October 27th, 2019, 15:43
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Actually we can we chop the forest before settling to make up hammers, whip the settler t60 and settle t61, copper mined t62 and pre roared, rice hooked T65, granary eot65, ivory hooked t67, growth@2 eot 68. The worker micro is not trivial but there are only 2 wasted turns that give 8 hammers so it's worth it.
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October 28th, 2019, 15:51
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Turn 042
Look at all this beautiful...foodless...land we have!
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October 28th, 2019, 19:09
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(October 28th, 2019, 15:51)Krill Wrote: Look at all this beautiful...foodless...land we have!
It could be worse, most of your competitors have nothing but wet Corn and look foolish for putting cottages on them.
Darrell
October 29th, 2019, 03:53
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(October 28th, 2019, 19:09)darrelljs Wrote: (October 28th, 2019, 15:51)Krill Wrote: Look at all this beautiful...foodless...land we have!
It could be worse, most of your competitors have nothing but wet Corn and look foolish for putting cottages on them.
Darrell
Something new to note: Now that Villages and Towns provide all strategic resources that they are built on top of, including the bonus yields (ie, village copper provides +2 hammers, but would not benefit from any bonuses to mines), it makes sense to cottage strategic resources.
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October 29th, 2019, 05:36
(This post was last modified: October 29th, 2019, 09:30 by Krill.)
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Turn 043
Well it sucks but I'm off work with D&V (don't have it for 10 years, then twice in 2 months? Why?) Consequence of working in a hospital I suppose.
With that in mind, I have a bit of time to look at the demographics and other boring stuff in more detail between running to the toilet and feeding cats.
First of all though, we have a new world map, which is unlikely to be updated until city3/Owlthorpe is due to be founded on T49, but I'll more likely wait until T51 capital border pop which should pick up the plains hill sheep to the east.
We've picked up an additional tile, a grass hill, and pretty much locked in a city location 1SE of the plains hill sheep. Only way to pick up the sheep tile. Unfortunately, there are no forests, so that city will struggle to get the library and granary needed to grow (and then whip a light house). It would need to steal teh capital fish for a few turns, but I doubt we can afford that with Owlthorpe stealing the wheat, unless we got extremely tight micro. Potentially viable if Owlthorpe gave Westminster the wheat whilst it dumped hammers into a worker and settler for a few turns, but I doubt it lines up with when we would want to settle an island city.
That lone tile of FoW in the middle of the subcontinent is just a bare plains tile, so nothing really changes there, and again there is no new food located to the far south.
I posted the micro before, not repeating it. Warrior eot45, settler whip T47, work whip T52, settler whip T60 to leave Westminster at size 3 on T61 with 2 whip unhappy; decreases eot68 with a happy cap of 7. Probably double whip a lighthouse at size 4 then regrow, but need to figure out the worker micro to mine a bunch of hills, and which hills can be mined later (also worth considering delaying the remaining two forest chops until after Maths, which means only 3 grass hill mines are available. With ivory hooked around T67, the capital can regrow up to size 7 if we want, which allows rice, fish, 2 plains hill and 3 grass hill mines for 1fpt/19hpt.
Just mining those hill and putting down one road on the plains hill (for loading/unloading onto galleys more efficiently) requires 25 worker turns, so I suspect that we actually end up whipping the capital another time or two (the lighthouse definitely fits in, and it may make sense to double whip a galley). This would mean no settlers or workers from Westminster between T60 and ~T80 though. Theoretically it's a Lighthouse whip on T63, and a galley double whip T66, (which would mean 4 whip stacked unhappy which drops to 3 eot68, but with ivory happy cap of 8, so it would mean regrowing to size 5 and potentially stagnating until silver is hooked).
So really, the lighthouse whip works, but we have a lot of options for a potential second whip. Galley, worker, probably not a settler, even an axe double whip for maximum overflow (doesn't make sense unless we need the axes, but it's still a possibility). Given that I was expecting to dump over 15 hammers of overflow into a lighthouse before T60 anyway, it may well be that we have more options as yet unconsidered. We're stretched on units right now, so I'm going to look more at the work boat/warrior builds between the next two settler whips in the immediate future, but that's not exactly interesting. We might be able to fit in an extra worker or get a couple of additional warriors.
For information only. Going to dump the hammers into a warrior, then build the library once Writing is in to 5/90.
