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[Spoilers] Dreylin & Grimace TOW the line

t28 -

Well, good news & bad; he survived:


But too injured to carry on exploring; 10t to heal out in the open, so he'll turn back to garrison the second city while the next Warrior carried on.

Oh, and it's not an extra forest growth, it's me getting my landmarks confused:


Second border pop means that he's either built a Monument (highly unlikely), or he founded Buddhism as suspected.

(October 10th, 2015, 11:53)Dreylin Wrote: So my money is on Haram, which may actually be good news as he's the IND/PROD competitor and would have been the favourite for GLH in a solid beeline. I really do need to take a look at what we could do in terms of that sort of beeline....

The question really is whether we want to skip Pottery and go straight Sailing-Masonry after AH; that gains us ~5t on the build, but sets cottages back by 10-12t. I seem to have some time tonight, so I'll see what I can see.
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t29 -

Borsche & wetbandit (so far) are the first to plant their second city; we plant in 3t. Lion is still chasing wounded Warrior, so the other is movin to support.

Ran a couple of SIMs, but don't have a decent GLH run yet. Stonehemge on the other hand...
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Yeah, I really don't think we have a chance of grabbing the GLH. If starts are identical, one of the IND civs will almost assuredly go for it.
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Well, how does t53 strike you?


From a baseline t33 completion of AH, I went Sailing-Masonry; Kettle built Worker, Warrior, Settler while Sailing came in, then a 5t Lighthouse while Masonry researched. Completion coincided with growth to size 6, then worked 18hpt into GLH and added 3 chops.

This is not an optimised run. I might be able to cut a turn off it with careful tweaking of overflow, and the third Settler (which came out of city #2 at size3 with a chop) should have been sent NW, since that's where the Workers were (Worker micro was a disaster for this one, but also basically irrelevant after a point).

On our tech path, we start the Lighthouse as soon as it becomes available, and then ditto the GLH by which time we have built 2 Settlers, 3 Workers, 1WB, and 4 Warriors. With our traits, we have conservatively saved (70h, 20h, 6h, 4h) ~100h over a non-PROD/non-IMP. Coincidentally, that would be the maximum saving for an IND civ building the GLH; but then PROD also gives an extra 2hpt into the Lighthouse and 3hpt into the GLH (due to growth timings).

IND civs are TBS & Haram. Haram has PROD as well, so saves the same as us on the Worker/WB and gets the bonus on the LH/GLH, but Haram is behind on tech having started with Myst and then gone for Meditation. To challenge he would probably need to skip AH and/or BW which seems unlikely. TBS could certainly get it if he went for a similar tech beeline, however he's set himself for an early Pottery for his fast Granaries, and although the extra tech probably doesn't matter (because of the faster build time on the Wonder), the aggregate build bonuses probably add up.

Other competitors could be the other PROD, Fenn/bandit, but they are also likely to want early cottages for FIN, but my top competitor would actually be Borsche. ORG/IMP gives him the Settler bonuses we get (his city#2 planted this turn) and the ORG Lighthouse bonus would outweigh a lot of our other acceleration. Still, I think we'd be in with a pretty decent shot at it if we commit, so I'm going to look to refine the Sim some more and see what it looks like.


Alternatively, if you're not sold on that Wonder, we could go for this one:


From same t33 baseline go: Masonry-Mysticism and build with the full Stone bonus. Again not optimised - particularly the Workers, who run a bit out of useful stuff to do once city#2 and #3 are up and running.


Or maybe just REX:


Here I went Pottery from t33 and then Masonry-Writing. I should roll this on to t53 to directly compare with the GLH, but you can see that city#2 has not put out a Settler, but has been able to work on Granary (city #3 should probably have as well). I'm not quite sold on Pottery next over Masonry though, as it gets a high-yield tile up and running earlier and actually the Worker moves felt smoother being able to get the Stone up and running for City#3 ... it does slow the first couple of cottages though.

This REX version also skipped a revolt to Slavery. Mostly because I forgot, but also because during the two Wonder builds the turn of Anarchy directly affects the completion date - since both are tech-limited before the build starts, while after the start the whip doesn't add anything to the build itself.

Note also that Barbs were deleted so had no effect on the Sim, while we are running a low military presence - so there's a risk. Another is the delay to getting to the Copper. OTOH, I'm willing to bet that Horses show up on one of the 2 plains tiles to the Southeast on the Cap, so planting city#4 for them would be a good option. Of course we'll know before we commit to any route, but with no time to adjust!

Anyway, I'd appreciate your thoughts to help me decide where to focus my efforts. I think that t53 has a legitimate shot at landing GLH, so I'm very tempted to try but I'm also concerned about the delay to getting cottages going. I think the REX version may actually need to slow expansion to reduce costs, so I'm not too concerned about being behind on that score. One thing I'd like to run is the REX going Masonry-Pottery and see if that looks decent - if it does, that would let us delay the SH decision until later to get a better lay of the land.
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On the plus side, these delays mean that I have more time in which to get my Simming done... wink
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(October 19th, 2015, 15:55)Dreylin Wrote: On the plus side, these delays mean that I have more time in which to get my Simming done... wink

Or not. I have totally failed to look at these anymore beyond a vague push at REX w/Masonry before Pottery which I wasn't very happy with TBH.

Strongly leaning towards making a GLH run.

Haram planted his second city last turn, which probably means only one Worker. My Scout is circling his North at the moment and should see if he's sent it West for shared food.
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Based on your numbers, I think we could be competitive. I say go for it. smile
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Well, a slight miscalculation on my part from the Sim - I had kept the Scout within Borders the whole time, but here it's out of borders and when the Settler went out I gained -1gpt in expenses. So that costs me a turn on the research. frown

I toyed with deleting a unit to bring it back, but decided against. OTOH, I have worked out a build queue that will keep the same ETA on GLH. So I think we're still good to go on that even if the rest of the Sim needs fleshing.

Anyway, here's a Toaster:

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I was just checking civstats for new cities, and just realised that I unintentionally hid the founding of Toaster over the turn roll. nono

For the record, there have now been 5 second cities founded.
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(October 19th, 2015, 11:56)Dreylin Wrote: OTOH, I'm willing to bet that Horses show up on one of the 2 plains tiles to the Southeast on the Cap

Lost that bet then!

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