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[PB 55] Miguelito and Mjmd help Amicalola avoid a repetition of last time

Um Amica why is that warrior not in the forest 1N? Stepping onto flat land in an area you know a barb is around is not advised yikes . That being said, now that your there....., stay there unless you see it and then go across the river (worker can stay in our territory and move with the settler). Yes my understanding from mod is that if the warrior moves to the spot and is with the settler you auto win vs barbs.

Since you choose to continue the scout, you should continue with the plan of staying along the same coast for trade sailing trade routes. We need the entire coast defogged to whomever we discover. Coast is also a little safer from barbs. BTW you can still move two/turn, but make sure to move 1 tile at a time  instead of auto clicking 2 tiles away. Also, try to end in forests ect. I would not build another scout fyi. Sometimes on large maps I'll build another scout second (I did in PB51), but once you get later scouts will just be eaten by non animal barbs. We don't need that info for a while. I would rather deploy a sentry net west and overall barb bust with other warriors we build.

For northern spots, 2 of my spots have the same first ring food you do, I just fit in the fish city. But again, we don't know that is an island and yes I would be banking that there is some kind of food on it. But yes I agree your spots are better, I just was chucking out stuff. BTW DO NOT PINK DOT ROME!!!! Those signs were purely for comedy.

For the first 100+ turns of the game your research should either be at 0%, 50% when producing even commerce, or 100%. This is due to rounding that occurs if you do anything else and lost beakers. There are also advantages of saving gold while building library's ect that multiply / waiting for more known tech bonus from opponents. In PB52 I had tech off for 30? odd turns at one point between writing and math. Anyways, you can actually do this literally at any point before we settle, which is when we would start losing gold at 100%. In this case we go 50% because otherwise you don't finish BW on time if you went 0% for a turn. Just keep it written down, because in my first PB I definitely forgot to turn my tech back on when I meant to  multiple times. Sometimes its good to leave a sign on a unit and then do the next turn button just so you for sure have to look at it.

Miguelito can probably decipher that graph way better than me. They definitely have bronze working. My best guess is they just grew at different rate than us and fit in a second warrior before a settler. They probably started with a seafood resource. If they sent their very first warrior at us it will mess up my micro, but we will be fine. That line of hills in our second ring to the west actually gives pretty good warning vision. That being said, one of the future warriors should stick close (on some hill 3rd ring)

I want you to verify on your sim, that way its independent. I would expect it to work on my sim! Scientific method, recreate the experiment ect ect. EDIT: It was not a surprise to me that waiting on hooking up the food faster ended up being faster. As you mentioned in your post, food early is king. It does feel bad to do nothing.

Whew, did I miss anything?
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(October 17th, 2020, 08:13)Mjmd Wrote: For the first 100+ turns of the game your research should either be at 0%, 50% when producing even commerce, or 100%. This is due to rounding that occurs if you do anything else and lost beakers. There are also advantages of saving gold while building library's ect that multiply / waiting for more known tech bonus from opponents. In PB52 I had tech off for 30? odd turns at one point between writing and math. Anyways, you can actually do this literally at any point before we settle, which is when we would start losing gold at 100%. In this case we go 50% because otherwise you don't finish BW on time if you went 0% for a turn. Just keep it written down, because in my first PB I definitely forgot to turn my tech back on when I meant to  multiple times. Sometimes its good to leave a sign on a unit and then do the next turn button just so you for sure have to look at it.

Also that's where the additional + and - buttons come in handy.
Mods: RtR    CtH

Pitboss: PB39, PB40PB52, PB59 Useful Collections: Pickmethods, Mapmaking, Curious Civplayer

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Hmm, I might have found a problem in the micro. In my sim, it works until T36, but both cities grow on T37, not 36. Just checked and got the same result twice. I wonder if maybe you counted growth during the anarchy turn by mistake? Basically, I think everything worked as advertised except that the third settler/worker got out a turn later, and with an extra chop by the second worker thanks to changed overflow.

Edit: Hmm, I found a way to make it work on T36 (settler/worker 39/40), but it involves the second city not stealing sheep, another chop from our 1st worker who heads back, and working a 2/0/1 river-coast for a turn.
Past Games: PB51  -  PB55  -  PB56  -  PB58 (Tarkeel's game)  - PB59  -  PB60  -  PB64  -  PB66  -  PB68 (Miguelito's game)     Current Games: None (for now...)
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Ha, yeah I wasn't super convinced over pink dotting Ruff either :P

Ah, that 50% makes sense now, thanks!

