September 6th, 2019, 23:42
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Joined: Sep 2014
it's extremely funny to me that we were able to kill borsche before turn 50.
As for the long term, this obviously puts us hugely ahead. it's possible we're on our own continent by ourselves now (we haven't seen any other scouts) in which case we just REX as aggressively as we can, get astro and go and kill everyone else with zerkers.
if we find someone else on our continent, the plan is mostly the same though we'll need to be a little more careful with rexing. We'll also maybe hold off on astro a little longer and focus on eating them first.
September 7th, 2019, 05:34
Posts: 488
Threads: 7
Joined: Jan 2013
Yeah I think the issue was the the governor probably reassigning my tile to one that wouldn't finish the warrior in time. I was probably being a little cavalier anyway (leaving it up to chance that my defending warrior kills two others), if you guys were to attack. But you can't beat a choke without expanding so I wanted to get a settler out anyway. My other mistake is not just sending it to the copper.
September 7th, 2019, 05:41
Posts: 488
Threads: 7
Joined: Jan 2013
(September 6th, 2019, 05:15)Old Harry Wrote: (September 5th, 2019, 15:52)GeneralKilCavalry Wrote: Both Borsche and I assumed this was civ 3 and that having a settler wouldn't eliminate him, but apparently it does? This niche situation needs to be remedied in RTR patches, or at least have games use the "no defeat until all units eliminated option".
Having to hunt down that last scout for all your war weariness to go away? Urgh...
It's not the first time a mechanics misunderstanding kills a player and it won't be the last. Modding the game because he misunderstood seems a bit extreme to me.
I think he just means 'settlers' but that's annoying anyway whenever someone sends their final settler out on a galley or galleon and pushes it out to sea. Best case scenario would be a 1 turn grace period where you get to settle, and if nothing by then, you get eliminated.
Also I knew about the rule but, well, lol. I'm afraid I'm just not going to play with a cripple capital with no metals when you guys are about 20 turns from sending an axe down here.
September 7th, 2019, 17:40
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Joined: Apr 2019
Our settler should be ready to rumble and we are going to be at 4 cities before the rest of the pack is at three. I've converted to slavery, since this was the last turn of Bye Borsche's resistance and our second settler is in transit. I'm moving it north towards the cow spot.
![[Image: 8FEqkEu.jpg]](https://i.imgur.com/8FEqkEu.jpg)
We don't really have any outstanding city spots (except perhaps rice/cow/phant, but even then the rice is unirrigated until CS and two farms), but we do have a bunch of decent ones. We have another turn to decide on tech preference. Tentatively, we're going mysticism->med->priesthood straight for oracle, with Ricciardo having a build path of granary->warrior->worker->quadruple chop oracle. The worker next to Raikkonen should probably chop out the workboat then work the copper. I haven't though of what to do with Borsche's former city yet, but perhaps going worker->granary could be a plan?
We should probably build a few units for barb duty. Don't want unhappy accidents.
"I know that Kilpatrick is a hell of a damned fool, but I want just that sort of man to command my cavalry on this expedition."
- William Tecumseh Sherman
September 8th, 2019, 09:09
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Joined: Apr 2019
Bye Borsche! came out of anarchy this turn, and its giving us an extra 5bpt, so we're going to have mysticism is 3 instead of 5 now - pretty helpful. I'm building a mine northeast out of our capital so that when the new city is planted, it can take the corn and the capital can take the mine to finish off the granary. We need new workers ASAP, so probably our new capital should build one right after the granary using some whip overflow. I set borsche's former city to a granary. Probably want to let it grow out a bit so it can work some productive tiles. We're much higher on crop yield than everyone else, GNP is behind, MFG around top.
"I know that Kilpatrick is a hell of a damned fool, but I want just that sort of man to command my cavalry on this expedition."
- William Tecumseh Sherman
September 9th, 2019, 18:26
Posts: 1,948
Threads: 19
Joined: Apr 2019
![[Image: wQHESbY.jpg]](https://i.imgur.com/wQHESbY.jpg)
Demos from last turn.
The workboat is chopped and will be done next turn in Raikkonen. We've founded our fourth city - should be enough till oracle. After oracle, we can get building more settlers and cottaging while working our capital up towards colossus.
Very happy about Borsche's capture gold, it's really financing our tech.
