Are you, in fact, a pregnant lady who lives in the apartment next door to Superdeath's parents? - Commodore

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[Spoilers] PBEM 62 - Ichabod's Thread, feat. Mardoc and retep

So, I finally made a proper sim. We get Mono at eot45 on it. But I expect that we can get it sooner on the actual game, since there's a substantial difference based on a guesstimate of beakers. LS will be at size 5/6 by then, making it the most likely city to get the religion.

Anyway, the first try revelaed the following:

1. The 6th city, by the sheep and the 5th city need more workers. for their first turns, so I'm sending the one mining 2S of PPM there, when it finishes mining. What I did in the first try was another cottage for PPM and EG and, after that, orad to the ivory. We don't need this, the cottage ended up being worked for only 1t (before we got better cottages/improvements) and I think we can even find other tiles to work by shuffling a bit.

*I think I don't need the extra worker on the deer, by the way (I was moving one of the workers that roaded the city tile there, to improve one turn faster). Working it on size 1 for two turns as a 3 food tile will result (instead of 3, than 5), if I'm not mistaken, in only 1f difference after the granary is accounted for (if it's built optimally at size 2, which will be easier with that freed worker turn), which isn't so big, compared to other benefits, like a safer and better improved city 6.

*Between t40 to 45 we get quite a bit of spearman built around our civ, increasing safety by a lot! Between turn 40 to 50 is our weak point, if we pass that with no damage, we are good to go.

2. GT is bound to work unimproved tiles, so I think we need to consider building a worker there on the next turns, somehow. We need to think of the best way to do it. My first try was whipping it for 1 at size 3, oveflowing with a chop on a spear. There's probably better ways to do it, but I'm fairly sure we need to whip there and we'll have to eat some "forest turns". We actually have decent overflow this turn from the granary, perhaps putting this into a worker could be a good idea, so that it'll be easier to chop/whip later.

*The workers that road to the marble city can be used to improve the ivory.

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So, questions for retep before playing the save, that we need to figure out before the turn is played:

a) Do you agree with sending the workers to cottage the tile 1S of LS? The first unimproved tile that GT would have to work if we do that would be at size 3 (forest for a turn), if we go that route. LS doesn't work any unimproved tiles and it'll grow non-stop to size 6.

b) This is pretty difficult to figure out without simming, but puting the overflow from the granary on GT into a worker would give 12 prod (worker is still a 2-pop whip). Do you think that's a good idea? I think we can time a 2 pop whip of this worker with a chop, which would give 2 1t workers later. And that would avoid working unimproved tiles on GT while growing.
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(October 1st, 2014, 21:34)retep Wrote: Yeah a new one is better, there isn't anything wortwhile to put the chop.

Now that you finish hunting this turn, maybe next turn is a good idea to put some hammers in a spear over GT so it can be whip if necesary.

If we don't go with the overflow into worker plan, I'll put those overflow hammers into a warrior, which will become a spear while we grow.

And thanks for the spam! hatsoff
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Well lets see.

Now that Dazed and THH make peace this means that Dazed could potentially be a threat. But he has less power than you so he probably only had one WC, which is probably over THH so I think it would be safe to go with yor plan of putting the overflow over the worker.

Do you have any idea when barb axes could appear? Everyone should have BW by now. I think GT is the more vulnerable city right now.

I think that putting the overflow from the granary in a worker, then putting some hammers in a unit so be whipped if needed and then build/whip the worker would be okay, if not sure if is doably though.


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Forgot making a cootage 1S of LS sounds good.

Agreed with the rest, would be cool to know what are ideas are for the shep city.

Also I think you could use the scout to fogbust over east of the capital to avoid nasty surprises (both from Commodore or barbs)


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So, exploration was put into a halt by a barb.




I hope he follows my scout and goes to Commodore land. A pity this means we can't explore those last tiles down there, because I was actually really curious to do so.

This is pretty interesting:




Like I've said, it's likely from Commodore, because he's IMP. Am I right to think that you need 67 XP on units to get a GG? Considering Commo is probably fighting outside his borders, he'd need 34 XP for a GG. That's a lot of battles for so early in the game...

I don't think THH actually has a real military unit. Our power graphs show our only axeman, so he's likely down to just warriors... And he never had anything better than that. Perhaps Dazed wasn't rushing him, but if he was, he could probably have taken something away from THH. We only have 1 graph because I stopped investing into Pindi's graphs when I met Commodore.




Just some shots from the cities and what they are working:













Finally, the demos:


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I believe that GG points are 30 for the first and 30 additional for each after - 30, 60, 90, 120, etc. I don't think it scales with speed.

Thus, an IMP civ needs only 15 XP to get the first GG.
Completed:  PBEM 34g (W), 36 , 35 , 5o, 34s, 5p, 42, 48 and PB 9, 18, 27, 57

Current:  PB 52.  Boudicca of Maya
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(October 2nd, 2014, 11:30)AutomatedTeller Wrote: I believe that GG points are 30 for the first and 30 additional for each after - 30, 60, 90, 120, etc. I don't think it scales with speed.

Thus, an IMP civ needs only 15 XP to get the first GG.

Thanks, I didn't know that.

And, now that I think of it. The GG could very well be from pindi, since fighting inside his borders would make up for the IMP bonus, if I understand things correctly.

You know what'd be funny? Make a chariot and go mess around Commodore's land. I don't think he has the units for an attack + a decent defense.
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Well that would be fun for the lurkers thats for sure.

The overflow from the settler goes to a worker, right? Maybe that worker could road the horses, are what do you have in mind?


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Checking he save the 6 city seems like a pain in the ass, it definitely need more worker support.


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Actually if we use the worker that finish the mine this turn things would be okay. Or is there any other plan for that workre?

Also I think the workers under the warrior make a road 1S of the deer, and the worker under the axe goes to the deer tile, right?


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