Is that character a variant? (I just love getting asked that in channel.) - Charis

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[SPOILERS] By the Rivers of Babylon, FIN has no effect (on krovice)

You fixed our slider and EP assignments?
I have to run.
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Yeah, back to saving gold at a pitiful 37bpt. I'll be commenting on that in the report, but I just had to micro between playing the turn and submitting final essay. Now both are done I'll grab a shower and a beer, then Ill do the report. Nothing special in it, just a bit of worker micro. I promise to try and post the report before I get too drunk.
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
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Congratulations!

Almost hoping for failgold in FR... By the way, do we have something queued behind Pyramids? Isn't that a trick to avoid wastage if we miss the wonder?
I have to run.
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Yeah, I've been meaning to do that actually and kept on forgetting. Good catch, I'll log back in shortly. I think I'll queue a work boat. We need 4 down there for 2 clam, fish and whale. Settler seems a bit...difficult to make work really, due to military units just not existing.
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
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T98




I am assuming that we revolt into Rep on T100. That means borders would pop eot T102, so can start farming hte wheat T103. I wanted the road to ensure the bowman can defend against potential barbs. There is a spear/settler stack that will settle Mind Grain T99, and I will immediately dump 2 workers into the city (by moving the galley into the city and unloading).

The aim is to get the two cities that have a good food surplus granaries ASAP, so if we need military units we can whip these new cities, that are on the front lines, and don't have whip anger at present. JD is going to be left out to dry, and the two forests N and NE of the city will not be chopped before the enforced peace is over. That doesn't matter though, because by the end of the enforced peace we will have vision on every tile that can hit the N forest, so we chop that forest, and then we can sacrifice 1 worker to chop the remaining forest if we want, and the only attack could come from the tile 3366 of JD.

The road network being put in place will allow all three cities to be defended from the stone, with a few extra roads as needed.

Note I moved a galley to confirm Ruffs galley position in Marblehead, which is size 5. I don't think he has anything loaded in that galley, but he has to attack our galley before he can attack GE out of the boat.





I burnt a worker turn to get the second worker in position to move to MG. The chops are lined up. We will not have 2 workers down at the Whales city immediately, but whatever, I'll just move Worker 3 down to time a forest chop to land after borders expanding eot T106 on an outer ring forest, needs to move onto the forest T103, easily done. Worker 5 can also get the connecting road and chop done easily enough, then move to hook the deer, which should hold the need for the seafood work boats slightly.

Whosit moved the scout under our worker, and there is a barb city visible to the SW. Does nothing to affect out plans, except it is likely to suck up the barb units in hte area so I feel safer done there. Whosit will not see our settler until T100. I don't expect him to do anything about it either.





We can whip a settler here, but to be honest we might have to whip another worker...? A library would be another option, actually, which works nicely given a complete lack of tiles to work. And with growing Ec and OT, we need to give tiles away to them. A single forest chop would act as the seed hammers to then triple whip it.





As I said earlier, need 4 work boats, and we can get a good chunk of one with overflow here. I want to regrow on cottages for Ec, but I think we can get 2 good whips in here, maybe even 3. The micro is all up in the air though, because I don't know if we need another galley out of here to defend in a war in 10 turns.





every cottage is now in use. We need 1 more turn to finish the cottage 3 of Ec, but with Rep happy coming we need to keep 2 workers at Ec, and come up with a plan for OT. It might make sense to grow Ec onto OT cottage and whip the library in OT, to get Currency a bit quicker.

Currency takes 4 turns at 140 bpt and 3 turns at 180 bpt. We make 135 now if I put the slider to 100% science. The problem is it will cost us about 100gpt once I settle MG. I think we are going to have to push hard for Currency, every turn we have it is 45 gold extra, so no point scrimping here. We can whip other cities, including TtL and OT, but not Ec IMO, as we need that to work the cottages we do whip off and can't immediately regrow onto.





Just so you know what it looks like incase I do have to whip units here. The road to GE is not being completed just yet.





Closer look at the micro. Can hit 8fpt here without improving the flood plain. We really have to turn this into a hammer city to build the troops to attack Ruff. In fact...could this be the HE city?



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
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Work is now in the queue after the Mids.





Someone built the GW...and yeah, that fail gold is why I don't think T98 or T99 make any real difference. If getting Currency 5 turns sooner is worth 225 extra commerce Mids (in terms of Rep) will have a big problem equalling that plus the fail gold, especially considering the need for the revolt.

In fact, do you want to finish Mids, or leave it out to hang and try for that fail gold for a few more turns? We are set up to benefit from the T100 revolt as a bunch of cities grow into unhappy on T99, but nothing the whip will not solve...
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
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It's just very hard to pass on the Pyramids, regardless of the math... We have no guarantee of getting any failgold any time soon, either. So just follow our plan, I think.
I have to run.
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Yeah. It's more...do you want to chop the deer forest? We could delay it slightly if you want. Doesn't mean we delay it much at all.
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
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Ultimately it's up to you as the turn player. If you can micro around a delay of rep I'm happy to leave the deer unchopped.
I have to run.
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Mids micro, T98

MIds is currently at 357+48h on T98

Need 4 turns of production with no further chops or slaves to complete Mids. Need the hammers from the tiles.

Option 1: Build work boat T99. Whip T100, off plains forest. Chop forest T101, dump 60+14 base hammers into Mids T101 = 111 adjusted = 10 base hammers overflow.

Option 2: Build workboat T99, chop T99, OF 15+15 production+30 chop into Mids T100 for...yeah, doesn't help.
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
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