone won't need it consistently much longer, only in bursts as the happy cap is raised with new city expansion claiming more resources. If I put a city 1E of Catwalk City, I can use the sheep, bronze, and grow a couple cottages for Yellowstone. City on the rice is actually interesting. Losing the dry rice for a city tile is only -1 food prior to Civil Service, but more importantly, I only need five turns to cover up the stone island and claim the resource. The city thereafter is a very marginal city but would have secured stone. I've done worse to secure resources before, I suppose. I'll work this into my deep sandbox runs to see what feels best. Good idea. Also pictured, a barb who is just dying to attack my warrior with full fortify on a forest hill. See what I did there? I hope it attacks anyway. Topped crop yield but I'll be whipping twice next turn for 3 pop: Two pop for a library in Yellowstone (enjoy your celebrity while you have it fellas) and another in Fishing Bridge to finish the granary. I probably should have managed things a little differently in Fishing Bridge to do a 4/2 Granary whip overflowing for the clams work boat but I have 1h too many now to make that work by the time the city can grow to size 4, so whatever. It was really close either way IIRC. I got graphs on Caledorn this turn too, so here they are. Looking good. Dhal finally settled his third city, Q and Mardoc not so much. Dhal is also still spending espionage points on me. That makes me more likely to want to settle on the rice and claim the stone from under his scout's nose. The more I think about that location, the better I like it. Long term, it isn't much of a city but I can get it soon enough to ensure that no one beats me to the stone. Hmm.
Yeah, the rice/stone city I was actually serious about. I'm not sure what you'd need stone for (feel up to a mad rush for Pyramids?), but even if it's just for Moai I'd say it's probably worth it. I think the city itself is quite decent, it gets a fast start start from sitting on rice and it gets a nice 1/5 copper tile to work. Keep in mind that actually accessing the stone will be tons slower this way.
As for the western PH city, note that you can settle both the PH island and the PH site should you feel like it. I just have a bit of an obsession with PH city sites.
The problem with the PH city is it prevents me from being able to share the capital's sheep. And we're creative, so border popping to cover the stone only takes five turns. I had been planning to settle the hill west of stone to reach rice and bronze in the second ring. I don't need the stone immediately, I just want to secure it for future use. Moai certainly would be useful, but I'm also thinking of Ankor Wat if I take Taoism at Philosophy to generate a great prophet. I have seen two stone resources so far, so it is almost certain that there are others out there.
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