Turn 061
That warrior loss is brutal. It's hard to overestimate the effects it will have: the expected changes to City4 alone are measured in lost turns of growth. I seriosly doubt I will get the granary at size 1 now. I suspect the loss over the course of the game would be hundreds of hammers, compounded from the lost food. I do have a plan though, but it's not a pretty one. I'll start at the bottom.
The new barb warrior that turned up is only going to be a problem if it beats the my warrior on a forest hill. If it does that I will likely want to ditch the game and get a sub, and I don't think that's unreasonable: The barb warrior has 3.2% chance of victory. OTOH, I did lose that 99% battle in PB42 with a chariot...
Realistically, if it beelines Owlthorpe it steps on the cow on T65. If it pushes WT, it steps on the grass farm on T67. In either case I expect the whipped axe I'm planning (more later) will deal with it.
Let's be brutal here: worst case scenario the warrior promotes to C1/Shock and beelines an empty city. If it wanders into the fog, fantastic, but I'm not that lucky. Note warrior5 is currently north of owlthorpe
If the barb moves SE T62, onto the plains tile, it leaves open the option of heading for either Owlthorpe or City4. If it moves east or south, then that alleviates some pressure, so SE is the main consideration. Whatever happens, I need to move warrior6 (the one completed in the capital) towards City4, and it reaches the city on T63.
T63 that would give the barb the option to move onto the grass forest hill, or the copper tile. So on T62 I'm moving both copper workers to farm the rice and move the warrior out of owlthorpe NE (obvious question: Why not move it onto the grass forest? Obvious answer: I would only have the warrior6 to hold the city, so I'm giving it up for a 50/50. Bad idea if the barb moves SE, I have to move warrior5 NE but not if it moves in other directions). If the barb moves onto the copper, I use both rice workers to road under warrior5 and move it into Owlthorpe along with warrior6 and try to clean up if the barb wins again.
Meanwhile, if the barb moves onto the grass hill, I can move both workers back and mine the copper on T63, and build an axe in Owlthorpe. T64 whip the axe, and the barb suddenly finds itself in a rough spot and I still have 2 units in Owlthorpe.
Does this solve all problems? No. I can't stop the barb pillaging the copper road, I can't stop it wandering past cities, I can't stop it wandering along hills all the way to the capital. And I'm really stretched if the southern barb beelines Owlthorpe whilst the northern barb beelines City4 and blocks the copper.
All because of a 9.9% loss.
The micro that involves worker whip T64 is what I'm going with, and to hell with teching Archery. I'm not sure how close to a eoT67 Maths I am now, as if I drop the slider to 90% Maths in 8 turns with 6 gold spare. Eot68 Maths is actually not an issue, it just delays teh Lighthouse chop a turn.
3 commerce > 1 food.
Because of the expected issues with the copper hook up, I expect this warrior to complete eot62. unless the northern barb camps the copper, I should be able to finish the mine T63 and then build an axe here. This completely fucks the road to the horse city as well: the worker whips are all going to hell in a hand basket. Maybe you thought the hundreds of hammers comment was hyperbole: it's not when you consider the decisions I have to make elsewhere, and the knock on effects on workers, tile improvements, delayed cities...as it is, if the barb warriors both beeline cities, I can't whip a worker here until T67.
Ha. Spelling mistake. Should be Wetheral, I'm going there fore a few nights week after next. The name felt right.
The original plan was rice this turn, copper for 3 turns, then improved rice for a turn (T65) and both forests would have been chopped in for the granary. That's gone to hell, but the benefit of Maths being right around the corner suggests I ought to reconsider this anyway.
Unless the northern barb beelines the copper, it would be hooked next turn. I expect it to move onto the plains hill though, so I'll move the workers around and keep open the option of the road under warrior5. I also don't want to finish the mine: I don't want the barb to pillage it, but it can't remove invested worker turns. Biggest risk is pillaging the copper road which would be annoying.
