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

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[54 Spoilers] Nothing to see here! Miguelito and Rusten's max score game

Big thanks!
There's a chance that Cairo declared and attacked our warrior who was trying to lure the barb spear north. In that case you can move the chariot in Akritai north to where he's planting (may have done so by now) his third city. If you think it isn't wise don't.
I think it's the right turn to start researching towards mono.
The rest is easy, the workers are all farming, cities building, whips come only next turn.
A demo shot would be nice, and one of the barb.
Feel free to change anything that you think is wrong .
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T50 overview for Charriu:




Demos:



Barb spear is currently hiding in the fog somewhere. I simply remained in place with the warrior to keep it alive. Naufragar has 3 cities now. Research back on. Didn't see any reason to change anything, things look pretty good indeed.
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Looks good, thanks again!
I'm feeling a lot better today and should be able to play tonight.
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Good news. smile
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(October 10th, 2020, 07:38)civac2 Wrote: Good news. smile
Thanks. Knocked me down for one day but that was it. Pretty sure no covid, just a regular kindergarten imported stomach bug.

t51:


Here's the Mr. Cairo situation, if we want to call it so. He founded at the spot that I had hoped for, which gives us minimal border tension. The warrior 2NE of Akritai saw our chariot last turns because I needlessly had positioned him in the city, so there goes the surprise effect. The power graph shows +6k for him on the last turn (which is 50, right?), overtaking us by 2k. Assuming that's an axe from the cap it can step into our vision next turn. Having seen the chariot he likely won't. I'll still pull over the C1 chariot from Frumentarii next turn when it's healed.
According to demos, we are 3rd in power with 4k behind rival best, meaning that there should not have come a new unit for him yet. We'll finish the granary next turn, followed by the axe within 3 turns.
Then finish the monument in 2 turns, which I think should still be ahead of his possible monument, seeing as he is farming the rice before chopping or such (and monument before granary would be dubious for this city anyways). If we get Judaism, that should put us comfortable here wrt culture (I want Frumentarii to be the holy city though - can't really control it, I think population number increases the chances?).



rookie mistake here? I think it would have been strictly better to whip the granary next turn. Equal food in box and would have worked hammer tiles a turn longer. noidea

Anyways, 2 new granaries this turn, and another one next, sounds nice. I've sent both workers at Frumentarii chopping, which is a risk with the barb spear roaming, but improving the ivory would have been worse in that regard. I could have used the warrior to defog the tiles where it could be dangerous and act accordingly. So a few turns to be nervous about that rolleye .

I think we'll lose a bit of momentum in the 50s, having to grow the cities and needing 1-2 (2-3? we may not be chopping enough...) more workers before aiming for the next wave of expansion. I think that will be the southern double plant - I also want to get green dot (stonefish) down and running, but otoh I really want to found it with a missionary and avoid the pesky monument, and that is still some way to go.
Do we want to compete for a city 3N1W of Frumentarii (hill by the 2 elephants)? It will have foreign borders on three sites, but it is not really closer to anyone else's start than ours. But the defense needs could be too much of a drain to make it worthwhile, and Cairo might feel offended.
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t52/53

granaries are standing in the first three cities, and at Frumentarii we chop 2 forests next turn (if the barb does not come out of that last fog tile) and whip it the turn after. Axe (re-)started in Akritai, and also Agentes, as after recent experiences I think it's better cover for the plant there than a chariot. I deliberated whether to grow on a barracks in the cap, but went with a spear of which we will need at least 2. The cap in fact needs an MP unit, I think I'll be able to pull back one of the warriors at Frumentarii for that duty. Also, suddenly we'd really like ourselves some luxes. The ivory sadly needs a road despite being on a river, so that might cause unhappy faces in Agentes or the cap already for a turn.

My plan for Agentes right now is axe->worker->2WB with one chop -> settler, with another settler from elsewhere (likely cap) for the southern plant. Haven't simmed it out yet. Is it too much for one city? The thing is, without settler/worker none is a 2pop whip which this city really needs. Maybe have one WB trailing, built with overflow from the settler whip?

In foreign news, someone t51 already researched archery. Mr. Cairo had a suspicious 3k power increase this turn, but that would be a strange choice for AGG, and he also has 2nd and 3rd cities on flatland.
This turn, naufragar had sailing (we can trade resources), and gira has writing but no trade connection to anyone. If he now invests into getting out his first GS I will not complain.

