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Then there ia no point in trebutchet. It costs 64 hammers vs 80 for gren, but it dies for sure. We'd better get 2nd galeon to deliver units at once.
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We're going to have 3t of UniSuff left for Chickens after the Settler pops; does that mean we'll need to dry buy the second Galleon, or let it complete slowly (v. slowly, since the city won't have any hammers left after we chop the forests next turn)?
Also, we'll have to keep our fingers crossed that no wandering Barbs show up to suck away our free win...
Anyway:
t255 -
Met BGN:
He's settled on the Desert Hill next to the Gold and is using a "Panama Papers" naming scheme.
1t into all the chops:
Also have a Worker lined up to road the city tile in time. Goats will get quite a bit of overflow from the Barracks next turn as well as the chop coming in; we could 2pop whip it and send that overflow into the second, but we'll need to check the numbers to make sure we don't lose any. Or we delay the chop by a turn (put 1t into a Farm) to make sure the overflow is OK then add the chop to complete(?) the second Gren.
Civics switch costs us 1gpt:
BGN's civics:
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About 2nd galeon it seems that I overestimated the size of extra gold we have. Buying settler will cost us ~460 gold. Considering we put 100% of science on T17 (in the original plan I did it on T16, but had to put it down for one turn later), we will have 490-460+89+~80 =~200 gold, which almost exactly matches buying 1 galeon and covering maintance for other turns.
The most important thing for the next few turs is not to screw GP growth and lay out and to produce the required number of beakers by itself. We need our GAs to take Communism on the turn they appear, so it supposes researching ~300 science points into communism within 2 turn. In my tests I built research everywhere but I never calculated exact numbers we need. I will test them out today hopefully. I also want to know if there is a chance to turn into nationhood at T20, I will feel much more safe with it.
Returning to this turn, may be we postpone chop in Goats and whip it this turn? T16 - whip, T17- overflow, chop, T18 - overflow, T19 - prebuild, T20-whip(?), revolt.
Dont forget that we need to keep 2 scientists there from now. Same with artists in Chickens. I put them all now, but they are the first ones to be whipped.
The alterntative is not to whip Goats at all, but this means that we have adopted slavery for nothing. Though it can make us good base(1/2?) for GS for Physics.
About the road for Rabbits(?), do you realize that we can plant it on the turn settler is out, but then we must put worker on hill this turn and use other workers to road flat tile on T17-18? May be lets stop farming jungle? The farm comes out right on the turn we go all in specialists.
April 9th, 2016, 08:09
(This post was last modified: April 9th, 2016, 08:09 by OT4E.)
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GS gives 1581 points if we have 8/11/8 sizes of cities, 1579 if we have 1 pop less. I think we need to keep Goats at at least size of 7, because I noticed that we have 3 GPP less than I had in tests, and the plan was very tight. SM costs 2059 and this means that we need ~480 points of research invested into SM by T21, that's just ~345 base science points.
GA gives 1050 points considering 8/10/7, that's 252 base science points.
Everything seems doable with nationhood.
T20: ~150 (with many specialists and representation)
T19: ~100 (100%)
T18: ~100 (100%)
But we still dont have time to buy 2nd galleon following the common scheme (prebuild/buy/prebuild/buy). But there is a way to get it. We can leave 1 forest prechopped this turn and spend more gold hurrying settler next turn, this is similar to buying galleon. Then we chop forest and with some overflow make galleon in 1, so it looks like the following:
T16: prebuild settler, 3 chops
T17: buy settler, 1 chop
T18: oveflow galleon in 1
T19: prebuild galleon
T20: buy galeon.
We can also throw workers to chop the tile 77 from Chickens, it will make 2nd galleons more cheaper, though I do not see how we spend the rest of gold. May be we need those workers for urgent domestic use, for example making pigs for the #4 city.
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BTW, there was another GS born this turn and it seems it was Boldy Going Nowhere since he has got tech (SM) during the turn.
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The 3GPP in Goats is because I hired 2Scientists the first turn (out of GA) so we had to run a turn of only one later when we are in GA. The GA turn cost us the 3pts. 8-(
Spotted the note about pre-roading the city tile; my plan was to move the Worker 1S of Horses there next turn. The two Workers adjacent can add 2t to the Farm after they finish their chops and then complete the road connection the following turn in time for the Settler. Do we have the happy cap anywhere to shuffle over a unit to cover, or will we go without?
So no whipping at Goats, or just gently to preserve pop? It would be unfortunate if we didn't use it, but at minimum it gives a bit of deterrence to neighbours. Would that be the function of Natiohood, or do you expect to be able to Draft before the GP plan completes? After we have the Kremlin, the whip is more efficient, surely?
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(April 9th, 2016, 09:13)Dreylin Wrote: The 3GPP in Goats is because I hired 2Scientists the first turn (out of GA) so we had to run a turn of only one later when we are in GA. The GA turn cost us the 3pts. 8-( Ok, that's not a big deal since in tests I grow GS on the size of 6, we can keep it at 7 or 8 for sure if we do not whip 4 pop into settler.
(April 9th, 2016, 09:13)Dreylin Wrote: Spotted the note about pre-roading the city tile; my plan was to move the Worker 1S of Horses there next turn. The two Workers adjacent can add 2t to the Farm after they finish their chops and then complete the road connection the following turn in time for the Settler. Do we have the happy cap anywhere to shuffle over a unit to cover, or will we go without? Ok, your next turn is this turn, right? Then ok.
(April 9th, 2016, 09:13)Dreylin Wrote: So no whipping at Goats, or just gently to preserve pop? It would be unfortunate if we didn't use it, but at minimum it gives a bit of deterrence to neighbours. Imho, lets whip this turn
(April 9th, 2016, 09:13)Dreylin Wrote: ...but at minimum it gives a bit of deterrence to neighbours. Would that be the function of Natiohood, or do you expect to be able to Draft before the GP plan completes? After we have the Kremlin, the whip is more efficient, surely?
Only in emergency case. I feel much more safe with nationhood and I am really happy that we can do it. There are still 2 turns before we can start whipping with Kremlin after we get GPs. What is more efficient that slavery with Kremlin? Both, slavery and nationhood! The unhappyness will go down separately, and I think that we should focus on whipping settlers, while getting base defenders from 2-3 circles of drafts.
April 9th, 2016, 09:25
(This post was last modified: April 9th, 2016, 09:26 by Dreylin.)
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Yes, next turn = this turn. I don't really think of it as this turn until I start playing!
Both is good for sure! :Muahahahahaha:
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t266 & t267 -
So 3 chops into Settler, whipped the Grenadier and abandoned the Jungle to road the Iron. Chickens popped borders at EoT and we met pindicator:
He's in Rep, Bureau, Slavery, Merc, Theocracy.
Working the Forest over the Farm to get the next Gren in 1t:
Or we could work the Farm to almost complete the Gren and then whip with overflow?
Max food in Llamas:
We'll have enough to 1t the Galleon with the overflow:
But do we have to dial back on the Artists to delay it past the Engineer in Llamas?
Also not entirely sure how best to use these Workers:
I guess use 2 to finish the Farm (even if we won't use it right now), and then put the 3rd into the marked forest to chop into Rabbits?
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Oh, if you log in to take a look, you may as well finish the turn; otherwise I'll do it this evening.
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