Like I said, I just tried to verify it on my sim, and didn't get quite the same result, as our growth was on T37, not 36.
Past Games: PB51  -  PB55  -  PB56  -  PB58 (Tarkeel's game)  - PB59  -  PB60  -  PB64  -  PB66  -  PB68 (Miguelito's game)     Current Games: None (for now...)
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Alert! Alert! Enemy Superdeath Spotted! yikes

Past Games: PB51  -  PB55  -  PB56  -  PB58 (Tarkeel's game)  - PB59  -  PB60  -  PB64  -  PB66  -  PB68 (Miguelito's game)     Current Games: None (for now...)
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On that power graph: 8k is just BW, a warrior is 2k, 1k is a pop (more precisely, e very second one, so you don't see the growth to poo 3). The growth came early, so Mjmd should be right about the WB start.
Btw itcan be interesting to see if your neighbours' caps appear in the world's 5 best..

Not too concerned over SD, this seems really like the place where you can establish a mutually safe border.
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Ya settle west of that little lake. Need to know NE still, but south definetely seems like the major settle push.

Make sure your following the right micro. I posted a lot of junk there. This was what I had:

T25 worker moves 1 towards and sits
T29 settler finishes; start worker! Set research to 50%
T30 Research back to 100%
T31 settle, steal sheep, build warrior
T33 BW finishes, revolt
T37 cities grow, start settler, 2 chop non turn specific, 4 hammers short! from T38 2 pop whip. Cries in imperialistic where we wouldn't need any chops.
T39 2 pop whip
T40 settler. Start worker, chop
T42 3rd worker finishes

Now if you want the settler and workers earlier that is something to consider. Might be too hyper focused on capital and not 2nd city, but certainly worth considering.
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Ah yes I've got it working now! It works!! Not sure what I was doing wrong before, but thanks for the clearer version.

I tried getting the other worker to chop that grass-hill 1SE of our cap too (it finishes on T39 as well, the same turn we whip our settler) and the overflow gets the 3rd worker out in 1 turn, on T41 instead of 42. I need to look at the full map and make sure there isn't something else our worker could be doing at the same time, but if not, that's a nice turn saved too. We also build a few warriors and get a monument done in the cap with this, like you say. Is it worth going straight monu in our second city, or do we want the warriors first for fogbusting?

Edit: Man, trying to optimise which forests we want to chop is addicting. I can see why people get so into micro!
Past Games: PB51  -  PB55  -  PB56  -  PB58 (Tarkeel's game)  - PB59  -  PB60  -  PB64  -  PB66  -  PB68 (Miguelito's game)     Current Games: None (for now...)
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(October 17th, 2020, 17:17)Miguelito Wrote: On that power graph: 8k is just BW, a warrior is 2k, 1k is a pop (more precisely,  e very second one,  so you don't see the growth to poo 3). The growth came early, so Mjmd should be right about the WB start.
Btw itcan be interesting to see if your neighbours' caps appear in the world's 5 best..

Not too concerned over SD, this seems really like the place where you can establish a mutually safe border.

Ah right ok, thanks! Hopefully SD has a more direct border with someone else as well, since he's close but basically straight diagonal from us, which would make war difficult to hold long-term. I'll check the best cities next turn.
Past Games: PB51  -  PB55  -  PB56  -  PB58 (Tarkeel's game)  - PB59  -  PB60  -  PB64  -  PB66  -  PB68 (Miguelito's game)     Current Games: None (for now...)
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That wasn't the right one either! That was before I tried chopping the monument. Too many iterations!!! I was rushed when typing my other post.

T25 worker moves 1 towards and sits
T29 settler finishes; start worker! Set research to 50%
T30 Research back to 100%
T31 settle, steal sheep, build warrior
T33 BW finishes,
T36 chop monument
T37 start settler, chop
T38 2 pop whip
T39 settler, start worker finish chop
T40 3rd worker

BTW thought we were staying near the coast neenerneener . That being said, SD is one of the two people we know has fishing and we've met the other one, so guaranteed bonus beakers. If you can get a glimpse of cap cool. After go back to the coast though.
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