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[SPOILERS] Will the Sun(rise) Ever Set on Washington, Mongolia?

Planning for Success!

Goals: 1) Expand to strong locations (and/or islands) ; 2) Build SoZ and HG (if possible); 3) Increase economic and military strength

Techs Needed (in no particular order): Masonry, IW, Aesthetics, Meditation, HBR, Calendar

(X,Y), where X is E-W, and Y is N-S. Capital is (0,0)

T90: Finishing up; 1 Gold Worker moves 2N-1W (Cover with Archer); 1 Gold Worker Move 1NW (Forest); Stanford Worker moves to riverside plains 3S-1W, Cottage; McGucket Worker Moves 1S Cottage; Mabel/Dipper Worker Road; 1-Pop Whip Dipper (Lighthouse).

T91: Soos (Archer > Archer); Dipper (Lighthouse > Library); Mabel takes back Pig and SWAPS to Settler; 2 Workers at (0,6) Finish Mine/Road, Soos Works Mine; Worker at (-2,10) Road, Swap protection with Axe; Worker at (-2,8) Chop; Worker at (-1,-2) Cottage; Worker at (-1,4) Move to (-2,-5); Worker at (4,-4) Chop; 2 Workers at (-3,-2) Split to (-3,-1) and (-2,-2); Worker at (-3,-2) Road.

T92: Stanford (Library > Galley); Wendy (Lighthouse > Settler); Worker at (-1,-2) Cottage; Worker at (-2,10) Road (finish); Worker at (-2,8) Chop; Robbie Worker Chop (finish); Worker at (-2,-5) Mine; Worker at (2,9) Move to (1,10), Road; Workers at (-3,-2) and (-2,-2) Road; Worker at (4,-4) Chop (finish); 2 Workers at (0,6) Move to (2,10), Road.

T93: Soos (Archer > Axeman); Robbie (Monument > Granary); Worker at (-1,-2) Cottage (finish); Worker at (-2,-5) Mine; Worker at (1,10) Road (Finish); Worker at (-2,10) Move to (-3,11); Worker at (-2,8) Chop (Finish); Workers at (-3,-2) and (-2,-2) Road (Finish); Worker at (4,-4) Move to (5,-4); 2 Workers at (2,8) Move to (-1,8).

T94: Soos (Axeman > Chariot); Worker at (-3,11) Road; 3-Pop Whip Mabel; 2-Pop Whip Dipper (?); 1-Pop Whip Gideon; Worker at (5,-4) Move to (6,-4); Worker at (-2,-5) Mine; Worker at (1,10) Cottage; Worker at (-1,-2) Move to (0,1) Cottage (stop); 2 Workers at (2,8) Road; Worker at (-2,8) Move to (0,8) Chop (stop); Worker at (-3,-1) Move to (0,1); Worker at (-2,-2) Move to (-3,0), Road (stop).

T95: Stanford (Galley > Worker); Dipper (Library > Galley), Convert 2 Citizens to Scientists and give Wheat to Soos; Giddeon (Granary > Work Boat); 1 Worker at (0,1) Move to (????); 2 Workers at (0,1) Move to (1,3), Farm (finish); Worker at (6,-4) Mine; Worker at (-2,-5) Mine; Worker at (-3,0) Move to (-4,2), Mine (cover with spear); Worker at (-3,11) Road (Finish); Move Settler, Cover w/ Spear; Worker at (1,10) Cottage; 2 Workers at (-1,8) Chop (stop); Worker at (0,8) Move to (0,7); Work all farms at Soos.

T96: Currency ??? > Masonry; Soos (Chariot > Spearman/Wealth); Gideon (Work Boat > Lighthouse); Settle Toby Determined (Monument...); Worker at (-3,11) Move to (2,13) Road; Worker at (1,10) Cottage; Worker at (6,-4) Mine; Worker at (-4,2) Mine; Worker at (-2,-5) Road; Worker at (0,7) Chop (stop); 2 Workers at (-1,8) Move to (1,8); 1 Worker at (1,3) Move to (0,4); 1 Worker at (1,3) Move to (2,7).

