Why can you build the red one if blue exists?
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[54 Spoilers] Nothing to see here! Miguelito and Rusten's max score game
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(December 25th, 2020, 17:12)Rusten Wrote: You build them in the order of: 1. blue 2. red 3. orange 4. rose 5. green That way there is never a watermill on one of the four cardinal directions.
Mods: RtR CtH
Pitboss: PB39, PB40, PB52, PB59 Useful Collections: Pickmethods, Mapmaking, Curious Civplayer Buy me a coffee
Because I'm stupid and should not do my curious civplayer segment at late hours. I checked back at the code and it's not that all four tiles need to have no watermill, rather it's that at least one tile must have no watermill.
Mods: RtR CtH
Pitboss: PB39, PB40, PB52, PB59 Useful Collections: Pickmethods, Mapmaking, Curious Civplayer Buy me a coffee
You can build the red one, because although there is a watermill on the tile west of it (blue) at that point there is no watermill on the southern tile across that river part (orange).
Mods: RtR CtH
Pitboss: PB39, PB40, PB52, PB59 Useful Collections: Pickmethods, Mapmaking, Curious Civplayer Buy me a coffee
That's where my error happened. It does check all four tiles, but it does not require all four to be without watermill, rather it requires that at least one tile is without a watermill
Mods: RtR CtH
Pitboss: PB39, PB40, PB52, PB59 Useful Collections: Pickmethods, Mapmaking, Curious Civplayer Buy me a coffee (December 25th, 2020, 16:41)Charriu Wrote:(December 24th, 2020, 20:03)Miguelito Wrote: I think there's something missing in the interpretation yet. First, according to that conclusion the example from post #597 mentioned before would not work. An I also tested it in the sandbox: ![]() Building them 1-2-3 works. I have not found another permutation that does (I thinkI didn't check starting with 2), to my suprise not even 3-2-1 (the wm on 2 gets created N of the tile not W in that case). It's also absolutely possible to go 1-2 and then mill the FP tile. So I'm farming over the existing WM E of Akritai, then fill the river with mills. Because it's not like I'm missing worker turns elsewhere. That's what everybody's here for, the watermill discussion, right? fake edit: I see the discussion has progressed while I was writing. So 3-2-1 is not safe, but FP-3-2 would be. Anyways, will do 1-2-3. Here's the front at the end of the turn: ![]() 2 less axes than I had thought, and one scout less, which I left in Chichén, in turn taking one more cataphract on the offense. Let's hope for no bad surprises. Btw I actually think the sentry phract lives. Would be crazy to pull his one pike out of the city. I preferred to have the extra phracts in the stack and let May It Be live a few turns longer. I did put one 4XP phract onto a galley towards Elkad though, to be able to offload catapults next turn. There's a little bit of blood at least, in a surprising place: ![]() Pure coincidence (really).Also note that naufragar is pulling units out of Toledo. Did we spook him or is he concerned about some vanrober movement? KGB is pretty crazy already: ![]() Well at least compared to our cap (we have the river going for us). Rusten, I changed both courthouses that you started, although I accept the urgency of building them. In my defense, FSB builds a missionary to speed up the CH at GRU. Septem builds a galley for a possible Spanish adventure for if/when we break through in Cairoland. Also a bank is so much better than a CH there (yes I know, Forbidden Palace, and I may swallow it yet for that reason). I'll look in detail next turn where we build them. Bit silly to build one in Chichén, but it's well suited. Rostov. Okhrana. Together with FSB and GRU and the city that has it already that's 6. Mutal needs the bank first I think. Btw if we get Memory of Trees, Chichén gets the wheat at least for the duration of the revolt, and suddenly the granary makes a bit of sense at least ![]() After invading the deficit shot up to 75. That might be sustainable with conquest gold from Memory/Orinoco, but I decided to pull the brakes and brought it down to 37 in the end I think. Lots of engineers to merchants, a few production tiles to commerce, and a wealth build in Kruptoi Philoi. So the AP bump for hammers is only 239->248 between turn 145 and 146, but of course it's very nice already. ![]()
Sorry for hijacking your thread.
At least you got some higher post count out of it.
Mods: RtR CtH
Pitboss: PB39, PB40, PB52, PB59 Useful Collections: Pickmethods, Mapmaking, Curious Civplayer Buy me a coffee |