There are 83 pop points in the world, but I don't know who has what, but it's around an average of 5 per player. We have 6. Our granary is working.
Second cities:
T28: Rusten (I think he was missing from this list, EXP/SPI)
T29: OH/Hitru (IMP), Borsche (EXP).
T30: GKC (Wut? FIN/ORG, what did he do to enable this, he has to have cut corners somewhere).
T31: BeardBeard (PRO/IMP, don't see how he can have a granary), Superdeath (AGG/CHM, same questions as with GKC). BaII (he hid it in the turn roll, only noticed T36)
T32: Pindicator (EXP), Gavagai (starting to seem more reasonable for double worker openings).
T33: TBW (EXP).
T34: 2MN (EXP/PRO, could have managed to fit a granary in actually)
T35: None settled
T36: Adler (hidden on turn roll again! sneaky sneaky). DS planted second city. Slow for EXP.
T37: Commodore (PRO/FIN, double whip, so he has a granary otherwise it's inefficient.
T38: Elkad (PRO/CHM, maybe he is the size 5 capital? he would be a few turns ahead of us due to cheaper granary).
T41: Us (slow because of worker>worker>granary opening)
Third cities:
T41: OH/Hitru (IMP, first to third city)
T42: Pindicator (EXP/FIN, 10 turns since second city), Rusten (EXP/SPI14 turns since second city). Both players whipped for 1 pop on T40. So yeah, I doubt either has granaries up yet.
T43: GKC (he must have limited workers, no granaries and low pop. Just not possible to get the settlers out with Darius that quickly and have decent development).
I still don't know how someone has a size 4 capital above Westminster at size 5, but I do know that the size 6 capital is Adler (grew eot41, only him and TBW did that, TBW has a size 4 capital shown here. That means Adler has a size 2 second city and is IMP/ORG, not doing that well in expansion unless he throws down a new city ASAP. It looks like he just double whipped...yeah, after logging in again, he double whipped his capital. So he should have a granary and is now happy capped in the granary city at size 4 unless he has happiness lying around.
We're right on the edge of completing Writing eot47, but if we don't, then we will only be short by 3 beakers max. T48 we have to move 2 workers and a settler outside our borders, so we should pay an additional 1 gold on that turn, and T48 we settle Owlthorpe, so we should jump up to 20 base bpt. Sailing would be researched at 24bpt and costs 140 beakers, so it's a 6 turns tech and we'd need to save gold. I'm tentatively thinking we can get Sailing eot53 even with saving gold for a half turn.
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October 29th, 2019, 10:20
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Below is my current guestimate regarding the number of cities and population for this game on T43:
- Adler: 2 cities, 4/2. Double whipped capital from 6>4 this turn.
- 2MN: 2 cities, 6 pop, not sure on allocation
- OH: 3 cities, 6 pop, 3/2/1
- GKC: 3 cities, 5 pop, 2/2/1
- DS: 2 cities, 5 pop, 4/1
- Comm: 2 cities, 5 pop, 3/2. Definite Granary.
- BaII: 3 cities, 5 pop, 3/1/1, (just whipped 3 pop in double and single whip on last 2 turns and yet to play this turn). And settles city3 as I type this.
- Rusten: 3 cities, 7 pop, 4/2/1
- Krill: 2 cities: 5/1, Granary...
- TBW: 2 cities, 4/2
- Borsche: 2 cities, 5 pop. Unsure allocation
- Pin: 3 cities, 5 pop, 2/2/1
- Superdeath: 2 cities. No whips. either 2/1 minimum or 4/2 maximum, can't tell due to no verifiable pop growths, they may have been covered by land points.
- Gav: 2 cities, 4/3
- BeardBeard: 2 cities, 4/3 or 4/4?
- Elkad: 2 cities, 2/1
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October 29th, 2019, 16:21
(This post was last modified: October 29th, 2019, 16:21 by Krill.)
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Turn 044
I was wrong about Rusten, top pop is a size 4 and size 3 city pair, so Rusten can't have three cities at sizes 4, 3 and 1. He must be at 3, 3, and 1, or I am even wrong-er.
And in slightly more important news, DS landed Henge without also landing Buddhism. So looks like Gav has a free run at Oracle and his shiny forges on a low cost map. I wonder if he lands the religion?
The lion has gotten behind the warrior and we'll just have to take the risk of losing the warrior on the forest with fort, or the lion dying an a warrior spawning between the warrior and WT.