T97: Masonry ? > Aesthetics; Pacifica 2-Pop Whip; Worker at (-4,2) Mine; Worker at (1,10) Cottage (finish); Worker at (-2,13) Quarry; Net Giddeon Clams; Worker at (0,4) Mine; Worker (6,-4) Mine; Worker at (-2,-5) Road (Finish); 2 Workers at (1,8) Road; Worker at (0,7) Chop; Worker at (2,7) Move to (2,10).

T98: Stanford (Worker > Work Boat); Pacifica (Lighthouse > Wealth); 2-Pop Whip McGucket; Worker at (0,4) Mine; Worker at (6,-4) Mine; Worker at (-2,-5) Move to (-3,-3); Worker at (-4,2) Mine (finish); Worker at (-2,13) Quarry; 2 Workers at (1,8) Chop (stop); Worker at (0,7) Chop (finish); Worker at (2,10) Chop (stop); Worker at (1,10) Move to (1,12); Worker at (0,0) Move to (1,4).

T99: Stanford (Work Boat > Market); McGucket (LH > Monument); 2 Workers at (1,8) Move to (-2,9); Worker at (-2,13) Quarry; Worker at (0,4) Mine; Worker at (-3,-3) Road; Worker at (6,-4) Mine; Worker at (2,10) Chop (stop); Worker at (-4,2) Move to (-5,0), Cottage; Worker at (1,12) Chop (stop); Worker at (0,7) Cottage; Worker at (1,4) Move to (1,5), Farm.

T100: Wendy (Settler > Market); Swap Mabel to Aqueduct; Soos at Max Hammers; Worker at (0,4) Mine (finish); Worker at (-3,-3) Road (finish); Worker at (6,-4) Mine; Worker at (-5,0) COttage; Worker at (1,12) Chop (stop); Worker at (0,7) Cottage; Worker at (1,5) Farm; Worker at (-1,13) Quarry; 2 Workers at (-2,9) Road; Worker at (2,10) Move to (1,11) Road.

Units: 11 Workers, 6 Archers, 2 Chariots, 7 Warriors, 5 Axemen, 2 Spearmen, 3 Galleys
Demos: GNP 148 (100%); Prod 64, Food 146
10 Cities with 53 population points

T101: Aesthetics ? > IW; Dipper (Galley > Wealth); Mabel's 7th citizen work 1 hammer tile; Swap Soos to SoZ; Worker at (0,4) Move to (1,5) Farm; Worker at (1,5) Farm (finish); Settle New City (Lazy Susan, Monument); Worker at (-3,-3) Move to (-5,-4); Worker at (6,-4) Mine (finish); Worker at (-1,13) Quarry; Worker at (-5,0) Cottage; Worker at (1,11) Road (finish); Worker at (1,12) Move to (0,12); 2 Workers at (-2,9) Chop (stop); Worker at (0,7) Cottage.

T102: Robbie (Granary > Barracks); Worker at (0,7) Cottage (finish); Worker at (-1,13) Quarry (finish); 1 Worker at (1,5) ; Worker at (-5,-4) Chop; Worker at (6,-4) Move to (6,-2); Worker at (-5,0) Cottage (finish); Worker at (0,12) Chop (stop); 2 Workers at (-2,9) Move to (-2,10) Chop (stop); 2 Workers at (1,5) Move to (1,6) Road (finish); Worker at (1,11) Move to (2,11) Cottage (stop).

T103: McGucket (Monument > Worker); 2-Pop Whip Wendy; Worker at (0,7) Move to (1,8) Chop (finish); 1 Worker at (1,6) Move to (1,8) Cottage; 1 Worker at (1,6) Move to (-1,4); Stone Worker finish Road; Worker at (-5,-4) Chop; Net Robbie Clams; Worker at (6,-2) Move to (5,-2); Worker at (-5,0) Move to (-5,-1) Cottage; Worker at (2,11) Cottage (stop); Worker at (0,12) Chop (stop); 2 Workers at (-2,10) Move to (-3,11) Chop (stop).

