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[SPOILERS] How do you make this thing work: Krill randomly mashes some buttons

Multi part update, T116.

Finish Exploration and Military Engineering end of T155. Revolt into Merchant Republic:




I think running more than one production multiplier card at a time is inherently inefficient, however can be necessary due to the game state. But not now, not for me.

Natural Philosophy is only giving 6 science per turn, but look at the other options: Merchant COnfederation would give me 9 gold per turn. Revelations would be giving me nothing for 2 of the next 4 turns (note: I think it's justifiable, I believe Guilds will be a 3 turn civic but I'm expecting to be wrong). Great Writer is gone to Pindicator, and the GS is a crap shoot as unless Japper dies in the next 7 turns he gets it, and then takes Galileo with him to the grave. Which is actually great IMO. Medina Quarter speeds up growth in Scom and CS, but I would then grow too fast and lose food anyway from teh extra pop size when I drop a settler out of CS (and Scom is just irrelevant IMO). All my cities are ecstatic and I'm not upgrading units. NP is just the right card even if it's not that great for me, even though it's a staple card.

But look at the changes to the outputs:





Note: Pin is at 59.8 Science per turn, and 61.6 Culture per turn. We are essentially even in output on these two resources now. I dumped an envoy into Kumasi last turn for the 2 culture and 2 envoys, as I don't know when I will be next in Diplomatic League, and I am now 13 turns from 2 more envoys. 1 point short of getting them in 12.

The before shot of Alhambrams troops is actually much better. It shows Mamluks on the tiles 1, 11, 3, 6, 63, and 9 of the starting point, the plains tile that is vacant. 6 Mamluks visible. Japper is going to die. Occularis Terribus is somewhat ironic, don't you think. Terrible eyesight...(although even my incredibly rusty latin made me check, terroribus is the correct spelling for ablative form of terreo, latin word for terror. Terribus means "...of the land"). Wouldn't the correct name be Oculus terroris?




Pin has 7 envoys into Valetta. I can't dislodge those, so my only options are to raze it, or suck it up really. Is it possible to raze a city state? It gives him an amazing sentry net to this flank, and then any attack goes into DotF and the American home continent bonus. No, this game is not really winnable through murdering Pin. I want to geta DoF from him, and he just sent one to me that I've promptly ignored, but what I want to do is get DoF with jester, then stagger them. DoF with Alhmabram after that, and then DofF with Pin in about 10 turns. That would give me plenty of time to lock down the Western Peninsula. I hope he remains distracted.





As you can see from the score, Pin is 3 civics above me. He must have Guilds, DR, Theology and Reformed Church, and I am up Exploration on him. As I will have the inspirations for Guilds and Theology, I am down 252.5 culture on those two civics and then down 170 culture on DR (as, thinking about it, I could always just buy the damned temples as I will need faith). Reformed Church is literally a dead civic to me, but then Exploration may be a dead tech to Pin. So I think it's far to say that I am roughly 400 odd culture down on Pin at this point in the game, 8 turns behind on branch civics, but I'm pretty much equally placed to get through the choke point Ren era civics. Alhambram is slightly behind again.

Techwise it's pretty close, Although I think both Alhambram and Pin have universities we are still neck and neck with science. I don't quite know why that is, probably the trade routes. Pin is just further ahead in spreading religion and great people due to the explosive start he had, but in districts it's not that different between us but Alhambram lags behind (yet is doing OK with religion). So the game is in an interesting position. I don't know how often a 5 player PBEM is in such a position after 115 turns in Civ 4, and I think I'd argue that Civ 6 is better at not letting a single player break everything in first 50 turns.

