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

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[spoilers] AT makes a funny thread title

(November 4th, 2019, 19:47)AutomatedTeller Wrote: Mod Question:  There is an option on Bug Options for Log data on graphs.   That does not seem to do anything, though that may be because it's only turn 42.  I'm not very familiar with it.  Is that something that will only have an effect with more turns?

I presume you meant the option "Graphs Log Scale" under the Tab "Advisor"? If it is, then yes it is more noticable on later turns.
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Pitboss: PB39, PB40PB52, PB59 Useful Collections: Pickmethods, Mapmaking, Curious Civplayer

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Shoot.  I miscalculated.  I convinced myself that waitwait would get the stone on it's 2nd border pop, but it does not.

My choices are:

A) Settle the southern yellow site fast and pop it's borders to get the stone.
B) Settle 1 N of the southern yellow site and have to pop borders to get food.
C) Settle the stone itself
D) Settle south of the place I chose for the green and pop borders.  


[Image: p47t40thesouthplan2.JPG]

One advantage of C is that I can fit an extra city in, assuming ruff lets me have the space.   I am guessing that superdeath DOW'd and sent ruff a message saying he wanted the 2nd half of the timer, letting Ruff DT him this turn?   If SD has a couple of keshiks (and I'm guessing he does), ruff may not be long for this game, unless he can get to archery fast.   Hopefully, he can pop a spear or an axe in his 2nd city - SD running over someone is not in my best interests right yet - SD and Ruff getting into a war that slows Ruff further is, of course.

My guess is that I'll pick B, under the idea that I can't get a workboat down there fast anyway.
Completed:  PBEM 34g (W), 36 , 35 , 5o, 34s, 5p, 42, 48 and PB 9, 18, 27, 57

Current:  PB 52.  Boudicca of Maya
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oh - maybe SD didn't arrange something with Ruff. If that's about needing a reload because Ruff double moved SD, a reload is fine with me.
Completed:  PBEM 34g (W), 36 , 35 , 5o, 34s, 5p, 42, 48 and PB 9, 18, 27, 57

Current:  PB 52.  Boudicca of Maya
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So, it looks like Ruff was caught with his spears and archers down. Keshik's vs warriors is a bad combo.

Assuming that SD is the 71K soldiers, he probably has 4 keshiks, 2 or 3 of which are in Ruffs land, and the rest is on their way.

Why do I think that?

To make keshiks and be able to whip, SD needs the following techs:

Hunting
Wheel
AH
Mining
BW
Archery
BW

that's 34K

A couple of soldiers from population, a couple of warriors for MP, a rax and a ger brings it up to 47K. 4 Keshiks make it 71K.

Hopefully, ruff is able to get enough warriors in his cap to slow down the keshiks long enough to get an archer which might kill one.

I'm not exactly sure what ruff was doing, being next to agg/cha mongolia run by SD and not having spears or archers on turn 40.

Hopefully, Ruff can hold off SD for a few turns. Assuming he can take Ruff's 2nd city this turn (why isn't ruff whipping?), he might take the cap next turn, rest up for a turn and have keshiks able to attack WaitWait in 5 turns!! That said, I should be able to get 2 spears into waitwait in that period, between a whip and a forest chop or two. 2 spears and 2 quechas should hold WaitWait against 4 keshiks, at least long enough to get more defenders in.

If he comes, it's going to play hell with my expansion plans, though wink
Completed:  PBEM 34g (W), 36 , 35 , 5o, 34s, 5p, 42, 48 and PB 9, 18, 27, 57

Current:  PB 52.  Boudicca of Maya
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Turn 44, where I get less worried.

I still don't understand what is going on with SD and Ruff - SD Dows, first, then ruff double moves him, then sd double moves.  I guess that means that SD is first?  

Turns out, my worries about Keshiks are overwrought - SD is attacking with axes.  Combat 2 axes, but ruff should be able to hold them off some if he can get archers.   He would be better off with regular protective archers, but extra drill is nothing to sneeze at.  Ruff picked up a tech and some power, so I'm hopeful.  

