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[SPOILERS]PB46: (In Search of) Fine Foreign Dining, by Hannibal of England

I forgot the first rule of resource reveals: They always pop in the worst city location you can see.
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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Turn 014




tl;dr There is not a significant (read: any) visible jungle, so G2 should help with uncovering land more. I decided to move 1NW - 1S this turn because we are not going to check out the entirety of the coast, but I was wanted to know if there was some form of a land bridge or peninsula down here.





There is no land bridge. The scout can run around the one tile lake and then run off into the sun set. City location 1S of the copper is a given unless seafood dictates otherwise.





The plains ivory city is now city4, with the library chop micro (2 workers improve ivory then chop a library opening up the copper 10 turns after founding. At least that city can hit 12 hpt with an engineer and work 6 cottages? We need a fogbuster on that copper as close to T40 after settling city2, and another fogbuster on the desert west of the cow to stop barbs spawning adjacent to culture. It looks like we can get away with at most 2 units to cover the south (including uncovered fog, and then 4 units to cover from the southern coast up to the northern coast that we gradually march west as a sentry net. Plus scouting units.





I could have played later and hidden the anarchy, but fuck that.
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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No fucking way... THAT is our only copper ?!???
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oh wait, there's one up top too. You little punk, you tricked me!!!!!!!!
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(October 6th, 2019, 05:02)Krill Wrote: You know, Joey, we could get a library or granary chopped out eot45 at the 1SW of clam location, and have all the roads down for settling...and have the clam hooked on T45 from that capital work boat that completes eot41.

You really typed all that on your phone? That's insane. At any rate, that plan sounds really good to me.

Christ-almightly is our land bleak.

Is the northern copper on a grasshill or a plainshill? If it's the latter, then settling right on top of it wouldn't be terrible. (relatively speaking, of course)
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No. I typed out more then lost it and went to a PC.

And the game tricked me the same way. Copper is grass hill. We can research all ancient era techs minus religious line and Myst by mid T50s.
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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Oh wow, I missed something.

Looking back over old screenshots, there was a forest growth by the plains cow eot9. We can now get a granary at size 1 and save 6 extra food with the avoid growth trick!

God this is sad.
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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Turn 015




May have been a good job I promoted the scout. It lost 3 rounds of combat, so will heal up to 78HP next turn. If it had not taken a promotion and healed, it would have double promoted to 85HP, but then again, it could have lost an additional round of combat and it would have had even less health or dead.

No more food resources found. This map is feeling more and more like the PB42 desert but we have much better traits to manage. We need a new scouting plan, more on that in the next post.



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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Post T15 scouting plan

I've been allowed 10 minutes to type before I'm turfed out of my own study. Joys.

Important facts: doubling checking XML shows that human barbs start spawning on turn roll from T40 into T41 (maybe roll from T39 into T40 depending on how the XML is interpreted by the DLL).

That means we need one scout to help cover the workers and settler move into the clams location, as barb animals will continue to roam around this time. All the barbs needed to ensure the "Correct" number of barbs exist on a given landmass will be produced every turn until cities start spawning (See the standard thread for more information)

After this point though, we do not know if the game will randomly create barb warriors, archers or axes. The only way to be truly safe is to fogbust the entire continent. Obviously that isn't happening, but the point is clear: we need to figure out how to get barb-busters out.

One of our two scouts needs to return, and can then help barb-bust. The other one can reduce scouting to a tile per turn to stay safe. That means that we wants one of the scouts to return through the wine alley to maximize scouting value (we have no benefit uncovering those tiles now, it will not change out micro or any part of our strategy. As the workers move out of our culture on T37, and the warrior needs to be on the forest and fortified by that point, I want a scout on the desert hill south of the plains cow by eot35 to a bit of leeway. So by around T22, we need to review how far the current scout has gone, in case we need to recall that current scout and keep the newly built scout out. My guess is we probably don't wish to recall our current scout, unless it looks like the new scout is racking up XP because a G2 scout will be the safest scout we can have out.

What this means is we can use the new scout to just about clear the area from the north western peaks, then start circling back around onto the desert hill. Probably cover an area 5 to 7 tiles wide, down to the wines alley area. The current scout therefore does not want to scout north, there is no reason pushing the current scout (we really need to name our damned scouts) onto the hills around the wine, we should just push west and see what is out there. Push deep, and search for contacts or the end of the continent.

More will be added, but I've been evicted!
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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Scouting plan recap:

Tl;dr: we have 35 turns of scout movement, over 2 units, during 20 turns to exploit. We don't know if we will be fighting barb axes or warriors come T40, we have no current idea who our neighbours are, and we don't even know what the land to our east is. We have uncovered 122 tiles out of 10240 tiles, of which 3200ish are land. We either find neighbours, or neighbour singular and a perfect understanding of the coastling, or we very quickly find out we have no competition and need to prepare for overseas invasions.

Comments: The tech plan shows us horse on T40, so we can adjust dot map if pushed. We can use the work boat to scout 4 (four) tiles by moving it 2E - SE/SW before heading to hook up the clam which at least shows more of the potential city location 1SE of the plains hill sheep. And, most importantly, we can move warriors 1 and 2 to push out barb busters shortly after T40. Theoretically less risky than sitting in cities and we do not need the city MP.

Realities of situation: as we approach T40, we do not want to kill barb animals. Every animal that is killed post T40 is immediately replaced by another barb, so long as there are none fogbusted areas that generate barbs. The barb animals will disappear one per turn and be replaced, but we want to maximise that grace period to get barb busters in place. This is going to be a gamble, but nothing we can do about it short of speaking warriors.

The G2 scout is probably better to leave scouting. It is probably the only unit we can still move two times per turn in the right circumstances: move onto a hill with the first move, then use the second move onto a safe tile. This is why I picked G2 rather than W2, better in the long term for scouting.
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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