Is that character a variant? (I just love getting asked that in channel.) - Charis

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[spoilers] Pindicator and Regoarrarr - Bismark of Ethiopia

So in looking at Yuri's total resources (3 fish, 4 clam (including one he's trading away) and 1 crab), it does NOT look like he has settled those grassy islands to his west. Gotta figure he knows about them, right?

Or I guess if he has settled them recently, he doesn't have the seafood there netted yet.
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So after revolt and new turn
123 hpt (will go up as we grow back from the whippings onto mines and workshops)
175 breakeven bpt

Plus we have

[Image: Civ4ScreenShot0316.JPG]

Once we cancel our silk / marble trade (in 2 more turns), we can hire another merchant here.
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Scooter researched Feudalism this turn, upping his beaker lead on us to 15263 - 8869 (6394 beakers). Nakor remains a cool 1900 beakers ahead of us
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So at our new 175 bpt, we can get the 2784 raw beakers we need in 16 turns from now, which means T181, giving us ~9t to assemble 30 knights. I expect our bpt number to improve over the next few turns, not to mention if we snag a free ~1000 beakers from popping an Engineer to bulb Machinery.

Our military production is also proceeding apace. We have a Horse Archer, stable and 3 War Elephants completing this turn, with another several military units already complete in the queue behind them. Once those complete in 2t, I will post another overview of how we're doing. But last I checked we only needed 100hpt of military and we're still making 123hpt, and that does not include growing back onto mines and workshops we whipped away last turn.

I think that the optimal time for our GA will be the turn of or maybe the turn before we get Guilds. That lets us turn all those workshops into 1/5/0 tiles. We also revolt into Vassalage (and Hereditary Rule), which means that barracks units get 7XP and horse units in stable cities get 9xp. Twould be better if we were CHM in that case for sure, but what can you do.... I am thinking we stay out of Slavery and just stay in Caste.
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Well, gotta love that increase with Caste & Theology. We may be able to find some more units if we're that well under our needed hpt - or sneak in a economic building or two.

Why would Yuri settle inferno island before settling to the west? Maybe scooter beat him to those islands? Either way, that's a bad turn for Yuri.

Micro question: There's a sign for HS to take the grass spice from SB. Shouldn't it work the farm instead? We kill the growth rate at SB if we take that spice tile away so better to do that when there isn't another option for growth.

Schweddy should farm the grasslands and probably workshop the plains (but watermill the riverside plains).

I stopped the workshops being built by Jon Lovitz & Fred Armisen near Tounces the Cat. That town already has 2 workshops to grow into so we won't need a new one built for at least a dozen turns. More important is to get a farm up for CJ, or mine and make workshops for 1TON.

Coneheads: Farm grassland and workshop plains? Or cottage up the whole thing?

good work over the weekend; if we can get some military down before Krill gets frisky next we may be able to stick around and make some noise this game.

Also, I think your tech number is off. I show us getting those beakers in 14 turns, probably less considering there are some known civ bonuses to go along with the 1.2 pre-req bonus.
Suffer Game Sicko
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Quote:Also, I think your tech number is off. I show us getting those beakers in 14 turns, probably less considering there are some known civ bonuses to go along with the 1.2 pre-req bonus.

It's something like 1140 beakers for Feudalism and Machinery and 1610 for Guilds. So I added those up and divided by 1.2, and then subtracted the 480 some beakers we have either already in Feudalism or stored up as cash (we have enough gold for 1.5 turns of max sci). So the number I posted upthread was already "raw" beakers.

Also remember this is RB mod - there IS no known civ bonus lol (at least not till post-Paper)

Good call on having Jon and Fred go farm that jungle tile at CJ.
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Played T166 over lunch. We are running out of worker tasks on the mainland, so don't tell anyone shhh but I moved 3 workers all into a jungle tile - wasting 2 worker turns!!!!!

