You don't need culture to get bonus hammers for chops unless you're talking to expand borders to then get more tiles inside your cultural control. It is unclear if you meant that you need to be generating culture to get the chop hammers. I assume this is what you meant but I'd hate for y
ou to get disappointed.
Also, granary first is most often the first build over anything else except in the rare edge cases, assuming you don't need a worker or military unit or work boat.
Just to be clear, so long as a forest is in the BFC, it will give the same hammers regardless if its in culture or not? Because i swear it wasnt like that before lol
"Superdeath seems to have acquired a rep for aggression somehow. In this game that's going to help us because he's going to go to the negotiating table with twitchy eyes and slightly too wide a grin and terrify the neighbors into favorable border agreements, one-sided tech deals and staggered NAPs."
-Old Harry. PB48.
( also ) OH declared war and is scouting with a WB. Ill have to setup some defensive forces soon.. hopefully he isnt planning an attack within the next 20 turns or so.
"Superdeath seems to have acquired a rep for aggression somehow. In this game that's going to help us because he's going to go to the negotiating table with twitchy eyes and slightly too wide a grin and terrify the neighbors into favorable border agreements, one-sided tech deals and staggered NAPs."
-Old Harry. PB48.
And the hammer output for first and second ring chops is the same. So 20 pre Math, 30 post Math. Third ring and subsequent chops have a lesser value the further out you go.
"Superdeath seems to have acquired a rep for aggression somehow. In this game that's going to help us because he's going to go to the negotiating table with twitchy eyes and slightly too wide a grin and terrify the neighbors into favorable border agreements, one-sided tech deals and staggered NAPs."
-Old Harry. PB48.
Turn 83-
Alrighty, i think ive got some sort of sweet plan in place.. i dont have it micro'd all the way yet ( and i dont plan on putting THAT much effort into it )
The TLDR: Im going to bulb Civil Service for hopefully an earlyish ( compared to others ) Buro/academy/gold cap. How you say? Well....
First, my GLH city of Time Walk has 34 turns till it pops a GMerchant on its own, i hope to speed that along once i get to currency and build a market there, which that city should have the hammers to build in a decent amount of time. Meanwhile, ill be teching MC-alpha- Currency-CoLaws ( might pick up maths in there somewhere ). During all of this i hope to have the cap nearly done with a GS so it can get an academy in there as well. That all with the gold that i settled near, plus a bunch of cottages that im having another city work, should make for a nice teching capital.
My other plans include, hoping no one finishes the Colossus while i chop 1-2 forests into a forge, and 5-6 forests into Colossus. If it doesnt fall before i get those chops in.. i should have it. Also, i have an ETA for my first island city as turn 86. Likely really slow compared to others, but i really wanted to get a good hold on my large island incase i had neighbors . Providing that no barbs rush me EOT, ill be able to fogbust a very large chunk of the south without fear of needing to defend yet.
Currently, Black Lotus is working on city garrisons followed by growing on either a forge, or a barracks while working scientists. Time Walk is working on exploration/colonization of the eastern chunk of land that OH came from. Many units will be built and shipped over there, along with what i hope to be a sizeable fleet of 3-4 triremes and a galley or two to protect my coast. Elvish Mystic is working on exploration/colonization of the west chunk of land and will likely contribute to northern settlements as well. Mox ruby's only job is to grow cottages, and will likely stagnate somewhere low until i get IW and cut down the jungle near it, eventually it will be a potential MOAI site, although im doubtful that i wont find two better sites than that. Ancestral Recall, will be attempting the Colossus, and regardless if it gets it or not, will be a purely military/boat pump until the end of time, although it will get much better once i get CS for irrigation.
Demos-
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Production-
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Timewalk-
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Tech path-
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Overview, culture-
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Overview, resources-
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The South-
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Ive been lucky so far that ive encountered only barb warriors, but im sure barb axes/spears will be showing soon. Hope to have Horses hooked for HE farming before they arrive. Im two cities down from OH atm, but he has a commanding lead in production/food atm, i really need to work on growing my cities/getting them out quicker. I am however, in 2nd in gnp for what its worth researching a tech that im betting 0-2 people know at max.. so yay?
"Superdeath seems to have acquired a rep for aggression somehow. In this game that's going to help us because he's going to go to the negotiating table with twitchy eyes and slightly too wide a grin and terrify the neighbors into favorable border agreements, one-sided tech deals and staggered NAPs."
-Old Harry. PB48.
Well i went through a time where i was iffy on if i should even attempt the Colossus when its been shown to have fallen before this turn before. However i looked into seeing how quickly we could get the Colossus, and... its not bad. First, i derped and had forgotten that Forges get +100% production from Ind.. So, i played around with the tiles, and im going to end up whipping the forge into the colossus with alot of overflow. Ill be chopping 3 forests inside culture, and i think 2 outside to try and nab the Colossus. If it falls before being complete the extra chops will go into units/settlers to stop the new barb AXES from causing a pain. Plus the failgold will help fund teching towards CS. ETA on Alphabet is somewhere in the 7 turn range. I settle my first island city next turn, and i hope to settle a new island city every 5-10 turns for the rest of the game, whether that's from a settler or from capturing some backwards civ... we shall find out. In about 20 turns or so, i should have horses hooked up and i can get myself a nice stack of Num Cav's to ride along this Big island and fight off anyone foolish enough to settle near me.
More Colossus talk--
From my current projections, the city will grow in roughly 4 turns, and the forge "completes" in 4.5 turns. Im hoping that i can get that overflow nice and ready for the chops to come in as well.
Small question, how does overflow work with 100% forge bonus going into 50% copper bonus that the colossus gets? Do the hammers get multiplied from the whip going into the forge, then arrive in the Colossus as those hammers? Or how would that all work? Basically.. im asking if its possible to get more overflow by chopping into the forge after the whip, rather than just waiting for the Colossus to start, before chopping.. I think this is a purely mechanics question..
Please help?
"Superdeath seems to have acquired a rep for aggression somehow. In this game that's going to help us because he's going to go to the negotiating table with twitchy eyes and slightly too wide a grin and terrify the neighbors into favorable border agreements, one-sided tech deals and staggered NAPs."
-Old Harry. PB48.
And another piece of info unique to the forge build, which I have not personally verified but have seen posted multiple times ... any overflow from a forge build still gets divided by the 25% forge bonus, even though the forge wasn’t boosting the hammers that went into building the forge. Thus any whip or chops put into the forge as overflow (or any cascaded overflow) would presumably be divided by 1.25. It would be better to wait until after the forge was build before completing any extra chops.
Again, I have not personally verified this but have seen similar descriptions multiple times.