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

Create an account  

 
[SPOILERS] Scooticator and Pindooter give a sporting try

How close are you to getting contact with everyone, and what will your circumnav boats do when that's done?
Reply

(November 13th, 2013, 08:30)Zed-F Wrote: How close are you to getting contact with everyone, and what will your circumnav boats do when that's done?

We've had everyone but FinHarry for a little while now. The mixup with being forced into peace with dtay slowed that down. One of the boats is already on its way home, and the other one will head home once we get contact with FinHarry. We've got plenty of uses for galleys.

(November 13th, 2013, 01:07)pindicator Wrote: Speaking of incense, how much should we offer Commodore for ours? I'm thinking 5gpt

Yeah that's about what I had in mind.

(November 13th, 2013, 01:07)pindicator Wrote: Scooter, how about the clam/iron spot for our second settler?

(November 13th, 2013, 01:10)NobleHelium Wrote: I would just settle two on the big island and grab that later, it's protected anyway as you say. retep and Bacchus could get to it if they expand culture, but that'll be a while.

Yeah I think I'm with Noble on this. I'm not concerned about someone racing us to the spot, so the only concern is just quick development,and I think we can do that best by putting 2 on the first island. Plus getting 2 on NFC North means we're just about clear of barbs spawning without fogbusting outside our borders.
Reply

Scooter, have you got workboats lined up for our new cities? It looks like we're going to need three work boats in position at Wolverines and at the two new cities on t130 or 131. I know we'd rather have our new cities on infrastructure and Valiants and the capital are our only choices after that
Suffer Game Sicko
Dodo Tier Player
Reply

(November 13th, 2013, 14:09)pindicator Wrote: Scooter, have you got workboats lined up for our new cities? It looks like we're going to need three work boats in position at Wolverines and at the two new cities on t130 or 131. I know we'd rather have our new cities on infrastructure and Valiants and the capital are our only choices after that

Valiants is work boat next for sure. I can speed that a bit with a chop. I'm debating about whether to get one out of the capital too or not (after the settler). I do want that market to finish there, but it's the best way to get one.
Reply

I like chopping one out of Valiants. Slowbuild one, chop one, and a third from the capital. I'll see if i can work out when they would need to be built to get to each city on time

Edit: we can build workshops next turn!
Suffer Game Sicko
Dodo Tier Player
Reply

Turn 119

So I logged in to be greeted by whatever this is:

[Image: t119_williamLP.JPG]

Shrug, I guess that's a "hey let's be friends" which, sure why not. How about you guys go get Alphabet and offer us trade routes, that'll make us friends smile. So yeah I'm going to go work boat next at TB:

[Image: t119_tb.JPG]

I'll switch off your config over to growth-oriented tiles next turn. Valiants can get the other two:

[Image: t119_bigesat.JPG]

So like I said, I'm going to drop that one worker off on the city marker spot. Might as well chop that before we settle on it. That will complete that work boat in the queue. We could go straight onto another one from there if that turns out to be necessary, I don't know the timing off the top of my head.

While we're here, what's the Moai plan again? Pretty sure you made one, but I don't know where it's at, and I don't want to do something different on accident. Just figured I'd check since the Granary at Boilermakers can be whipped next turn. Here's our core:

[Image: t119_overview.JPG]

Gonna be a farmfest when Civil Service comes in. Also, another MH city bites the dust:

[Image: t119_mh_city.JPG]

Suttree declared war on him too. Who would have thought our continent would be the only peacenik continent lol.
Reply

(October 26th, 2013, 14:08)pindicator Wrote: I had it done on notepad, but re-writing it as a google doc made me find a couple of mistakes. For instance, in my notepad i had listed t109 twice so the eta is actually end of turn 125 smoke

Google docs link comparing lighthouse vs granary first

Lighthouse wins. Moai faster by a turn, more tile yields out of the city

This what you were looking for, or was there something more recent?
Reply

(November 13th, 2013, 22:11)Zed-F Wrote:
(October 26th, 2013, 14:08)pindicator Wrote: I had it done on notepad, but re-writing it as a google doc made me find a couple of mistakes. For instance, in my notepad i had listed t109 twice so the eta is actually end of turn 125 smoke

Google docs link comparing lighthouse vs granary first

Lighthouse wins. Moai faster by a turn, more tile yields out of the city

This what you were looking for, or was there something more recent?

