November 27th, 2013, 21:15
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Good reportage thus far. One thing, could you show a zoomed out image of everything? I see your pictures and keeping hitting "PgUp" to zoom out.
November 28th, 2013, 15:17
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Thanks, Commodore. What do I need to put into the tags to shrink the images?
November 28th, 2013, 19:37
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[ screenshot ] [/ screenshot ]
Remove the spaces.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.
December 5th, 2013, 16:33
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I have played around with micro a little over a pause, and it seems that my first worker has some time to chop a forest into memphis, to fall into a worker, before proceeding to help chopping the GLH.
Otherwise, few news. Here is an overview:
You might notice that the worker is mining a forested hill. As it so happens, this will complete just in time for me to switch away from the workboat into the lighthouse, and I need the mine immediately for the fourth citizen who will grow long before that, even. The worker will then road, move SW and chop again, move SW and chop again. Lighthouse will be whipped off 29, immediately followed by a WB whip. With gold, that means that the city will still be able to regrow to 3, working wet corn and two lighthoused clams, which is all I need to spawn some settlers whilst the 20 turns of unhappiness wears off.
AH after Masonry. No new encounters, nothing special in the demos. I should review whether Gandhi seems to be going for the GLH, which I will do tomorrow.
December 7th, 2013, 19:43
(This post was last modified: December 8th, 2013, 12:44 by Bacchus.)
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Look what the cat dragged in:
This is quite poor, really. If I build the GLH I can just see Gavagai sailing down vengefully to take it by force, and of course I have NO MAINLAND METAL. Woo-hoo. Also, I hope it's a proper continent up there, or I might have a race for my wonder against another Ind. Question is, why am I at all racing for an obvious wonder with two Ind players on the board, but a) my circumstances speak for themselves, without GLH I'm not getting anywhere at all, b) India had a very slow start and, if I've been reading power correctly, even researched Archery.
After, the wonder, need some maritime protection, aka transports for island settling stacked.
December 8th, 2013, 13:37
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Eventful turn: someone build the Henge, Znth, judging by the score jump, and Greeks founded Judaism. Yep, it's T47. The henge makes a lot of sense for Cyrus, really enables his REXing, whilst opening up the full power of Chm. Judaism for Greeks, I would offer, makes no sense whatsoever, but this is coming from a guy who is rush-building GLH against two Inds before he has a third city.
State of the empire:
I don't like city shots, as I think you can see most relevant stuff from here already, at least until we get into specialists and stuff, and then the domestic advisor is still better for reporting, I found as a reader of RB threads. To clarify what's going on here — Memphis will finish the Worker on the turn AH come in, so that he can start improving the cow straight away. The city will grow to four, working the tiles it is working now, and get going on a Settler. Further north, The combined chop-mine finished, just as the WB saved 29 hammers into itself, so that I could take the chop into the Lighthouse. The building is getting 27 hammers this turn from the chop and the fact that the mine is available to be worked straight out, so that the very next turn I can double-whip it immediately, switch into the WB, whip that too, leaving the city with 1 citizen, working the Corn. This will get me 30 overflow from the Boat, which will go straight into the lighthouse. The city will grow onto the mine together with completing the boat, so the Lighthouse can get the remaining 3 hammers (and one inefficient extra to be converted into commerce). Then the full 60 will fall into the GLH, and on the very first turn of the wonder building, the worker that moved up from Memphis will complete his chop. Then it's all chopping whilst keeping Thebes at 3 pop, working both grass mines and the corn for a shit 7hpt. It will take about 6-7 turns to get the wonder, after which the city will work 2 clams and a corn building a Settler for the remainder of its unhappiness.
Demos:
This obviously won't last due to the above plan.
Wider overview and thoughts:
December 8th, 2013, 13:50
(This post was last modified: December 8th, 2013, 14:07 by Bacchus.)
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Well, for better or worse, the ludicrous double whip in the same turn is done, for 20 turns of unhappiness. The lurkers are welcome to comment on exactly how stupid that was  Albeit the question of where the OF will fall remains yet, might just get a Galley and go a-raiding.
EDIT: Btw, note the rival worst life expectancy in the demo shot above. As everyone founded a second city, and as this is Monarch, looks like someone's capital actually has sickness. Top 5 cities sure showed a 5-pop capital for the Henge's owner, probably Znth, who clearly has ran into some problems with using his charisma to full extent.
December 8th, 2013, 14:59
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Could someone advise on the barbarian spawning rules for islands?
The above tech lines should be amended for including Hunting-Archery at some point, not sure when. On the WB schedule, would be nice to get it before Writing -- I'm sure Gavagai won't sign OB with me, so I need to find another foreign party to trade with, albeit even with internal IC routes I won't be doing too badly. And the timelines given on the picture are all about 3 turns too optimistic, actually.
December 8th, 2013, 16:54
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Quote:Could someone advise on the barbarian spawning rules for islands?
I don't understand what is being asked.
As far as I know, barbarians spawn normally on islands (that is blocked by units two tiles away), and barbarian ships spawn very, very rarely.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.
December 8th, 2013, 18:32
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Well, I know that a lot of the barb counters are dependant on various per-landmass counters, such as say the number of player cities. I also recall from general experience that you rarely meet barbs on islands until much later into the game, and I have never seen a barb on a single-tile island. Now, that of course might be because the probability of spawning on that one single tile is incredibly low compared to a five-tile island, but I was wondering whether there is any other factor.
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