You can see the few units floating over to the peninsula. Going to use the horseman and HC to soak up attacks on defense and just sit and heal each turn whilst the Xbows whittle down the barbs to get both Xbows to level 2 (I think they are both quite lose, like 5 attacks away). Hopefully I can get promotions onto all 4 of these units. That niter is in an interesting position. It's the second niter available to me, so I may decide to plant with that tile third ring and just buy it, so all cities can build musketmen later on. The dot map for the two cities is going to be based around making it impossible to get through that two tile, one unit wide channel, and making it difficult to even reach the two peninsula cities. I'm going to lock up my entire western seaboard from coastal invasion with these cities, so it's all about the defense, not about economic output. Maybe cities 779 of the niter with an encampment 77 of the wheat and then a city 66 of the northern wheat and an encampment 7 of the deer? Need to explore this area. Bother cities need 3 charges apiece, one charge to overflow out a chop from ancient walls for a discounted district (ideally not an encampment, CD or Harbour if I have DoF as I will have time to complete the Encampments by hand) and then two chops to get 90% of a Medi walls complete and then overflow out the second chop for whatever is needed. I can get close to 300 production in each city from three chops, which is a single Serfdom Builder. That then means a further 2 builders are needed to improve the tiles. 3 builders needed total.





Citrus Sinensis, building a 3 turns Trader with minimal overflow and then going for the settler. Trader gets moved to MS on T119 and then goes to Pan Mei on T120. Settler will cost 320, putting 42.9 production in per turn, so would be due eot125 (eot124 should be at 42.9*5+73=287.5, which is perfect to sit at to wait for EF). I'm look at all the hills at CS that are due to be built, and thinking I really should have built that sodding monument. I'm thinking over dropping either a holy site or a Harbour at CS, because I need the faith, but also I could do with the Housing from a lighthouse and a place to build boats instead of the encampment. And CS can build a full cost Harbour if I don't have to build a university here. Options.

More to come later, taking a break from report writing now and going to have a cup of tea and put some washing out.
Current games (All): RtR: PB80 Civ 6: PBEM23

Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71. FFH games: PBEMVII, PBEMXII. Civ 6:  PBEM22 Games ded lurked: PB18
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Turn 116 update part 2, remainder of city planning.




VV...OK, so giving up some hammers to EF to ensure EF completes trader eot119. Actually, I'm wrong about CS, MS and the trader. on T119 I check to see iof the trader from CS can reach Pan Mei, because I count 15 tiles between the two and a trading post on the route. So it is more efficient in terms of total output to use the CS trader to send to Pan Mei, then move the trader from EF to MS, and then send that to Pan Mei. And this is relevant to VV because VV is giving hammers to EF and I still want to get VV to complete the settler eot121, and to do that it needs to make an adjusted 28 production per turn, which is about 19 base production per turn. All VV needs to do is to take back the plains hill mine and it will manage that with no difficulty. Armoury only cost 660 gold? WTF, that's cheap. Due T123, maybe T122 depending on new trade routes. The food from pastures is pushing growth in VV, but I am capable of delaying that until after the settler (ie will not shrink a size). At that point a builder does seem like it would fit in with a swap out of Colonization and into Serfdom...Builder would be due by eot126 so would definitely pause it, and then it would be possible to shove in chariots or swords I think it would be capable of 2 turn chariots TBH with Maneuver or 4 turn turn swords with no card in place.





OK, trade due eot119 but likely with about 8 production overflow (take care of Guilds affecting cost). I can't stop EF growing to size 8 and then building the settler. Making an adjusted 39.6 production into a settler, 69 stored, to produce the 290 cost settler. Need 221 production. Can I push it higher? To finish the settler in 5 turns would need to find 23 production. I don't think I can get that much production, so expecting settler eot125, that delays settler from CS two turns. Wait, Craftsmen gives EF 3 production per turn from T119, which actually would be enough. So settler eot124 is viable but likely runs into slowdown from SS and MS. Oh well, gives some time to put production into something and enough to allow CS to get half of a builder completed.

Question then becomes, another builder from from EF or try to finish that Campus? Decision can be made later but EF would likely be completing the 6th builder which costs 114 production, so without a production card (Civil Service, roughly 28-30 turns away) then looking at eot128 at the earliest.





