September 6th, 2013, 13:05
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(September 6th, 2013, 11:07)pindicator Wrote: 1. Trailblazers - 1 worker in area (Geoff), what does he do?
Chopping forest next - do we put it into a granary or an axe and a lighthouse?
Granary implies growing on cottages and whipping, lighthouse implies working hammers
So if Granary ahead of Lighthouse then our worker needs to start cottaging after the next chop; if Lighthouse before Granary then I want to move Geoff to the plains hill S-SE-S of current position.
My preference is towards axe and lighthouse. The axe can stake out the horse/cow spot north of the capital for city #5. Plus if we have any notion of trying for circumnav, we are fast running out of time, even with faster galleys.
Once Geoff finishes either cottaging or mining, his next task is to help get the gems city up and running. (Farm floodplains, then mine gems.)
I really don't see a need for another axe unless we intend to do some killing, which we don't have serious plans for at the moment. We have more military than everyone else in our region. Given our copper, I don't even know if I care about that cows/horse spot until a couple other sites are settled. We won't have HAs for awhile, so the only value in settling it really is for chariots, and I don't see much value in those right now given that we have both axes and archers available to us.
Anyway, I think I prefer a Trailblazers build order that looks something like granary-lighthouse-galley. I think whipping there works well enough. Besides, I do want to get at least a couple early cottages going that will mature early on. So I guess what I'm saying is we aren't thinking the same even remotely here.
(September 6th, 2013, 11:07)pindicator Wrote: 2. What's our Tech Path after Sailing?
I like Sailing -> Iron Working -> Writing for a tech path. Initially I was going to say Writing before Iron Working, but then I simulated out to turn 70 to get a rough idea of where we were going, and Iron Working will come in approximately on turn 68, and the workers will be ready to chop the jungled gems on turn 71, and the stonehenge borders pop on turn 72, and then start to mine the 2nd gems turn 73.
Now, if we don't land Stonehenge then IW can wait until after Writing, as we won't have as fast a way to pop borders for the 2nd Gem.
ALSO: Plan for Red Wings
Axe completes, timed with growth to size 5. Settler at 15f+h/t for 4 turns, then whipping it to completion for 2 pop. Moves turn 61, settles by flood plains & gems turn 62.
Questions/Comments/Smart Remarks are all welcome
In contrast, I agree with every bit of this.
September 6th, 2013, 15:40
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I was thinking that after we build the first galley we would put that axe on the galley and head towards Commodore....
But I didn't check out if whipping provides a better situation, so I figured I would try it out. Had to try a couple variations of whipping too, because we regrow too quickly for 1-pop whips to be all that effective. We end up bumping against the happy cap and have no good low-food tiles to work since we're not mining hills. So that means building workers or settlers in the capital.
Ended up with a situation I like, as it gets the galleys out at a similar time to what I had with chopping mines in the capital. Trailblazers would go like this (size & production are end-of-turn values):
| Turn | Size & Food | Production | Notes |
| 54 | 3 (23/26) | Granary 25/60 | Fish, Cow, Grass Spices |
| 55 | 3 (29/26) | ... 30/60 | Last turn of whip anger (from prev settler) |
| 56 | 4 (8/28) | ... 37/60 | Fish, Cow, grass Spices, plains spices |
| 57 | 3 (14/26) | ... 92/60 | Whip off plains spice for 30h, Chop for 20h |
| 58 | 3 (20/26) | Lighthouse 74/60 | 32h from overflow, 5h from this turn |
| 59 | 3 (27/26) | Galley 12/50 | 7h from overflow, 5h from this turn |
| 60 | 4 (20/28) | ... 19/50 | New citizen to plains spice |
| 61 | 4 (20/28) | Worker 15/60 | Wheat, Fish, Cow, grass cottage |
| 62 | 4 (20/28) | ... 30/60 | |
| 63 | 4 (20/28) | ... 43/60 | Fish, Cow, grass mine, grass cottage |
| 64 | 4 (20/28) | ... 56/60 | |
| 65 | 4 (20/28) | ... 69/60 | 2 turns of whip anger remain |
| 66 | 2 (27/24) | Galley 82/50 | Whip 2 pop for 50h. Work Fish & Cow |
| 67 | 3 (22/26) | Galley #2 36/50 | new citizen on grass cottage. 10t whip anger remaining |
| 68 | 3 (29/26) | ... 40/50 | |
| 69 | 4 (22/28) | ... 67/50 | New citizen on grass mine |
Basically: Whip granary the turn Sailing finishes. Overflow goes into a 1t lighthouse. Start a galley to 19/50 but then swap to a worker to let the whip anger wind down. Worker chops out a tree. On turn 66 swap back to the galley and whip it, finishing t66. 2nd galley finishes t69 with help from the worker's chop.