T104: Stanford (Market > Barracks), and take mature cottage from Wendy; Wendy (Market > Library); 1-pop Whip Mabel; Worker at (1,8) Cottage; Stone Worker Move to (-3,11), Chop (finish); Worker at (5,-2) Pasture; Worker at (-5,-1) Cottage; 1 Worker at (1,8) Move to (2,10); Worker at (2,11) Move to (1,12); Worker at (0,12) Cottage (stop); Worker at (-5,-4) Chop (finish); Worker at (-1,4) Chop (stop); 2 Workers at (-3,11) Split to (-2,9) and (-1,8), put 1 turn into something useful.

T105: IW ? > HBR; Mabel (Aqueduct > Hanging Gardens); Toby (Monument > Granary); Susan (Monument > Granary); All HG choppers get into place and... CHOP! (Give pigs back to Gideon, and I actually have 1 chop too many for this!) Soos Worker Chop (stop); Worker at (-5,-4) Move to (-4,-2), other workers continue tasks.

T106: Mabel Completes the Hanging Gar
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That plan needs a lot more refinement (and unfortunately I don't think I'm going to get the chance tonight, but I'll see). I am almost certain I can shave at least two turns off the completion of the HG. Maybe more. My chopping plan was not very efficient, or rather, I miscalculated. I think that chopping 2 forests into the Aqueduct will give enough overflow alone (with Mabel's production) that the remaining 6 could be chopped next turn, essentially 2-turning the wonder. I'd have to time it with Stone being connected, maybe speed it up if I can.

BTW, and I don't know if anyone can tell me this without it being considered spoiler information, but what are typical times in a pitboss for the HG (or the RtR SoZ) to be completed? I think I'm in an OK time frame for the Soz (probably EoT 107 or something), not sure about the HG.
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OK, some really fast fiddling shows that, yes, I can theoretically get the Hanging Gardens EoT 100, though my actual test saw me run short by 2 worker actions. I'll make another test pass to see if I can squeeze something extra out somewhere. I want to try and nail this down before I play the turn, so apologies to everyone (even though you can't read this).
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OK, I've fiddled with the plan about 4 times and I can definitely land the HG EoT 100! I'm much more confident in that number, though there are still a few inefficiencies to work out (I think I can divert a worker elsewhere at some point), but even if I don't change this and end up wasting a few worker turns, I don't mind all that much. Gonna play the turn now so hopefully no one will be too mad at me.

I've yet to incorporate the test data into my main plan, but I'm posting both components here mainly for my benefit. My computer has been showing signs of death and this might just be a safer place to store my plans.

Quote:Planning for Success!

Goals: 1) Expand to strong locations (and/or islands) ; 2) Build SoZ and HG (if possible); 3) Increase economic and military strength

Techs Needed (in no particular order): Masonry, IW, Aesthetics, Meditation, HBR, Calendar

(X,Y), where X is E-W, and Y is N-S. Capital is (0,0)

T90: Finishing up; 1 Gold Worker moves 2N-1W (Cover with Archer); 1 Gold Worker Move 1NW (Forest); Stanford Worker moves to riverside plains 3S-1W, Cottage; McGucket Worker Moves 1S Cottage; Mabel/Dipper Worker Road; 1-Pop Whip Dipper (Lighthouse).

T91: Soos (Archer > Archer); Dipper (Lighthouse > Library); Mabel takes back Pig and SWAPS to Settler; 2 Workers at (0,6) Finish Mine/Road, Soos Works Mine; Worker at (-2,10) Road, Swap protection with Axe; Worker at (-2,8) Chop; Worker at (-1,-2) Cottage; Worker at (-1,4) Move to (-2,-5); Worker at (4,-4) Chop; 2 Workers at (-3,-2) Split to (-3,-1) and (-2,-2); Worker at (-3,-2) Road.

T92: Stanford (Library > Galley); Wendy (Lighthouse > Settler); Worker at (-1,-2) Cottage; Worker at (-2,10) Road (finish); Worker at (-2,8) Chop; Robbie Worker Chop (finish); Worker at (-2,-5) Mine; Worker at (2,9) Move to (1,10), Road; Workers at (-3,-2) and (-2,-2) Road; Worker at (4,-4) Chop (finish); 2 Workers at (0,6) Move to (2,8), Road.

