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[Spoilers] Alhazard goes back to BTS

What's your long-term plan after donovan is out?
"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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Forgot to mention that I finally got trade routes to rest of the world (until DZ's new city expands borders), but I hope to capture DZ's cap by then to open up routes again. I really don't want to war against Commodore because of the trade routes but I might have no choice if he takes Machu Picchu.
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(September 22nd, 2019, 02:26)GeneralKilCavalry Wrote: What's your long-term plan after donovan is out?

Bowl my army right thru RM also then it really depends. I might have to war with Commodore with knights. But he seems checked out of the game? I need to watch what will happen with superdead against Gav and see if they war. Already mentioned that I need to prop-up SD. My thoughts is that after Commodore situation is resolved with peace or war, tech to Military science and burn all of Gav's coastal cities.
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Argh commodore!
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DZ has adequate defenses now at both cities. Don't want to throw all my HA without catapults because of Commodore. Good for Comm for taking that city so I can continue to get trade routes. Gav is losing about 170 gold per turn on maintenance.

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ok DZ moved everything into his cap again, and I think I am definitely now focused on capital because my small 1 mover stack on deer would get wiped out by his army if I tried to retreat without HA support. RM took his city by the mountains so now DZ has no copper. Pretty sure that quechua was meant to be a spear. But argh Commodore's galley! Not only do I have to rebuild the workboat, his galley could threaten Nan Madol. Not happy that he is showing hostile intentions. Whipped the HA at Discount card just to reinforce. Capital might need to build 2 axes also to guard the coastal cities. Discount card btw now is a sad city, having its good tiles taken by other cities. oh well. BTW it is intentional that I set up so that both Capital and Nan Madol would generate their great people on the same turn since capital will generate the engineer first because of settling order. Will pump scientists at Nan Madol in 4 turns so the GPP carry over to the next one.
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GG, Al! Or Ice, whichever you prefer smile

In hindsight, it was a huge mistake for me to rattle your cage so early. I wonder how things would have worked out if I hadn't done that. Either way, with the way this map set up was you were gonna have to fight through me at some point, but keeping OB with you would have allowed me to keep tabs n it. Dumb move on my part...

I hope there are no hard feelings. I decided pretty early on that I was going to cause trouble with my early golds, but you came away relatively unscathed and ultimately the better for it. In fact your current map is pretty close to the one I was envisioning for myself. Oh well... lol

Well played so far. Thanks for finally putting me out my misery.
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Usually they call me Alh.

Yeah don't mind all the ranting. One of us had to get conquered. I think the bigger mistakes were not enough workers for cottages and attacking Commodore instead of finishing off RM.
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T148








I am going for the colossus because I realize that I don't have enough grassland tiles to compete with Gav at this point, and unlike the former Mali's land, this land doesn't have a lot of already developed cottages. Discount card is very unhappy so just have it stagnate on much needed settlers for now. Nan Madol has enough production available to squeeze this WB in.

T149








Nothing eventful.

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Definitely concerned about this big Commodore stack. Not happy that he razed the city but worse if he took it. Nothing I can do but monitor. Sent my sentry chariot out to scout Commodore's troop movements. Need to take out DZ. Cats are still tricking in.

T151






Where to send this tech overflow? Put into Aesthetics since I really want the music artist. Gav should be able to see the GE. going max scientists because I want the GScientist done by the GA so Nan Madol can grow a bit.

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I guess we are not going to fight over DZ's cap.

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Lost 6 cats and 1 HA but finally this war is over. That is a lot of catapults lost but I really need the experienced HAs against Commodore and RM going forward.
Saw that Gav is heading to monarchy so I feel that Music is safe for now. Would also like longbows to defend my fronts.
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T154








Really having buyer's remorse over the research put into Aesthetics. If I had put in Monarchy, would be able to 3 turn feudalism instead of 4 turns.

