Ya Bellarch kept sending me micro and I was just like sweet green player doing micro and I didn't really analyze like I should have, but ah well, we have a plan now that seems pretty good. I still feel kind of bad. Bellarch got saddled with my sorry self as a ded lurker and early game micro is one of the only things I'm competent in and then I just don't pay attention......
JackRB not settling for new food is worrying, but based on sim and soonest time they could get axe to city #4 we should be fine.
I figured its time I link useful things:
Charriu covered a whole bunch of things here: https://www.realmsbeyond.net/forums/show...p?tid=9938
Charriu I know you covered types of barbarians spawned, but is there anything on when barbarians start spawning real units / enter territory?
I had sent Amica the first person I ded lurked some things and I just love the hammers, so quoting:
Quote:Mjmd's Guide to Forests
hammers: provided by a chop outside your borders pre-Math / outside your borders with Math | within your borders pre-Math / within your borders with Math. All numbers are for Normal speed.
(July 23rd, 2021, 13:41)Tarkeel Wrote: IIRC; they start entering territory when the total number of cities built is equal to twice the amount of players.
Thanks Tarkeel.
Bellarch I suspect that will be right around when we plant 4th city.
(July 23rd, 2021, 13:30)Mjmd Wrote: Charriu covered a whole bunch of things here: https://www.realmsbeyond.net/forums/show...p?tid=9938
Charriu I know you covered types of barbarians spawned, but is there anything on when barbarians start spawning real units / enter territory?
I didn't cover that, because the information is already out there:
Barb spawning mechanics (stolen from SevenSpirits):
Barbs are spawned for each landmass individually. The game will spawn barbs up to a max of one barb per 50 (on prince) unowned tiles on the landmass. This is why islands (smaller than 50 tiles) won't get barbs.
At other difficulties, unowned land tiles per barb unit:
Also: how many barbs spawn per turn on a landmass? It's one, plus one more for every four missing units. So if a landmass supports 20 barbs, and there are currently 4 on it, then there are 16 missing, so 1+4=5 will be created.
Thanks Charriu. I knew the number of barbs alive mattered. So FYI to Bellarch don't kill barb animals unless they attack you.
But ya size 8 city is interesting.
When I started actually looking at micro T30 I presented Bell with 3 options. 4 cities with an additional chop. 4 cities whipping down to 1. Or 3 cities doing neither a chop or whip (which we both didn't like and I barely even mentioned). Bellarch was leaning towards the whip to size 1 option even before we saw JackRB had settled copper city first (more worker turns to roading; I had been leaning extra chop before that). Bellarch has retaken over micro and informs me that with saved worker turns we actually will have all 3 tiles to city#4 roaded turn settler comes out speeding it up, which I think is super nifty.
(July 23rd, 2021, 14:54)civac2 Wrote: You want to whip the second city to 1?
Of course not, we are whipping the capital to 1! We end up at like 58/100, which is pretty convenient for a 1 pop imp whip (which I generally don't do). The other option was to grow on stonehenge for a turn and wait for a chop. But again because our copper is in a horrible spot requiring LOTS of roads...... the option not requiring 4 turns of worker labor won out with JackRB planting for early copper (3 turns chopping and then I think it would have been an extra turn moving back to where roading). To be fair our capital will have given away 1 of its food permanently and another on a part time basis, so the food tiles at least will still all be worked (cow is currently a mine and will remain so for a while.....)
(July 23rd, 2021, 14:48)Mjmd Wrote: Thanks Charriu. I knew the number of barbs alive mattered. So FYI to Bellarch don't kill barb animals unless they attack you.
From my understanding this won't help with regulating barb spawns. As soon as the barbs can spawn animals are despawned and replaced with barbs over a period of time.
(July 23rd, 2021, 14:48)Mjmd Wrote: Thanks Charriu. I knew the number of barbs alive mattered. So FYI to Bellarch don't kill barb animals unless they attack you.
From my understanding this won't help with regulating barb spawns. As soon as the barbs can spawn animals are despawned and replaced with barbs over a period of time.
See Bellarch I'm still learning things and often wrong!!!
I totally was letting a couple of barb animals live in a pitboss game instead of taking the exp....... They both lasted long after normal barbs started spawning though.