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

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[Spoilers] Alhazard ruins a Renaissance fair

(August 27th, 2016, 12:21)Alhazard Wrote: Mechanical question for the lurkers. Does this setup still guarantee a 100% GP?


No, although the GPP overflow (i.e. 15GPP in this picture) will be "blank", and divided up as a percentage among whatever other specialists you subsequently run until the city generates its next Great person... e.g. you could have 24GE points on the turn following the pic.
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thanks for confirming our fears DTG. Sad times. So there is a 3% we get the GE and ruin our plans. Lets hope for no GS until T209. We might be ok with a T208 GS.
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You've noticed that the banana is no longer on hill in the real game btw? (You have it hilled in your sim there).
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No i did not! Was this intentional?
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Pretty good since in certain turns (T201-202 for sure) I can work horse in cap instead of a lame 2/1/0 and still meet the growth quotas I set.
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The extra food is also enough to ensure that we can get lib by EOT216 without having to roll a die to avoid the GE!
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Took a look into the game to make sure the tech costs are correct but realized that PP only requires 1601b so we only need to put 83b into this tech smoke.

But here is something I dont get. Sometimes the GS give 1518b but in a new test game, it only gives 1506b. Anyone have any answers? Might as well put 300b into edu and 100b into PP just to not mess this up.
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(August 28th, 2016, 18:52)Alhazard Wrote: Took a look into the game to make sure the tech costs are correct but realized that PP only requires 1601b so we only need to put 83b into this tech smoke.

But here is something I dont get. Sometimes the GS give 1518b but in a new test game, it only gives 1506b. Anyone have any answers? Might as well put 300b into edu and 100b into PP just to not mess this up.

The formula for a great scientist bulb is 1500 beakers + 3 beakers per total pop of the empire. Any none great scientist GP bulbs for 1000 beakers + 2 beakers per total point of the empire.
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oh thank you that should allow us manage these much better then. Maybe 260b and 60b then? We really could use all the gold for the big communism push.
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Plan E

T185
Adopt HR, Bureau, Slavery, Merc, OR
Found capital NE of marble. Making a worker working the corn and 0/2/1. Run a citizen. Worker road 1N of cap.
Settler moves to pigs.
Build 300b to Edu.

T186
Capital whips worker. Work the 0/2/1
Found 2nd city N of pigs. Build Worker working pig and 1/2/0 and run citizen.

Worker starts farming corn (1/5)

T187
Capital builds 2nd explorer while working 3/0/1

Both Workers farming corn (3/5)

T188
Finish farming corn (5/5)

T189
Whip worker at 2nd city working a 1/2/0
Move both workers to banana

T190
Adopt serfdom.
Have 2nd city build wealth to hold overflow. Work pigs at size 1.
Start building banana plantation (2/6) with serfdom.
3rd worker moves to pigs

T191
Religion get
Capital gets 2nd citizen. Assign to 3/0/2 if not already.
Have 2nd city start on missionary
build banana plantation (4/6) with serfdom.
3rd worker pasture pigs (1/3) with serfdom.

T192
banana plantation done. Reassign 2nd citizen at cap to work it.
3rd worker pasture pigs (2/3) with serfdom.

T193
Capital grows to 3. Assign 3rd citizen to the horse so it can grow and finish the explorer the same turn.
workers at banana plantation road S of cap.
Pigs done.

T194
Capital grows to 4. Build worker working corn, banana, horse and a 3/0/2
1 worker S of cap finish road N of cap. Other worker S of cap can move and pasture horse (1/3)
Worker from pigs tile moves E and put 1 turn of farm (need to irrigate rice if not fresh water and this tile will help the city grow)

T195
Education at 249b. Dial research down to 30% *Tentative. Could use optimization*
Worker N of cap move NE and put another horse pasture turn (2/3)
Worker on Horse move NE and farm (2/3) with serfdom
Worker SE of 2nd city, move NE to rice and farm (1/3)

T196
Education at 258b. Switch to PP at 100% *Tentative. Could use optimization*
2nd city grows to 2. Assign to rice

Worker on E of pig and on rice finish rice farm
Worker on horse finish farm to irrigate said farm

Adopt slavery
Whip capital off the 3/0/2 tile.

T197
Capital reassigned from horse to a 3/0/2. Build wealth to hold overflow.
Worker E of pigs can move back to horse and finish pasture.
Workers from rice can move SW and road the 3f tile.
Worker from cap can move to marble tile.

T198
PP at 57b. Switch to gunpowder at 0% *Tentative. Could use optimization*
2nd city grows to 3. Worked improved horse to finish the missionary.
Worker on horse move W of horse and 1 turn cottage *Tentative.*
Workers on SE of 2nd city can road horse pasture.
Worker on marble begin mining (1/5)

T199
Capital to size 4. Work 2nd 3/0/2 tile. With religion, can 1 turn temple.
2nd city to size 4. Build worker with pig, rice, horse, and unimproved iron
Worker W of Horse move to PH
Workers on horse start camping fur NE of cap (2/4)
Worker on marble mining (2/5)

T200
Capital to size 5. Work fur tile. Build a library. We do not need a garrison in cap for a while and faster library helps when we turn on research for liberalism
DONT FORGET TO START WORKING THE PRIEST
Whip off the iron tile to worker in 2nd city,

Worker on PH mine (1/4)
Workers on complete camping fur NE of cap
Worker on marble mining (3/5)

T201
Run Caste and Pacifism
Capitol grows to 6.
2nd city works rice and pig and the farm tile. Build warrior for it’s own garrison.
DONT FORGET TO WORK A SCIENTIST FOR 5 TURNS in 2nd city.

