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I'm not in the mood for this shit, OTOH, I'm too exhausted to care. Probably for the best.
Remainder of T89
So going to have to get the western front city at some point soon, or just accept that we need an SoD and push straight through OH and claim his unshrined Holy cities and land that is pretty much worthless.
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T90
Figures. Can't catch a break.
tl;dr, get Sailing eot, and should get 18 commerce per turn from trade routes.
That pushes us up to 160 base bpt with almost every city on Research. That means Maths eot92 and Currency eot95, that last turn does not require full research builds to complete. Instead, carry on and do whatever is necessary to complete IW eot97, unless that axe dies in which case I'm quitting this game because I'm done with the RNG. Then we let the tech rate collapse and save gold, double whip settlers in most cities other than the capital, and then settle 6-7 extra cities up north (Filler next to LBJ, double food city NW of Kalamazoo, City R towards superjm, Sugar city, western front city to OH and an island city), and whilst regrowing on wealth and push though Calendar (slowly), and HBR whilst growing everything vertically. Get Markets where possible (capital specifically) to fund these extra cities and MC when possible for the extra production and happy and after that point, it's just filling in the holes.
There will be more than one window to be attacked, but frankly, I'm bored of losing any battle below 90% and we need those happy resources hooked ASAP. It's a balance between settling new cities and getting Calendar, but that's a question to ask every turn after IW, to balance wealth builds and settlers, and workers to hook the resources.
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January 9th, 2019, 16:35
(This post was last modified: January 9th, 2019, 16:36 by Rusten.)
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If you move onto the horse and then DoW next turn, where would the chariot go? Plains forest?
Edit: Oh, that was T89, you're already way ahead.
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I believe the chariot would have teleported one tile NE.
I would then have lost the chariot attacking the city. And lost the trade routes.
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I play MP to interact with other people. I like building, but interaction is the main aim.
I don't even see how to interact with OH short of attacking him.
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I don't know if we shouldn't wait to turn on research until the Academy. If the aim is to get cities down in the gap between IW and Calendar could build research now, keep the slider off and get some settlers started in a few turns and the cost is the delay on Currency versus the Academy beakers and that's mostly a wash.
If I set JJ to a galley next turn I could get a settler out pretty quickly from Kalamazoo eot93, on a galley T95, city settled T97, and that would be worth something like an extra 10 commerce per turn on top of the base trade routes, ie makes Currency rush better than waiting for the Academy. Going to have to use some slider though but whatever.
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It is possible to get Currency without Maths, and that would come eot93 using 4 turns of gold. Maths first saves more beakers though, compared to the trade route output. And Maths is nice for the chop hammers and necessary for 2 of the 4 available happy resources. So grab it now IMO. Calendar instead of Currency just feels wrong, and CoL is useless for either vertical or horizontal growth and takes too long to affect tech. No, Currency then happy techs and finally military is only stuff that makes sense.
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On the plus side, the Chariot loss saves you 1gpt and we've explained the confusing area, so things are moving in your favour!
January 10th, 2019, 18:00
(This post was last modified: January 11th, 2019, 09:06 by Krill.)
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Turn 91
OK, that stuff about techs was thinking out loud. I mulled it over, and came to the conclusion that Currency is only really worthwhile if the trade routes all give 2 commerce, which requires slowing Currency down a turn (eot96) to get an island city on T97, rather than rushing Currency eot95 and an island city T103. Still think it has to be Currency though, and can sink hammers into Markets in worst case scenario, the gold and happy isn't going to be ignored.
I've also thought about the map, and come to the conclusion that Mardoc didn't follow his instructions, or his judgement is poor. I do not believe I would have considered this map playable for at least one player, and I would have rerolled it.
Capital, second city south, third city between the horse, fish and wheat, fourth city on the Gems which must have been jungled. Mardoc, that is bullshit. I am not sure if this can even be considered a reasonable test game except to see if the mod actually functions under bizarre map conditions.
superjm is trying to take a barb city.
If you aren't willing to take 90% odds, then you shouldn't play the game. And if you can't win a battle with those odds, you aren't winning the game no matter what you do.
To be clear, taking 2 hits is a below average result. The warrior that beat the chariot will be full health next turn and the axe will have 93% odds against it. If it wins that, even if it takes maximum damage, it can promo heal to 53 health and have about 85% odds on the last warrior.
I would be interested in seeing just how unlucky the barb combat has been in this game. I'm pretty shit at stats, but I'm fairly sure the luck this game qualifies as "Horrendous" and is in the bottomw 5% of potential results.
City micro:
No comment. No happiness. Nothing to whip. Just stuck wasting food until I can grow it eot96 and start building a market, finish eot101.
Same problem. Different solution: whip it into the ground. Build a settler once it comes off research, whip it for 2 pop. This settler is for that filler city location. Swap the grass sheep between the cities as needed. Early maths means easy granary chop into library whip and an overflow workboat from the filler city. 2 workers need from T100-ish.
Settler was for filler city if we got Mids; we didn't. Rerouting it to the City Y location for double food: those forests are now pre-chopped and with Maths we can chop the library on turn it is settled to get the city up and running quickly. Settler whipped T93, 1 worker needed T93 to move onto the one unchopped forest, 2 workers needed to chop remaining forests on T96, then they can mostly run off again. workboat needs to be in place T102 to improve the fish. This would require the workboat be completed eot96 which is actually possible but won't happen. I will instead chop a forest to complete the workboat the turn borders pop and take the 2 turn delay on the fish.