I'm going to look at saving the granary whip and instead 2p whipping a galley as soon as possible. This may swap a faster worker for a faster galley, but it may not be worth pursuing.
You'll like that immediately after the settler in Red Wings we're going to 2-turn a granary. Yay for chops and overflow!
Suffer Game Sicko
Dodo Tier Player
September 6th, 2013, 21:04
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So i opened the the turn and the warrior was on automation -- no idea how that happened, but Red Wings is now unhappy. The whole grow to 5 & whip settler plan is not shot, but we're losing 4 yield because of ... something.
I had the game minimized as it loaded and was typing in another screen - i bet this is my fault.
Suffer Game Sicko
Dodo Tier Player
September 6th, 2013, 21:23
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Tell Krill to change the mod and remove the stupid shortcuts for the options nobody ever uses or perhaps uses once per game.
September 6th, 2013, 21:27
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Do it yourself you lazy bastard.
Current games (All): RtR: PB83
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September 6th, 2013, 22:01
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that's a quote for the tombstone there Krill.
September 6th, 2013, 22:51
(This post was last modified: September 6th, 2013, 22:52 by scooter.)
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Catching up. If we didn't burn you for being a witch, we're DEFINITELY burning you for losing 4 yield.
Anyway, no worries. The TB plan you posted looks great to me.
September 6th, 2013, 23:06
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(September 6th, 2013, 22:01)Ceiliazul Wrote: that's a quote for the tombstone there Krill.
I continue to be impressed by the amount of planning you guys do. One night trying to hash out plans for a tailgate with my friends almost had me raging/retiring to AI tonight.
Better luck this weekend, Beavers.
September 6th, 2013, 23:29
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Logged in and uh, Lidstrom was a bit drunk:
I mean, not as drunk as this Wings prospect was: http://sports.yahoo.com/blogs/nhl-puck-d...--nhl.html
But still, pretty bad. Weirdly, he was still automated or something as you see by the cancel action being available. I think? Pindicator swears he canceled it, so I'm a little concerned that we might be dealing with a bug and he might automate again next turn. Hopefully that won't be the case. Anyway, our southern neighbors are, well:
pictured: azza and lewwyn farmering so hard
Yeah, Azza just planted his 4th city to bring himself even with Lewwyn:
Hopefully that was planted directly in Lewwyn's face.
September 7th, 2013, 11:50
(This post was last modified: September 7th, 2013, 11:50 by scooter.)
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Bad news
Not shocking, but still too bad. Seems to be Serdoa who landed it. I also didn't notice it until after moving the workers unfortunately. I think that's mostly okay - we probably want to chop 1W of Orioles anyway, but apologies for not checking first. So we need to recalibrate aims I guess. We could always just put these chops into Great Wall I suppose, but I think it's a little too early for such an underwhelming wonder. Unless we want to get that + quick library into Orioles and go for an early great person? I'm not so sure that's the best use of resources, though. I think I'd rather focus on getting these spots settled quickly:
I actually think there's a case to be made to settle "D" before gems since we have workers in the vicinity at Orioles. That's a pretty solid commerce city actually. I dunno, maybe instead we can chop a settler out of Orioles for this spot while the Red Wings settler heads to gems as planned. In terms of wonder aims, I think we should go all in on landing MoM:
Unfortunately there's no obviously good place to stick the city down here - awfully food-barren. But still, I think having marble nearby means we basically have to go for MoM here. Besides, we have a couple calendar resources, so there's plenty of value in getting a quickish Calendar.
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