I've run the numbers again for the capital. We can 1 turn a warrior eot48 (after the settler whip), and then finish a work boat eot 55 which is still in time for the library border pop at WT to hook the fish. This seems much wiser then a slightly too fast work boat, and it means we can move warrior 3 out of the capital on T47, which is just in time to cover the workers roading to Owlthorpe and this releases Cavendish to either barb bust for a dead warrior, consolidate the fog busting network a bit more, or to go scouting again. Either way it works out better than the other options.
I think we finish Writing eot47 with no spare beakers. We will have 6 gold in the bank as well. But if we run 50% tech on T48, we should save 6-8 gold, and still finish Sailing eot53. If we were running -2gpt from T48, we would just about have enough gold spare, anywhere between 0-4 gold left. And then we can save gold for a run at Maths and make sure we have enough gold to benefit from any good events that occur. As Sailing finishes eot53, we can't get overflow out of the worker into a lighthouse, so we probably just need to dump hammers into it whilst growing after the work boat (during size 5>6, which is just enough hammers to make sure it is double whippable after the settler whip.
How does someone have two cities at size 2 at this point? I hope they have a settler out and granaries down.
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October 30th, 2019, 05:51
(This post was last modified: October 30th, 2019, 06:51 by Krill.)
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Turn 045
Tasty turn for someone. Buddhism was founded. GKC (12 turns since last tech), Borsche (7 turns), Pin (10 turns), Superdeath (4 turns), BeardBeard (12 turns) and Elkad (10 turns) were the players who got techs. Pin and BeardBeard are the only players who started with Mysticism. BeardBeard was a possible Hinduism founder (along with Rusten). F7 shows that Buddhism has 2% of world pop, but there are 93 or 94 pop points in the game, so I don't know how the rounding works. It could be a 2 pop city rounded down or a 1 pop city rounded up. Could be any of them minus superdeath.
EDIT: I ought to ask Rhaem if PBSpy randomizes the order that players are put in the game log for turn processing purposes so we can't figure out from that information who won tie breaks. Rhaem, if you see this, what happens with PBSpy?
The lion has about 1% chance to win if it attacks this turn.
The river commerce finally has some value.
Nothing to say.
Charismatic plus quick granary = growth for fun and profit. Also worth noting DS will get a GP from Henge that he will only be able to use for a GA as he didn't land Buddhism and GKC is going to run at Monotheism come hell or high water.
The demographics aren't exactly meaningful given I'm working 3 improved tiles. That 17MFG seems weird though. DS stuck working hammer tiles after Henge to build stuff maybe?
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October 30th, 2019, 06:43
(This post was last modified: October 30th, 2019, 06:47 by Krill.)
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Barb-busting plan for the next 8 or so turns. The inner white line is culture on T51, the outer line is the fogbusted area covered on T52. I can already see some more mistakes in it (W2 in position T52, so actually all this is achievable by T52 if barbs play ball. There also some slight changes I would do on T53 and T54 to scout the southern fog but keep the net intact, but I can't fit that into the picture without it becoming illegible. Specifically, T53 the southern copper area will be fully scouted.
As you can see, that extra warrior (accidentally labelled as Warrior4 but is actually Warrior3 that moves out to fog bust) allows significant coverage improvements combined with Owlthorpe and capital border pop eot50.
I'm also toying with the value of popping borders at Owlthorpe with a library whip at size 3>2 on T61. It costs 3 worker turns and a warrior but it will provide an extra unit worth of fog-busting with repositioning of current units and doesn't cost unit supply. OTOH, I don't have a way to fit in any more warriors before copper is hooked, other than a possible warrior from the settler overflow eot62 at Westminster (I might even have to work a plains hill tile to force the warrior out of WT before copper is hooked as I need the MP). Still, that would be a maximum of 6 warriors, is the seventh that valuable when I'm going to have to pay unit upkeep for it anyway? It's an interesting situation, the military value of culture versus the economic cost of units to achieve not fighting barbs.
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October 30th, 2019, 07:49
(This post was last modified: October 30th, 2019, 07:49 by Krill.)
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For additional context of Owlthorpe library effects:
Inner white line would be borders on T66. Outer white line would be fogbusted area with the 6 sentry units, the coloured lines show what happens if we settle the silver (city5) or horse (city7) cities and make the appropriate readjustments to the barb busting positions.
That is an awful lot of territory we can cover for the measly cost of 1gpt.
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