T93: Soos (Archer > Axeman); Robbie (Monument > Granary); Worker at (-1,-2) Cottage (finish); Worker at (-2,-5) Mine; Worker at (1,10) Road (Finish); Worker at (-2,10) Move to (-3,11); Worker at (-2,8) Chop (Finish); Workers at (-3,-2) and (-2,-2) Road (Finish); Worker at (4,-4) Move to (5,-4); 2 Workers at (2,8) Move to (-1,8).

T94: Soos (Axeman > Chariot); Worker at (-3,11) Road; 3-Pop Whip Mabel; 2-Pop Whip Dipper (?); 1-Pop Whip Gideon; Worker at (5,-4) Move to (6,-4); Worker at (-2,-5) Mine; Worker at (1,10) Cottage; Worker at (-1,-2) Move to (0,1) Cottage (stop); 2 Workers at (2,8) Road; Worker at (-2,8) Move to (0,8) Chop (stop); Worker at (-3,-1) Move to (0,1); Worker at (-2,-2) Move to (-3,0), Road (stop).

T95: Stanford (Galley > Worker); Dipper (Library > Galley), Convert 2 Citizens to Scientists and give Wheat to Soos; Giddeon (Granary > Work Boat); 1 Worker at (0,1) Move to (????); 2 Workers at (0,1) Move to (1,3), Farm (finish); Worker at (6,-4) Mine; Worker at (-2,-5) Mine; Worker at (-3,0) Move to (-4,2), Mine (cover with spear); Worker at (-3,11) Road (Finish); Move Settler, Cover w/ Spear; Worker at (1,10) Cottage; 2 Workers at (-1,8) Chop (stop); Worker at (0,8) Move to (0,7); Work all farms at Soos.

T96: Currency ??? > Masonry; Soos (Chariot > Spearman/Wealth); Gideon (Work Boat > Lighthouse); Settle Toby Determined (Monument...); Worker at (-3,11) Move to (2,13) Road; Worker at (1,10) Cottage; Worker at (6,-4) Mine; Worker at (-4,2) Mine; Worker at (-2,-5) Road; Worker at (0,7) Chop (stop); 2 Workers at (-1,8) Move to (1,8); 1 Worker at (1,3) Move to (0,4); 1 Worker at (1,3) Move to (2,7).

T97: Masonry ? > Aesthetics; Pacifica 2-Pop Whip; Worker at (-4,2) Mine; Worker at (1,10) Cottage (finish); Worker at (-2,13) Quarry; Net Giddeon Clams; Worker at (0,4) Mine; Worker (6,-4) Mine; Worker at (-2,-5) Road (Finish); 2 Workers at (1,8) Road; Worker at (0,7) Chop; Worker at (2,7) Move to (2,10).

T98: Stanford (Worker > Work Boat); Pacifica (Lighthouse > Wealth); 2-Pop Whip McGucket; Worker at (0,4) Mine; Worker at (6,-4) Mine; Worker at (-2,-5) Move to (-3,-3); Worker at (-4,2) Mine (finish); Worker at (-2,13) Quarry; 2 Workers at (1,8) Chop (stop); Worker at (0,7) Chop (finish); Worker at (2,10) Chop (stop); Worker at (1,10) Move to (1,12); Worker at (0,0) Move to (1,4).

T99: Stanford (Work Boat > Market); McGucket (LH > Monument); 2 Workers at (1,8) Move to (-2,9); Worker at (-2,13) Quarry; Worker at (0,4) Mine; Worker at (-3,-3) Road; Worker at (6,-4) Mine; Worker at (2,10) Chop (stop); Worker at (-4,2) Move to (-5,0), Cottage; Worker at (1,12) Chop (stop); Worker at (0,7) Cottage; Worker at (1,4) Move to (1,5), Farm.