Some topics for discussion:
  1. How many workers do you think we should get before starting with settlers again? 2? 3? more? Also depends ofc on getting military to protect plants, especially if...
  2. ...we pick up the question from last turn, this time with a picture:

    What do you think of the yellow dot? Foodless, but very green and rivery, and 2 ivories. Too aggressive vs Cairo? Too exposed? It also invalidates a hill plant by gira 2W 1S of it which I would not really like, although otoh I don't want to cut off gira completely from other neighbours but us (it can be argued that Frumentarii already does that, sorta). It's something the two nothern cities could work on while Mag/Agentes plant the fur cities.
  3. I posted a lengthy paragraph about tile development a few days ago, anything to add/critisize? Quoted in spoilers for reference.
    Finally, yesterday I didn't take up your proposal about long term tile development, wit hall the stuff that was happening. In the short term I thik we agree that we need some floodplains farms on this map. I'm not sure how much you want to hold back on cottaging. For example, I was planning to farm 2 FP to share between Mag, Akritai, and stonefish, but cottage the rest, and a good part of the green tiles around the cap and Frumentarii as well.  The thing is, we want to arrive at guilds in a reasonable time, and I don't see where else the commerce is going to come from (note that we don't have any commerce resources). I'm pretty sure Serfdom in this version is still at Feudalism, it was moved to monarchy only in 1.5 (the PBEM). With it, greenland farms are 3/0/2, which is ok I guess but not really awesome? And while I'm very open to spending some time in serfdom, we still want to cycle back to slavery periodically, and occasionally caste, so we don't get the benefits to their fullest. Watermills and in particular windmills will be pretty good, but they come too late to improve our first cities, so I will still want to cottage there. Finally, isn't there a risk if we go for a foodhammer heavy strategy that we end up with lots of production and nothing to build but ancient units? Once we get to currency that can be remedied with wealth builds, sure, but to arrive there I still think cottages are needed. I also get that you were eyeing at some sort of farms powered pyramids specialist economy? That's worth considering, but will also not get going really before about t100?In short, I think in the short term (next 40 turns) I'd want to build a few farms more than usual, but still get a considerable number of cottages down. In the mid game (once we're around currency/mids/metal casting/feudalism) I agree to lay increased focus on windmills for new tiles and to a lesser degree watermills, but would still cottage occasionally where it makes sense.

Edit: also attached an updated sandbox. It looks like maybe we could really get through till Mono, with more tiles coming online now.


Attached Files
.zip   pb54sandbox_t53.zip (Size: 89.86 KB / Downloads: 0)
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Where is the barb spear right now? I'm not sure why you're risking the warrior moving it into fog at this point. Losing that means losing 15 hammers as we need them for military police anyway. COuld argue that losing it means losing 35 (or 25) hammers as we can no longer produce warriors.

#2) Yellow dot is terrible. It will piss off cairo (and maybe more people) and contribute almost nothing as it doesn't have a food resource. Big diplomatic hit for a city that takes a long time to contribute. I'd much rather conquer this spot later.

#1) I would get 0 workers before we get 2 settlers (stone and deercopper). But if we whip 2 settlers (4 ->2) in Mag and Agentes the worker in Akritai is fine. Alternatively worker in Agentes and settlers in Mag and Akritai if you worry about worker turns.

#3) I'm out of time, I will think about and get back to it later.
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It's turn 54 in PB 54, and since I missed the t50 update, let's try a major one now.

Here's an empire overview:


but we've seen those often enough. Let's look into the cities:




Mag and Agentes (1st and 2nd cities) get posted together because their course is pretty much interconnected thanks to the shared pig, which is the strongest tile we have. I deliberated where to work it this turn - in Agentes it facilitates this turn's growth (into unhappiness), in Mag it speeds growth up by a turn as well. Agentes won because 1) I want to fast track the next project there (worker if Rusten doesn't convince me otherwise, see below)  2) it has less whip unhappy, making me feel less bad about whipping it so soon again. But next turn the pig is going to Mag and going to stay there for the foreseeable future, which means Agentes will have to work the plains forest while at >sz 2.
Feels bad, but the city needs a lot of hammers right now, and it can't all be 2pop whips, as it has to finish the axe and get 2 WBs out. The plan for the new worker is to support that with a chop as his first action, then support the southern plant, maybe getting a cottage down or another whip out before. 
Mag can grow to size 5, then whip a settler.