Worker on PH mine (2/4)
Workers on camped fur road
Worker on marble mining (4/5)
Worker from 2nd city move to iron

T202
Warrior done in 2nd city. Build another warrior. Still working 3f farm

Worker on PH mine (3/4)
Workers on fur move forested hill tiles E and 2E of 2nd city.
Worker on marble mining (5/5)
Worker on iron mine (1/7)

T203
Capitol grows to 7. Warrior done. work all resources plus two 4h mines and a 3/0/2 tile for 30FH into setter.
2nd city grows to 4. Work the 2/0/1 tile

Worker on PH mine (4/4)
Worker on marble move to forest S,SW of cap.
Workers on forest hills start mining (1/7)
Worker on iron mine (2/7)

T204
2nd city grows to 5. Work max production to overflow as much as we can to the settler but making sure it can grow to 6 in 2 turns. My attempt is 2 improved food and 2 1/2/0s and iron this turn. Next turn, 2 improved food, 3f, 2/1/0, and 2/0/1 to exactly fill the food box. There is 10 overflow hammers that gets divided by 1.25 to 8 but 8*1.25=10 so we don’t lose any hammers.

Worker on PH mine move to forest S,SW of cap
Worker on forest S,SW of cap chop (1/3)
Workers on forest hills mine (2/7)
Worker on iron mine (3/7)

T205
Rearrange 2nd city tiles. Warrior done which should move to capital. Build wealth to hold overflow.
Workers on forest S,SW of cap finish chop
Workers on forest hills mine (3/7)
Worker on iron mine (4/7)

T206
Re adopt slavery only

3 whip settler from cap. Working two food improvements and two 4H tiles
2nd city grows to 6. Reassign scientist to citizen (not an engineer). Start settler working the horse, unimproved iron, and 2 1/2 tiles.

Workers S,SW of cap move to SE of cap *Tentative*
Workers on forest hills mine (4/7)
Worker on iron mine (5/7)

T207
Cap build a worker. Working two food improvements and two 4H tiles

Workers SE of cap road *Tentative*
Move settler to SE and E *Tentative*
Workers on forest hills mine (5/7)
Worker on iron mine (6/7)

T208
Cap starts library with overflow left. work two 3/0/2 tiles

Workers move to SE, E of cap *Tentative*
Move setter E between whale and corn *Tentative*
Workers on forest hills mine (6/7)
Worker on iron mine (7/7)
New worker from cap can start clearing the other fur and we will ignore him since all his turns are flexible. *Tentative*

T209
Cap grows to 5. work fur

Workers move to SE, E of cap road *Tentative*

Then found 3rd city between whale and corn *Tentative*
Work the corn and the 1/2/0 tile with free citizen to get 5H and build culture for 2 turns.

Workers on forest hills mine (7/7)
Worker on iron can road (1/2) *tentative*

T210
Cap grows to 6. Work the 2/1/0.

Workers move to SE, E of cap can start improving corn and we will ignore them since the rest of their turns will depend on what is in the 2nd ring of that city *Tentative*

Workers on forest hills move to plains W of pig and road *tentative*
Worker on iron can road (2/2) *tentative*

T211
GP done. Run Caste. Note that we are generating 33B this turn.
Cap has to work all 7 scientists at a -10 food deficit.
2nd city work only the 2 food improvements and 4 scientists and free scientist
3rd city can start a longbow. Work whale instead of 1/2/0. Very important to not forget to work scientist also to meet lib ETA. *tentative*

Workers on forest hills and iron move to forest E of 2nd city

T212
Workers on forest E of 2nd city can chop to complete settler in 2nd city.

T213
Capital: Have 1 scientist work farm. This should still generate a GS next turn and avoid starving the city off 1 pop.
2nd city start on worker with chop overflow *tentative*

2 Workers E of 2nd city can start roading to city 4 site and start improving those tiles

Other worker’s actions are to be determined
If there is a worker on jungled fur, maybe build camp first and start roading this turn so that this worker can help clear the jungle. Start by going to roaded plains tile SW of 2nd city and put 1 turn into cottage? Watermill?

T214
Get GS from cap. Library done in cap. Immediately bulb education and put 100% into liberalism

Research build in all cities.
Cap can go back to working max food but work horse and jungled fur with 5th and 6th citizen. Do not work whale.
3rd city should get 3rd pop this turn. Work whale and a 1/2/0 so it can grow to 4 by T216.
We should found city 4 this turn. Work 2 scientists.

T215
Nothing.

T216
GS from 2nd city done.
Bulb GS then GP. Liberalism should be done EOT.
Capital should give up horse to 2nd city and work a 3/0/2 so it can grow next turn.
2nd city should work max production building research.
3rd city at size 4 can build a worker to whip next turn.
We can fire both scientists from 4th city and let it grow naturally

General plans afterwards.
Revolt to Slavery and OR on T217 then caste on T222 then slavery on T227. Need OR for now for missionaries and Capital improvements.
Capital at 7 starts on settler. Whips on T221. 5th city settled on T223. Grows while building a bank.
1 whip the worker at 2nd city. overflow to LB. Build missionary. then 2T LB and growth to 7 working horse with 6th citizen. 7->4 whip settler after chopping forest E, SE on T227
3rd city grow to 5. Camp ivory and mine both hills. put fh into settler for 4 turns with 3 chops and 5->3 whip settler on T227
4th city. 2 whip worker ASAP from 4->2.
5th city who knows.
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