Dhoomstriker
Girlie Builder
- Joined
- Aug 12, 2006
- Messages
- 13,474
The big thing that got us stuck was Churchill's Culture, which overall, most of the team seems to believe is only going to be an issue for the Fish. For me, it's Phoenix Rising's clear continuation on to Animal Husbandry without immediately going for Writing afterward that convinces me that Churchill must be on an island. For others, it is the geographical clues.
At Size 6, once 1 E has reached its "full potential" in terms of working Mines and Resource squares (i.e. after that, we would work G Riv squares--Cottages or Farms), we have:
1 E = 6 Food + 12 Hammers
1 N = 10 Food + 8 Hammers
Assuming that 1 N is working an extra G Riv Hamlet and later a Village with its 6th citizen, the Commerce is about equal.
For a capital that has early Wonders to build, I'd consider taking the Hammers. But, Forest Chops could also be used in place of Hammers for Wonders. Those points made, we don't have ANY Wonders targeted for the capital, with only Oxford University coming later, which will be one-turn built using Chops and Whip overflow... i.e. Mines will play no role in completing Oxford University. If we were to slow-build Oxford University in a teching game, it would mean that we screwed up.
Stonehenege is gone. The Oracle is gone. The Pyramids are gone. The Great Library is gone. The Great Wall is extremely questionable without us playing against Immortal or Deity AIs and not having Raging Barbs, particularly on a map where you have 12 opponents, some of whom won't care that it's inefficient to start building The Great Wall before building their first Settler and without Stone, leaving us no real chance to build it.
Once you aren't building Wonders, base Hammers become far less important, as it is only when building Wonders where Whipping (directly Whipping the Wonder) hurts you, while Whipping becomes more important, with the only exception being when you are low on Happiness. Here, we have plenty of Happiness with which to work, so Whipping is far more attractive.
Let's say that we wanted to build an army of 10 Axemen out of the capital and we have access to either Copper or Iron, perhaps via trading for said Resource for 2 of our Resources temporarily, if necessary. How would we best accomplish it?
At 35 Hammers each, it would take us:
10 turns * 35 Hammers each = 350 total Hammers / 12 Hammers per Turn = 29.17 = 30 turns. That's no longer a "rush" and our empire would be better off doing something differently.
With Whipping, it would take us:
Turn 1 (1 N) = Work Wheat + Deer + Cow + Cottages for 4 base Hammers
OR
Turn 1 (1 E Option A) = Work Wheat + Deer + Cottages for 2 base Hammers
OR
Turn 1 (1 E Option B) = Work Wheat + GH Riv Wine Mine + Cottages for 4 base Hammers
Turn 2 = 2-pop-whip the Axeman
Turn 3 = complete the 3rd Axeman
Turn 4 = dump Hammers somewhere (into Spearmen?)
Turn 5 = Turn 1 all over again
For the cost of 5 Unhappiness, and assuming that you have enough Food to keep regrowing, you can get those 10 Axemen in 5 rounds x 4 turns - 1 turn for the last round = 19 turns, plus having some Spearmen to prevent Chariots from pwning our army and to act as City Defenders in captured Cities. By that time, 2 of the Unhappiness will also have worn off.
Turn 1 out of every 4-turn cycle hurts for 1 E, as we either don't work the Deer or the GH Riv Mine.
We wouldn't be working a Fur for either of 1 N or 1 E, but working a G Riv Cottage in place of the Fur is a fair practice as the Food is the same, we don't want the Fur's 1 Hammer, and we would be maturing our Cottage.
What's nice about whipping is having Food to regrow quickly. At 10 Food per turn, we can earn 20 Food in 2 turns and regrow to any City Size up to Size 10 in the span of 2 turns. At 6 Food per turn, it will take us 3 turns to earn 18 Food, meaning that every time that we whip and it takes us 3 turns to earn the Food needed to grow, it will cost us another turn of not working a square in the capital, be it the Fur, a GH Mine, or a G Riv Cottage.
Typically, whipping is fantastic until you run into a Happiness cap, at which point its value reduces, but for a rush plus a Charismatic Leader, we should have sufficient Happiness to make whipping get us our army without having to worry about our Happiness cap. Play to your Civ's strengths.