If I had thought about it, there's really no way SD has all the techs needed for Keshik's yet - that would mean he's picked up 150 more beakers than I have, which is a lot. For him to have a bunch of Keshik's already, he would have had to have HBR some 20 turns or more ago, too.

[Image: pb47t44sdattackaxes.JPG]

I am still terrible at stitching wink  I can see 3 axes in that screen shot, plus the workers roading.   

I might go hunting->AH, maybe pick up some chariots and swipe at SD after he deals with ruff.     Going to AH at some point anyway - need to know where horses are. But I think sailing first - gotta get the galley started.

Mr Cairo did get archers and seems to be setting up for a new settler.

[Image: pb47t44mrcairo.JPG]

Further exploration in the southwest shows a lot of... empty water

[Image: pb47t44southwest.JPG]

Right now, I'm expecting to settle 1N of the marked spot, sending a worker there to clear the forest first (to settle a turn earlier and pick up a few hammers)

OnPoint built a workboat->workboat.  Workboat makes nets the clams next turn, just in time for CarTalk to grow, which will fuel further fast growth.
WaitWait goes to Terrace - 3 turns building it, then a whip.
DD finishes it's quechua, then will do the same with the terrace.

Oh - I haven't seen the tech screen look like this before:

[Image: pb47t44techtree.JPG]

There's a "show era" box on the options, which gives those shadings. Cool!!
Completed:  PBEM 34g (W), 36 , 35 , 5o, 34s, 5p, 42, 48 and PB 9, 18, 27, 57

Current:  PB 52.  Boudicca of Maya
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Turn 45, where stuff happens.

Mr Cairo rolled the turn, but did not play his turn 45.

He whipped a settler, which I think is going south, given that he has an archer to the south.  Not sure he didn't play his turn - maybe he thinks he's in a settler race?
I'm ok with him knowing he's not, if his knowing isn't going to change where he settles.  Ok, guess he shouldn't know if he thinks he is.

Not much happening.  I think I need to get AH instead of sailing - it's cheaper and if ruff goes quickly, i might need the chariots.  I put research on AH, but am building gold.  It's 5 turns on 100%, but I need 40 gold to do that.  So, like 8 turns from now.

Demos are, understandably, pretty strong.  Other than power, I'm 1 or 2 in pretty much everything.   Obviously, at 0% research, a lot of my GNP is culture.  Though, that's the case for SD, too, with a couple of barracks providing culture.

WaitWait and DeliciousDish are both building terraces - DD whips in 2 turns, WW in 3.
Completed:  PBEM 34g (W), 36 , 35 , 5o, 34s, 5p, 42, 48 and PB 9, 18, 27, 57

Current:  PB 52.  Boudicca of Maya
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I was trying to to figure out the best set of moves for PeterSagal, who is currently roading the tile SW of WaitWait, next to both the cow and the gold - I was thinking road,then pasture/road the cow, then mine/road the gold, but now I'm thinking the opposite. WaitWait will grow slower, but the A) the gold tile will give me a significant boost to research and B) also up my happy cap for all my cities. I'll have it mined for just after AH, just before sailing and planting city #5. Also, the hammers will help build defense in wait wait. Also, I THINK it will finish mining just in time for size 3 or maybe a turn later - so, oasis, cow and gold means still growing 4 food, which will mean an extra turn to get to size 4, but that's ok.

Other worker moves:

Click is making cottages on the FP
Clack just roaded the forest SW of DeliciousDish and will go pasture the cow.
Completed:  PBEM 34g (W), 36 , 35 , 5o, 34s, 5p, 42, 48 and PB 9, 18, 27, 57

Current:  PB 52.  Boudicca of Maya
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Turn 46, where AT does have to make some choices

I think there is a good chance Ruff has an archer.  His power went up by 3K since after he lost his city, which is an archer.  

If so, he should be able to get another next turn, which means SD won't be able to take him with 3 axes.  If he can get 1 or 2 more, he should survive.  Might need to ship him horse, so he can build some chariots.

