February 17th, 2016, 15:41
(This post was last modified: February 17th, 2016, 15:42 by Commodore.)
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(February 17th, 2016, 15:38)Mardoc Wrote: (February 16th, 2016, 14:43)Commodore Wrote: we have a plan for where we head after Pottery (and *maybe* AH): Silly question: which version of Colossus is in the mod you're playing? It's not the single-city one, is it? Nope, it's the bog-standard "gimmie financial on coasts" one. Which is pretty dang essential.
Oh course, we need to figure out also how to get along without it, because we're talking about it now and Mackoti is FIN/Viking.
February 18th, 2016, 04:56
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Welcome to the empire, Frobish. You might not be worth much, but you at least aren't nothing.

Road incoming to speed crap along from out of Kojack, then it's to Mingo Bay via copper.
February 19th, 2016, 03:05
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There is a small but real possibility the scout bites it this turn; if so RIP. He found us another dry corn, which isn't stellar but my word is it better than nothing.

Third city kind of has to go over here, right?
February 21st, 2016, 12:39
(This post was last modified: February 21st, 2016, 12:40 by Commodore.)
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I dub this land "drycornia", and its thin and sparse lands shall allow us to fish many a coin out from the seas.

Judging from more map knowledge and Scooter's comments in the 32 map thread, I'm thinking this is Global Highlands, by the way. So we could be anything from bolted onto a superpangaea to on our very own vast and empty land to ourselves. We certainly are going to be embracing serfdom windmills, though.
February 24th, 2016, 21:03
(This post was last modified: February 24th, 2016, 21:23 by Commodore.)
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Welp, we officially know our land's configuration. It's...pretty peninsular. Almost Iberian, which is apropos. This visible land is about half our allotment.

But seriously, holy smokes. We have food, or we have a path to the rest of the land-connected world. The snowy hill with double deer and a lighthouse lake is the tundra highway...a single floodplain feeds the desert path, peaks separate the two. Yeesh. But we're Catherine, so we can damn well REX our way out of this peninsula complex and crash right into whomever lies beyond the eastern fog. There is a work boat half built in Kojack; he'll explore to the west to see what else is to be seen along the dry isles. I do love this map so very much.
February 25th, 2016, 11:30
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(February 24th, 2016, 21:03)Commodore Wrote: I do love this map so very much. 
Holy cow, I look at that map as a FFH player...it'd be dynamite Lanun territory.
EitB 25 - Perpentach
Occasional mapmaker
February 25th, 2016, 11:37
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(February 25th, 2016, 11:30)Mardoc Wrote: (February 24th, 2016, 21:03)Commodore Wrote: I do love this map so very much.  Holy cow, I look at that map as a FFH player...it'd be dynamite Lanun territory. YAR! THAR BE COVES O' PLENTY!
Feitorias and Colossus are how we're making our economy.
February 26th, 2016, 20:56
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Good morning, Pitboss 31, what do you have for us today? New city, yep. More tundra and desert, sure. Wait who is this?
February 26th, 2016, 21:26
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As commodore noted in chat, well at least the borderlands aren't exactly worth fighting over...
Fear cuts deeper than swords.
February 27th, 2016, 21:14
(This post was last modified: February 27th, 2016, 21:30 by Commodore.)
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(February 26th, 2016, 21:26)dtay Wrote: As commodore noted in chat, well at least the borderlands aren't exactly worth fighting over... Yeah, not much going on over there; just lock down double deer and the desert hill that claims floodplain/corn, and we can basically pretend he's another sea border.
Need a little thought on the impending metal dude's micro.
![[Image: Warning-Math.jpeg]](http://cdn.swellpath.com/assets/Warning-Math.jpeg)
A dozen turns to go and we need:
120 hammers into the forge.
250 hammers into the Colossus.
With five workers this is easy but it's kind of nasty and inefficient, need to start moving towards improving city #4. So with four workers, we work backwards:
80h of chops; need 112 base to get the Colossus in one turn (x2.25 with copper/forge). Frobish easily makes 7hpt at size 2, so we need 112-87= 25h overflow. But it's nasty; turn before is completing the forge, so that's 32 in the box excess (gets divided by forge).
So we need 152h into the forge to finish it. It might be possible to make that happen the turn we land Metal casing, but I'm going to table that for now (best setup I can think of for that gets 150h into the forge, so need to starve on the Colossus turn). The least time forge without magic is then getting at least 70h into the sucker the first turn of Metal Casing, then two-pop whipping for 50h the second turn. As a note, this then also means we want no more than 89h on the first turn, otherwise we can only 1-pop whip.
Okay, so then, first turn is 30h of overflow+40h chops+let's just say 7h natural. Then we whip   and chop once more, that's 77h (first turn)+7h natural +20h chop + 50h whip= 154 hammers. Bingo.
![[Image: 91e2e4f1.gif~c200]](http://rs165.pbsrc.com/albums/u55/BJ_BOBBI_JO9/Housework%20and%20Chores/91e2e4f1.gif~c200)
So that suggests we want to start the first turn of metal casing with:
28h overflow.
Size 4 or about to turn size 4 in Frobish.
3 forests within a turn of chopping (one roaded)
3 forests within two turns of chopping (two roaded)
1 forest with a worker on it OR in range with a road.
Five workers makes it grossly simple, of course (100h+7h+5h overflow). We'll see.
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