Akritai hasn't really started yet, although it's contributing a lot of hammers already from the plains cow, copper mine, and PH city tile. The FP farm SW of it finishes next turn, giving the city some actual growth curve. I plan to farm S of that as well, shared between Akritai, Mag, and green dot. The other 2 FP I'm thinking of cottaging, as well as the river grass tiles. This makes this initial hammer city mid term one of the commerce centers, which I think it's suited better for than the cap. I feel like I'll get heat from Rusten for that idea mischief
I think this city should never whipped down to below size 3 if we can at all avoid it. If I can I'll take 2 turns to finish the monument after the axe, to claim the row of forests in the north before Cairo does.


Frumentarii, home to our third best tile (fish is better, you can argue if the plains sheep is with 4/1/2) and soon provider of much needed happiness. It got two chops of hammers worth into its granary this turn and will whip next. I've mentioned several times that I hope to make it holy, timing its growth and whips in the other cities with the Mono research. The culture would be very handy as a bulwark vs. gira's CRE, and to radiate into the center of our subcontinent. I'm holding back on building a monument here, is that an error? Development wise I see it being a hammer pump short term - kind of like Akritai but worse, although with better initial food so more whips. Mid term I see some cottages on the FP and grassland tiles.

The tech screen, which shows our current high risk / high reward play:


scooter, whom we don't know, has a leg ahead on monotheism, having founded hinduism. With Gandhi he also has motivation to go for it. We can just check the event log every turn and hope here that he's content with one religion and sets other priorities (maybe even going for CoL like I had been fantasizing - well I'm still thinking of doing that in a few dozen turns). naufragar has sailing, gira writing, we don't know who has archery, although there is a slight indication that  it might be Cairo, however weird that would be. Meditation is with Elkad.

Now to the demos and graphs, which are a pretty sight:








We are doing really well in food & hammers, and that is with 3/4 granaries, and 4th incoming smile . Also land area. GNP includes 2 holy cities, gira's 6 CRE culture, and naufragar's Stonehenge, while we get just 3 culture/turn with a single monument. The graph also seems to show that the 4 people ahead of us in GNP are all our neighbours, and no one of them seems to be going for monotheism (we had 0 KTB on masonry, and 0 so far on polytheism). Which doesn't mean that scooter can not still beat us.


Of course there is no perfect world:


Cairo got 4k power in t53 (spear), 3k in 52(archer? hunting + pop?), -1k in 51 (whip), and 6k (axe) in 50, when he saw our chariot.
We are now at just 0.80 of Cairo's power, where the number turns red scared .
Of course, this can all be explained as a defensive measure so far: The axe was probably planned for barbs/to have some defense, then he noticed that he'll really need a spear. He can't attack with this yet, and it would be quite out of character and unwisely early. He does not show signs of establishing a turn order so far either. But, he's AGG, he may be wary of our early good stats, and may have started the game with a plan to act out of character?
We're getting an axe in 2 turns and I should probably have the next one whippable in Akritai right away (it's quite difficult though to engineer 2pop unit whips in this city with all those hammer tiles, but I guess I can spend a turn working the three FP (one farmed). The problem of course is that our Achilles' heel short term is right on his border, with the copper mine there. A stack coming from the north can first fork Akritai and Frumentarii, then move to the forested hill (I should probably get rid of that forest asap) S of the copper and make us decide whether we defend the city or our metal. As long as all those forests are there (and we have so little vision), this is a real problem.
Our advantage is a by now really good production base. The metal situation will of course be fixed when we settle the southern copper, more on that below.
Thankfully gira's graph is flat.

I'll note that we have been quite passive with our two chariots, which would have been a great headache for either of our neighbours five turns ago. This was a deliberate decision. My gameplan is still to have Cairo as a friend, and while gira is marked as the first expansion, that is up for cataphracts, or maybe horse archers if the opportunity presents itself (but he died to numids in PB52, so he'll take care about that, moreso as pindi who did it is his dedlurker here). Gira's PB52 behaviour gave me the impression that he sticks with a grudge, and this is something I would not want to drag along with us until guilds, even if it meant some short term advantage.
I'm pretty sure though neither of them will honour the sign of friendship, and just see it as us being busy with other stuff / timid. What do you think of my call here Rusten?

In some lighter news, here is a plan for the scout (who has really not profited off his early hunting bonus. In 49 I had a medic scout at this point, this one has killed a single wolf):


Next turn, the workers will road the ivory - Frumentarii will be back to size 1 working the rice, and the road is needed to connect the resource - so he can get to the tile N of where the warrior is. Next, SE of the peak - assuming Cairo's borders have not expanded yet - then try to get through the Cairo/Elkad gap and find new contacts (we're at or over 43 EP on everyone from this turn on, so it's about time). Mind you, the barb spear could pick him up anytime scared .

