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(July 22nd, 2015, 13:31)HitAnyKey Wrote: From the prior post:
1. I was already planning on using that Trireme as a blocker. Just keeping it where it is while Tasunke's caravel is nearby. Don't want him wondering why I'm moving it south.
Excellent. It looks like a purely defensive city protector.
(July 22nd, 2015, 13:31)HitAnyKey Wrote: 4. I still have the GG available (currently sitting in In-N-Out). Didn't see any point in settling him until I was actually ready to build units. Also because I was already debating internally on whether I should use this first one to make a super medic. My chariot currently has C1 & the first level of Healer. How much more XP does it need on it's own? Basically what other units should I maybe have on the tile to also gain some XP? (if we use it that way)
I think that we want Morale as well. 2XP=C1, 5XP =Med1, 10XP=Med2, 17XP=Med3, 26XP=Morale. So I would probabaly use it all on one unit. If you try to use it on 2 units, then you get 10XP each so you might not even get Med3.
(July 22nd, 2015, 13:31)HitAnyKey Wrote: 5. Currently planning on the next civic swap right at the end of the GA. This would be to switch into Mercantilism, HR, & Nationhood. Yes it would be nice to get the bonus GPPs for being in the GA with those extra specialists, but I think it's better that I get the Bureau bonus for longer to get that much more of Taj completed. Or basically do the switch as soon as Commodore finishes the Taj. Oh and the Pyramids city is on the Tasunke/Elkad border...so basically will be in Tasunke's core once Elkad is gone.
Caste too I hope? Actually I'm re-reading and I'm not sure if there's a disconnect. It's (Caste vs Slavery) and (Bureau vs Nationhood). As I read your comment it sounds like you're thinking Bureau vs Caste? Also, I'm no pacificist. :Hammer
We're probably only talking about a turn or two, but if we're at war and not in Slavery,...I would prefer getting started on those 3 maces per turn sooner rather than later. Unlike whipping, you can draft and move on the same turn. That might help you with the invasion planning.
(July 22nd, 2015, 13:31)HitAnyKey Wrote: As for tech path...yeah, I keep trying to figure that one out. There are right now just too many options. But not something I want to think about at the moment. Brain to mixed up and also gotta spend some time working this afternoon.
No problem. We'll probably end up switching whatever we plan for anyway.
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So when I first took this screenshot I though his Numids had gone off somewhere else, and he only left behind a WE stack....
Then my eyes caught that word Calvary......he just upgraded all of his Numids to Calvary. So that is now a super stack and he's keeping it in place at our border. So yeah....I'm screwed. This 10T peace was exactly what he needed. Not sure if this changes our plan, but it's not looking good for us. LOL
On the other side, however, I see that Commodore is sending basically everything he owns northward. In all the former Grimace cities, he's left behind only a single Crossbow (albeit super promoted). He even pulled his 4 Catapults from behind CoA to send them north as well.
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July 22nd, 2015, 15:40
(This post was last modified: July 22nd, 2015, 16:12 by MindyMcCready.)
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Bouncy should grow to Size 2 and then run an artist. As soon as the artist pops borders start working the deer. Working the artist first is suboptimal.
That is a big stack,...but that's all he's got. His power is 592K relatve to your 836K. We'll have to discuss before we give the green light on any other hostalities,...but we should keep moving in the direction of our plan.
Usually, if someone wants to deter you then show you all their units. If someone want to kill you, they hide all of their units. From the pic it looks like he "showed us" that stack within range of our hills visibility possibly being unaware that we have full visibility. In the incredibly unlikely event that he doesn't move any of his units over the next 8T,...you might get a second chance for a Wendy's raze + first strike with cats.
We might need nerves of steel in the coming turn,...but if Gavagai hits us,...it'll take all of his cats to make a dent in the McDonald's castle + walls + Chichen. Then what? He can't raze the city,...he's exposed to our own cats counterattack. An attack from him is not out of the question,..but more likely he's intent on surviving us rather than killing us.
