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[Spoilers] All rho21s lead to Rome

Turn 6

I am first to 2 population. Also, working that tobacco has apparently put me back in the lead in the race for a pantheon. Not sure if I trust that Russia has actually just gained 1Icon_Faith then stopped. I could apply God King next turn for the 6 turns until my next civic switch just to make sure I'm ahead barring religious city states. Or I could accelerate my snowball slightly with Urban Planning. I'm leaning towards the latter.

The capital has grown to size 2 this turn; the new population is working the sheep.
The scouting warrior is going to pass to the west of Mohenjo-Daro, loop around the eastern side of the capital investigating anything interesting, then head off to the N or NE. The next warrior will follow the coast to the SW of the capital for a bit before heading to the east.

[Image: T6-end.png]
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Turn 7

No-one grew this turn, so none of Brazil, Russia and Germany have been working a 3-food tile.

Code of Laws is complete; I start Craftsmanship. My people now follow the tenets of discipline and urban planning.

Latest scouting information (there's nothing on settler view):
[Image: T7-end.png]
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About Russia's faith, maybe they forgot to assign the citizen to the tile they actually wanted to work. Sound silly, but it happened to me too in PBEM 10.

Seems like your builder won't be finished in time to land the Craftsmanship boost. Are you going to switch to International Trade when it's half full? Since the boost for IT is one of the more random ones, it feels less of a waste if you end up researching it without boost. But Craftsmanship unlocks better policies (at the moment).
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(May 30th, 2018, 12:52)RFS-81 Wrote: Seems like your builder won't be finished in time to land the Craftsmanship boost. Are you going to switch to International Trade when it's half full? Since the boost for IT is one of the more random ones, it feels less of a waste if you end up researching it without boost. But Craftsmanship unlocks better policies (at the moment).

Good question.

The three things to consider are:
  • What do I build next once the warrior is done?
  • Do I finish off research of Craftsmanship or delay it for the boost?
  • If I finish Craftsmanship, what policies do I run?

Here are four possible strategies starting on T9 when the current warrior build has just finished. In each case the builds after the builder aren't set in stone, but it won't matter much to the numbers.
  1. Produce a builder, research Craftsmanship at full price, set policies to Ilkum and Agoge.
    TurnBuildingEffective Icon_ProductionNotes
    9Builder7.3
    10Builder7.3
    11Builder7.3
    12Builder7.3
    13Builder8.1Craftsmanship done, Ilkum adopted in place of Urban Planning
    14Builder10.9Size 3
    15Slinger12.6Builder complete
    16Slinger14.1Pasture built
    17Slinger14.1
    18Warrior15.7Slinger complete, mine built
    19Warrior15.7
    20Warrior15.7
    Total: 136.1Icon_Production
    At the end of turn 20, I would have 3 warriors, a slinger and 1 builder charge, with 14Icon_Production overflow.

  2. Produce a builder, research Craftsmanship at full price, set policies to Urban planning and Agoge.
    TurnBuildingEffective Icon_ProductionNotes
    9Builder7.3
    10Builder7.3
    11Builder7.3
    12Builder7.3
    13Builder7.3Craftsmanship done
    14Builder9.4Size 3
    15Builder9.4
    16Slinger14.1Builder complete
    17Slinger15.7Pasture built
    18Warrior15.7Slinger complete
    19Warrior17.3Mine built
    20Warrior17.3
    Total: 135.4Icon_Production
    At the end of turn 20, I now would have the same 3 warriors, a slinger and 1 builder charge, this time with 13.3Icon_Production overflow but better Icon_Production income thanks to urban planning.

  3. Produce a scout, research Craftsmanship at full price, set policies to Ilkum and Agoge.
    TurnBuildingEffective Icon_ProductionNotes
    9Scout7.3
    10Scout7.3
    11Scout7.3
    12Scout7.3
    13Scout7.3Delay Craftsmanship by a turn
    14Builder10.9Scout complete, Size 3, Craftsmanship done, Ilkum adopted in place of Urban Planning
    15Builder10.9
    16Builder10.9
    17Builder10.9
    18Builder10.9
    19Slinger12.6Builder complete
    20Slinger14.1Pasture built
    Total: 117.7Icon_Production
    This third option means the builder can be produced efficiently with the +30% bonus throughout. But it comes out behind on both development and production. I would have 2 warriors, a slinger and a scout, with 2 builder charges left and 0.6Icon_Production overflow.