[Image: pb47t46ruffcap.JPG]

There are 5 axes in view here - 3 on that stack, and 2 more singles.  There's another on it's way, as well.  

I should be able to get vision next turn, though.  

if there are archers, then I think that Ruff is safe - he should be able to add an archer nearly every turn, and borders expand again in 4 turns, giving him another 20% bonus. SD isn't taking city raider, which is a little odd, since it's better for attacking cities at this point.


[Image: pb47t46demos.JPG]

Analyzing demos, I think that SD has a total of 7 axes.  I am certain he's high at 83K

He's got hunting, mining, wheel and BW, for 16K. He's got 2 or 3 from population.  He's got 2 barracks, for 6, so that's 25K.  If he has 2 warriors (for MP) and 7 axes, that's 83K right there.

So, at this point, SD has spent something like 260 hammers to pick up 1 size 1 city that won't even have food when the caps borders expand.   One of the raxes would have been made anyway, for the culture.

So, if he's stymied at the cap, he'll either A)  suicide his troops, monty style, trying to get lucky with the RNG or B) look elswhere.  Hopefully, elsewhere is Krill.  I assume that attacking me through Ruff's culture is unappealing.

I set DeliciousDIsh to an axe.  If Ruff has archers, I'll go back to the terrace, but if not, I'll need defenders.  
I don't see SD walking a big stack past ruff's cap if he hasn't taken it.

WaitWait is still building the terrace.  It has enough food that it the terrace will help it whip.  

OnPoint continues its workboat, but will switch to an axe if need be.

CarTalk will go to full axe production if necessary - it can handbuild one every 3 turns at size 4 if I want.  If we have horses, then Onpoint and DD will likely build chariots

In Mr Cairo news, he settled:

[Image: pb47t46mrcairo.JPG]

That gives him 2 copper sources, but that's a food poor city.
Completed:  PBEM 34g (W), 36 , 35 , 5o, 34s, 5p, 42, 48 and PB 9, 18, 27, 57

Current:  PB 52.  Boudicca of Maya
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Turn 47, Ruff should live

[Image: pb47t47ruffcap.JPG]

Ruff has archers - already has 2.    SD is not going to take that city any time soon - I figure he needs 2 axes per archer.  The warriors are only intersting in that they hold the city.  

I presume that worker is chopping, plus ruff can whip.   The longer he takes to attack, the more dug in those archers get.    With up to 4 1st strikes, it's possible that Ruff will kill some of those axes without taking a hit. Also, in 3 turns, culture expands and he gets a 40% defense.

There are 5 axe in view, but it will take 3 more turns (SD has already gone this turn) to get them in, and by then, I expect ruff will have 4 archers.  5 axes are not killing 4 archers.  he probably needs 8 axes to get through that.

He might choke, he might take his stack and attack me, but that's 8 turns, which is plenty of time for me to build up my defenses in wait wait, so that's not scary.

I don't know what SD will do, but he's not getting a lot out of this attack, unless he shows up with some keshiks soon.

workers:
Click - 2 more turns on the cottage
Clack - 3 more turns on the cow for DeliciousDish
PeterSagal - moved to gold, 4 turns for mine, 2 turns roading.

CarTalk - 1 turn to an axe, then worker->settler.
WaitWait - whip terrace->axe
DeliciousDish - back to a terrace, whip next turn, then back to an axe
OnPoint - still building workboat.  Grow in 4 turns.  Will build the terrace after that.

Demos:

[Image: pb47t47demos.JPG]

Top power didn't change any
Completed:  PBEM 34g (W), 36 , 35 , 5o, 34s, 5p, 42, 48 and PB 9, 18, 27, 57

Current:  PB 52.  Boudicca of Maya
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Have to admit, I hope Krill and GKC end their war soon. With Krill being in the UK and GKC somewhere in the US, Krill having to go 2nd makes turns take a long time.
Completed:  PBEM 34g (W), 36 , 35 , 5o, 34s, 5p, 42, 48 and PB 9, 18, 27, 57

Current:  PB 52.  Boudicca of Maya
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