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[spoilers] - Pindicator makes America great again!

After writing all that I went in and changed Clinton to a settler, because the timing worked out pretty well for that settler to head south and get on board the galley after a few turns of exploring down there. Well, now I'm glad I did that, because the next turn revealed some new info:




I don't think this changes where the settler out of the capital goes -- but I'm going to look at how worker turns play out for us getting this city online. I think this means I don't grow the capital to size 6 quite yet and instead get another settler out after growing to 5.
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Turn 069

Here's the plan:




M = Move
R = Road
f = farm
Workers are color coded. The numbers are the turn that the action ends, except for the farm because that gets split up over multiple turns. Settlers are in green and the path they will take is indicated with the dotted arrows. S# is the tile that the settler ends that turn on.

The settler finishing next turn is still going to the double food location in the northwest. We'll have 2 workers road the way to help speed him up by a turn, so he arrives and founds the city on t73. Meanwhile the archer in the screenshot that is 1 tile north of the sugar (on the tile with a sign reading "mine 1/4") will move NW to make sure the route is clear of barbarians and cover the workers; the warrior in the west will stay in place to fog bust and ensure no new barbarians spawn.

The capital then grows for 1 turn, reaching size 5 at the end of next turn, and starts on the next settler t71. This settler will go to the corn location, but in order for him to reach it in time there's a bit of worker leap-frogging that will need to happen. But the city will be settled on t78 and blue + orange workers will have the corn farmed by t80 and the forest chopped into a granary on t81.

To cover the workers the archer that started the turn inside of Cruz will head east. Cruz will still have 2 archers defending it, and likely I'll start another after the granary finishes end of turn. Hopefully TBS doesn't get too nosy with his Impi over the next 10 turns, but if he does we'll have 2 archers in the east to cover workers and settlers. Unfortunately there's nothing to stop him from pillaging any roads I lay down.
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Not going to try and get the Ivory in the BFC?
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(March 10th, 2016, 19:40)BRickAstley Wrote: Not going to try and get the Ivory in the BFC?

I thought about it, but I think the advantages of settling on a hill and having the corn first ring outweigh the ivory. (I really don't want to wait 10 turns for the city to do anything; bad enough i have to do that for the seafood spot out west.) Besides, I'm probably going to delay Iron Working until after I finish Calendar or Literature, whichever of those two I decide to push towards first, so I won't be able to improve that tile for some time.
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Turn 070

First settler is on it's way!




I had a lot of units leave borders this turn, and sadly we can see where this is hurting my research

[Image: pb31-turn070-finances.jpg?raw=1]

So we turned off research and Writing comes a turn later than expected. I also had a couple builds that were supposed to be units that I instead made as barracks in Cruz and Drumpf. But then I remembered how much I need workers, so I switched Cruz to a worker instead.
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You can just get the marble via third ring culture you know. Later I would settle on the plains hill south of the dye. Even the blue circle agrees!
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(March 11th, 2016, 23:51)NobleHelium Wrote: You can just get the marble via third ring culture you know. Later I would settle on the plains hill south of the dye. Even the blue circle agrees!

That's not a bad idea. Just need to get to 100 culture a couple turns before we need the marble.
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Turn 071

Found a bug smile

We aren't supposed to be getting any Known Tech bonus with Writing because it's an Ancient Era tech. When I am researching Writing I am at 49 GNP, and when I change that to Masonry (another tech that I have 2 pre-requisites for) then my GNP is at 48.

Since I make 35 bpt at max research, and only TBS has Writing (can tell he has it and not Commodore because map trading is enabled at Writing), the Known Tech bonus for Writing has to be at least 3%. If it was only 2% then I wouldn't get any bonus.

Screenshots:

[Image: pb31-turn071-bug1.jpg?raw=1]

[Image: pb31-turn071-bug2.jpg?raw=1]



That's also the only exciting thing that happened this turn.

Abroad, Mackoti is racing to catch up with cities. He's already up to 6, having planted 3 in the last 5 turns. Makes sense: once you have TG Lighthouse then there's no reason not to spam those out.

I'm also thinking a lot about the Finances situation. It's really bad. It's only going to get worse with these next 2 city plants. And if I go for Calendar or Literature I don't think I'm going to make it before stagnating. So look for me to be hiring some specialists at Writing to help the teching out. I wish the Great Prophet was coming sooner than 28 turns, because it would be a big help. We'll soon be growing onto some sea tiles -- I just started a lighthouse at Bush with the galley finishing this turn, and Sanders and the new cities will be mostly working coastal tiles -- but I don't think that's going to do much for growing my GNP. I've made ZERO cottages and I don't have the plans (or the land) to build any yet.

So I'm thinking the answer is to tech Alphabet next, and turn all this MFG into beakers. Otherwise I'm afraid I'm just going to stagnate.
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Not 100% sure, but I think KTB is based on highest era teched by one of your known opponents. Actual era of the tech you are researching doesn't matter.
fnord
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Coincidentally, if this was a BtS game the standard Known Civ with Tech bonus would be 0.3 / 8 = 0.0375, and rounded down to 0.3
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