  4. Produce a builder, delay Craftsmanship.
    TurnBuildingEffective Icon_ProductionNotes
    9Builder7.3
    10Builder7.3
    11Builder7.3
    12Builder7.3
    13Builder7.3
    14Builder9.4Size 3
    15Builder9.4
    16Slinger9.4Builder done
    17Slinger10.5Pasture built
    18Slinger10.5
    19Warrior11.5Slinger done; Mine built
    20Warrior11.5
    Total: 108.7Icon_Production, up to 20Icon_Culture saved.
    So here we have 2 warriors, a slinger and 1 builder charge left, with a bit over half of another warrior built. Craftsmanship would be boosted on T22.

So option 1 comes out marginally ahead of option 2 in total Icon_Production thanks mostly to getting the builder done a turn sooner. Option 2 would overtake it if the next civic change was after T21.
For all the advantages of building efficiently, the delay to the builder in option 3 practically costs far more Icon_Production than it saves.
Finally option 4 shows that the cost of saving those 20Icon_Culture is going to be 40-50Icon_Production (once T21-23 are taken into account). Seems very expensive, and were I to find a new continent during a certain set of turns less culture would be saved in practice due to wasting the boost for Foreign Trade.

The last thing to consider is that the final builder charge, if not needed to boost craftsmanship, could be used to chop out most of a really early settler (with overflow from a military unit). This has the potential to really help accelerate the snowball, and gives a better chance of reaching 6 total population in time for the boost of Early Empire.
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Interesting, that's not what I expected.

(May 30th, 2018, 16:06)rho21 Wrote: Finally option 4 shows that the cost of saving those 20Icon_Culture is going to be 40-50Icon_Production (once T21-23 are taken into account). Seems very expensive, and were I to find a new continent during a certain set of turns less culture would be saved in practice due to wasting the boost for Foreign Trade.

That's indeed not a good conversion rate, especially with your high Icon_Culture supply.

Personally, I'd probably build a settler after the slinger, but you shouldn't take advice on that from the guy who got rushed last PBEM lol Chopping the third warrior into a settler sounds like a good plan!
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I've realised that those numbers are slightly wrong because I'd forgotten that mines only provide +1Icon_Production at this stage of the game. smile

The total production values should actually be:
  1. 131.3Icon_Production
  2. 132.2Icon_Production
  3. 117.7Icon_Production
  4. 106.7Icon_Production

Not a huge difference, but plan 2's Urban Planning now definitely wins out over plan 1's Ilkum if the government runs until T20. If it's any shorter plan 1 is still better.
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Oh yes, I played a turn yesterday morning and ran out of time to report it. Looks as though the next turn will be delayed until at least tomorrow, incidentally.

Turn 8

Score tracking
The Aztecs grew a second population, which suggests they've been working a 3Icon_Food tile.
Brazil built a warrior.

Doing stuff
The barbarian scout moved one square W, remaining next to my warrior. Rather strange, perhaps it was scared off crossing the river by another unit of some sort there. Anyway, my warrior could either attack the scout or go looking for the presumed other unit. I decided to attack the scout, in the hope of killing it with the second warrior if it strays into range.

The attack (pictured) is at 25 vs 10, which will cause 44 to 66 damage and suffer 13 to 20. In practice the scout takes 61 damage while the valiant Roman warrior is wounded for just 16 damage. Good rolls.

[Image: T8-end.png]

P.S. I've finally worked out what I want for a naming scheme: great Roman military defeats. lol I'll rename the capital to Cannae next turn.
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Hmmm, Cannae, Carrhae, Edessa, Adrianople, Teutoburg...Then you might have to start reaching. If you're counting the eastern empire (as I do), then you can get things like Pliska and Manzikert, too.
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A blog about my adventures in Korea, and whatever else I feel like writing about.
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I have a few more than that on hand (all praise to wikipedia). There are 2 or 3 from Hannibal's foray over the alps alone.
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Turn 9

Score tracking
Russia built a scout.
Russia and Germany both gained a second population.
Looks as though Germany is working a tile which produces 1Icon_Science.

Doing stuff
Acting on the belief that a unit off to the east had caused the barbarian scout to remain next to my warrior, I stepped said warrior onto the rainforested hill to get a better look... and oh my!

[Image: T9-end.png]

I am first to meet both of those city states. That's the first pantheon almost guaranteed and Political Philosophy boosted already. Plus even more culture! Craftsmanship is now due in 3 turns at 8Icon_Culture/turn. At this rate I'm going to be at the next tier of governments while some people are still working on their third civic.
Nan Madol's quest is to send a trade route, while Kandy wants me to get the eureka for Archery.

I should also make the assumption that I have a competitor over to my E or NE, as 3 city states is more than my share.

I imagine both city states will be conquered by the legions down the road, assuming someone else doesn't get there first.


Back at home I forgot to rename the capital. It produced a warrior and got started on a builder. The new warrior heads off to the SW to scout out the coast in that direction. The old warrior will be close at hand to guard the builder when it's done.
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