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[SPOILERS] Pindicator promises brighter days ahead

Cities:

***Achtereekte - Are we saving chops in the capital for anything? Probably chop into the forge, put turns into market, T124 start CKN chop into CKN completes EOT125 = Makes the boat T128

***Lundby - Chop into forge> Build 2t spear > T124 Prod + 2 chop into CKN. Into boat T129

***Lim Hyo-Jun - Looks good, Maybe 2 spears and a chariot out of this powerhouse before machinery and CKNs, T124 start CKN finish EOT126 = Makes the boat T129

**Kalla - Distant from line, good whip potential, possible CKN for Overland route, Finish Market 2T>Evaluate troop options: Possible 2popWhip T125 CKN makes boat t129

Dahlmeier - Finish forge 4t>1t into spear>start CKN = Overland CKN

Kramer - 1t chariot>whip oveflow back into courthouse, CKN whip later

***Gerard - Staging city for gally bording, needs a road SE of city, Good whip for CKN here, maybe steal crab from Kingsbury when the border pops, need Kingsbury to get the next WB out

Gleierscher - No barracks, galleys likely from here. Chop into Forge 2T> galley/trireme. Should have at least one trireme.

***Laffont - 1T in spear > Whip, overflow back into courthouse> over flow chariot?, but need to set up T124 CKN build> T125 2 pop whip = make the boat T129

Krueger - Any possibility of getting a forge in here in the next 5 turns? I'm going to have to look at it, this is a whip city, but the forge would give us an extra 12h on a 2pop whip which would give us a CKN

Peiffer - Does Peiffer need more garrison? Courthouse looks fine ATM

**Wust - Grows to 4 next turn, Finsih barracks in 2, CKN T124> 2 pop Whip T125=makes boat T129 (can we do it?)

***Anderson - courthouse > Need to plan the CKN here, 2 pop whip T125 - makes the boat T129

Kingsbury - Whip lighthouse/grow2> barracks whip > archer+grow > Whip overflow CKN> 2 pop whip

Fourcade - Whip Fourcade next turn>Barracks>Spear Possible CKN whip?
“The wind went mute and the trees in the forest stood still. It was time for the last tale.”
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Need to build some roads to facilitate maximum travel over two rivers without bridge building. But the furthest CKNs will need to move 4t. They finish EOT 125, Move 126>127>128>129 onto the boat.

But yeah I think we can manage 8 CKNs on 4 galleys, and a fifth galley of two spears. Just need to make sure we can get that trireme too.

I haven't finished the turn. I did a couple of worker movements but I had to figure out the attack date and logistics first so I haven't had a chance with everything else yet. Still need to figure out the logistics for the workers chopping and the workers getting the 5 or 6 roads built that we need.

Gotta go pick up my daughter from school. What time do you think you'll be awake to check this?
“The wind went mute and the trees in the forest stood still. It was time for the last tale.”
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Sorry Pin, it's been a few years since I've played. I forgot road movement pre-engineering was only 2 tiles. Forgot we didn't have engineering.

So that's going to dampen the ability of a T130 landing. I need to go back through and see how fast we can really do this. smoke
“The wind went mute and the trees in the forest stood still. It was time for the last tale.”
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So everything is basically the same in terms of getting all those CKN going. Still can't build faster than after machinery.

Things we need to decide:

-Are we going to build the sugar plantation? TBS has 45% culture on the tile. I don't know if he's going to flip it soon or not.
-Let's not move the workers onto the jungle until we are ready to go in. We can hide the overland stack behind the jungle.
-Chop this turn in the capital?
-The rest of the worker moves should be elementary as far as I remember.

I do think we should turn Kramer and Laffont to units this turn and whip them next turn. Spear and chariot? need to check the hammers that they can immediately whip the next turn.

If you can't finish it when you wake up, give me these answers and then I'll clean it up. Tmr I'll retrack my way through the troop movement logistics.
“The wind went mute and the trees in the forest stood still. It was time for the last tale.”
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Ok, I'm up and have gone through everything.  Considering that this is all tons more detailed than I had going on and I was planning for war after Machinery anyway I'm on board with everything I've read.  I love the post asking me what time I'll be up lol  I'm going in to make some of these right now and answer questions.

