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RB PBEM 2 - de Krill of Fronce

Congratulations on the Colossus. Sounds like you have a fun builder's game going. smile
I have to run.
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Thanks novice, it is fun not having to build units. So far I've built 3 warriors, and archer and 2 galleys. 112 hammers of military, everything else into peaceful building.

I'd do an update, but Yaz has held the turn :bored: I finish Pyramids this turn unless SL just built it, so it would be a good turn to take down some numbers. Unfortunately, not likely I can do it anymore as I'm working tomorrow...
Current games (All): RtR: PB80 Civ 6: PBEM23

Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71. FFH games: PBEMVII, PBEMXII. Civ 6:  PBEM22 Games ded lurked: PB18
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Things I intend to do next turn: make a new world map. Post graphs. Calculate exactly how many hammers I've invested into buildings/settlers etc using adjusted beakers (ie add up the costs). Work out what I'm going to do with BBB (grow it, slave it, build order for workboat/harbour/missionary/worker). Work out how to get a city for the ivory asap plus archer, worker, workboat.

Anything the lulrkers want? I suppose I can give an overview of beaker rates etc as well...
Current games (All): RtR: PB80 Civ 6: PBEM23

Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71. FFH games: PBEMVII, PBEMXII. Civ 6:  PBEM22 Games ded lurked: PB18
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Just built Pyramids in BBB. Revolt next turn to Bureaucracy/Rep. Quick question for hte lurkers though: does anyone know how many civics you can revolt at once in quick speed, if you only want 1 turn of anarchy?
Current games (All): RtR: PB80 Civ 6: PBEM23

Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71. FFH games: PBEMVII, PBEMXII. Civ 6:  PBEM22 Games ded lurked: PB18
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http://lmgtfy.com/?q=turns+of+anarchy
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And after working through that, the answer is 4.
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T-hawk Wrote:http://lmgtfy.com/?q=turns+of+anarchy

You need to know exactly what you are searching for to use Google properly...and I was only at home for 15 minutes to play the turn and go back to work (I live 2 minutes from my work, really great). So, with that said, thanks T-hawk, for pointing it out, and writing it in the first place smile

Anyway, update eta is next 2 hours, need a shower and some decent food. But I've been working out some numbers to put the game into perspective, and they illuminate just how lucky I've been quite well IMO.
Current games (All): RtR: PB80 Civ 6: PBEM23

Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71. FFH games: PBEMVII, PBEMXII. Civ 6:  PBEM22 Games ded lurked: PB18
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T-hawk Wrote:http://lmgtfy.com/?q=turns+of+anarchy

rolf






[SIZE="1"]No kiddies allowed to click this!


(Like that ever stopped them)[/SIZE]
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So..considered the world map, and figured that as I've only explored 1 area, not much point in it. However, here is a picture of the area I have scouted:

[Image: Civ4ScreenShot0137.jpg]

As you can see, it is a decent island. 3 food resources on the main island, and those 2 small islands can support either a 2 food city with mostly coast, or a 1 food city with 2 grass hills that controls most of the land. The former is a better city (slavery), but the latter is rather more interesting if I ever have to use air power to control the sea south of Darrell (for a 2 pronged assault) on him. I'm not going to dot map the area just yet, but I am kinda forced to settle for the fish and ivory in the north of the island. I have a galley returning to the mainland, and I'm planning on slaving out a settler from Borderlands for 2 pop and overflowing out a lighthouse, and probably sending a worker along with him (plus workboat that I'll figure out a way to build), using the explorer on the island as a guard, and then barb busting away any spawns. Aim is to get 3 cities down in the next 20 turns, and need 2 workers to support them. Workers will come from the mainland (ones already built, explanation comes later).


[Image: Civ4ScreenShot0152.jpg]

here is hte north of mainland, plus the western isle. I kinda cut a few corners by building the Pyramids, I planned on building 2 work boats for the remaining seafood, but I couldn't get them out, so had to leave those to the cities. Also failed to get a missionary out for Lands Middle, but as I'm not going to be slaving anything there until the galley returns back there, no real worry about that.

As you see, the galley is heading towards the Belfast city site, and I'll be going wb>missionary at BBB, and slaving out a settler next turn from Vp for that city, and then sending the galley back around to move the worker from the western isle back to the mainland, and transfer over a missionary, plus possible archer.