That's the plan!
I'm going to double check it against worker turns right now, then report on that and work boat turns.
Suffer Game Sicko
Dodo Tier Player
Reply

[Image: pb13%20-%20turn119%20-%20orioles.jpg]

Right now we are 10 turns away from our next great person. They'll pop end of turn 128, which means golden age on turn 129. Caste system adopted that same turn and artists hired in Wolverines and our two newer cities. Wolverines will be size 2 and have 2 food in the bank by then so it will be able to hire 2 artists for a turn and pop borders end of t130. The other cities will have to use one artist each and pop borders end of t131. So we need a work boat in position to net the crabs at Wolverines on t131 and at the other cities on t132.

To get a wb to Wolverines on t131 it would have to be finished at Valiants by end of t126 or out of the capital by end of t124.

To get a wb to the clam at the corn/pig city on t132 it would have to be finished at Valiants by eot127 or from the capital by eot125. But really, would that city even care about the clam being hooked up? It's got pigs and corn. Maybe if the worker turns aren't there to hook them up.

If the second settler goes for the fish city then it would need to finish in Valiants by eot127 or the capital by eot125 as well.

This makes me think we can get away with 2 work boats - one for Wolverines and the other for the non-corn/pig city on NFC North.

If the work boat finishes naturally at Valiants it will finish at eot125. So if we go with 2 work boats then we could just only make them at Valiants with the chop and the natural production.


*****

The Moai plan from here is super simple:

Step 1: whip the granary on t120
Step 2: chop everythign into Moai
Step 3: when Boilermakers reaches size 3, work the plains hill mine, after that work coast tiles.

voila! t125 Moai, right in time for the golden age
Suffer Game Sicko
Dodo Tier Player
Reply

Taking a further look at the pig/corn city and what it will need to get up and running.  In the spoiler I've got a turn-by-turn planning of how the city will be developed.  I'm not sure if I'm remembering the travel time right, but I think the settler will be dropped off at turn 123 on the corn tile and then settle the pig/corn spot on turn 124.

Code:
123                                             land worker & settler on corn
124      1  3/22         1/60   granary         [corn]  found pig/corn city, farm corn (1/5)
125      1  6/22         2/60
126      1  9/22         3/60
127      1 12/22         4/60
128      1 17/22         5/60                   finish corn
129      1 22/22         6/60                   move to pig
130      2  3/24         7/60                   [corn, artist]  hire artist, pasture pig (1/4)
131      2  6/24         8/60
132      2  9/24         9/60                   borders pop eot
133      2 17/24        11/60                   [corn, pig]  finish pig. swap from artist to pig
134      2 25/24        13/60
135      3 11/26        15/60                   [corn, pig, clam]

So we don't need a work boat for the pig/corn city until turn 135.  Even if we use two workers at the pig/corn city we won't need the work boat until turn 136:

Code:
123                                             land worker & settler on corn
124      1  3/22         1/60   granary         [corn]  found pig/corn city, farm corn (2/5)
125      1  6/22         2/60                   farm corn (4/5)
126      1 11/22         3/60                   finish corn, 2nd worker to pig
127      1 16/22         4/60                   both workers road
128      1 21/22         5/60                   both roads finish
129      1 26/22         6/60                   both workers pasture pig (2/4)
130      2 12/24         8/60                   [corn, pig]  hire artist, pig pasture finishes
131      2 20/24        10/60
132      2 28/24        12/60
133      3 10/26        14/60                   [corn, pig, artist]
134      3 16/26        16/60
135      3 22/26        18/60                   borders pop end of turn


Where did you plan on settling the 2nd city on NFC Island?  Settling on the desert tile is going to be the quicker spot to start up, but long term it has less potential than the clam/lake location in the middle of the island.  If we settle the clam/lake location then we only need 2 work boats total.  If we settle on the desert for the fish city then we can actually get the third work boat out of our moai city - moai will finish at end of turn 125 and the city will be size 5 and have 9hpt production starting t126.  Just enough time to finish a work boat and make it to the fish tile in time for when its border expands at end of t131.

All this is adding up to me recommending not to build a work boat out of the capital.  It has the longest travel distance and like you said, we'd prefer the capital to build some multiplier infrastructure like a market and a forge.
Suffer Game Sicko
Dodo Tier Player
Reply



Forum Jump: