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Posts: 4,833
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It appears that not working on the sheep pasture and the delays on the cottage caused Maths to be 5 beakers short of completing on schedule. That sucks. I'll have to tweak things so that chops finish after all that.
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I'm going to have to figure out what to do with my cities in both the short and long term. I did a quick run through in my sandbox and by turn 90 I'll end up almost where expected, just a few points short on GNP, 2 population short (probably due to whipping Mabel more?) but in exchange I have an extra archer and axeman. Currency coming in will be a blessing. Income goes up nicely, but I'm looking forward to putting Soos on Build Wealth. However, I didn't make note of what I did since I was moving quickly and not planning too far ahead. When I attempt to revise my build plan (yet again!) I will try to time a new Settler being produced with Currency coming in.
Also, I think I screwed something up in the Sandbox with Dipper, but hopefully I can fix that going forwards.
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That foodbox in mabel pines looks pretty full. You should do the math on whether the avoid growth trick is worth it in this case (although it probably still is). If you do avoid growth, you should work the lake instead of the sheep this turn since the food box will be truncated to 24/24 food anyway.
I have to run.
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I just checked in sandbox, doing avoid growth (with either lake or sheep) gets 21/26 in food box at size 3, not using avoid growth gets 19/26, so using avoid growth looks to be slightly superior. I guess I'll log back in and swap the lake tile. (I would of course swap back to sheep the turn after when the pasture is rebuilt.)
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After the game, I'll be pretty curious to see how TBS and Agent interpreted my sheep gift (they accepted it btw).
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Turn 79 Report:
Here's a little slice of heaven. Can we claim any of this before our opponents do? Maybe, though not without difficulty, I'd wager.
New city. Basically filler as far as I'm concerned, but potentially a useful stepping stone to better cities in the region. Also now we have more cities than Korea.
Mostly notes for me to adjust things in sandbox.
Kind of surprised nothing here is settled yet (and Yamato still lacks a granary). Will explore a few more turns before turning around. I might actually whip a scout or something out of Pacifica and drop it off to look around, or maybe a Chariot would be a better option at this point.
Demographics are looking much happier. Will be adding a couple more cities in the near future, and then a pause until we get Currency. Other civs haven't put down new cities yet, but I expect to see more out of them soon as well.
All in all, not a bad turn. I think next turn when Mabel grows I'll swap to an Axe, and I'll have a worker start a chop after they finish the cottage there. That should get the chop finishing for the second axe with overflow for maybe an Archer or something. I should get a new plan down in writing, at least for the next 10 turns, because I know I don't do well when I have to improvise. But, yeah, I suspect my fair nation will start falling behind in demons in the next dozen turns or so, but right now I actually look pretty good.
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Guess I spoke too soon. CH has settled his 9th city.
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10-turn plan:
T80: Net McGucket Crabs; Complete Mabel Cottage; Camp Pacifica Fur; Chop (stop) Wendy Forest; Chop (stop) McGucket Forest; Move worker to South McGucket Forest.
T81: Stanford (Worker > Galley); SWAP Mabel to Axeman; Move 1 Worker to Mabel Forest; Move 1 Worker finish Mabel Farm; Finish Pacifica Camp; 1-T Road on Wendy Hill; 1-T Cottage N. McGucket Forest; Chop S. McGucket Forest; New Worker Cottage Stanford Grassland.
T82: Maths > Currency (0%); Dipper (Worker > Library); Stanford Worker Cottage; Wendy Worker Finish Chop; McGucket Worker finish CHop; S. McGucket Warrior Chop; Mabel Worker Chop; Mabel Farm Worker Move to Gold Hill; Road Fur; Dipper Worker Cottage Grassland.
T83: Soos (Settler > Spearman); Stanford Worker Cottage; S. McGucket Worker Finish Chop; N. McGucket Worker Move 1S Cottage (stop); Wendy Worker Road (Finish); Mabel Worker Chop; Dipper Worker Cottage; Gold Hill Worker Road; Road Furs (ensure Galley returns in 4 turns); Move Settler; 2-Pop Whip Mabel.
T84: McGucket (Granary > Monument); Mabel (Axeman > Axeman); 2 McGucket Workers Farm S. Grassland; Wendy Worker Mine (stop); Mabel Worker Finish Chop; Dipper Worker Cottage; Gold Hill Worker Road; Fur Worker Chop; Stanford Worker finish Cottage.