I put in 1t of road onto the grand Yuri attack road, so now instead of 4 worker turns on attack day it just needs 2.

Quote:Total
32 knights (90h)
15 horse archers (50h)
4 xbows (60)
8 elephants (60)
15 catapults (50)
3 longbows (50)
2 triremes (50)
6 galleys (50)
2 spies (40)
1 stables (50) - Blues Brothers and Hanukkah Song
1 barracks (50) - OTOF

After the end of this turn we will have
2 horse archer, 4 war elephants, 2 catapults, 1 trireme and 4 galleys

So of the units that we can currently produce, we still need 13 HA, 4 elephants, 13 catapults, 1 trireme, 2 spies and 2 galleys. So sounds like we should queue up mostly HA and catapults
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For reference, here is the training statuses of our cities (everyone has Christianity for the Theocracy bonus)

Barracks + Stable: Blues Brothers + Hanukkah Song (in progress) - HAs and Elephants here
Barracks only: Wayne's World, Toonces, Church Lady, Celebrity Jeopardy, More Cowbell, One Ton of Fanmail (in progress) - any units here
Nothing: Deep Thoughts, Coneheads, Schweddy Balls (spies and ships here)

With the amount of horse units we're going to require, should we build 1 more stable? CJ or Toonces would be the likely candidates, or maybe More Cowbell
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Krill has spent all his EP on us the last 2 turns so we no longer can see his research. So I swapped off of him and moved on to Azza - we are 3 EP shy of getting his demos back and then I will put it back on Commodore for 5t to get his demos.

Hopefully Krill will stop spending EPs on us once he sees we've stopped and don't have his research any more
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Quote:We are running out of worker tasks on the mainland, so don't tell anyone but I moved 3 workers all into a jungle tile - wasting 2 worker turns!!!!!

If we are running out of actions on the mainland, how about turning a few of those workshops into temporary farms to grow some cities? Then we can pave over the farms when the city gets to the right size. I'm especially thinking of CJ - it is pretty food poor after giving it's clams back to CL. Another option is to swap tiles between CJ and More Cowbell so that CJ is getting food & production and have MC just focus on commerce and research. Dunno how realistic an option that is.

Also, how do we want to finish developing Coneheads? I am thinking we farm the grasslands, workshop the plains, and watermill the plains river tile. Although we may need to farm up everything first just to grow it to the right size. So maybe those workers will be needed across the narrow sea.

Quote:I put in 1t of road onto the grand Yuri attack road, so now instead of 4 worker turns on attack day it just needs 2.

This is a really good idea; in fact, I may have to start doing this in all my games. When a pair of workers can signal an incoming attack, putting 1 turn of a road in this early is a great way to mask our worker's intentions later on.

Speaking of masking intentions, we are going to need to look at the logistics of moving 40+ units over to the Western Continent as close to the war turn as possible. We probably don't need to look at it in minutae until Guilds comes in, but we also don't want to have 30 units waiting to get shuttled over 10 turns before the war starts and only have 5 galleys to shuttle them over in. On the other side of the coin, we don't want to have a huge stack of units just hanging out on Yuri's border as well.

Quote:So of the units that we can currently produce, we still need 13 HA, 4 elephants, 13 catapults, 1 trireme, 2 spies and 2 galleys. So sounds like we should queue up mostly HA and catapults

That's 1770h worth of units to be done before Guilds comes in - and another 100h in infrastructure. Roughly 130hpt needed to complete it all. I think what's needed is to firm up what we are going to be able to build pre-Guilds: calculate out the food/production of our cities for the next 15 turns. I will start on this tonight, once I can get my hands on the save; something like this can help us find out which city would be a good choice for a stables or a barracks.

Speaking of which, I have jury duty tomorrow. I really hope that I have jury duty for only tomorrow and don't get picked to serve longer, but if I do then we'll see how much time I can put into it this week.
Suffer Game Sicko
Dodo Tier Player
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