July 15th, 2014, 17:49
(This post was last modified: July 15th, 2014, 17:50 by Krill.)
Posts: 23,384
Threads: 132
Joined: Jun 2009
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
July 15th, 2014, 18:19
(This post was last modified: July 15th, 2014, 18:21 by novice.)
Posts: 13,563
Threads: 49
Joined: Oct 2009
Agree that the chop should go to Cf.
We already have trade connections with 17 25 civs, most likely including xenu 's neighbours. So we can follow roads to make new contacts ASAP - except it doesn't work the same for trade routes so just ignore me.
I have to run.
Posts: 13,563
Threads: 49
Joined: Oct 2009
I tried to find an article on trade connections that I remember reading, but I failed.
I think the way it works is, we'll get trade routes with anyone whose trade group (effectively their culture) touches the trade group of someone we have a defogged connection to.
This is not necessarily the case for all 25 civs we have trade connections with. Since our trade group touches Dtay's, whosit's, Ruff's and plako's, anyone who has defogged a route to one of those four (or someone touching one of them) will get a trade connection (and trade routes, given contact and OB) with us. But we won't get trade routes with them if the trade connection traverses neutral territory that we haven't defogged.
If we were to cut across xenu 's territory and spot another civ's culture across a neutral coast, I think that would be sufficient for routes with that civ, but I'm not fully certain.
At any rate the bigger obstacle may be whether the civs we do meet have Alphabet.
I have to run.
Posts: 13,563
Threads: 49
Joined: Oct 2009
Pindicator reduced dtay's score by 1.
I have to run.
Posts: 23,384
Threads: 132
Joined: Jun 2009
Well that is interesting. dtay borders Pindicator? Looks like we might not be such a tasty target after all.
In somewhat related (good) news:
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
Posts: 4,416
Threads: 34
Joined: Dec 2010
Congrats... great timing on the centenary turn of the game as well.
Posts: 13,563
Threads: 49
Joined: Oct 2009
Nice work.
Looking at the scoreboard... I didn't realize how badly Jowy is doing. Having Parkin play his turn would probably have been fine, then.
I have to run.
Posts: 23,384
Threads: 132
Joined: Jun 2009
I can't do a huge update for this turn until tomorrow if any lurker wants to read anything, but really, nothing changed since T99 so you can read that again if you are masochistic enough. This turn report is mainly a pic dump, but as the pictures are taken after revolting, you'll have to calculate a lot of the values.
T100
Plako dumped 2 archers back into Chartres...but it looks like he just moved the galley one tile east, so none of this makes any sense any more. I have loaded the new bowman in KM onto the galley to get it into GE, and it can start accumulating fortification, but I am tempted to move ther galley and dump the bowman on the tile 33 of Rouen to scout, then retreat it back to GE. Delays for bonus but I think it would still have 25% by the time the peace treaty ends.
Xenu has Currency. Turns out CH does as well. I think that means we need to make something like 172 base bpt for 3 turns. We made 150 before planting whales city and with bunch of unhappy pop, but now we pay 111gpt. Things might get a bit dicy on the micro front, but T105 is still attainable.
Rep costs 3gpt more than Despotism.
...
+6bpt@T103
...
...will revert production back to bowman I think? Might have to overflow the hammers out of the settler to finish the bowman, to prevent decay, then regrow on the galley and finally whip a lighthouse, if the aim is to get the lighthouse to facilitate growth.
...
Chop is stored, will be placed into the granary next turn. Whosit can now see a worker on our border.
I do not want a library here, in fact a forge and trying to get the GE sounds like an interesting plan to bulb Guilds? Actually, it would bulb Engineering...meh, screw it. Want to play the lottery novice? Engineering is actually a crucial tech for us to defend the entire western front, and pikes would probably make dtay think twice about knight rushing us. All it would need is Construction>MC>Machinery, which are decent due to tile improvements, cats and forges anyway, and sounds like a half decent plan after Calendar and HBR. Worst case scenario, could always just put the Academy in Ec...
Things are going to get tight around here...I think the three workers (3, 7, and 13) will be enough to ensure the tiles are cottaged though. The rest is about focussing growth into Ec. happy capped at size 10 once whales comes in, growth beyond that needs Calendar, Market and we still need to fit a Palace in to it.
If we are to give the fish to MG for 2 turns, KM can stagnate at size 5 and build a worker. I don't want to whip it, so it might make more sense to get that lighthouse. But taking the fish for 2 turns doesn't really slow down the growth cure much, because the curve is essentially flat.
Lighthouse confirmed eot T103. Will work lake at size 5 and then coast to increased rep happy cap. Then probably whip that library. Should generate 3bpt more on T103, then +6 on T104 and +9 on T105.
...
I think PM just makes a bit more commerce from the pastuired sheep but that will then be eaten up by the growth to size 2.
+1bpt from sheep pasture...yay?
...no extra beakers from MG during the Currency run.
Top 4 crop yields are getting quite tight up there.
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
Posts: 23,384
Threads: 132
Joined: Jun 2009
novice when this game dies and we start a somewhat saner 15 player game, you want to team again?
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
Posts: 13,563
Threads: 49
Joined: Oct 2009
(July 17th, 2014, 10:10)Krill Wrote: novice when this game dies and we start a somewhat saner 15 player game, you want to team again?
Absolutely. I think we could go higher than 15 too. Just need to require turn player reliability credentials and have a parkinizer system set up from turn 0. We should do that regardless of player count, actually.
I have to run.
|