As a French person I feel like it's my duty to explain strikes to you. - AdrienIer

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[PB63 Mjmd] Drunken Sailor

I've kind of just been doing whatever vaguely shanty song I like. A lot of which aren't historic at all. So this time I'm going to stick to some more traditional shanties.



Your going to be seeing a lot of this guy. He does traditional shanties with little historical bits. His shanty of the week series has a tad bit more info, but they are longer and a bit more rambly.

For instance his shanty of the week is 6+ minutes vs this version just over 2 min. So here is a longer descriptor of the main fact your missing out on.

Quote:Stamp and go shanty
Also called a "runaway" or "walk away" shanty. Although technically a hauling action, the work accompanied by this type of shanty was continuous in nature. Thus the songs had longer choruses, similar to heaving shanties. The work entailed many hands taking hold of a line with their backs to the "fall" (where the line reaches the deck from aloft) and marching away with it along the deck.
On vessels of war, the drum and fife or boatswain's whistle furnish the necessary movement regulator. There, where the strength of one or two hundred men can be applied to one and the same effort, the labor is not intermittent, but continuous. The men form on either side of the rope to be hauled, and walk away with it like firemen marching with their engine. When the headmost pair bring up at the stern or bow, they part, and the two streams flow back to the starting-point, outside the following files. Thus in this perpetual "follow-my-leader" way the work is done, with more precision and steadiness than in the merchant-service.

As this maneuver could only be used on ships with large crews, such as vessels of war—in which few shanties were sung—shanties to accompany it were few in number and were not often noted in context. The most commonly cited example is "Drunken Sailor", which is thought to be one of the few shanties allowed in the Royal Navy.
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Reserved just in case



PW
Haul

Draft Micro 

T38 capital give up both 5f and start worker (take oasis)
T39 worker go improve cow, cap take wheat back to grow and works grassland forest for 3rd, 2nd has oasis
T40 capital whips, give wheat away but take oasis
T41 2nd starts worker, capital takes wheat
T42 2nd takes wheat and grows, capital takes pig instead for 1 turn, 3rd puts scout into queue
T43 3rd takes pig back; capital works fish; whip 2nd for 3rd worker, capital takes wheat (note not working banana as improve fish)
T44 new worker goes to rd
T45 warriors in capital to upgrade to spear, vulture in 2nd
T45 3rd fin warrior or scout
T46 3rd fin other; start grans cap and 2nd
T47 3rd puts 1 turn into settler working copper
2nd worker goes to chop forest on hill or banana for capital, figure out which, prob hill, 4th worker from 2nd can help farm banana then after chop into gran later
T48 capital starts settler, 2nd can take wheat & Oasis and cap gets exactly 10 FH / turn, start gran in 3rd so it grows, switch off copper
T49 chop fin,
T50 whip settler at capital, worker go to banana to chop into gran*; 3rd puts 2nd turn into settler at size 4; 2nd start worker
T51 3rd whips (work cow & copper), capital takes pig, other settler moves, grow 2nd,
T52 settle both cities  (note can choose for wet corn settle either T52 if I road plains hill or T53, but in both cases won't start improving corn until T53, if  wait until T53 can put 3 more turns into FP farm
2nd whips worker, cap takes wheat, 3rd takes pig

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Random thoughts:

-Map requests - double check coppers please
-Unsure how much I'll be reporting this game as I don't have a ded lurker. Probably at or slightly below PB54 levels.
-If your interested in my trait analysis, I've played a lot of CtH, check out one of my more recent threads
-I'm 4th, I would like to first pick either Zara or Mali. Unsure of which. If the start is especially kind on food techs maybe this is the game I do Darius of India or Inca.
-I expect the only imp leader to get chosen is Julius. I'm pretty off Imp on emperor even for my beauty Victoria.
-I expect creative, cha, and exp to be the expansion traits of choice (I'm vaguely thinking of taking Cha with org or fin, but I think would rather have creative)
-Give me a grassland pig and suddenly I'm Vicky of zulu (something something don't pick Vicky I said?).
-The skill range in this pitboss is VAST depending on how into it Cornflakes and Pin are.
-I expect org to be popular as its kind of an easy button even if not technically above Fin
-Game will probably go later meaning Fin and exp gain a bit, but I'm waiting on next CtH version to try exp, We'll see if I can resist going Fin, I think if Zara is taken I'll likely fall into my normal Fin ways.
-My family is out of town while I work OT next week. I may write something thought provoking, I may not.
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Mjmd, here is your starting location. Beware of the danger of gazing into the fog, anything outside your settler's BFC is likely to change before the map is finalized.

