Turn 113
I made a specific micro mistake last turn. In fact I made two.
I forgot to change Owlthorpe to a settler, so it grew to size 9, and I forgot that workers1 and 2 are finished at Oakenclough and will be able to put a road in place to speed up the delayed settler so it all works out.
I've made a bunch of other misjudgements, but they aren't actually mistakes: Specifically, I'm not sure if I get Feudalism eot118 or eot119. The difference is purely down to output and the only affect is the opportunity to whip out longbows. on T120. I don't know what is going to happen: I might still get Feud eot118, I might get it eot119 and push the revolt back a turn, and just leave settlers sitting around for a turn.
The big one is that TBW planted his front city on the expected tile, and I scouted forward and started getting jittery about Head of Tild.
I can live without a front city on the mainland: all it does is force TBW to over extend to attack me, and Scarrow is about to pop 40% borders in the next 10 turns (library culture doubles in the next few turns) so TBW can't plant further forward and be a pain.
I will struggle to manage an invasion of TBW without HoT though. Settling 2W of the fish gives me a route straight into his core, and he can't easily boat the city without putting naval units into a position that I can alphastrike him (and his tech is bad, so I shouldn't even worry about that). But if he holds that isle I have nowhere to start from and I have to take that city first. Perhaps I have undervalued it in the settling plan and I should change, and just grab that isle now with the settler on a boat? I can pick up the archer from catfish on T114, and unload both units onto the isle on T116, settle T117.
If I move the sentry archer forward onto the horse on T114, I can confirm if there is a galley present around Ravenna. If there isn't, then I know I can settle the city before TBW if I redirect the settler this turn.
If I were to redirect, I still need a galley to transport the settlers from Huxter and Catfish. I can finish a galley eot115 in Westminster, but it would be slightly delayed: it would hit the ocean tile on T118: Backaland would be settled T121, and Widewall T122. This is as good as it can be, really, but the worker would be delayed in moving over for the sheep. Meh. There are only two good city locations I can see anyway, and the wetheral settler can be directed down here (OK, one is awesome, one is OK, two are fishing villages and there is a likely third city location):
I'm sold, I don't think I need to rush all 4/5 cities, just get established and then get the other settlers down here afterwards.
I need a galley 1S of the crab on T119, which means the southern galley can spend two more turns scouting before it needs to return. I don't think it can circumnavigate the island, but then I don't need it to.
It's pretty obvious now that the scout and chariot will get onto the galley and go somewhere to the east. But that's not the big news of the turn.
OH got a GP and just shrined Confucianism. Lucky bastards, that looks like a low odds GP. Confucianism was founded 650BC (eot88) so based purely off a temple (all they should have?) They have had 24 turns to generate gpp (20 in reality due to needing to build a temple), and they were the GA poppers. So yeah, that was a lucky roll of 50% odds at best and probably more like 35%.
GKC accepted the fish for fish deal.
I know most of the time I write down micro, it's not for lurkers benefit, it's for me to understand what I'm doing. It's also not enlightening (or it's not supposed to be). And here is an example of more drivel:
Because of the revolt into Serfdom on T121, I actually don't need the library, it feels better to get the lighthouse second and library third and grow on coast, using artist to pop borders. The NE Kettleness worker (WorkerB for here) will finish chopping the granary T116, roads on T118, then puts one none-Serfdom turn into the sheep on T119, and finishes the sheep pasture on T121 with two serfdom worker turns. Kettleness grows@2 eot119 26/22, and grows@3 eot122 29/24, T123 work forest, grows@4 eot124 29/26 working artist (WorkerB chops forest T124), T125 work 2 artists, T126 start to improve the wheat.
This isn't final micro by any means, beacuse I still need to fit the workers back into improving Kettleness from T121 as I don't need more than 1 worker to improve Skinninggrove in Serfdom so I can use another 2 workers to mine a hill and get the lighthouse built.
I only just saw this: 18 seafood?! That's an absurd number of work boats he has had to build.
I'm a little iffy on when Machinery will be completed, after reconsidering the time to Feud. It may well be that I do struggle to trigger the GA before T130. I think Kettleness was about neutral in costs, but the lack of a library compared to the older cities means dumping down th next 7 cities will still affect breakeven tech rate negatively, even if costs are roughly balanced with new commerce.
I think I'm whipping another 10 pop by the time of revolt, so I might just about break 8% of world pop by eot119?
I checked what happened when I turned on tech: I went up to 259 and #1. These are taken after Kong Miao.