BBB (and LS) need harbours asap. BBB will have to wait (need to get the units out while I have transfer capacity in the area), otherwise I need to waste hammers on building surplus galleys, but LS is getting it asap, as my #2 priority (after settling cities) is to get the NE city up and running, as large as possible and pumping GS (with the occasional screwball thrown in). As you can tell, I'm very short on health, having 2 seafood types, corn and pigs. I could do with a clams or wheat turning up somewhere nearby, but I think I will just have to be happy that I have a food surplus to deal with unhealthiness. Vp should have a market as well, but well, don't really need the +2 gold as much as other stuff.


[Image: Civ4ScreenShot0151.jpg]

The rest of the mainland...gems city is working out, it has a forge down now (just got the missionary on overflow from a worker double slave), and the lighthouse shouldn't take that long. Getting those 2 jungle hills mined now, and once they are done, shouldn't have any more important stuff that needs doing on the mainland, just jungle cutting and laying a few extra roads. There is a fish just outside the screenshot that belongs to Knighton that will be hooked the turn after settling, and religion will also be spread the turn after as well. The corn will get hooked 4 turns after settling, so that is why the workers for hte island will just get moved over. I'll build another worker somewhere (either via or for slave overflow from Borderlands IMO).

The main question is what to do with Borderlands. It hits 8 base hammers from grass hill and horse, and so the new grass hill by itself isn't that great (worth having though). I'm not going to caste for a long time (until I do a real revolt to Theo/PS IMO, or for the first 5 turns of a GA), so workshops aren't that great. I can't spread irrigation past the gems or horse (most of my lands can't be irrigated without losing horse and/or gems), and I don't need more than +10 fpt (+5 if I want to hit 13 base hpt with an engineer). That leaves cottages (I don't even have 1, and I can't see a reason to start now). However, I want to beeline Steel, which means that Chemistry (and guilds) aren't that far away, so perhaps I don't need to worry about workshops being useless right now.

I also want to get the sugar hooked up asap. I don't need the happy, but Darrell is trading me his, and if he can trade it away for something useful, I should try to help him out with that.


So, the rest of this post is going to be a pic dump...then I'm going to post the numbers I've worked out. Quite interesting when you realise I've spent about 8 times as much on wonders than on military.

As you can tell, the slider is at 100%, and I made 123 base beakers this turn, using only a single lib as the sole multiplier. Next turn I revolt to rep and Bureau, so it should increase from 37.50 adjusted beakers in the cap, to around 61.25 beakers, a 24 beaker increase (taking into account rounding in the rest of the empire), so about a 25% increase in beakers. Costs are 54 gpt, and I'm at break even at 50% and 69 bpt before the revolt, with 79 gold saved. And this is why early academies when you are still expanding suck IMO.

[Image: Civ4ScreenShot0138.jpg]
[Image: Civ4ScreenShot0139.jpg]
[Image: Civ4ScreenShot0140.jpg]
[Image: Civ4ScreenShot0141.jpg]
[Image: Civ4ScreenShot0142.jpg]
[Image: Civ4ScreenShot0143.jpg]
[Image: Civ4ScreenShot0144.jpg]
[Image: Civ4ScreenShot0145.jpg]
[Image: Civ4ScreenShot0146.jpg]
[Image: Civ4ScreenShot0147.jpg]
[Image: Civ4ScreenShot0148.jpg]
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[Image: Civ4ScreenShot0150.jpg]
Current games (All): RtR: PB80 Civ 6: PBEM23

Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71. FFH games: PBEMVII, PBEMXII. Civ 6:  PBEM22 Games ded lurked: PB18
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So, those numbers...

I just played t79 (so, 80 turns played), and this is what I have spent my hammers on:

916 hammers on wonders, (Henge, Oracle, GL, Collosus, Pyramids)
122 hammers on military, (3 warriors, scout 2 galleys, archer)
455 hammers on settlers, (plus 36 hammers in belfast)
200 hammers on workers,
200 hammers on work boats, (8 built, 2 moving)
130 hammers on missionaries (5, 4 spread)

Total of 780 hammers on city improvements
80 hammers on lighthouses
240 hammers on granaries
400 hammers on forges
60 hammers on 1 lib smile


That is a total of 2803 hammers, taking into account all modifiers, average of 35 hpt including slaves and chops

112 worker turns (excluding wasted turns), and I only just built my 5th worker, which shows that sheer lack of useful land tiles, and the numbers of hammers invested in improving a mere 10 tiles shows the high cost of seafood (it isn't all it is cracked up to be...good land food tiles are cheaper to improve).
Current games (All): RtR: PB80 Civ 6: PBEM23

Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71. FFH games: PBEMVII, PBEMXII. Civ 6:  PBEM22 Games ded lurked: PB18
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