To close this, here is the empire's war hero in the fight against the barbarians:


If you read the wikipedia article, you see that he eventually revolted against the emperor and was exiled. I should have picked another Byzantine general then, but actually that seems to have been a pretty standard outcome among them. Good thing civ4 units don't rebel.


End of report. We're not done here, as Rusten raised some good points which need discussion:
(October 12th, 2020, 10:30)Rusten Wrote: Where is the barb spear right now? I'm not sure why you're risking the warrior moving it into fog at this point. Losing that means losing 15 hammers as we need them for military police anyway. Could argue that losing it means losing 35 (or 25) hammers as we can no longer produce warriors.
The spear hasn't been seen since he disappeared from the hill 3N1W of Frumentarii 2 turns after we founded the city, so I hope he's somewhere at Elkad's (who I'll note most likely has no copper). My flawed idea with the warrior was to fogbust/protect the granary chop at Frumentarii, but I admit that this wouldn't really work. He's now moving south, as I'm moving the Frumentarii warrior (which can't be easily upgraded anymore, anyways) to the cap as MP.

(October 12th, 2020, 10:30)Rusten Wrote: #2) Yellow dot is terrible. It will piss off cairo (and maybe more people) and contribute almost nothing as it doesn't have a food resource. Big diplomatic hit for a city that takes a long time to contribute. I'd much rather conquer this spot later.
good, let's settler everything else and hope Cairo (or better, Elkad) has taken care of it by then so I don't feel tempted and come back to it.

(October 12th, 2020, 10:30)Rusten Wrote: #1) I would get 0 workers before we get 2 settlers (stone and deercopper). But if we whip 2 settlers (4 ->2) in Mag and Agentes the worker in Akritai is fine. Alternatively worker in Agentes and settlers in Mag and Akritai if you worry about worker turns.
Here we're following different agendas. I was now trying to prepare the double dark blue dot plant in the south. Here's the area again, for reference:


This is why I was talking about getting all those hammers out of Agentes - overambitious? I have to admit I haven't simmed it yet, might try tomorrow. But the worker then makes a lot of sense to me, because whipping a settler in 2 turns would not really be helpful for that plan. The fur would be very nice with all the growth in our cities. I feel awfully tempted to move the eastern dot 1S for Moai, but the much faster fur is probably more important.
So, why would I rather do this over stonefish/copperdeer at this point?
  • stonefish very much needs culture, and a granary, and has 3 forests (while we have 3 workers total). The point is, it would benefit tremendously from a t0 missionary if we land judaism (confu will be too late). Then 2 forests give 50 hammers into the granary, and the rest is obtained easily working the (bare) stone for 2 turns (or if we get a third worker in the quarry for one turn - probably overkill). Monument would not be needed. Without religion/OR, the granary comes later, then the monument needs an immediate whip, then we just start the 10t counter for the fish; or monument before granary, which is also ugly   - it's all so much slower.
  • copperdeer sounds good given my Cairo paranoia above. Orange dot looks really bad to me though - doesn't share the sheep, and invalidates the tactically excellent hill border city vs gira. So again, a city that grows on a 4f tile, needs a monument asap (and the copper would still be inside borders 16 turns after founding if the monument is not straight double chopped in), and would like itself a granary quite soon as well. So again much sweeter with a missionary (while the whole point of double dark blue is that early culture isn't as urgent).
I can be swayed towards copperdeer given the Cairo situation, although if we take that serious this has to mean the hated orange dot. I would also think that the first 2pop whip at Akritai can go into a settler - if we don't need units urgently - to found the first light blue dot and slowly get it started.
As Agentes grows to size 4 this turn, we have to decide on this rather fast.

Finally, new question: barracks? Where, and at which point start growing on them? I can imagine Frumentarii quite soon, while at Akritai I'd rather get a second axe out first.
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You're going to be hard pressed if you limit yourself to prestigious Byzantine general who *didn't* rebel.
If only you and me and dead people know hex, then only deaf people know hex.

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(October 12th, 2020, 16:49)Commodore Wrote: You're going to be hard pressed if you limit yourself to prestigious Byzantine general who *didn't* rebel.

That's what I was trying to say, but I appreciate the singular here smile
Also edited in 2 more screenshots*, so you may want to have another look at the report :P

*I'm terrible with this. A report of mine should probably not be read before 30 minutes after first posting unless I put an "URGENT! NEED ANSWERS!" sign on it.
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