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[Spoilers] Ceterum Peter censet Carthaginem fore triumphatrix - Adrien + Miguelito

Sorry, I'd like to understand that better. The only multpiplier that causes a round-off is the prereq bonus, which is 0.2 (or 0.4 when we research pottery), right? So we have to take care that the beakers shown besides the slider are a multiple of 5, correct?

Important question: We need to decide for which tech we go after sailing (We can save gold for a turn, but at least I want to know where to put the overflow). Options are:
- Wheel->Pottery, because super important
- Writing, for border pops (copper!) and Academy
- Mysticism, for border pops, but without further use

Played the turn but gotta leave now. We lead world wide crop yield working corn, sheep, deer and crabs, but someone (I think THH) has a size 4 capital and I believe also a size 3 second city. Will edit in demos later.
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Well for now we make 18 beakers per turn if we go 100% research and 18 gold at 0%. That's our commerce output. But because of the game rounding down everything if we go for example 60% research we get 10 beakers and 7 gold, because it's 0.6*18 = 10.8 rounded down to 10 and 0.4*18 = 7.2 rounded down to 7. So overall our 18 commerce gets us 17 gold + beakers, while by going 0% (or in this case, because 18 is an even number, 50%) and then 100% we get full efficiency on our commerce.

I'm in favor of Wheel pottery, our workers need to do something else than mining and randomly farming stuff. So roads and then cottage for the FP at least.
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Of course we can also research iron working and hope it pops under a mine we've already built crazyeye. Also, Archery would solve a good bit of our security problems. Probably too expensive, I guess with RtR it woud be a real option.
Talking seriously, I also think Pottery is best, because we want that granaries, we want cottages, and so on. But I feel quite anxious about copper. Should we settle our 4th city 1E of it to get it first ring? Or do we push our luck (and get like, at least 3 warriors on the mainland)?

As promised, the last 2 turns' demos





Also, the scout discovered a grass hill 1S of the sheep, which anyways had been foggazable before already.

(February 8th, 2015, 07:06)AdrienIer Wrote: Well for now we make 18 beakers per turn if we go 100% research and 18 gold at 0%. That's our commerce output. But because of the game rounding down everything if we go for example 60% research we get 10 beakers and 7 gold, because it's 0.6*18 = 10.8 rounded down to 10 and 0.4*18 = 7.2 rounded down to 7. So overall our 18 commerce gets us 17 gold + beakers, while by going 0% (or in this case, because 18 is an even number, 50%) and then 100% we get full efficiency on our commerce.
aaaaaaaaaah smile
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So next turn the cap takes the wine mine, and the turn after that green dot takes the cap's mine right ?
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Yes, that's how we can do it. Doesn't matter too much anyways because Green Dot will work that tile for just 1 turn and then double whip the galley.
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T28. Uneventful but for the eot fireworks of discovering sailing dancing. Next turn, we'll revolt, and then rush on the seas...
Also, the wines mine finished. As Adrien already said, we are a bit out of sensible things to do with the workers. An overview:




The worker at Green Dot will mine that hill because nothing else to do, then get on the galley for its second trip. The one at Pfeffi will most probably chop the forest 1SW of the city, which disturbs movement a lot anyway. It will be without anything to do then for 1 turn before we discover Wheel (it can move into the capital to get a better roading position).

What do we want to build after the galley/settler is ready? I think Green Dot will do another warrior for MP (otherwise it's unhappy at size three), then build a settler because it's happy constrained and has too much food. Pfeffi needs to build a work boat for the overseas city, then I guess we want at least two warriors (1 for MP, 1 as additional garrison in 3rd city). After that, we can think about a 3rd worker, or even build another warrior.
It also depends on what barbs we see. The last one was a lion 2 or 3 turns ago, which was eliminated the same turn by the civ god to make space for something meaner. Btw, have loaded barb galleys ever been reported?

Demos. Someone (THH imo) is running two size 4 cities with a total 29 crop yield yikes . I don't think that's possible without seafood. Probably he settled the 4-food double crabs spot (I think that was red dot?), making use of his Cre superpowers. That would also explain why/how he grew so tall, apparently he grew on work boats (and MP warriors).
The price we pay for picking Peter instead of Pericles, but I'm confident it'll be worth it.
THH going for early fishing could also mean he will follow on with sailing (although with his large cities, he'll also want cottages soon). Anyways, still a long way to go till we can expect conflicts on the mainland.


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Wheel pottery is definitely the way to go. And building warriors too. This island won't be threatened before astronomy and galleon surprise attacks are possible, I recommend lots of warriors in all cities there for MP purposes.
I think we're doing well so far.
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Oh yeah, I guess among the Exp civs we are in a pretty good position right now. Cre allowed THH to get that 4-food super spot, but Exp will shine a lot more once we get Pottery.
Reg MP: I really hope we will be in Rep, not HR, and Monarchy is veeery far away as we decided to go for CoL via Currency. So one warrior per island city is good (but lets keep our eyes open crazyeye), but we shouldn't need more. I currently see like 4-5 cities on that island, plus the iceball. But also, I fully expect to lose a couple of warriors to the barbs if we don't find a copper source soon (or settle for it first ring, I'd really like your opinion on that smile )
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Fair enough, but if we don't get stone and others do pyramids is probably too expensive.
I've been trying to avoid the copper discussion before I could sim things. The problem is that we have absolutely no way of getting culture, at all, in the near future. It might be worth it to put myst in our tech path to chop a monument from the cities that need it most. The fact that 2nd ring copper city can share the sheep is really important, without it I wouldn't even think about settling there. The northern deer will go to marble city anyway.
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Ok, it's true we don't have to decide before the fourth settler, which is still a good while afar.
Do you think myst could even be worth it after Pottery, when we could go straight for writing as well?
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