T100: Wendy (Settler > Market); Swap Mabel to Aqueduct; Soos at Max Hammers; Worker at (0,4) Mine (finish); Worker at (-3,-3) Road (finish); Worker at (6,-4) Mine; Worker at (-5,0) COttage; Worker at (1,12) Chop (stop); Worker at (0,7) Cottage; Worker at (1,5) Farm; Worker at (-1,13) Quarry; 2 Workers at (-2,9) Road; Worker at (2,10) Move to (1,11) Road.

Units: 11 Workers, 6 Archers, 2 Chariots, 7 Warriors, 5 Axemen, 2 Spearmen, 3 Galleys
Demos: GNP 148 (100%); Prod 64, Food 146
10 Cities with 53 population points

T101: Aesthetics ? > IW; Dipper (Galley > Wealth); Mabel's 7th citizen work 1 hammer tile; Swap Soos to SoZ; Worker at (0,4) Move to (1,5) Farm; Worker at (1,5) Farm (finish); Settle New City (Lazy Susan, Monument); Worker at (-3,-3) Move to (-5,-4); Worker at (6,-4) Mine (finish); Worker at (-1,13) Quarry; Worker at (-5,0) Cottage; Worker at (1,11) Road (finish); Worker at (1,12) Move to (0,12); 2 Workers at (-2,9) Chop (stop); Worker at (0,7) Cottage.

T102: Robbie (Granary > Barracks); Worker at (0,7) Cottage (finish); Worker at (-1,13) Quarry (finish); 1 Worker at (1,5) ; Worker at (-5,-4) Chop; Worker at (6,-4) Move to (6,-2); Worker at (-5,0) Cottage (finish); Worker at (0,12) Chop (stop); 2 Workers at (-2,9) Move to (-2,10) Chop (stop); 2 Workers at (1,5) Move to (1,6) Road (finish); Worker at (1,11) Move to (2,11) Cottage (stop).

T103: McGucket (Monument > Worker); 2-Pop Whip Wendy; Worker at (0,7) Move to (1,8) Chop (finish); 1 Worker at (1,6) Move to (1,8) Cottage; 1 Worker at (1,6) Move to (-1,4); Stone Worker finish Road; Worker at (-5,-4) Chop; Net Robbie Clams; Worker at (6,-2) Move to (5,-2); Worker at (-5,0) Move to (-5,-1) Cottage; Worker at (2,11) Cottage (stop); Worker at (0,12) Chop (stop); 2 Workers at (-2,10) Move to (-3,11) Chop (stop).

T104: Stanford (Market > Barracks), and take mature cottage from Wendy; Wendy (Market > Library); 1-pop Whip Mabel; Worker at (1,8) Cottage; Stone Worker Move to (-3,11), Chop (finish); Worker at (5,-2) Pasture; Worker at (-5,-1) Cottage; 1 Worker at (1,8) Move to (2,10); Worker at (2,11) Move to (1,12); Worker at (0,12) Cottage (stop); Worker at (-5,-4) Chop (finish); Worker at (-1,4) Chop (stop); 2 Workers at (-3,11) Split to (-2,9) and (-1,8), put 1 turn into something useful.

T105: IW ? > HBR; Mabel (Aqueduct > Hanging Gardens); Toby (Monument > Granary); Susan (Monument > Granary); All HG choppers get into place and... CHOP! (Give pigs back to Gideon, and I actually have 1 chop too many for this!) Soos Worker Chop (stop); Worker at (-5,-4) Move to (-4,-2), other workers continue tasks.

T106: Mabel Completes the Hanging Gar

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T92: 2 Workers at (0,6) Move to (-1,8); Worker at (2,9) Move to (2,10).

T93: Workers at (-1,8) Road; Worker at (2,10) Chop (stop).

T94: 1 Worker at (1,8) Chop (stop); 1 Worker at (1,8) Move to (2,11); Worker at (2,10) Chop (stop); Worker at (-2,8) Move to (0,8) Chop (stop); Worker at (-2,-2) Move to (-1,0); Worker at (-3,-1) Move to (0,1).