Playing: PB74
Played: PB58 - PB59 - PB62 - PB66 - PB67
Dedlurked: PB56 (Amicalola) - PB72 (Greenline)
Maps: PB60 - PB61 - PB63 - PB68 - PB70 - PB73 - PB76

There are two kinds of people in the world: Those who can extrapolate from incomplete data
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Wow, just wow dance . THIS START IS JUICED! I am thankful for this start (sorry to non US for the punny / sorry to all)

This is by far the best start I've ever seen on Realms.

Immediate thoughts:
-The problem with it being so juiced, is well you need EVERYTHING
-Probably civ first. Starting techs to maximize would be nice.
-Probably means not even Inca makes the cut and sadly also probably not Mali. Those civs really want all your foods to be 2/3 of the 1st tier techs. This start has all 3 and AH.
-Charismatic gets a huge boost by starts like this. You can over whip and grow tall early. Also, one of the things this screenshot is missing is literally any happy.
-I would also consider expansive higher even though I said I wasn't going to pick this CtH iteration, but I think Cha is still higher
-I expect 0 people to now pick Imperialistic. The better the capital the less its needed and it just doesn't get better than this.
-Oasis will help make sure get to techs, its a nice 3rd tile (can also use banana as 3rd micro depending). Its the only reason I want to test civs like Inca or Mali, but probably still should just go a better food tech civ
-The one draw to creative would be to skip myst and make a faster run on pottery, although honestly there should be enough share food cities that Cha will still be fine doing myst after pottery
-For instance 1NE of Oasis is already a fine second city without seeing literally anything else (maybe 1N of that if new food). The other obvious spot that I believe gets trade hooked is 2W of the banana

-With the forested banana I wonder if a fast grow to size 2 workboat opening is better.
-Man I almost never do pre-game micro - CURSE YOU TARKEEL!!! wink
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I'd say that the PB61 starts were a notch above this one, while PB60 was a notch below.
Playing: PB74
Played: PB58 - PB59 - PB62 - PB66 - PB67
Dedlurked: PB56 (Amicalola) - PB72 (Greenline)
Maps: PB60 - PB61 - PB63 - PB68 - PB70 - PB73 - PB76

There are two kinds of people in the world: Those who can extrapolate from incomplete data
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Its far enough along that I don't think I need to spoiler tag Bellarch start in PB61. This is easily the best start I had seen until now.

[Image: eru0hUt.png]

The thing that might put this start above is the double deer and then the rice.  Having all your foods be at the two cheapest techs was super nice. The forested deer is obviously better than this starts forested banana as it can be improved. There are more river tiles than this start. What this start is exciting for is that it just has good tiles for days. Your never going to have to work less than a 4 yield tile.

I'll give you that it may be even just due to techs, but in terms of raw stuff this start certainly excels. Edit: I'll put them at even

Quick question. Did we end up at a water based map or a land based map? I'm considering both Dutch and Viking in short list below:
Dutch
English (consider if Hannibal)
Rome
Viking
Zulu (only consider if worker start is better)


Babylonian (Org/Cha) - Charriu if my math is right for UB this is 1 food from 20-38 foodbox and then 2 food beyond due to rounding down I assume?

Edit: PB60 start was like 3-4 notches below. Like its majors vs high school team not even close.
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(November 26th, 2021, 10:15)Mjmd Wrote: Babylonian (Org/Cha) - Charriu if my math is right for UB this is 1 food from 20-38 foodbox and then 2 food beyond due to rounding down I assume?

Off the top of my head I would say yes, but better test it.
Mods: RtR    CtH

Pitboss: PB39, PB40PB52, PB59 Useful Collections: Pickmethods, Mapmaking, Curious Civplayer

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Well lush starts are the norm for Civ4. Tricky maps like your PB21 have been rare since Krill stopped making maps (?, I think mischief).
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(November 26th, 2021, 10:15)Mjmd Wrote: Quick question. Did we end up at a water based map or a land based map? I'm considering both Dutch and Viking in short list below:

I'm only comfortable in stating that I've tried to observe your wishes.
Playing: PB74
Played: PB58 - PB59 - PB62 - PB66 - PB67
Dedlurked: PB56 (Amicalola) - PB72 (Greenline)
Maps: PB60 - PB61 - PB63 - PB68 - PB70 - PB73 - PB76

There are two kinds of people in the world: Those who can extrapolate from incomplete data
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