"I know that Kilpatrick is a hell of a damned fool, but I want just that sort of man to command my cavalry on this expedition."
- William Tecumseh Sherman
September 10th, 2019, 21:03
Posts: 1,948
Threads: 19
Joined: Apr 2019
Got some really nice RNG, popped two forests on the same turn.
![[Image: Xuc3cGw.jpg]](https://i.imgur.com/Xuc3cGw.jpg)
Demos.
![[Image: niblrhP.jpg]](https://i.imgur.com/niblrhP.jpg)
One worker is mining copper up north, the other worker is going to start pre-chopping for oracle. We should probably whip out the granary next turn to OF into a worker to get a cottage or two going.
"I know that Kilpatrick is a hell of a damned fool, but I want just that sort of man to command my cavalry on this expedition."
- William Tecumseh Sherman
September 11th, 2019, 09:06
Posts: 184
Threads: 2
Joined: Sep 2014
everything's ticking along nicely! sorry I haven't taken many turns recently, most nights when i get home from work the turn is already taken. i logged in to take a look around tonight though.
I renamed Borsche's capital to "Verstappen" after the super talented Dutch driver from Red Bull, which seemed half appropriate since Borsche has Dutch heritage (but he's quite clearly not very talented :D). Nidaros has been renamed to Bottas, the #2 driver from Mercedes (but he's million times cooler than Hamilton, the #1 driver, whom i can't stand).
From what we've scouted so far it definitely looks like we're on a continent by ourselves. unless the spread of civs was really wacky. Borsche was 10 tiles away and we've scouted more than 10 tiles in each other direction and found nobody, not even a scout. we should probably make a workboat scout soon, it looks like there might be coastal links to the other continents.
September 12th, 2019, 18:43
(This post was last modified: September 12th, 2019, 18:57 by GeneralKilCavalry.)
Posts: 1,948
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Joined: Apr 2019
Thanks for playing the turn. Made some micro adjustments, switching the mine and corn between the capital and Bottas, since it won't change the number of food hammer put into the worker but we really need the warrior in the capital to grow to size 5 without unhappy. Also switched to working a coastal tile in Raikkonen just to generate some commerce for the push towards oracle. I think our capital might want to make another worker after this one, we really need to get cottages up.
Not sure what the workers should do next. Roading the copper through to the capital will serve the triple function of providing a trade route, connecting copper (no sailing yet) and allowing easy access to pre-chopped forests.
The rice worker should perhaps should head up to Bottas to build a pasture, but not before building a road to it? I think this worker was an instance of my poor worker habits striking again.
Road+Pasture = 11 turns
Cottage+Road+Pasture = 15
Pasture = 6.
Or, on the contrary, we should send this worker to start on pre-chops immediately and have our new worker handle the task?
Any ideas on how to manage them?
Our crop yield is totally insane.
"I know that Kilpatrick is a hell of a damned fool, but I want just that sort of man to command my cavalry on this expedition."
- William Tecumseh Sherman
September 15th, 2019, 15:50
Posts: 1,948
Threads: 19
Joined: Apr 2019
We're continuing to do really well in demos. Building workers 4 and 5 in our capital and borsche's former one.
![[Image: b5Bxe6X.jpg]](https://i.imgur.com/b5Bxe6X.jpg)
I was thinking... We could do the following micro.
Turn 48: Worker in 2, start chopping
Turn 49: Worker in 1, chop 2/3, whip
Turn 50: Worker complete, chop comes in, so we should have 39-ish hammers, +20 from the chop, 59 total. How about we use these to build Stonehenge? Denial factor is good and we'd have a use for it - free creative trait. So 88 hammers will be in Stonehenge, which is 120 total. One more chop would complete, it, but even better, we make 12 hammers a turn towards wonders in our capital, so by turn 53, we'll have stonehenge complete. Turn 53, we also have priesthood, and we can get our additional chops to OF from stonehenge to oracle, which we should be able to construct by turn 57 or so. What are your thoughts? Instead of Stonehenge, we could get another worker, and whip it into the Oracle. Then we'll also have a few forests left to build the Colossus easily.
Also, the global map.
Dotmapping out a whole continent will be an interesting exercise. I think that as soon as we get colossus up and running we should have a single-minded goal of spamming cities.
"I know that Kilpatrick is a hell of a damned fool, but I want just that sort of man to command my cavalry on this expedition."
- William Tecumseh Sherman
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