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[Spoilers] The Network assimilates ipecac, Ruff_Hi & Dreylin (Monty of Vikings)

Well, here's another neighbour:



Smurf's borders are due to pop in 40t, so not within the timeframe to help us out there. We're going with the Forge variation 2 plan here right? It'll need transcribing back into the main sheet then.
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The forest 3E should chop into the Smurf (it's considered closer) and with math it will provide base 24h. We should still be able to complete Colossus by chopping all forests T91. For Twisted Pair and Patch Panel, I've taken a stab at how to share the pigs to get the WB and Granaries out quickly. For the core I'm thinking of giving the Hub the Pigs T81 onwards so that it can run a Priest specialist while 2.5" works both mines and builds military.

Forge variation 2 is transcribed. Made 3 possible plans for Access Patch: Plan 3 uses the exploring WB and is 5t faster than Plan 2.

I've also edited the Tech sheet for the changes in the RtR changelog. As for Known Tech Bonus if we want to be precise it should be possible to check by comparing what we're getting beaker wise vs raw beakers? It'll only start kicking in for classical techs.

Do we want to switch EP to Adrien or pretend that we aren't neighbours yet? Also, looks like Tan and Yellow dots will have to wait while we start securing our share of the north/northeast.

Ruff: It's not much memory-wise, but it's too much time-wise twirl
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Cool, sounds like everything is rocking along in The Plan! FYI I've been pretty ill the last few days, otherwise I'd have tried to help out with some of the adjustments. The presence of the detailed plan is really the only reason I've felt confident of playing the turns here!

Re: EPs, I think we're a couple of turns from getting Agent's graphs, so I'd say we wait until those come in and then switch to Adrien. We got Elum's tech back finally - he will get Masonry at EOT - maybe Monotheism next, as I think Judaism is still open.

Agree about pushing North next. When do we get our Horses connected; we want some exploring Chariots in the North. We probably also want a Galley so we can take a look at the land to the South - those Furs would be useful.

For Access Point (without having looked at the plans yet) I think we call back the WB to speed it, and then build another explorer later.
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Well, it looks like we're going to hit borders exactly when we'd need to turn around to get back to Access Point anyway:



So good news and bad news; The Plan had us using a Grass Forest to complete the Oracle, but of course we just finished chopping that! So we have to work the Incense for a turn instead ... which throws off the Hub plan in about 8t when the 1food makes a difference. But we're still on for The Oracle to complete EoT!

So here's a few shots of the North for planning purposes:





I was thinking if we placed on the Hill 1W of the Sheep, that would be a good canal and choke point. Then later we could stick a filler / fishing village 2E of the Horses. After that we can look to expand N and E as available.
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So we did that:


I think this calls for a Banana... dancing

Moment of truth in the East, do we keep going, or turn back?


I think back is the right decision from a growth POV ... and we do need to grow.

EDIT: I think that's Ocean anyway.... duh
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Krill, am I right that whip [/quote]values for dry whip is 20/12/12..., and for wonders (non-dry) it's 15/10/10..?

(January 1st, 2015, 22:44)Dreylin Wrote:
toast

I'm surprised the GLH hasn't fallen yet; someone better build it soon mischief
Quote:Moment of truth in the East, do we keep going, or turn back?
Turn back, I think. The city will be pretty strong. We can build a galley to ferry stuff across the lake. Oh, and do we have any military heading to garrison it? It's rather close to Adrien.. And 1W of sheep looks good for the next city nod

Quote: Cool, sounds like everything is rocking along in The Plan! FYI I've been pretty ill the last few days, otherwise I'd have tried to help out with some of the adjustments.
Ouch, and it's the festive season alright Get well soon!
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I don't know about the dry whip costs, I think it varies from wonder to wonder.
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
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So Patch Panel has been founded:


... and that's a cheery Barbarian Spearman staring at us across the water

... and here's his friend:


whom I sadly only noticed after I'd already whipped the Settler. duh

So that means we're probably going to have to whip the Axe to completion next turn and 2.5" is going to spend an awful lot of time growing out of its unhappiness. frown
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(January 2nd, 2015, 22:02)Dreylin Wrote: So that means we're probably going to have to whip the Axe to completion next turn and 2.5" is going to spend an awful lot of time growing out of its unhappiness. frown
It'll be fine. We can leave the axe in 2.5" to deal any more barbs spawning from the peninsula to the east and the +1 frown from the whip will be balanced out by -1 frown from the garrison.
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I'm afraid that The Plan is in serious need of an overhaul. frown

2.5", of course needs reworking after the whip. My suggestion would be that we build a second Axe following the one we've whipped; slow building that corresponds with the time to regrow to size4, where we could start to slow build a Worker or Settler to wear off some more of the Anger. The second Axe can head to garrison Access Point. For the next 2t before it regrows, I have it working the Cows, which means the Pigs can be taken back by The Hub. That accelerates growth by a turn down the road and gives us one turn of unhappiness so I recalled the second Warrior from Patch Panel to act as Garrison. That gets both of them through the next 5t.

Smurf tube has got off somewhere, because the Worker is now due at the end of next turn; a turn before you have the first whip. I presume that we whip next turn for the overflow and adjust the plan accordingly ... I haven't taken that on yet, but will do if I have time later.

Twisted Pair had problems that it was working the Improved Cows before that was finished and the grass forest hill before the borders had popped. I rejiggered using the tiles available and kept the same Granary / growth timing without impacting Patch Panel (yay!). That's the next ~5t, but after that we have the potential to add the chop from the Western Forest. I sketched out the two Workers chopping and Pasturing the Horses, but these two can be switched if we want the chop in 2t earlier and the Horses 3-4t later. On another note, I'm not sure that we need to whip in the Walls here; maybe better to grow onto the Horses and work them.

There is an even larger problem with Smurf and 2.5"; the max happiness numbers in the Sheet are wrong! frown I'm not sure why 2.5" is showing max as 7, nor why Smurf is showing as increasing to 7 this turn - in all likelihood it's previously proposed Temple builds that weren't quite backed out. Regardless, 2.5" should be OK with an earlier garrison and a more-limited growth curve, but Smurf throws off the plan in about 5t... (Max Happiness is 7 in Hub, 6 in cities with Buddhism, 5 elsewhere - nowhere has a Temple or Forge yet for extra)

To add another spanner to the works, I never tried to accurately account for the number of turns of saving Gold that will be needed to start Maths research. Suffice it to say that we will not have full-strength chops for t86, and I doubt we'll have them for t91 when the Colossus plan completes. When Access Point is founded, I expect our break-even to be around 40%. Oh, and I think we've started to see the Known Civ Tech modifier affect the current research of Writing, which is why the start of turn numbers are not matching. (I also underestimated our expenses and so we'll need an extra turn to get through to Writing. (I think overhauling this sheet is lowest priority).

In light of this, I would recommend that we allow the chop/Mine to complete at Smurf - this gives the chop hammers into the Forge(or Temple?) and also gives us the Mine to work further into the Plan.

I might add more later, but right now have to go see to kids....
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