December 28th, 2014, 15:17
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Hmm, just realized I have no plan for generating my first few Great People. I suppose I could hire a couple Scientists at Stanford instead of working the mines, but I am not sure when I should start those. Was skimming an old thread which made me think of this, I'll want a GA when it comes time to swap into the medieval civics, and probably an Academy, too.
December 28th, 2014, 15:23
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Ah, though as soon as Currency comes in, I'll no doubt be putting in a nice wave of Markets (including one in Soos, build Wealth!). Getting those for half cost? Worth it for sure. I can 2-pop whip them (100 converted hammers) after the city has put in 20 hammers base. On top of the extra trade routes, those should do wonders for income. I think I should also add Alphabet to techs I want. Would be willing to take Open Borders with someone, especially if I can spare a Chariot to scout them out (heehee). I'd probably offer them to Korea for two reasons: They are close (I can scout) and they will hopefully be about my level. I don't really wanna help the people in the lead, even if the Koreans may be a rival to me. Hm. So that is a reason to avoid attacking them, as it would damage trade routes, though I wonder if that's more important than making sure Dipper Pines can get his clams.
December 28th, 2014, 15:53
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Markets are 150 base hammers, a 2 pop whip gives 50 base or 100 for EXP leader such as yourself. You can't even 3 whip them unless you already have 10 hammers invested.
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December 28th, 2014, 16:13
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Oh, whoops. Misremembered their cost, thanks.
December 29th, 2014, 09:51
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Played Turn 65 according to new plan. Things are going pretty smoothly, though a couple items of note: Romans have added TWO new cities, so now they are sitting at 6 to my 4. Pretty sure I'm now officially in last place on number of cities. I definitely could be doing better on that front, but I'm gonna stay calm and keep going with (grow tall, expand at steady pace). Also, one barbarian down. Warrior moved onto Wendy's FP cottage, Axe attacked from across river (99% odds) and won, but lost about 50 HP. Figures. Barb spear hasn't attacked, still skulking at edges of Wendy's border. In forest, Axe only gets 75% odds on attack, so will wait and see what it does.
Soos got whipped, Settler pops next turn, should have city 5 settled on new schedule.
I'm also wondering, regarding Pacifica (assuming Korea doesn't get a galley out there first) if I should just work citizen specialists instead of 1F coast tiles as it grows. I'm crossing my fingers that there's another sea food resource on the other side of the island, because a 5F fish doesn't go as far as I thought.
December 29th, 2014, 17:09
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Played turn 66. Made one adjustment to the plan, which should not impact anything seriously. A barbarian axeman appeared from the south, and swapped Stanford's Ivory to the new Cottage would have delayed the chariot from 2T to 4T. While I have 2 Axes in the area, one is at half health and may not be fully healed by the time the barb axe shows up, and the second is reserved to attack the Barb spearman (presumably next turn), so that too will end up injured. I decided that losing out 2 turns development on a cottage is better than risking the loss of an important unit or an improvement. Chariot should easily pop in time to kill that axe.
Got graphs on 3/4 known opponents. Will post screen caps later.
December 29th, 2014, 19:37
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Turn 66 Update
The dreaded Barbarians
Some people have size 6 capitals. Some people are Denis.
Graphs!
CH is in the clear lead here (he also has a ton of culture, I guess he got one of the religions?). He's got high food, high production, respectable gnp. I'm really going to have to consider settling a defensive border against him, but honestly I don't have many good options. Worry worry worry.
December 29th, 2014, 19:44
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On another note, I've been thinking that I'd like to get the Hanging Gardens if at all possible, although after an evening's consideration, I don't think it is.
This is the area north/south of me. I can get stone in a couple of places, but let's take a look. There's a spot that could get me stone and marble, but there is no food, and it's poorly situated for defense. I'd have to feed it on grassland farms (though I think there's one floodplain, too). If I settled there, I'd need walls for sure. Then there's the crab spot to the northeast. I will be settling that anyway as it seems a pretty good spot (can share pigs), but getting stone requires a monument, culture expansion, and then the time it takes to hook it up. Basically, I don't even want to try for Hanging Gardens without stone, and I have few options for hooking it up quickly (either of these locations would be settled after turn 90!).
But even if I get stone, where will I build it? Even with my EXP bonus on the Aqueduct, some place like Soos can only reasonably produce 18 hpt at size 8 before modifiers. It will take 14 turns to build there, 13 if I save the last forest to chop. Too slow. But any spot that would have enough forests would be too small to provide the rest of the production itself.
And, I'm sure one of the stronger teams with more cities (and thus more land and resources) already has a plan for getting it. So hooray, this was a post about how I can't get the HG. Wishful thinking, but I was trying to come up with some way I could realistically make it happen.
December 30th, 2014, 16:21
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Turn 67 Report:
So, we have an Impi. Hopefully he won't poke in, but I can reposition that wounded Axeman to defend Wendy at the very least. Not sure if he'd get odds on a healthy Impi, though.
The Axeman to the south retreated in the fog, so I put Stanford on the Cottage, so thus only 1 turn lost compared to original plan. Chariot should still finish in time to help out. Mabel Pines settled next turn.
December 31st, 2014, 09:59
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Partially played T68.
Last turn I forgot to swap Soos to the Galley, so I did that this turn. I don't think that will be a big deal, though because I don't believe the galley from that city is meant to be timed with anything. Need to save an extra turn of cash, because Writing takes 3 turns, not 2 (forgot that I had those extra beakers in the sandbox, which put the timing off). Ah, and the barb spear went to the cows. Our Axe had to attack from across the river at 91% odds, and won with about 50 Hp left. Barb Axe has reappeared, but chariot should pop next turn. Hopefully we can clean that up.
The one sticky point is that a few units from other civs are also poking around the borders of Wendy, particularly next to the forest our Worker is supposed to go chop. I can see a Cover Warrior from CH right now (he has at least two of those for some reason) and I saw a CI Impi last turn. The only units that could cover the Worker are a Healthy Warrior, or an Axe at about 50 HP. I need to do some world builder testing. Ah, and I can't use BOTH because then Wendy would get angry for lack of protection. The Warrior could defend against the Warrior, but there are a couple of fogged tiles that Impi could be on that would let him attack next turn. I wish the world builder let you adjust unit HP....
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