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*thinks*
So overflow 15 hammers from Quechua into worker, bringing it to 59/60, whip for 30 hammers overflow plus production which rolls into SoZ, which multiplies those hammers for Ivory, which then rolls over the multiplied hammers into HE, for x4 Rollover to oneturn HE?
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Not quite.
If the worker is already at 59/60, and you overflow 15 hammers from the quechua eotX, and you make 15 hammers per turn, then on TX+1 you have 30 hammers per turn and with a whip make a further 30 hammers to finish the worker at 119/120 to overflow a further 59 hammers.
on TX+2, with the SoZ at 195, you would make 59+15=74 hamers to overflow 69 hammers. The production multiplier would affect the overflow hammers into the building, and then be removed on the overflow (this actually affects buildings that provide a production modifier like a forge, as the new production modifier reduces the overflow. Some people argue it's a bug, others don't. I hold that's a bug). You never get any free hammers from modifiers in this manner.
On TX+3, overflow the 74 hammers plus the 15 hammers produced that turn and dump them into the HE for 89/200. If Marble was hooked on this turn for a +50% production modifier, then it would have instead dumped 89*1.5=133.5 hammers (truncated to 133) into HE.
The 80 hammers I dumped into it came purely from overflow with no modifiers, s oI basically stacked up exactly enough hammers to shave 4 turns off the build, which is equivalent to getting 4 quad promo swords out the other end. Much better than just finishing the SoZ ASAP.
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Also met Courva and yuri, yuri traded maps but Courva didn't. Don't have much to go on except I'm lucky to be contesting islands against the two crippled players, but so are Joey, Courva and dtay. I'm sending the workboat south to meet dtay.
I also can't figure out where sixth place is in food, even if I put every single pop point I have onto the highest food tile possible. Not good...
I've been spending too much time worrying about tech. Turns out that Paya needs Meditation, so if I want to build it, I have to tech Meditation, which means Med>Maths is obvious unless I intend to build HA at AF in which case I can just go balls deep on Med>Archery>HBR. I still struggle with what to build in R101 whilst growing, but it turns out that I may as well just build Paya there and build a monastery in AS via a chop, double whips and a basic 5hpt to grab everything else. Gold hooked T101, grow R101 T96-97, settler T98-101, then build Paya with gold@36hpt, due eot113. Meditation eot95, saving a bit of gold more than I have now, and Maths eot99. Growth delays Shrine until T102.
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Barb city finally fucking grew.
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August 9th, 2017, 15:21
(This post was last modified: August 9th, 2017, 15:23 by Krill.)
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Short of the barbs fucking me and building an archer next turn, or I lose a 99.9% battle against a barb warrior with a C2/Shock axe, the timeline for settling goes something like this:
T95: capture city 7
T96: Settle cities 8 (coastal rice city) and 9 (gold city)
T97: Fuck about and cry. Or go play with the shiny new HE.
T98: Settle city 10 (eastern spur city on Ventessel side)
T99: Make sure Maths finishes now to chop a couple of forests
T100: Settle city 11.
Next turn I need to consider R101 and building Paya. Gold can be hooked T101, need to grow T96-97, so I have 3 turns to build something, I could go another settler, or I could get a worker to hook up the barb city food resources (if I capture the city). Paya takes 11 turns to get to 396 hammers, I make 35 hammers whilst growing and if I build a worker at size 9 I can overflow a further 18 hammers eot100, which becomes 27 hammers with gold eot101. Which is enough to keep SP as an 11 turn build (OK, 13 turns including the growth turns) so it would finish eot111. But going this route means need another city to make missionaries, still doubt AS is going to be fast enough. Need to consider burning a turn on revolting to OR after SP is built and leave the religion revolt until a GA.
By T100 I think I should be making an additional 32fpt minimum. That should help close the gap a bit.
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New plan. Paya in WP. Monastery and missionaries from R101. Units from AF. Library via double whip in AS. Worker eot99 in 12M and then regrow for settler whip. Expectation to four turn Currency after saving gold. R101 to curtail missionaries as needed but to build at least 3 before getting another settler.
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What is Paya for? eairly theocracy?
August 10th, 2017, 11:11
(This post was last modified: August 10th, 2017, 16:14 by Krill.)
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Building Paya saves 1k beakers as I never have to tech Mono or Theo, which basically puts me 1k further ahead in the tech race because Theo is not optional given the need for boats. I intend to be in Vassalage and Theo at the end of the first GA, probably with Caste thrown in as well. Spreading religion, a shrine and T108ish Currency should push me to 100 bpt breakeven.
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August 11th, 2017, 15:11
(This post was last modified: August 11th, 2017, 15:13 by Krill.)
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T96 thoughts to come.
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Current games (All): RtR: PB80 Civ 6: PBEM23
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Question for Mardoc: Did you run this map through novice's map balancing tool? Some players seem to have significantly more land available to them (disregarding my move).
I made contact with dtay last turn as you can tell from the above screenshots, he accepted map trade. The only person I don't have visuals on is Ventessel, but I can see Joeys map of his side of the border.
I feel vindicated in my decision to move. Snakepick, identical starts and choke points on opposite sides of the start means the fastest starting players had an advantage on T0, and the players at the start of hte snakepick had the lock on those picks.
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