MtK will just regrow to size 4 and probably double whip another worker back to size 2, dump the overflow into another worker to complete at size 3, these workers will be used for the filler city.
Self explanatory, second GS is for future GA or bulb option (theoretically could instead use this GS for an Academy and the first for a bulb, but I reckon holding it a short while for the GA is the right move, to get into Caste and potentially back into slavery at the end, with the second GA then guaranteed and a third GA for a bulb or whatever option is deemed necessary).
Whip settler T93, gets onto a galley T95, unloads T96 and settles island city T97. Regrows on archer, complete eot95, and then research to size 4, likely stealing the deer which will not be needed by BCR, potentially could build HG here. I'm thinking about it, if I can get stone from superjm, not that I have anything to trade for it except furs and bile. Other options are a market, but HG is interesting as I could reach 15 cities by the time it completed around T110 (again, if I got stone, without it, not worth it). Other options are military because there are very few units down south. Could do with a spear or two.
Changed micro here, took the grass farm for a plains hill, grows eot92, archer is on the grass farm, will cover for happiness, then stick on hammer tiles and build research. until Currency is secured, then builds a settler for City R towards superjm to lay claim to the continent. Further 2 workers need to support that settler (up to 7 allocated now). Gives up the deer for a bit, but only needs two of the 3 food resources on half the turns and can swap between running a food surplus and a food deficit, averages about 12hpt. It will need a market and forge, good chance just build these when they become available, but settler first (also, could be double whipped, depends on needs at the time, but could be hand built).
Interesting micro time: swapped grass farm for plains hill. Build galley at 7hpt T91, T92. T93 whip, work plains sheep, plains hill mine, galley 70/50, food box 27/24 for immediate growth@3. T94 work sheep, corn, plains hill mine, build archer 26/25, galley moves N and stops inside culture. T95 load Kalamazoo settler and new build archer into galley, and regrow@4 into unhappiness. But no! the warrior from Kalamazoo can move up on T93 (turn of settler whip) and cover the archer in BCR on T94, which reaches JJ on T95 to meet all happiness needs. T96 move the galley outside culture and unload archer first to ensure the settler is safe (so I don't get Commodore'd) and then unload the settler, move teh galley back into my culture and settle on T97., leaving only 2 units outside borders for supply cost minimization
Not finished yet though. The worker that just mined the plains hill moves to the forest furs T92, road complete T95, loads into galley T96 as the other two units move out of the galley, but still remains in borders. On T97 the city is settled, the galley moves into the new city, unloads the worker which starts farming the corn. I can even double up on the workers, and move a second worker to get it farmed 2 turns sooner, and to enable a double chop into a library to pop borders more quickly (library chops would be T103 and T104, and library whipped T105, borders pop T110 to enable fish hook up and sheep pasture, one worker could be removed after the first chop to leave the second worker (the worker the turn behind that finished the corn farm) to complete the sheep, and probably road and hook up the remaining furs which would be settled by a follow up city for trade fodder). This is now 9 workers allocated, and there are only 8 built (2 more available by whip in MtK and one 2 turns from completion in BCR).
Look what I've been reduced to because of superjm.
I don't care. Double whip at size 4. Mine the hills, build wealth and stockpile the gold until growth to size 4 and then get another double whipped settler for city Q, to be settled after City R and food has been hooked.
Libraries are out (Markets are cheaper, give happiness, and then I just run research rather than wealth builds) and Barracks are in. Going to one pop whip and chop the forest after maths, whilst roading in vain hope of capturing Magyar on T93. Then I don't care, this city is just important to hold, whoever holds this city location can hold the sugar and gems, no one else can. Just going to build a spear and put hammers into a walls I reckon.
Trade routes are great.
I wonder if I will be the first to Currency, on a very slow map. Currency will be worth a further 18 commerce per turn (add in the new cities, actually get 22 commerce from the second trade route, total commerce increase by T97 will be closer to 30 if we capture Magyar, but I expect costs to eat a good chunk of that.
IW can easily be researched by eot100 (gems) on selective Wealth builds, and then need a settler for the sugar city for when Calendar is researched. That could be built from pretty much anywhere including being whipped from Sing Sing Sing. IW first, it's cheaper, Calendar after (other reason to delay Currency and go via Maths, speeds up getting the happy tech researched which is more important than the trade routes IMO).
The workers can easily be micro'ed to meet the expansion wave with just a few more. We also make around 140 base bpt (over the 6 turns), which gives Maths in 3 with overflow and Currency in 3 with that overflow. Changing cities around on research will cover any gaps, and I don't think there will be, Kalamazoo and MtK will swap to research in this period even if I whip off the furs tiles. We should be up to 15 cities by T110 without any real difficulty.
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January 11th, 2019, 06:11
(This post was last modified: January 11th, 2019, 06:12 by Krill.)
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Problem: if the axe loses the 93% battle, I am unable to capture the barb city, and unable to hook the gems for a long period of time.
If I heal the axe for 2 turns it reaches 86 up, and the odds of winning go up to 97%, is risk of losing is halved. So the question is, do I do that? Or do I risk having to one pop whip an axe from Sing Sing Sing, delay the barracks and border pop, to capture the barb city? And is there a risk the barb city will build another defender, in fact adding to the risk of a delay?
I don't know if I can take a 93% loss.
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