T85: Stanford (Galley > Worker); Soos (Spearman > Worker); Dipper Worker Finish Cottage; Gold Hill Worker Finish Road; Fur Worker Chop; McGucket Workers Farm; Wendy Worker Mine (stop); Dipper Worker Move 1SE (Hill); Stanford Worker Move 2SW (Forest); Settle Gideon (Monument First).
T86: Settle Toby; Fur Chop Finish (Make Sure Galley is back); Finish McGucket Farm; Extra McGucket Worker Move 2N Cottage; Toby Worker Pasture Horse; Wendy Worker Chop; Mabel/Dipper Worker Mine; Gideon Worker Move 1NW (forest); Dipper Worker Move to Gold and Mine; 1-Pop Whip Mabel.
T87: Mabel (Monument > Worker); Gideon Forest Worker Chop; Gold Worker Mine; Load Fur Worker; Mabel/Dipper Worker Mine; McGucket Workers do the Cottage (stop) dance; Wendy Worker Chop; Toby Worker Pasture; 1-Pop WHIP Pacifica.
T88: Stanford (Worker > Library); Soos (Worker > Spearman); Pacifica (Granary > Lighthouse); S. McGucket Worker Move 1N Cottage; Other McGucket Worker Move 1N Cottage (stop); Toby Worker Pasture; Wendy Worker Finish Chop; Mabel/Dipper Worker Mine; Gideon Worker Chop; Gold Worker Mine; Unload Worker in Dipper; Dipper Worker Move 2N (forest); Soos and Stanford Worker to Grass Hill 1W of Soos.
T89: Soos Workers Mine; Mabel/Dipper Worker Mine (Finish); Mabel Works the mine; Gideon Chopper Finishes; Gold Miner Mines; McGucket Worker finishes cottage; Toby Worker finishes pasture; Wendy Worker Cottage; S. Stanford Worker Moves 1NW Road (stop); Dipper Worker Chop.
T90: WHIP Wendy (previous turn?); Soos (Spearman > Chariot); Gold Mine Finish; Gideon Worker Move to Other Forest; Wendy Workers Cottage; Dipper Worker Chop; Hill Worker Road; 1 Soos Worker Mine; 1 Soos Worker 1W; McGucket Worker 1S Cottage; Toby Worker 1E (Forest); 2-Pop Whip Dipper.
Note: Might have to do Lighthouse in Dipper first after all. Counted up food wrong.
Units: 10 Workers, 2 Archers, 1 Chariot, 7 Warriors, 4 Axemen, 3 Spearman, 2 Galleys.
Demos: GNP 67 (100%); Prod 50, Food 119
9 Cities w/ 39 Population.
vs OLD PLAN
+1 Worker, -2 Archers, +1 Axe.
GNP -15, Prod +1, Food -5
-1 Pop.
Not sure why I took the GNP hit. Maybe I have fewer cottages? Not too fussed about the food/pop, as I've been whipping more.
T91: Wendy (Lighthouse > Axeman) 1 turn it, Dipper Pines (Library > Lighthouse) chop also finishes, 1 turn completion, Mabel (Worker > Axeman), if I work lake instead of mine, puts in 4 hammers so can do another 2-pop whip and maybe get an extra archer out on top.
I was half considering getting a Barracks in Mabel because the town can just whip shit out, but when borders pop I'll have better tiles to improve so I won't have to whip it as much.
Also, on T91 Demos: GNP 79, Prod 51, Food 126. So I think my stats recover a good deal. Dipper will have to grow an extra 2 population and can then work a pair of scientists. Correction, it can grow once, new citizen is a scientist, give wheat to Soos and and stagnate with 2 scientists, probably on ~T93. 2 Scientists give first GS in 17 turns, so I should have it on ~T110. Dunno if that's good or bad, but I'll probably do an Academy? Maybe something else? Capital's base Commerce is ~25, so that's only 12 extra beakers half the time with an Academy. Hm.
Anyway, this needs a little bit of work, sure, but it seems pretty solid so I'm gonna play the turn and get this going.
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And scrap all that now because apparently in the real game Maths is actually finishing EoT 80!! Sigh. I mean, that's good, fewer wasted turns in a couple places.
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