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(July 18th, 2013, 15:56)Rowain Wrote: Thanks Ichabod 
+1
Also:
So all 3 early game religions have already fallen by now. If we want one we either have to hurry for CoL, Theo or just wait that one spreads to us and annihilate whoever owns the holy city of that religion
Also, thinking back to PB8, I had settled like my 3rd city at this point in the game, we will settle our 5th. So that's definitely doing better. Still I feel we can do better than that even, as soon as we have these granaries in place. Plan (which I'd like input to) is:
Whip-cycle for Capital from 4 down to 2 for quite some time
Ana Paula will not be whipped (not enough food) but will work cottages all the time
Steffi could be whipped as well, best case would be a whip-cycle that is synced in a way with the cap that they whip always 5 turns apart from each other, so that one can start its new build while the other is using the FP-farm to grow back after a whip
Pamela can get up to 21 FH / turn with a LH and 6 pop (which is possible as soon as gold is hooked). I'm really torn on this one. It has easily enough food to whip it constantly (10 food-surplus with LH, 14 if it borrows the pig...). So what's better here? Growing to 6, staying there, building workers/settlers or whipping constantly?
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Oh, and I need a reload: I moved our warrior onto our other warrior as the two barb warriors joined up as well. Unfortunately the warrior I moved has only 1.4 health, I didn't realize that. So we have 2 warriors covering that tile, one with 1.8 health, one with 1.4. They get both 50% defense bonus and the one with 1.8 also 20% fortify, but that's still probably meaning that we'll lose one of those. Had I realized that one has only 1.4 health, I would have moved both one tile north towards the city and would have joined them at some point with the healthy warrior from the city.
Oh well...
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Logged in to look around. Our fabulous Moai site actually has two clams.  I accidentally cancelled two of your rice workers' tasks because I wanted to degroup them, sorry about that. Rest assured that no reload shall be necessary.
Anyway, I'm hoping we can use Pamela as our primary wonder building spot (the Moai spot will obviously be good too when it gets large). It can work six mines with just the two fish, we just need a bit more happiness for it. We probably don't want to whip it much, but whipping it to complete a unit or building that we just unlocked will definitely make sense.
I changed the sign format to what I consider to be a superior format (invented by pindicator), hope you don't mind.  I also made some micro suggestions via signs in the north.
Ichabod is officially the screenshot taker guy by the way.
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Next turn (T69) played:
We won both fights against the barbs and both warriors can promote next turn. There is another warrior approaching already, but till he gets to us, we should have healed I think. Shot to give a better image of the situation (kinda...)
And as we saw the cities only a turn or two ago I'm not going to post them again. Instead a complete world-shot:
I've changed Steffi from the Granary to a settler. I made some signs if someone has to play the turns for me (what should not be necessary). We will produce the settler for 4 turns (=56fh), will whip it on the 5th turn to 126fh. Granary has 25 hammers right now, so will get to 51 with overflow + will work pigs and grassland hill mine for 5h per turn, so 56 on the 6th turn and 61 on the 7th. Means we finish the Granary EOT75 while reaching 13/26 food. Perfect
As for getting to the Moai-spot: We will have Sailing in 2 turns, so T71 we could start a galley in Pamela. EOT72 I think we will grow to 4 (I haven't checked food-overflow this turn, if we get at least 2 overflow what it looks like from the screenie we'll grow in time). So T73 we could double-pop whip the Galley which at that point should have 10 hammers in it. Should get it to 71 hammers EOT73 (21 overflow into Granary to get it to 28 hammers). Settler is also whipped T73. Can board T74 (though it makes no difference, we have to sail along the coast anyhow), settles the Moai-spot at T79.
I consider moving one of the workers in the north over to the forest 1E of Pamela. We can road the sheep together T70, move the worker there on T71 and chop T72 - T74. T74 we would have 28 hammers in the Granary (w. overflow) and (approx.) 8/26 food. EOT74 we would get that to 49 (w. chop) and 16/26.