Troll city. Stop production of the builder T121 and swap to something. Likely a library: If I need the shrine I'm just going to have to buy it for 235 gold, that's like 2 turns saving. Probably the Holy City as well (God what a joke of a Holy City). Going to mine that hill, I'd love to just buy all those hills and mine them so I get something from this city but it feels like a waste of 288 gold. Probably isn't though. Only way the city becomes useful is to spend that gold. Need to think about that actually. Might be a good use of Land Surveyors, OTOH also likely to need to buy tiles for new cities as well...





OK, need to work this out right on the first attempt, because if I get this calculation wrong it throws off all the other cities production.

If I transfer the trader on T120 and revolt into Craftsmen on T119 (2 production per turn in MS, give up Natural Philosophy) and send the route to Pan Mei on T121, then the settler will have the following production allocated as follows:
  • eot117: 65.1 +23.1 =88.2
  • eot118: 88.2 +23.1 =111.3
  • eot119: 111.3 +26.4 =137.7, Craftsmen
  • eot120: 137.7 +29.7 =167.4, trade route
  • eot121: 167.4 +29.7 = 196.8
  • eot122: 196.8 +29.7 = 226.5
  • eot123: 226.5 +29.7 = overkill

OK, thoughts: swap a rain forest 2/1 tile for the grass hill 2/3 tile for 2 turns and complete the settler eot122. And because Ms is behind VV in the production queue, then I can work the hill tile for the next two turns to decrease the likelihood that I forget. So I can complete a settler eot122. Then the obvious plan, go for the builder and prepare for a swap into Serfdom around T128-9.





In light of the above micromanagement, I need to revise builder options. I'm shafting SS with the 260 production settler and it's going to struggle to complete it on time. Losing the mine for a 2/1 forest drops SS to 99 production eot118, and then picking the hill mine back up puts the settler at 197 production eot122. So on T123 I must chop a forest for about 83 base production, so overflow about 60 production into something: a preplaced Acropolis (because those hammers would finish a builder, so Acropolis or city improvement only things that make sense. An Acropolis costs 66 production right now, so I would finish that immediately and could then dump more production into a builder. So that's the plan. Good job I delayed the camp.

So if I chop the settler to completion on T123, then the EF settler will be at 202 production minimum eot122, and then 246 production eot123 so completes the settler without difficulty eot124. That means settlers eot121 VV, eot122 MS, T123 SS, eot124 EF, eot125 CS. I would have been researching Humanism from T119 with an unknown amount of overflow, but would have produced minimum 427 culture by eot125. So I finish Humanism eot127 at the latest. I think I can accept Colonization taking up a card slot for 2 turns. With trade routes, the Acropolis (district 15 as it is completed before the EF campus) I count at least 26 culture. Little bit from growth. Might finish Humanism eot126 but shouldn't count on it. Then swap Colonization for Serfdom and throw down the builders from all the other cities. and swap Craftsmen for a military production modifier card that isn't Limes. Probably Maneuver.
Current games (All): RtR: PB80 Civ 6: PBEM23

Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71. FFH games: PBEMVII, PBEMXII. Civ 6:  PBEM22 Games ded lurked: PB18
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Now for a post that Gaspar doesn't like: it won't have any pictures.

With the micro in place for the next 8 or so turns in most places, need to look at the bigger picture stuff.

Pindicator is still showing only 7 cities in diplomacy, but that doesn't take into account the cities he has captured. OTOH, Gossip shows he has captured 3 cities from japper, Mars, Cadian and Macragge. So he has 10 cities total to my 6. Even with this city spam, he is going to have more cities than me if this war carries on. Japper has 5 cities left, and every single one has a campus and bath. One city also has a Holy Site, another has Harbour.

Alhambram has 7 cities and looks like he is going to get a good chunk of the remaining Roman cities. So it's not difficult to see that both players are going to be of a similar size to me once Japper is dead, and they will have districts in place. So I still have to focus to some extent on economy, and try to keep both of those players focused on each other. Standard 3 player gameplay.