In fact with Caste's unlimited artists in Bouncy and McDonalds,...wow that Great artist could really come in handy. We might be able to control Five Guys first ring forcing a retreat in 8T.
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I'm confused as to what's going on with McDonalds and Popeye's food.
Popeye's should have +9F if it's working both corn. I see only +3F.
McDonalds should have +4F working the 2 sugar cottages. I see +5F.
Collectively, there is +8F where there should be +13F.
July 22nd, 2015, 20:10
(This post was last modified: July 22nd, 2015, 20:13 by HitAnyKey.)
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So I just ran a test of having a turn of the Missionary at 33/40 and getting 56 hammers put into it for the turn....and only got 28 hammers of overflow into the next turn. Can anyone explain why this is so that I can figure out how to pick which things to build for the next 3-4 turns to get maximum overflow?
And when I had 174 hammers going into an Aqueduct, I only got a puny 24 hammers of overflow into the Taj.
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I think that it caps the overflow, then backs the multipliers out to list the overflow hammers. These would then be multiplied up again, of course.
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This
Quote:the truncation point is either the cost of the build or your base hammers, whichever is larger
and this.
Quote:I think that it caps the overflow, then backs the multipliers out to list the overflow hammers. These would then be multiplied up again, of course.
I assume we're talking about a Bureau capital with a Forge? If so 33+56=89/40. The cap is the maximum of 56h or 40h. Total overflow is 49h, this is below the cap, so you keep all of it. Now divide it back out by 75% multiplier: 49/1.75 = 28h exactly.(If it wasn't exact, round down). This is your overflow in base hammers, pre-multipliers. Next turn the 28h will be multiplied back by the 1.75 modifier and you'll have 49h into whatever you put it in.
The reason it's done like this is because the multiplier might be different next turn. You might eg. start working on the Taj Mahal with an extra 50% marble multiplier. Then the 28 base hammers would be multiplied by 2.25 rather than 1.75 for 63 total hammers.
July 23rd, 2015, 03:08
(This post was last modified: July 23rd, 2015, 03:10 by GermanJoey.)
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You have a forge in the city, right? You're also Exp, which gets +100% production on Aqueducts; thus, your production modifier is: +100% (Exp for Aqueducts) +25% (forge) +25% (OR) = +150%. Thus I would expect your overflow hammers to be: floor((174-100)/(1+1+0.25+0.25)) = floor(29.6) = 29. To have 24 overflow hammers remaining, you'd need a a modifier of +200% (74/3 = 24.67) on your Aqueduct, but I'm not sure where you're getting that other +50%. Oh, right, Bureau. So yeah, floor((174-100)/(1+1.0+0.5+0.25+0.25)) = floor(24.67) = 24.
July 23rd, 2015, 03:10
(This post was last modified: July 23rd, 2015, 03:12 by GermanJoey.)
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(July 23rd, 2015, 03:01)The Black Sword Wrote: This
Quote:the truncation point is either the cost of the build or your base hammers, whichever is larger
and this.
Quote:I think that it caps the overflow, then backs the multipliers out to list the overflow hammers. These would then be multiplied up again, of course.
I assume we're talking about a Bureau capital with a Forge? If so 33+56=89/40. The cap is the maximum of 56h or 40h. Total overflow is 49h, this is below the cap, so you keep all of it. Now divide it back out by 75% multiplier: 49/1.75 = 28h exactly.(If it wasn't exact, round down). This is your overflow in base hammers, pre-multipliers. Next turn the 28h will be multiplied back by the 1.75 modifier and you'll have 49h into whatever you put it in.
The reason it's done like this is because the multiplier might be different next turn. You might eg. start working on the Taj Mahal with an extra 50% marble multiplier. Then the 28 base hammers would be multiplied by 2.25 rather than 1.75 for 63 total hammers.
56h isnt his base hammers though, right? The base hammers is pre-multiplier I thought; otherwise it would be way too easy to stack up overflow arbitrarily. E.g. in PB26 I had completely insane hpt in some of my cities but wasn't able to stack up overflow like this.
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