Settling 1 E puts us behind by 1 turn for settling City 2 when compared to settling 1 N, which has an impact on our empire, not only in terms of what City 2 produces but also in terms of getting up our first pair of Trade Routes.
Forests: 1 N wins again
Settling 1 E gives us: 2 big fat cross, 5 next Cultural ring
Settling 1 N gives us: 4 big fat cross, 4 next Cultural ring
Both of 1 E and 1 N have an equal amount of Hills squares which can pop a Resource (one such square).
Cottages: 1 N wins again
Settling 1 E gives us: 8 G Riv Cottages, 5 G Cottages
Settling 1 N gives us: 11 G Riv Cottages, 4 G Cottages
Please, can someone show me the advantage of 1 E over 1 N?
If it were a matter of deciding between one advantage versus another, then we could make that decision and feel happy about it.
But, I can't see any advantage for 1 E and overall, it gives us a weaker capital. Now that we've decided on an in-land capital, our Cottages are going to be key for our tech pace in getting to Railroad.
Losing 1 Cottage-working turn per 2-pop-whipping cycle and growing more slowly into working additional Cottages also doesn't bode well for 1 E in a teching game.
Ultimately, it will be the team who is first to Railroad who wins this game, with a possible exception of a couple of turns if a team has, say, a considerably larger Worker force.
Show me the plan for 1 E. What's the thinking there? Is it build The Great Wall? Is it build The Temple of Artemis (which is normally better off in the hands of an AI for giving us more Gold from a Great Merchant's Trade Mission being spread in the AI City which builds The Temple of Artemis)? Is it for putting 4 more base Hammers into a Market that will likely be 3-pop whipped, meaning that with a Forge + Organized Religion, we need 150 - ( 3 * 30 * 1.5 ) = 150 - 135 = 15 final Hammers in it, such that 1 E can get those 15 final Hammers in 1 turn with 12 * 1.5 = 18 final Hammers versus 1 N needing 2 turns with 8 * 1.5 = 12 final Hammers? So, 1 turn saved on building a Market, which has a net zero effect if we're at a 100% Science Rate at the time.
Other Wonders that we'd actually want to consider building, such as The Hanging Gardens, the Mausoleum of Maussollos, the National Epic, and the Heroic Epic, are all best built elsewhere, with the 2 World Wonders being mostly built with Forest Chops and the 2 National Wonders rarely being best put in one's capital except for a One City Challenge game.
I'd be okay to get behind 1 E if there was at least some sort of advantage to it and we felt that said advantage was important to our overall strategy.
At Size 6, once 1 E has reached its "full potential" in terms of working Mines and Resource squares (i.e. after that, we would work G Riv squares--Cottages or Farms), we have:
1 E = 6 Food + 12 Hammers
1 N = 10 Food + 8 Hammers
Assuming that 1 N is working an extra G Riv Hamlet and later a Village with its 6th citizen, the Commerce is about equal.
For a capital that has early Wonders to build, I'd consider taking the Hammers. But, Forest Chops could also be used in place of Hammers for Wonders. Those points made, we don't have ANY Wonders targeted for the capital, with only Oxford University coming later, which will be one-turn built using Chops and Whip overflow... i.e. Mines will play no role in completing Oxford University. If we were to slow-build Oxford University in a teching game, it would mean that we screwed up.
Stonehenege is gone. The Oracle is gone. The Pyramids are gone. The Great Library is gone. The Great Wall is extremely questionable without us playing against Immortal or Deity AIs and not having Raging Barbs, particularly on a map where you have 12 opponents, some of whom won't care that it's inefficient to start building The Great Wall before building their first Settler and without Stone, leaving us no real chance to build it.
Once you aren't building Wonders, base Hammers become far less important, as it is only when building Wonders where Whipping (directly Whipping the Wonder) hurts you, while Whipping becomes more important, with the only exception being when you are low on Happiness. Here, we have plenty of Happiness with which to work, so Whipping is far more attractive.
Let's say that we wanted to build an army of 10 Axemen out of the capital and we have access to either Copper or Iron, perhaps via trading for said Resource for 2 of our Resources temporarily, if necessary. How would we best accomplish it?
