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[spoiler] Azza Strives To Achieve Big Things

Last turn, I put just enough gold into science to finish Pottery, and ran at 0% this turn. I'll hook up the fish, Lets Play grows to size 5, and then run 100% looking to found a religion (leaning towards Hinduism, but could change if either are founded).
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Burned 1t into Polytheism before Hinduism was founded, so this turn I switched to Meditation. 3t will net me Buddhism.
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Proper update.




He moves within range of my warrior, he gets attacked.




VS. is about to grow on the interturn. Is there some sort formula or rule for the optimal time to whip a granary that's out there? I have a feeling there is, but I don't know what it is or where to find it. Gut feel says to whip next turn so I can keep a citizen working the FP cottage. I think it's worth getting the granary 3 turns earlier than slowbuilding on the horse.




The city of Let's Play. Settler finished on the interturn, followed by a couple of workers to chop away the forests around the city (into a Granary probably).




My chariot went southeast to uncover the coastline, didn't expect to see a landbridge though! He's found some improvements to pillage for free gold, dunno if I'll harass yuri with him yet. It's a fairly defensible border, which makes it tempting, but I bear no ill will towards him and don't want to invoke a grudge.




Wetbandit on the other hand, well I owe him some (successful) harassment as payback for PB11. Probably going to move the warrior 1E along the hills, just to stay out of sight a little longer. Might even camp on the copper, especially if I can get an Impi up there quick to keep chariots off.




The worker-micro, for plan secure copper. Rather than wasting worker turns roading the planned city site I roaded to the Wheat. Next turn, the settler will join the workers on the cow, which will be roaded. Then <unnamed city> will be founded and the workers will start mining the copper instantly. Then VS. should start a warrior, which should be autoswitched to an Impi when the road is finished during t40. That impi will then likely proceed to the copper and hopefully prevent wetbandit from hooking it up.
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Had a thought of moving city#3 1N, but decided my worker micro has already settled on the current position, and that it's not worth delaying hooking up copper by a turn for 2 2nd ring food instead of the wet wheat.
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Quote:VS. is about to grow on the interturn. Is there some sort formula or rule for the optimal time to whip a granary that's out there? I have a feeling there is, but I don't know what it is or where to find it. Gut feel says to whip next turn so I can keep a citizen working the FP cottage. I think it's worth getting the granary 3 turns earlier than slowbuilding on the horse.

It's very rarely good to delay whipping a granary while you grow. IMO, first consider whipping it as soon as possible. That is your default. Then consider delaying a turn and see if that's better. If it is, maybe consider delaying another turn.

The important stat to check is how much food your city will produce AFTER the turn the granary finishes, UP TO AND INCLUDING the next turn on which your city grows. If this number is at least half (rounded down) of the total food needed to grow, you're getting full efficiency out of your granary. If it's less, that's how much food you're missing out on.

In this case, it looks like your city is 2f from growth so next turn it will be at 4/17. Then you whip it and get up to 10/16. Turn after that you can start counting food: you reach 16/16 and grow, and you produced 6 food, so your granary gives you 6f extra towards the next growth. It's not quite efficient, since the granary could have matched up to 8 food, but it's really good - already after 2t of existence your granary has netted you 6 food!

If you wanted to get really advanced, you could use avoid growth on the turn when you reach 16/16 food. That way you get to stay at size 2 a turn longer, which means an extra turn where the granary is can store up to 2f more. If you do this, then the turn after that (when you unselect avoid growth) you will get 6f into the city that turn, and the granary will give another 8, so you'll find yourself at size 3 with 14 food. You'll have spent one less turn working the horse than if you'd just let the city grow to 3 the previous turn, but in exchange you get 2 more food - the equivalent of working a 4/0/0 tile. It's a close call in this case, but I think that would be the right choice.
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Ok, I'm going to have to remember that in the future. From memory, I worked the horse and the fp cottage on the turn I whipped the granary, rather than the fish and the cottage.

Right now, I have 2 chariots, an Impi and a distracting warrior around wetbandit's copper city. If I can keep him from hooking that up it should leave me with a much more defensible border since Impis will slaughter chariots and horse archers (provided I don't do anything dumb).
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Time to keep that copper disconnected.
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popcorn

Do you think he has any other sources? He's still lacking Archery, yes?
More people have been to Berlin than I have.
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Given he hasn't removed my warrior from his land, I'm confident he doesn't have any other sources of metal (at least not yet) and no Archery yet. I'm not sure if I want to go all in on this attack just yet, depends on what I see floating around after (hopefully) razing Good Enough.
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Core lands;




Need to avoid completely neglecting infrastructure. The settler will be going to the planned gems city, and will be followed up by another settler.

The active front;




Moved the impi NW to pillage a cottage. If he lives he'll pillage the road and retreat. If not, he hopefully takes out at least a couple of his warriors.
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