Worker1 is chopping the northern grass forest, and would complete T63. It is already on the tile, otherwise I would never have moved it. I toyed with an idea of teching archery and chopping an archer, but it's not worth it IMO. If the barb can plough through three warriors then I'm just giving the game up as a bad job. So on T63 I'll likely move to road the ivory. On T64, if the barb attacked and won (43% odds of victory), I'll either clean up with the remaining warrior (if 1 hit, 63%, if 2 hits, 89%, or more likely have my warrior bounce), then I chop the southern forest for an additional warrior. If that warrior dies and the city is razed, then I quit. It would be a 1 in 50,000 or higher chance of happening from the events of this turn (yet I suck at statistics so someone will probably tell me it's actually even more unlikly).
I can't plan worker micro that far in advance though, but if I can't hook the copper, and the southern barb beelines Owlthorpe, I'm just going to have to 2v1. Except I wouldn't have a second warrior to use, so I'd be totally screwed and would likely lose the cow pasture. Or possibly Owlthorpe to another low odds attack because I wouldn't even finish a second warrior unless I worked a bare plains hill, plains wine and the wheat.
See, if it was just 15 lost hammers it'd be fine...
I'm going to try and save both forests for after Maths. If I can do that, then I can probably salvage Wetheral. If I have to build the barracks off the back of the copper tile though, the city is worthless to me.
Barracks in Antium, and I have more pop and I believe more cities than TBW, so that's OK.
First things first: Crop yield is good. 4th out of 16, with cities at a low ebb of population is a solid place to be for T61. GNP is also interesting: There are 3 founded religions, Henge and Oracle down. I shouldn't be higher than 6th but there I am at 5th due to lake and seafood commerce (15 commerce, 12 of it through a library). It's neither here nor there really, but better to be 5th than 10th.
The MFG is dissappointing, OTOH I'm not working any mines. It's worth considering that around T73 Westminster should be at 18hpt or so and Wetheral ought to be at 8hpt, so I'm a good 15 turns behind first place IMO.
tl;dr for this turn: The RNG sucks huge giant donkey balls, and wait for the barb movements. If any more turn up I'm probably fucked.
That warrior loss is brutal. It's hard to overestimate the effects it will have: the expected changes to City4 alone are measured in lost turns of growth. I seriosly doubt I will get the granary at size 1 now. I suspect the loss over the course of the game would be hundreds of hammers, compounded from the lost food. I do have a plan though, but it's not a pretty one. I'll start at the bottom.
The new barb warrior that turned up is only going to be a problem if it beats the my warrior on a forest hill. If it does that I will likely want to ditch the game and get a sub, and I don't think that's unreasonable: The barb warrior has 3.2% chance of victory. OTOH, I did lose that 99% battle in PB42 with a chariot...
Realistically, if it beelines Owlthorpe it steps on the cow on T65. If it pushes WT, it steps on the grass farm on T67. In either case I expect the whipped axe I'm planning (more later) will deal with it.
Let's be brutal here: worst case scenario the warrior promotes to C1/Shock and beelines an empty city. If it wanders into the fog, fantastic, but I'm not that lucky. Note warrior5 is currently north of owlthorpe
If the barb moves SE T62, onto the plains tile, it leaves open the option of heading for either Owlthorpe or City4. If it moves east or south, then that alleviates some pressure, so SE is the main consideration. Whatever happens, I need to move warrior6 (the one completed in the capital) towards City4, and it reaches the city on T63.
T63 that would give the barb the option to move onto the grass forest hill, or the copper tile. So on T62 I'm moving both copper workers to farm the rice and move the warrior out of owlthorpe NE (obvious question: Why not move it onto the grass forest? Obvious answer: I would only have the warrior6 to hold the city, so I'm giving it up for a 50/50. Bad idea if the barb moves SE, I have to move warrior5 NE but not if it moves in other directions). If the barb moves onto the copper, I use both rice workers to road under warrior5 and move it into Owlthorpe along with warrior6 and try to clean up if the barb wins again.
Meanwhile, if the barb moves onto the grass hill, I can move both workers back and mine the copper on T63, and build an axe in Owlthorpe. T64 whip the axe, and the barb suddenly finds itself in a rough spot and I still have 2 units in Owlthorpe.
