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

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:

Road to Skinningrove is actually better to go through the Kettleness wheat tile, and I can use the western Kettleness worker to help complete the road. The settle is completed eot117, and then moves onto the tile 2E of Sneatonthorpe on T118.

T114: Worker10 (on grassland) move SW - SE. Worker11 (plains forest hill chop/finish.
T115: Worker10 road. Worker11 road.
T116: Worker10 road/finish, worker11 road/finish. [Worker 1NW of kettleness chop/finish, I'll call this worker A as I don't know the number]
T117: Workers10+11 move 1SE road/cancel. WorkerA moves W - SW.
T118: Worker10 move 1SE - 1SW. Worker11 road/finish. WorkerA move 1SW.
T119: Settler moves to wheat. Workers10+11+A road.
T120: Workers10+11+A road/finish. Settler moves SW - SW - W.
T121: Found Skinningrove.





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?





frown





I checked what happened when I turned on tech: I went up to 259 and #1. These are taken after Kong Miao.
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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(January 7th, 2020, 16:44)Krill Wrote: Oh god, is this report still going on?

I know I'm supposed to be receiving the comments these days, but I am really enjoying the thread and I have to say your playing much better than I expected mischief.

Darrell
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Shall we expand the choose your adventure area of the thread, to include a "Choose your response"? Nah, we all know there is one legit reply to your post Darrell:

*You're

Now seems like as good a time as any to go back and review, but housekeeping needs to come first.
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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TBS, you are a dick (or rather, the map generator is a dick and you are mean).
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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(January 9th, 2020, 03:54)Krill Wrote: TBS, you are a dick (or rather, the map generator is a dick and you are mean).

Whys that?
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Turn 114

Rushed turn so a couple of mistakes got made.




I moved the workboat incorrectly, should have hugged the cost. I'll lose a tile of movement back tracking now.

No galley for TBW, so Head of Tild should be settled on T117. I might not even chop that forest: could be a tile for a lumbermill? I'll have to drag a worker over here from Kettlewell.





Met superdeath. So many calendar resources, I even see a silk tile.





Obviously no trade route. And an unimpressive gpt.





I'm sending this now because Borsche should have sugar hooked next turn, and I'm prompting him to send the wine for sugar deal to me (due to shifts, I will probably be the player to roll T115). If he accepts the wine for gems deal...yay? Maybe this is a mistake (might trade for a resource I could get elsewhere as Borsche has monopoly on Calendar resources), but I'll take the risk.





Found a scout of Rustens, not sure if he is 2MNs southern neighbour, of if it was dropped off by a galley from somewhere else and Rusten is further away. Gilbert is going to uncover the coast then travel south.





Holly, this is why. You dot map this area.





Minor amendments to plans, and still waiting for GKC to actually pop his damned borders. Timble growing onto wines show in bottom left.









If Rusten is at 11% what is Hitru/OH at?





And the MFG is starting to look like it has been fixed by magic.
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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Would be easier to attempt to dotmap with Resource bubbles, for me anyway
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There are resource bubbles on for the island picture, that's the only bit that needs dotmapping.
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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The only reasonable dot map I can see requires settling on the horse and wheat.
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(January 9th, 2020, 05:50)DaveV Wrote: The only reasonable dot map I can see requires settling on the horse and wheat.

There is no reasonable dot map.


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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