I need to make a move to do this before they realize that I'm spamming settlers. They can notice that by seeing pop loss on score, so I need to have both DoF in place before T120. So maybe I should offer DoF to Alhambram next turn and then on T120 I offer it to Pindicator? Should I offer it to Pindicator? What is the likelihood that I can get both to fight each other if we have DoF? Might it force a peaceful build up? Actually, just DoF with Alhambram will do the trick, because if he thinks he needs war with Pin to take cities and get back into the game, I don't need anything from Pin. I need Alhambram to just smash into him, and for that, I just want to give Alhambram and his forever healing Mamluks the DoF. By the time Alhambram sees that I've built 5 settlers on consecutive turns then he should already have his army on the wrong side of the world. So probably offer DoF around T120.

Let's look at this from another angle. If I offer DoF to Jester and he takes it, then both Alhambram and Pin know that I'm not angling to attack him so should become a bit more paranoid. Once I offer DoF to Alhambram after that, then it suggests to him I'm going to attack Pin but it's so telegraphed that it's stupid. but I can't offer DoF to Alhambram without it seeming to Jester that I'm going to attack him, and I don't want that either. The cotton deal runs for another 3 turns, and I offered DoF immediately after that, so I think I offer DoF to Jester the turn it becomes available, and then I offer DoF to Alhambram the turn after. Which should just about sync up with the settler builds.
Current games (All): RtR: PB80 Civ 6: PBEM23

Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71. FFH games: PBEMVII, PBEMXII. Civ 6:  PBEM22 Games ded lurked: PB18
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Turn 116 report: Reports













Current games (All): RtR: PB80 Civ 6: PBEM23

Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71. FFH games: PBEMVII, PBEMXII. Civ 6:  PBEM22 Games ded lurked: PB18
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Follow up point. Food needed to grow to size 4: 15+24+34=73 food. Food to grow to size 5: 73+44=117 food. Marsh currently gives 82 (coincidentally, looks like output from one chop = price of a trader, output from resource harvest = trader cost*1.25).

So if I can harvest a marsh at any new city I can immediately place two districts.Cost of discounted district =132 production, so if I can get a chariot to 60 production, I am around about able to get the district completed with one forest chop.

In other words, I can realistically get to 25 completed districts quite quickly so that the fourth copy of each district is discounted. Once the SS Acropolis and EF Campus are completed (and probably the CS Holy Site) that means discounts on 2 encampments, 1 harbour, 1 commercial district, 1 holy site, and 1 acropolis. So I need to keep these districts in mind when I plan to place them for each city. And if I can delay Stirrups I can make this work, but I need Stirrups asap to head to the good military units. So speed is important.
Current games (All): RtR: PB80 Civ 6: PBEM23

Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71. FFH games: PBEMVII, PBEMXII. Civ 6:  PBEM22 Games ded lurked: PB18
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City states can be razed
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Cheers
Current games (All): RtR: PB80 Civ 6: PBEM23

Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71. FFH games: PBEMVII, PBEMXII. Civ 6:  PBEM22 Games ded lurked: PB18
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(February 24th, 2018, 17:23)Rusten Wrote: As an unlucky owner of integrated Intel HD 5500, would you recommend I don't even bother trying until I upgrade? Or is that too mainly for SP play?
I had thought about picking up the game when it goes on sale. I'd only be interested in MP.


Here are my laptop stats. I can run Civ 6 really well on it; in Strategy view, there are no hiccups. On regular view with graphics set to low, it still runs really well until usually the modern/information era when it will start to be a little laggy. Also 8 GB should be realistically more than enough RAM unless you're playing with a mod to have all 30+ civs in the game at once. (Which is pretty fun)

   
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Heh, we even have the same processor. wink
That's good news, thanks!
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OK Rusten, now have to buy Civ 6, play and then document a PBEM. Show us newbies how it's done tongue
Current games (All): RtR: PB80 Civ 6: PBEM23

Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71. FFH games: PBEMVII, PBEMXII. Civ 6:  PBEM22 Games ded lurked: PB18
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