Does this solve all problems? No. I can't stop the barb pillaging the copper road, I can't stop it wandering past cities, I can't stop it wandering along hills all the way to the capital. And I'm really stretched if the southern barb beelines Owlthorpe whilst the northern barb beelines City4 and blocks the copper.
All because of a 9.9% loss.
The micro that involves worker whip T64 is what I'm going with, and to hell with teching Archery. I'm not sure how close to a eoT67 Maths I am now, as if I drop the slider to 90% Maths in 8 turns with 6 gold spare. Eot68 Maths is actually not an issue, it just delays teh Lighthouse chop a turn.
3 commerce > 1 food.
Because of the expected issues with the copper hook up, I expect this warrior to complete eot62. unless the northern barb camps the copper, I should be able to finish the mine T63 and then build an axe here. This completely fucks the road to the horse city as well: the worker whips are all going to hell in a hand basket. Maybe you thought the hundreds of hammers comment was hyperbole: it's not when you consider the decisions I have to make elsewhere, and the knock on effects on workers, tile improvements, delayed cities...as it is, if the barb warriors both beeline cities, I can't whip a worker here until T67.
Ha. Spelling mistake. Should be Wetheral, I'm going there fore a few nights week after next. The name felt right.
The original plan was rice this turn, copper for 3 turns, then improved rice for a turn (T65) and both forests would have been chopped in for the granary. That's gone to hell, but the benefit of Maths being right around the corner suggests I ought to reconsider this anyway.
Unless the northern barb beelines the copper, it would be hooked next turn. I expect it to move onto the plains hill though, so I'll move the workers around and keep open the option of the road under warrior5. I also don't want to finish the mine: I don't want the barb to pillage it, but it can't remove invested worker turns. Biggest risk is pillaging the copper road which would be annoying.
Worker1 is chopping the northern grass forest, and would complete T63. It is already on the tile, otherwise I would never have moved it. I toyed with an idea of teching archery and chopping an archer, but it's not worth it IMO. If the barb can plough through three warriors then I'm just giving the game up as a bad job. So on T63 I'll likely move to road the ivory. On T64, if the barb attacked and won (43% odds of victory), I'll either clean up with the remaining warrior (if 1 hit, 63%, if 2 hits, 89%, or more likely have my warrior bounce), then I chop the southern forest for an additional warrior. If that warrior dies and the city is razed, then I quit. It would be a 1 in 50,000 or higher chance of happening from the events of this turn (yet I suck at statistics so someone will probably tell me it's actually even more unlikly).
I can't plan worker micro that far in advance though, but if I can't hook the copper, and the southern barb beelines Owlthorpe, I'm just going to have to 2v1. Except I wouldn't have a second warrior to use, so I'd be totally screwed and would likely lose the cow pasture. Or possibly Owlthorpe to another low odds attack because I wouldn't even finish a second warrior unless I worked a bare plains hill, plains wine and the wheat.
See, if it was just 15 lost hammers it'd be fine...
I'm going to try and save both forests for after Maths. If I can do that, then I can probably salvage Wetheral. If I have to build the barracks off the back of the copper tile though, the city is worthless to me.
Barracks in Antium, and I have more pop and I believe more cities than TBW, so that's OK.
First things first: Crop yield is good. 4th out of 16, with cities at a low ebb of population is a solid place to be for T61. GNP is also interesting: There are 3 founded religions, Henge and Oracle down. I shouldn't be higher than 6th but there I am at 5th due to lake and seafood commerce (15 commerce, 12 of it through a library). It's neither here nor there really, but better to be 5th than 10th.
The MFG is dissappointing, OTOH I'm not working any mines. It's worth considering that around T73 Westminster should be at 18hpt or so and Wetheral ought to be at 8hpt, so I'm a good 15 turns behind first place IMO.
tl;dr for this turn: The RNG sucks huge giant donkey balls, and wait for the barb movements. If any more turn up I'm probably fucked.