(June 19th, 2018, 05:14)Lewwyn Wrote: Cities:

***Achtereekte - Are we saving chops in the capital for anything? Probably chop into the forge, put turns into market, T124 start CKN chop into CKN completes EOT125 = Makes the boat T128

Originally going to be a wonder, and then I'd figure I'd scatter them into important infra chops (like forges - thanks again Krill!).  But at this point I think any chop we don't need right away we keep for that big military push after the war dec that you were talking about.  Give us a faster ramp up of power after stuff starts going down.

Not sure about the market, maybe more units instead?  Largely I feel like markets were a mistake from when I started to go on autopilot, that's why you see half-finished ones scattered around the empire.

Quote:***Lundby - Chop into forge> Build 2t spear > T124 Prod + 2 chop into CKN. Into boat T129


***Lim Hyo-Jun - Looks good, Maybe 2 spears and a chariot out of this powerhouse before machinery and CKNs, T124 start CKN finish EOT126 = Makes the boat T129

**Kalla - Distant from line, good whip potential, possible CKN for Overland route, Finish Market 2T>Evaluate troop options: Possible 2popWhip T125 CKN makes boat t129

Dahlmeier - Finish forge 4t>1t into spear>start CKN = Overland CKN

Kramer - 1t chariot>whip oveflow back into courthouse, CKN whip later

Kramer swapped to a chariot for this plan.


Quote:***Gerard - Staging city for gally bording, needs a road SE of city, Good whip for CKN here, maybe steal crab from Kingsbury when the border pops, need Kingsbury to get the next WB out
Kingsbury has a wb waiting for that border pop in 2 turns - after that point I was going to give this crab back to Gerard.  Down the road one of these cities is going to be my Moai site - ideally Kingsbury if it can get the production together.

Quote:Gleierscher - No barracks, galleys likely from here. Chop into Forge 2T> galley/trireme. Should have at least one trireme.

***Laffont - 1T in spear > Whip, overflow back into courthouse> over flow chariot?, but need to set up T124 CKN build> T125 2 pop whip = make the boat T129

I think you touch on this later, but nothing out of Laffont is making the boat.  Perhaps units here for northern garrison against TBS instead?  I've left it as a Courthouse but feel free to change.

Quote:Krueger - Any possibility of getting a forge in here in the next 5 turns? I'm going to have to look at it, this is a whip city, but the forge would give us an extra 12h on a 2pop whip which would give us a CKN

Not worth a forge IMO.  The city is currently at 4hpt, can probably crack 10 if we give the cow back and mine that second hill.  But really won't come into its own until we can get workshops everywhere.  For now I'd just whip what units we can since a forge won't pay back itself investment before the war is up.


Quote:Peiffer - Does Peiffer need more garrison? Courthouse looks fine ATM

I'd like a little more garrison here, but the plan was to defend more with naval units until TBS showed something aggressive.  Looking at the power graph ... well, it may be that time.

Quote:**Wust - Grows to 4 next turn, Finsih barracks in 2, CKN T124> 2 pop Whip T125=makes boat T129 (can we do it?)

***Anderson - courthouse > Need to plan the CKN here, 2 pop whip T125 - makes the boat T129

Kingsbury - Whip lighthouse/grow2> barracks whip > archer+grow > Whip overflow CKN> 2 pop whip

Fourcade - Whip Fourcade next turn>Barracks>Spear Possible CKN whip?




(June 19th, 2018, 07:26)Lewwyn Wrote: So everything is basically the same in terms of getting all those CKN going. Still can't build faster than after machinery.

Things we need to decide:

-Are we going to build the sugar plantation? TBS has 45% culture on the tile. I don't know if he's going to flip it soon or not.
-Let's not move the workers onto the jungle until we are ready to go in. We can hide the overland stack behind the jungle.
-Chop this turn in the capital?
-The rest of the worker moves should be elementary as far as I remember.