EOT75 = 50h - 24/26 f
EOT76 = 55h - 29/26 f
EOT77 = 60h - 11/28 f
Feel free to log in, get exact data and come up with something else. I'd love to not whip this city, as I really don't feel it is beneficial to whip a grassland copper at all. But I don't see how we can get the Galley else in time. Well, I do. We could instead whip Ana Paula. Will grow EOT73, chop comes in EOT72. Chop + whip is enough to get the galley and we would even settle the city already T77. Issue here of course is that this will delay the Granary in that city even longer. The highest hammer-count that city gets is 8 right now, at size 3 (PH, Ivory, Rice), which will mean ~7 turns for the Granary. So, that would mean EOT77 grow to 2 with 23/22, EOT82 to grow to 3 (26/24) with 14/60 in the granary. EOT88 to have 14/26 food and the Granary finishes.
Without that, we can finish the Granary EOT75 with chop and whip, being at 11/22 f. EOT78 for 26/22 (respectively 15/24), EOT80 for 25/24 (respectively 13/26), EOT83 for 28/26 (respectively 15/28). So yeah, we'll lag quite a bit behind with that city and as that is our commerce city and does have already cottages in place to work I'm really not sure it is worth it to get the galley here, even if we are 2 turns quicker to settle Moai. What amounts to ~8 more food for that city and ~10 more commerce in TR. No, that's definitely not worth to delay our cottage city for 8 turns.
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The grass forest 1E of Pamela is five tiles away from the gold city sheep...not sure how you transition there? We could chop the overlapped forest though.
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My bad, I thought we had a road 1SE of the sheep. Though that would just mean 1t delay on the chop which is unimportant as the Granary finishes only 3t later anyhow. And that worker is not really needed for the gold-sheep-city I believe, at it will pop border EOT77, so there is quite some time before we can actually improve deer, gold and horse. With the one worker that we would keep there we could have roaded the gold and be one turn away from roading the deer (plus the tile between is roaded as well). And the chopping worker would be back on T77 on the deer-tile to help improve it.
July 20th, 2013, 13:12
(This post was last modified: July 20th, 2013, 13:14 by NobleHelium.)
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Well there's no good reason to waste that turn, we can put another turn into the out-of-borders forest chop on transition, I'd be good with that (we'll chop the in-border one on the way back). I agree that two workers are overkill for the gold city at the moment.
Although there's no good way to transition back north after having chopped the grass hill actually...
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Unfortunately yes. We do have some worker turns spare in the south I think, but I don't think we can in any sensible way move them up there. Also the cap grows to 3 this turn. 2 more turns after that to complete the Granary (EOT71). T72 and T73 to grow to 4. T74 we can start another settler, 14fh / turn for 4 turns, 12 for the fifth for 68 fh, double-pop whip on T79 to 138 fh. I'd like to get that one to the pig-clam spot as I think that can be faster improved and up to speed than the fish-clam spot (both south). And can than supply the workboat for the fish, getting that city also up quicker.
Anyhow, I thought about another possibility. We could move the worker from the south (1E of Ana Paula) to the forest 2S of Steffi. Worker will move into the forest T71, chops T72-74. On T73 Steffi whips the settler for 26 overflow. Together with a chop we can finish the galley here on T74, settling the Moai-spot on T78. And we would have the worker that chopped to be ferried over together with the settler. I feel that's the best of the ideas I have come up so far and would also prevent us from whipping Pamelas copper-tile (what I really don't want) + we can move the workers in the north in a more worthwhile way.
On that topic: What do we with the forests up there? That's 6 forests. If we go Writing -> Math now, we could chop them relatively soon into Pyramids. 6x 30 hammers x 2 (Stone) = 360/500 for Pyramids. We can get up to 16 base-hammers in that city as well, for 32 / turn into Mids. With a little overflow that's just 4 turns of production. Should be doable and we could even wait with 4 chops till the last turn. Question is of course, is it worth it? I think it is, just for denial alone.
(Also, I want to get to Maths quickly now for HG. We can chop that in the pig-clam city in the south, which is another reason that I want to settle it soonish. Unfortunately we also need to get to PH for Ziggurats. Which isn't taking that many beakers, but still, I'm not sure what to prioritize. What do you think, can we get by with cottages for around 20 more turns [I guess wildly here, no clue how long it takes till Math] before we get our Courthouse-replacement?)
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Btw: I'm happy if the others beside NH chime in with their opinion as well
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We want Math ASAP to chop those forests, yes. I would definitely go for the Pyramids if they're still there, but if not there are a number of other options...
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