February 3rd, 2017, 16:34
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Too used to PitBoss games where the borders don't pop until everyone has ended turn.
Org would be nice with all the lake tiles waiting for lighthouses.
fnord
February 3rd, 2017, 16:41
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Well lake tiles are basically desert/peak tiles without being lighthouse-able. If that's even a word. They just make war more interesting than the bland PB3 shitloads of flatland game types.
Current games (All): RtR: PB83
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February 3rd, 2017, 16:52
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BTW, the value of the granary in SD is based around that of a 5>3 whip cycle. Due to this being quick speed, there are only 4 turns for growth, with one turn to build a settler/worker and one turn to whip it (after ther first whip, it's basically dumping the overflow that counts as the build turn).
To enable a 6 turn whip cycle, that means need to dump 25 hammers into a settler, that means that at size 3, need to make 13 foodhammers per turn, which is a mine, fish and sheep for 13 exactly. Need 14/16/17/18/20 to grow to size 2/3/4/5/6 without a granary, that's 35 food without a granary, 18 with a granary due to rounding.
That means that without a granary, can keep to a 11 turn whip double-cycle (thanks to working the deer, enough food to regrow twice a little faster than needed), and make 32 hammers over both cycles (well 28 if only growing for 7 turns and rest of hte time building foodhammer units). With a granary, can work a plains hill for the entirety of the cycle so make 64 hammers over 8 growth turns turns ie make 3 military units. So really the advantage of the granary is hte flexibility it would bring here, given the likely hood of having to settle wwide and not be able to move units around that easily until HA arrive. That'll let all the other cities build CRE libs to size 4 and possibly focus on a potential Mids play if Bismark goes for Henge.
Current games (All): RtR: PB83
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February 3rd, 2017, 16:55
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2f/2 commerce tiled are good enough to work while growing to whip if there isn't anything better available. They're hamlets that never get better.
fnord
February 3rd, 2017, 16:56
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Which really boils down to the question, is it feasible to get a granary by overflowing about 20 odd hammers from a foodhammer unit, plus a chop/mine from a hill (plains hill is fine) to line up to 1 turn the granary. Specifically, need to overflow a maximum of 23 hammers plus line up that chop to make it work.
Current games (All): RtR: PB83
Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71 PB80. FFH games: PBEMVII, PBEMXII. Civ 6: PBEM22 PBEM23Games ded lurked: PB18
February 3rd, 2017, 16:58
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(February 3rd, 2017, 16:55)Thoth Wrote: 2f/2 commerce tiled are good enough to work while growing to whip if there isn't anything better available. They're hamlets that never get better.
OK, I agree with that, but it's not like you want to work them forever. So end game cities aren't going to work them except to hold the pop for something better to come along like whipped knights or drafted rifles.
You know, that statement has probably been said in one form or another over a hundred times around here.
Current games (All): RtR: PB83
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February 3rd, 2017, 17:00
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Betting pool on city locations: 47 of the silver, 22 of the deer, not sure about the rest.
Current games (All): RtR: PB83
Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71 PB80. FFH games: PBEMVII, PBEMXII. Civ 6: PBEM22 PBEM23Games ded lurked: PB18
February 3rd, 2017, 18:02
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(February 3rd, 2017, 16:52)Krill Wrote: BTW, the value of the granary in SD is based around that of a 5>3 whip cycle. Due to this being quick speed, there are only 4 turns for growth, with one turn to build a settler/worker and one turn to whip it (after ther first whip, it's basically dumping the overflow that counts as the build turn).
To enable a 6 turn whip cycle, that means need to dump 25 hammers into a settler, that means that at size 3, need to make 13 foodhammers per turn, which is a mine, fish and sheep for 13 exactly. Need 14/16/17/18/20 to grow to size 2/3/4/5/6 without a granary, that's 35 food without a granary, 18 with a granary due to rounding.
That means that without a granary, can keep to a 11 turn whip double-cycle (thanks to working the deer, enough food to regrow twice a little faster than needed), and make 32 hammers over both cycles (well 28 if only growing for 7 turns and rest of hte time building foodhammer units). With a granary, can work a plains hill for the entirety of the cycle so make 64 hammers over 8 growth turns turns ie make 3 military units. So really the advantage of the granary is hte flexibility it would bring here, given the likely hood of having to settle wwide and not be able to move units around that easily until HA arrive. That'll let all the other cities build CRE libs to size 4 and possibly focus on a potential Mids play if Bismark goes for Henge.
Hmm. So gran is worth 4 hammers per turn plus the use of deer by another city. That makes it worthwhile.
I like Mids but they're damn expensive without any hammer multipliers.  same cost as 10 horchers iirc.
February 3rd, 2017, 18:03
(This post was last modified: February 3rd, 2017, 18:08 by Thoth.)
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Bah. Stupid crappy WiFi at work makin me double post
February 3rd, 2017, 18:06
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(February 3rd, 2017, 16:56)Krill Wrote: Which really boils down to the question, is it feasible to get a granary by overflowing about 20 odd hammers from a foodhammer unit, plus a chop/mine from a hill (plains hill is fine) to line up to 1 turn the granary. Specifically, need to overflow a maximum of 23 hammers plus line up that chop to make it work.
Lining up overflow + chop ect for 2t gran should be doable without too much fuss once we have a firm eta on pottery. That's just a matter of setting up the micro reasonably well.
I don't see the need for a 23 hammer maximum overflow? Or did you mean minimum?
fnord
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