I do think we should turn Kramer and Laffont to units this turn and whip them next turn. Spear and chariot? need to check the hammers that they can immediately whip the next turn.

If you can't finish it when you wake up, give me these answers and then I'll clean it up. Tmr I'll retrack my way through the troop movement logistics.

Sugar = yes.  We've been slowly winning that tile back after TBS gained it from us.  Regardless if we lose it again it's worth getting more food and happy for a while.  Longterm we'll need more culture to keep the battle in our favor though.

Regarding the jungle, we should move the worker onto the jungle 8 turns before we plan on going in.  Do a chop+cottage action which finishes the turn that we want to declare.  Actually, I just saw your sign - a workshop would be 10 turns but I'm inclined to go workshop.  Should be careful when we move our worker onto this tile because that pretty much starts our countdown in earnest.

I chopped the capital and started a road on the tile you marked for that too.

Regarding staging, I think we keep everything Gav can see now where it is now.  So those axes, the garrisons on borders towns - those can all stay the same or grow by a unit over the next 10 turns.  



I didn't get through it all in 30 minutes, but most of the stuff is done.  Glad you said you can finish things up later, so I didn't just race through stuff I wasn't sure of.  Probably a third of the workers to go.
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Haha, okay I finished up. I did the chop in the capital, just seems better to have that forge going sooner, maybe chariot in the capital next and not the market, but it is the capital so it might be necessary. Need to think on it. 

Moved the south workers into a different jungle first, we can move to the staging jungle with both at any time and just road it, we don't even need to finish the workshop for the troops to run through.

Decided to just let the courthouse finish in laffont. Bigger foodbox for the whip.

I'm still getting my bearings honestly. Still settling in and as we play I'll be quicker and more decisive with things.
“The wind went mute and the trees in the forest stood still. It was time for the last tale.”
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Ok, I forgot to write that the reason I was holding back there this turn was that the capital was about to grow and we will probably end up working an unimproved tile somewhere. So I was thinking about planting a cottage with those two workers on the tile you marked as being a road - then got distracted thinking I really wanted a farm there or somewhere else on the south bank of that river to eventually drag irrigation down to Dahlmeier, and then got distracted about all the other spots I eventually wanted to drag irrigation to (hyo-Jun to Wust; Anderson to pretty much every western and northern city), and well just forgot at that point what I was originally doing lol

Tonight I am going to get in late - but I think we have put in most of the planning work for the next 5 turns. I'll jump in and comment if you haven't gotten a chance to see the turn yet or play if you have.
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Glad to see you feeling more energized with the addition of a teammate Pin!
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(June 19th, 2018, 12:37)Zed-F Wrote: Glad to see you feeling more energized with the addition of a teammate Pin!
Seconded!
Global lurker smile ; played in Civ VI PBEM 4, 5, 15; DL suboptimal Civ VI PBEM 17
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(June 19th, 2018, 11:14)pindicator Wrote: Ok, I forgot to write that the reason I was holding back there this turn was that the capital was about to grow and we will probably end up working an unimproved tile somewhere. So I was thinking about planting a cottage with those two workers on the tile you marked as being a road - then got distracted thinking I really wanted a farm there or somewhere else on the south bank of that river to eventually drag irrigation down to Dahlmeier, and then got distracted about all the other spots I eventually wanted to drag irrigation to (hyo-Jun to Wust; Anderson to pretty much every western and northern city), and well just forgot at that point what I was originally doing lol

Tonight I am going to get in late - but I think we have put in most of the planning work for the next 5 turns. I'll jump in and comment if you haven't gotten a chance to see the turn yet or play if you have.

I see the the capital thing. I think you meant you wanted the cottage down and worked asap, since there are some mines we could work with the new pop.

That brings me to a question, how much do we want to go with cottages and how much with the workshops? Have you been planning that?
“The wind went mute and the trees in the forest stood still. It was time for the last tale.”
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