So lets go through how am I going to develop these cities. Keep in mind that you want a city's base hammer production to be in multiples of 4's to take advantage of the forge 25% bonus. The bigger question is, when does it become worth it just to have a city produce based on pure hammers vs whipping? A 2 whip every 10 turns gives you raw 60 hammers plus what ever hammers the city is working per turn for 10 turns. 3 whip gives you 90 hammers. (I don't think you want to 4 whip unless you have to.) a city working 20 hammers per turn is 200 hammers over 10 turns. So does this mean that if you want to build 2 whippable things, the break even point is 14 hammers per turn and for 3 whippable things, 11 hammers per turn. However, you also have to keep in mind 1f = 2h equation that DTG explained, although with these city sizes, it is becoming more like 1:1 ratio. Assuming that our city target is size 10, you need 91 food to get there from size 7 (91:90 food hammer ratio) and 62 food to get there from size 8 (62:60 food hammer ratio). Both are very close to 1:1 so assume as such for simplification. a size 10 city stagnating for 20 hammers per turn gives 200 hammers over 10 turns but slaving a size 10 city starts getting better if it can produce more than 14 food+hammers per turn if plan to whip something that requires 2 pop and 11 food+hammers per turn if planning to whip something that requires 3 pop. But what point does the extra food makes slaving better in borderline situations?

Capital: Size 11 now. 4food per turn and 10 hammers per turn. Right at borderline but I think given how little food it produces, better to have it stagnate on hammers. At size 14, it can stagnate working 7 cottages and 20 hammers per turn. It can grow onto coast with more population. but I think the ROI is not worth it given the turns it would take.

Bambi: Already working 20 hammers per turn on this grassland poor city.

Discount card: This city is really crippled now that it has lost or will lose all its good tiles to other cities. Not much production potential so whip away.

Nan Madol: I want to emphasize food for the specialists so whip away.

DotF: Could stagnate on 14 hammers per turn but just seems off since its not taking full advantage of the forge multiplier. One of the few cities with access to a respectable number of cottages. Whip away.

Government Plaza: Whip the moai city?! Probably not worth it since I want this city to grow at least size 13. Also the colossus build. At what point is the ROI worth it? Well my proposal is actually that 1 hammer = 1 commerce since that is the ratio for building wealth/research. With copper, forge, and organized religion, the colossus is only 100 base hammers and just the commerce from this city will be worth it in 10 turns.

2 movement: Sad filler city. Whip away.

Jerseys: trying to grow this city ASAP to size 10 to stagnate on 20 hammers per turn. The commerce city TBD can pickup the extra cottages this city is working now.

Wonders: Civ6 wonders, except for Colosseum, seems to have very bad ROI. Sad given how powerful the important wonders in civ4 are. Trying to grow this city ASAP to size 9 to stagnate on 20 hammers per turn. due to lack of grassland and hammer potential. Probably Heroic Epic city.

Great Scouts: Sad whipping post.

Pillagers: FXS nerfed it but I can't believe how much pillaging gave with the initial GS patch. Still mad at how it affected the outcome of PBEM13. Not much food available but trying to grow this city ASAP to size 9 to stagnate on 20 hammers per turn.

Claustrophobia: Really don't like how the map scripts generate a lot of mountains now with very narrow passage ways. First of all, having a lot of mountains is not a good thing in your city and just makes the game unfun when movement is already an issue with the civ6 movement rule and 1upt. has a lot of cottagable land and can stagnate on 16 hammers per turn. Really important city going forward.

Shift Enter: https://old.reddit.com/r/civ/comments/a4...hiftenter/ yeah FXS fixed it but when i tried it, it didnt work the correctly most of the time and never should have existed. Maybe he didnt realize that Shift-Entering didnt always got the multiplier boosts because he plays MP games at online speed where it might be hard to notice this unless you take time to do the math? Sad city now. The national epic definitely goes here though.
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T155








Keeping an eye on Commodore's stack but they are more interesting in defending the new cities than attacking.

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Put a big stack on Claustraphobia this turn to 1 turn RM's border city. Founded city of golden ages. Maybe I should have renamed this because from what I am seeing after this turn, GAs in civ6 are still pretty good? It is just different than civ4's version of it. 

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Start RM conquest and captured 2 badly needed workers. Expected a stiffer resistance but I guess he didnt see the stack in the city?

Honestly kind of pessimistic about the game since Gav seems to be recovering his economy nicely with courthouses and just more population working developed cottages.
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