T95: Dipper (Library > Wealth); Worker at (1,8) Chop (stop); Worker at (2,10) Move to (1,12); Worker at (0,11) Move to (1,12); Worker at (0,8) Move to (-2,10) Chop (stop); 2 Workers at (0,1) Move to (1,3) Farm (finish); Worker at (1,0) Move to (0,4).

T96 (475 bc): Masonry; Worker at (-3, 11) Move to (-2, 13) Road; Worker at (-2,10) Chop (stop); ; 2 Workers at (1,12) Chop (stop); Worker at (-1,8) Move to (-2,9); 2 Workers at (1,3) Move to (1,7). --(1,5) Farm.

T97: Worker at (-2,13) Road; Worker at (-2,9) Move to (-2,13) Quarry (Complete on T100); 1 Worker at (-2,9) Chop (stop); 2 Workers at (1,12) Move to (0,12); 2 Workers at (1,7) Move to (1,8) **Chop (stop)**.

T98: Worker at (-2,9) Chop; 2 Workers at (0,12) chop (stop); 2 Workers at (-1,8) Chop (stop); Worker at (0,0) Move to (1,4)**don't need this guy!!**.

T99: Swap Mabel to Aqueduct*try earlier and whip*; Workers at (1,8) and (2,10) Chop (finish); Worker at (1,4) Move to (0,6).

T100: OK! So if I swap to the Aqueduct earlier and whip it on T90 while putting 2 chops into it (for max overflow even though some will be wasted), then on T100, I need just 5 chops to 1 turn the HG.
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So, of course, now that I have a plan, Barbarians are trying to ruin it. A Barb axe appeared along the route I was roading to the marble/stone city. It died attacking my own axe, but it did a lot of damage. Then also at EoT, a Barb Axe appeared north of Mabel. I don't think that I can afford to have its tiles pillaged again, especially with the tight schedule I've got, but all I have to defend the area is a 0 XP Axe and a 0 XP Archer. I really should have trained a Chariot earlier.... I won't have one for several turns yet.

Pictures up tomorrow, but right now my only plan is to intercept and attack with my Axe, and hope that I win the 50/50 battle. If I lose, I'll hope that I did enough damage for the Archer to clean up.... This could be a pretty big deal because I'm going to have to move a Worker out of my territory to chop, and I was planning to have him covered with the axe, but now I'll just have to hope it will stay safe. I know CH has a Warrior prowling around that area, too, of course. Maybe I can figure out a way to alter my plan so the Worker can go to a safer location this turn. There go all my plans for tomorrow....
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Pictures from Turn 91 and the start of 92:

Peeked in to see what kinda defenses were being sported in the GLH city. Not terribly impressed. Of course, things are going to change in the dozens of turns it'll take for me to put a strike force together, but I feel like this does give me an idea of what I might expect later. But man, this just makes me realize that I should have invested a lot more in Chariots myself. I forgot about these damned barbarian axemen.



That's the barb axe that killed itself attacking mine that was in the forest. Also shows my research stats. It lines up with my sandbox so that's good. It means my research plans will work out.



Then this fucker. Lurker question! Do any of you know how the barbarian AI works? In that screenshot, I have an axe and a worker on the hill in the bottom right. That worker is supposed to move up to the forest. If I left it there for a turn and then covered him with the axe, would the barb still attack, or go for my improvements? I tried to test this in my sandbox game, but it seems the barb AI doesn't work with placed units.



I finally got the Persian graphs, so here we go.









Power graph is a bit interesting. I'm still lagging a bit, but Shaka of Rome got a bit of a jump. Did they go for IW?



And the demos. I'm #1 in food and a close second in production! This might sound weird but this actually has me feeling nervous! I feel like I'm doing something wrong. I'm sure this tiny lead won't last, but it's nice to see that even as I approach turn 100, my demographics are competitive for once.