I made a specific micro mistake last turn. In fact I made two.
I forgot to change Owlthorpe to a settler, so it grew to size 9, and I forgot that workers1 and 2 are finished at Oakenclough and will be able to put a road in place to speed up the delayed settler so it all works out.
I've made a bunch of other misjudgements, but they aren't actually mistakes: Specifically, I'm not sure if I get Feudalism eot118 or eot119. The difference is purely down to output and the only affect is the opportunity to whip out longbows. on T120. I don't know what is going to happen: I might still get Feud eot118, I might get it eot119 and push the revolt back a turn, and just leave settlers sitting around for a turn.
The big one is that TBW planted his front city on the expected tile, and I scouted forward and started getting jittery about Head of Tild.
I can live without a front city on the mainland: all it does is force TBW to over extend to attack me, and Scarrow is about to pop 40% borders in the next 10 turns (library culture doubles in the next few turns) so TBW can't plant further forward and be a pain.
I will struggle to manage an invasion of TBW without HoT though. Settling 2W of the fish gives me a route straight into his core, and he can't easily boat the city without putting naval units into a position that I can alphastrike him (and his tech is bad, so I shouldn't even worry about that). But if he holds that isle I have nowhere to start from and I have to take that city first. Perhaps I have undervalued it in the settling plan and I should change, and just grab that isle now with the settler on a boat? I can pick up the archer from catfish on T114, and unload both units onto the isle on T116, settle T117.
If I move the sentry archer forward onto the horse on T114, I can confirm if there is a galley present around Ravenna. If there isn't, then I know I can settle the city before TBW if I redirect the settler this turn.
If I were to redirect, I still need a galley to transport the settlers from Huxter and Catfish. I can finish a galley eot115 in Westminster, but it would be slightly delayed: it would hit the ocean tile on T118: Backaland would be settled T121, and Widewall T122. This is as good as it can be, really, but the worker would be delayed in moving over for the sheep. Meh. There are only two good city locations I can see anyway, and the wetheral settler can be directed down here (OK, one is awesome, one is OK, two are fishing villages and there is a likely third city location):
I'm sold, I don't think I need to rush all 4/5 cities, just get established and then get the other settlers down here afterwards.
I need a galley 1S of the crab on T119, which means the southern galley can spend two more turns scouting before it needs to return. I don't think it can circumnavigate the island, but then I don't need it to.
It's pretty obvious now that the scout and chariot will get onto the galley and go somewhere to the east. But that's not the big news of the turn.
OH got a GP and just shrined Confucianism. Lucky bastards, that looks like a low odds GP. Confucianism was founded 650BC (eot88) so based purely off a temple (all they should have?) They have had 24 turns to generate gpp (20 in reality due to needing to build a temple), and they were the GA poppers. So yeah, that was a lucky roll of 50% odds at best and probably more like 35%.
GKC accepted the fish for fish deal.
I know most of the time I write down micro, it's not for lurkers benefit, it's for me to understand what I'm doing. It's also not enlightening (or it's not supposed to be). And here is an example of more drivel:
Because of the revolt into Serfdom on T121, I actually don't need the library, it feels better to get the lighthouse second and library third and grow on coast, using artist to pop borders. The NE Kettleness worker (WorkerB for here) will finish chopping the granary T116, roads on T118, then puts one none-Serfdom turn into the sheep on T119, and finishes the sheep pasture on T121 with two serfdom worker turns. Kettleness grows@2 eot119 26/22, and grows@3 eot122 29/24, T123 work forest, grows@4 eot124 29/26 working artist (WorkerB chops forest T124), T125 work 2 artists, T126 start to improve the wheat.
This isn't final micro by any means, beacuse I still need to fit the workers back into improving Kettleness from T121 as I don't need more than 1 worker to improve Skinninggrove in Serfdom so I can use another 2 workers to mine a hill and get the lighthouse built.
I only just saw this: 18 seafood?! That's an absurd number of work boats he has had to build.
I'm a little iffy on when Machinery will be completed, after reconsidering the time to Feud. It may well be that I do struggle to trigger the GA before T130. I think Kettleness was about neutral in costs, but the lack of a library compared to the older cities means dumping down th next 7 cities will still affect breakeven tech rate negatively, even if costs are roughly balanced with new commerce.
I think I'm whipping another 10 pop by the time of revolt, so I might just about break 8% of world pop by eot119?
I checked what happened when I turned on tech: I went up to 259 and #1. These are taken after Kong Miao.