December 14th, 2011, 18:38
Posts: 4,471
Threads: 65
Joined: Feb 2006
Ok Calendar is in so I'm switched onto the +10 food surplus from farms. Capital hit size 5 EOT and growth to size 6 is in fact only 2 turns (although that won't actually do anything until the dye plantation is done.)
What I do want to do here in terms of micro, because I have a ton of food and few hammers, is try to get a large overflow from settler/worker (food builds) onto warriors/elder council (hammer builds) in order to convert the extra food to hammers at a 1:1 ratio on the overflow. I'll start settler once warrior #4 is done, and when plantation completes I have the option to hold settler for 1 turn to grow to 6.
December 16th, 2011, 07:53
Posts: 4,471
Threads: 65
Joined: Feb 2006
Growth to 5, start settler, will interrupt for 1 turn to grow to 6 when plantation finishes next turn
Mardoc's thread has 249 posts lol, not sure if he is playing pirates or "council of gossipy old women". I suspect the latter.
December 16th, 2011, 12:16
Posts: 13,237
Threads: 25
Joined: Oct 2010
uberfish Wrote:Growth to 5, start settler, will interrupt for 1 turn to grow to 6 when plantation finishes next turn
Mardoc's thread has 249 posts lol, not sure if he is playing pirates or "council of gossipy old women". I suspect the latter.
Did you want to put the warrior overflow into the settler? I don't see why you wouldn't grow first otherwise.
December 17th, 2011, 07:39
Posts: 4,471
Threads: 65
Joined: Feb 2006
t25 analysis
a) don't delay settler
Settler production box at 15/145 with city producing +10f +4h and adding +1f from switching the forest hill to the last river farm in 4 turns. Finishes in 9 turns at something like 145/145 = no overflow, although I can obviously micro it to finish in 10 turns with overflow.
b) delay settler by 1 turn to grow to 6
City grows to 6 immediately and puts 4h into a warrior. Gains the use of an extra forest tile on the next turn, so net output towards settler is then 15h for 3 turns and 16h thereafter. Finishes in 10 turns at 156/145
Conclusion: putting one turn into a warrior now is strictly better if I'm going to use overflow to train the warrior anyway Overflowing saves at least 1 turn on the next build over not overflowing, so I think it's correct here.
December 17th, 2011, 08:45
Posts: 445
Threads: 5
Joined: Oct 2010
uberfish Wrote:A couple of notes about Sheaim
- they're actually really fearsome defensively. PZ can't kill anymore in EitB but they are endgame level collateral if they can hit a stack and having an extensive road network mitigates their lack of speed. The Amurite world spell doesn't stop the PZ from blowing up when they die, either.
- the reset button effect of the final Apocalypse events unfortunately has a negative synergy with building up levelled mages for Summoner/Sundered if things get that far.
Could you provide us with some of your tentative long-term plans for the Sheaim? I went through your posts and couldn't find an elaboration on how you intend to play them. (If I missed it, please excuse me.) I am partly asking because I have been dabbling with the Sheaim in SP a bit, and although PZs are very strong, I'm not sure what sets them apart late game (besides having strong Arcane units.) Planar Gates are fun and all that, but they don't seem that effectual to me. If I'm not mistaken you are on a relatively big map, so PZs aren't going to be the answer to all your problems, so what do you intend to do?
December 17th, 2011, 11:44
Posts: 4,471
Threads: 65
Joined: Feb 2006
Good question. Sheaim actually took a couple of hits in EitB in that PZs and Spectres both suffered nerfs.
Currently plan A is to intend to use Sacrifice the Weak/Slavery to get around the expensive buildling problem and use Ritualists and Pit Beasts.
Plan B is to train lots of undead/demons which are immune to Apocalypse effects and push the AC as hard as possible to kill other people's units
Depending on the map layout, I haven't ruled out the idea of just pretending I'm playing for apocalypse and trying to sneak the Tower instead if attacking is going to be too hard
December 17th, 2011, 17:29
Posts: 3,918
Threads: 14
Joined: Feb 2011
Me, I want someone who actually knows how to play this damn game to show us how the Sheaim are done
December 18th, 2011, 06:58
Posts: 4,471
Threads: 65
Joined: Feb 2006
I don't have a grand Sheaim masterplan or anything :neenernee
I'm not even sure why I am playing this civ, they were nerfed in EitB (PZ, Spectres, AV being more expensive) while everyone else was buffed. I didn't even check the EitB patch notes before signing on
Posts: 4,471
Threads: 65
Joined: Feb 2006
Game back online but not quite back into the flow of things yet. Crafting done between t29/30 and on to mysticism. One worker turn will be lost transitioning between farm #4 and wine due to crafting's timing. Not a big deal.
Posts: 4,471
Threads: 65
Joined: Feb 2006
zzz
good thing I left a short term plan for myself to follow.
Settler finishes EOT34 and 3 warrior escort group to the new city site is ready to go leaving one in capital. Which will be joined by the overflowed warrior EOT35. Wines also finish EOT35 and the worker can switch to the new city
after that I build worker -> godking/overflowed council -> settler I think
|