Now... I just have to figure out WTF to do about that barb axe. Y'know, I was going to have Soos build wealth as soon as Currency comes in, but maybe I'll have it build an extra chariot. Then I'll have 3 to play zone defense with. Too bad this is a case of too little, too late.
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OK, good news for me! I came up with another alternate plan for getting the Hanging Gardens that allows me to keep my workers in safer tiles for a little longer. I'm still going to have to risk losing my Axe, though, and losing it is going to make defense up north trickier. I think I'll bring up the Chariot from the south this turn, and just shuffle things around as needed. I think I'm going to squeeze a couple extra chariots out of Dipper and Soos before setting them on wealth, so I should end up with a total of 4, 2 north, 2 south. Anyway, there's still a point near the end where I kinda waste 2 worker turns because I have nothing better for them to do but I have to keep them close to the forests they need to chop. Not a big deal. So quoting my plan for my records. I'll have to combine my two sets of notes so I have something sensible to refer to:

Quote:T92: 2 Workers at (0,6) Move to (-1,8); Worker at (2,9) Move to (1,8).

T93: Workers at (-1,8) Road; Worker at (1,8) Chop (stop).

T94: 2 Workers at (-1,8) Chop (stop); Worker at (1,8) Chop (stop); Worker at (-2,8) Move to (0,8) Chop (stop); Worker at (-2,-2) Move to (-1,0); Worker at (-3,-1) Move to (0,1).

T95: Dipper (Library > Chariot); Worker at (1,8) Move to (2,9); 1 Worker at (-1,8) Move to (1,11); Workers at (0,8) and (-1,8) Move to (-2,10) Chop (stop).

T96 (475 bc): Masonry - Swap Mabel to Aqueduct; Worker at (-3, 11) Move to (-2, 13) Road; 2 Workers at (-2,10) Move to (-3,11) Chop (stop); Worker at (1,11) Move to (1,12); Worker at (2,9) Move to (2,10); 2 Workers at (1,3) Move to (1,5) Farm.

T97: Dipper (Chariot > Wealth); Worker at (-2,13) Road; 1 Worker at (-3,10) Move to (-2,13) Quarry; 1 Worker at (-3,10) Move to (-2,8); Worker at (1,12) Chop; Worker at (2,10) Chop; 2 Workers at (1,5) Farm (finish).

T98: Workers at (-2,13) Quary; Worker at (-2,9) Chop; Worker at (0,4) Move to (2,7); 2 Workers at (1,5) Move to (0,5) Road; Worker at (0,0) Move to (0,4).

T99: Whip Mabel Aqueduct; Quarry Stone; Worker at (2,7) Move to (1,8); 2 Workers at (0,5) go to (0,8) Cottage (stop) -split them next turn-;

T100: OK! So if I swap to the Aqueduct earlier and whip it on T90 while putting 2 chops into it (for max overflow even though some will be wasted), then on T100, I need just 5 chops to 1 turn the HG.

I'm kind of excited. I mean, maybe I have a shot at this? Though I kind of expect that one of the better teams can snag this before me, but at the very least I feel pretty good about having come up with an intricate plan like this and having ironed out almost all of the details. The one fault here is that I basically didn't produce enough military units earlier to adequately protect all of my workers and tile improvements in this critical area.

And, hey, if the HG are built before I finish, I can always put these chops into another wonder I'd like. Maybe I'd try to grab Literature and get the Great Library?
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OK, so I poked into PB13 and I think a EoT 100 HG is probably OK. I could still lose it but It's probably competitive? The original T105 would have been way too late. Sadly, I don't have as many cities as Com did, but it might be worth my while to Whip the Settler in Wendy so as to get that city settled on T100, so that way I'd have 11 cities getting a pop bump. Then I whip everything into fucking monuments because like the last 4 cities I've settled haven't had food in the first ring.....
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(January 19th, 2015, 08:55)Whosit Wrote: Do any of you know how the barbarian AI works? In that screenshot, I have an axe and a worker on the hill in the bottom right. That worker is supposed to move up to the forest. If I left it there for a turn and then covered him with the axe, would the barb still attack, or go for my improvements? I tried to test this in my sandbox game, but it seems the barb AI doesn't work with placed units.

From the code it looks like the barbarian AI has a chance to go pillaging before attacking. It is up to RNG.
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I guess it's time to adopt strategy: Pray to the Great and Terrible RNGod.
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