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[SPOILERS] Dark Savant leads the noble Inca as half-noble Churchiill

Turn 65 (1400 BC) - Part 4 (C&D)

We're now trading corn to Charriu for pigs.

Score tally:
  • Us: No change (17 pop in 4 cities).
  • Charriu: +3 points for +1 pop (12 pop in 4 cities).
  • ipecac ipecac: No change (15 pop in 6 cities).
  • JR4: -3 points for a 1-pop whip (13 pop in 5 cities).
  • superdeath: +11 points for 7 land tiles claimed by the second ring of city #3 for 20 turns; +3 points for +1 pop (15 pop in 5 cities).
  • wetbandit: +7 points for +2 pop; -4 points for a 1-pop whip (10 pop in 4 cities).
  • WilliamLP: +4 points for +1 pop; +3 points for planting city #5 (possibly claiming up to 9 land tiles) (12 pop in 5 cities).
  • yuris125: +8 points for 6 tiles claimed by city #3 for 20 turns; -7 points for a 2-pop whip (11 pop in 4 cities).

We should get graphs on ipecac next turn.  We were at #1 in both food and hammer production for a few turns, but 2-pop whipping King's Landing and maximizing hammer production at Oldtown for the Great Lighthouse has caused us to drop out of #1 in food production.

[Image: demo-t065b-Charriu-JR4-wetbandit-William....jpg?raw=1]

Why does ipecac have Masonry?  If he's building the Great Lighthouse, he can't get full overflow from a settler and instead has to orchestrate like 6 chops.  He also can't have Sailing yet.
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I think you have nice chances for TGLH. It is not very popopular in RB mod considering that the most of RB map have non-coastal starts. Masonry could be used for Pyramids or Oracle or just as defending measure if they were going to plant aggressively on both passages.
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(May 25th, 2018, 13:28)OT4E Wrote: I think you have nice chances for TGLH. It is not very popopular in RB mod considering that the most of RB map have non-coastal starts. Masonry could be used for Pyramids or Oracle or just as defending measure if they were going to plant aggressively on both passages.

ipecac can't even have Mysticism, never mind Meditation/Polytheism or Priesthood.  One of yuris125, WilliamLP, or JR4 might well beat him to the Oracle even without marble.

ipecac might be building the Pyramids, but he's not Industrious or Philosophical or Spiritual.  Even with stone (which he doesn't yet have), that's a costly undertaking -- but I can see him really wanting Representation to push the happy cap, actually.

Also, it occurred to me that the current work boat is probably going to run into the isthmus now predicted to connect ipecac to WilliamLP.  Oldtown is going to have to spend a lot of resources on boats after the Great Lighthouse.
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Turn 66 (1360 BC) - Part 1 (Eastern Front)

I move the settler northeast to plant our 5th city on the planned 4th city site.  Oh hey, there's Charriu's fourth city.

[Image: t066-01-charriu-forward-plant.jpg?raw=1]

Against this forward plant, I think we have to plant the horses city on the hill 1 SW of the horses, regardless of whether or not there's food hiding in the fog there.

The worker near Winterfell will help chop out the terrace, and then Winterfall can start on work boats (with one turn into an archer/walls for whipped emergency defense).
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Turn 66 (1360 BC) - Part 2 (Western Front)

All quiet on the Western Front.  Well, aside from ipecac's worker completing that marble road.

[Image: t066-02-ipecac-border-watch.jpg?raw=1]

Our exploring work boat starts moving south around what's very probably an island (between wetbandit and ipecac).

[Image: t066-03-ipecac-wetbandit-island.jpg?raw=1]

Apparently, each of these islands is large enough to fit two cities.  There's a pair between every north-south combination of players, so a fair share of the island city spots is 2 cities.

I now think that's all the islands there are.
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Turn 66 (1360 BC) - Part 3

Stonesnake got vision on ipecac's 6th city.  I'm not sure what I should do with him now, since he's now stuck in a small band of neutral territory northwest of ipecac's capital. Iiam

Core overview:
  • King's Landing completes an archer, and starts a barracks; it can complete one naturally in 4 turns while growing.
  • Work on the Great Lighthouse in Oldtown continues.
  • Casterly Rock completes a worker, starts an archer.
  • I now have three workers at Casterly Rock chopping forests,  One of them completes a chop, so that archer will complete next turn.
  • Castle Black puts one hammer into an archer, so I can whip it in case of an attack from ipecac.
  • Science at 70%, which will finish most of the rest of Masonry.
  • Our fifth city plant means that maintenance is starting to hit hard -- it's now 20 gold/turn total.  We're going to need the Great Lighthouse or its failgold soon.
[Image: t066-04-core-overview.jpg?raw=1]
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I'd plant on horses directly. At least it can steal corn and develop quick. Then make 7-8 chars and visit Charriu. If it doesnt work, just tech to catapults. Charriu has no chance to make this land work for him.
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Turn 66 (1360 BC) - Part 4

We now have graphs on ipecac; I'm going to add at least 4 EP on him just to be sure we always have graphs.

Current demographics and graphs:

[Image: demo-t066-Charriu-superdeath-WilliamLP.jpg?raw=1]
[Image: graph-t066-crops.jpg?raw=1]
[Image: graph-t066-GNP.jpg?raw=1]
[Image: graph-t066-mfg.jpg?raw=1]
[Image: graph-t066-power.jpg?raw=1]

He's doing quite strongly, aside from his crashed economy.

Score tally:
  • Us: +4 points for planting Winterfell (18 pop in 5 cities).
  • Charriu: +19 points for 13 land tiles held in the third ring of his capital for 20 turns; +4 points for +1 pop (13 pop in 4 cities).
  • ipecac ipecac: No change (15 pop in 6 cities).
  • JR4: +3 points for +1 pop (14 pop in 5 cities).
  • superdeath: +4 points for +1 pop (16 pop in 5 cities).
  • wetbandit: looks like he built an early barracks too ... +19 points for 13 land tiles held in the third ring of his capital for 20 turns; +4 points for +1 pop (
    11 pop in 4 cities).
  • WilliamLP: +4 points for +1 pop; -4 points for a 1-pop whip (12 pop in 5 cities).
  • yuris125: +3 points for +1 pop (12 pop in 4 cities).
ipecac isn't #1 in power.  That's probably "we captured a barb city" JR4/RefSteel.
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(May 26th, 2018, 02:41)OT4E Wrote: I'd plant on horses directly. At least it can steal corn and develop quick. Then make 7-8 chars and visit Charriu. If it doesnt work, just tech to catapults. Charriu has no chance to make this land work for him.

Ooh, hmm.  That's one way to get food for that city.

Yeah, Charriu doesn't have a way to improve his 4th city quickly, unless he built a work boat in his 3rd city and brought it over to his 4th.

I'll have to consider the dotmap in that area, but it's pretty clear we need to put the 6th city in that area.  The other horses city location is not great and in our back lines.
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Horses to the south can be also hooked with food shared from #2. It is not great location but it also has some advantages. Cities with 3 food will be always at happy cap even with chm. CHM/PRO suits perfect with whipping on small sizes. You get terrace and whip chars or axes before you can bring workers to make some cottages or mines.
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