At 35 Hammers each, it would take us:
10 turns * 35 Hammers each = 350 total Hammers / 12 Hammers per Turn = 29.17 = 30 turns. That's no longer a "rush" and our empire would be better off doing something differently.
With Whipping, it would take us:
Turn 1 (1 N) = Work Wheat + Deer + Cow + Cottages for 4 base Hammers
OR
Turn 1 (1 E Option A) = Work Wheat + Deer + Cottages for 2 base Hammers
OR
Turn 1 (1 E Option B) = Work Wheat + GH Riv Wine Mine + Cottages for 4 base Hammers
Turn 2 = 2-pop-whip the Axeman
Turn 3 = complete the 3rd Axeman
Turn 4 = dump Hammers somewhere (into Spearmen?)
Turn 5 = Turn 1 all over again
For the cost of 5 Unhappiness, and assuming that you have enough Food to keep regrowing, you can get those 10 Axemen in 5 rounds x 4 turns - 1 turn for the last round = 19 turns, plus having some Spearmen to prevent Chariots from pwning our army and to act as City Defenders in captured Cities. By that time, 2 of the Unhappiness will also have worn off.
Turn 1 out of every 4-turn cycle hurts for 1 E, as we either don't work the Deer or the GH Riv Mine.
We wouldn't be working a Fur for either of 1 N or 1 E, but working a G Riv Cottage in place of the Fur is a fair practice as the Food is the same, we don't want the Fur's 1 Hammer, and we would be maturing our Cottage.
What's nice about whipping is having Food to regrow quickly. At 10 Food per turn, we can earn 20 Food in 2 turns and regrow to any City Size up to Size 10 in the span of 2 turns. At 6 Food per turn, it will take us 3 turns to earn 18 Food, meaning that every time that we whip and it takes us 3 turns to earn the Food needed to grow, it will cost us another turn of not working a square in the capital, be it the Fur, a GH Mine, or a G Riv Cottage.
Typically, whipping is fantastic until you run into a Happiness cap, at which point its value reduces, but for a rush plus a Charismatic Leader, we should have sufficient Happiness to make whipping get us our army without having to worry about our Happiness cap. Play to your Civ's strengths.
Settling 1 E puts us behind by 1 turn for settling City 2 when compared to settling 1 N, which has an impact on our empire, not only in terms of what City 2 produces but also in terms of getting up our first pair of Trade Routes.
Forests: 1 N wins again
Settling 1 E gives us: 2 big fat cross, 5 next Cultural ring
Settling 1 N gives us: 4 big fat cross, 4 next Cultural ring
Both of 1 E and 1 N have an equal amount of Hills squares which can pop a Resource (one such square).
Cottages: 1 N wins again
Settling 1 E gives us: 8 G Riv Cottages, 5 G Cottages
Settling 1 N gives us: 11 G Riv Cottages, 4 G Cottages
Please, can someone show me the advantage of 1 E over 1 N?
If it were a matter of deciding between one advantage versus another, then we could make that decision and feel happy about it.
But, I can't see any advantage for 1 E and overall, it gives us a weaker capital. Now that we've decided on an in-land capital, our Cottages are going to be key for our tech pace in getting to Railroad.
Losing 1 Cottage-working turn per 2-pop-whipping cycle and growing more slowly into working additional Cottages also doesn't bode well for 1 E in a teching game.
Ultimately, it will be the team who is first to Railroad who wins this game, with a possible exception of a couple of turns if a team has, say, a considerably larger Worker force.
Show me the plan for 1 E. What's the thinking there? Is it build The Great Wall? Is it build The Temple of Artemis (which is normally better off in the hands of an AI for giving us more Gold from a Great Merchant's Trade Mission being spread in the AI City which builds The Temple of Artemis)? Is it for putting 4 more base Hammers into a Market that will likely be 3-pop whipped, meaning that with a Forge + Organized Religion, we need 150 - ( 3 * 30 * 1.5 ) = 150 - 135 = 15 final Hammers in it, such that 1 E can get those 15 final Hammers in 1 turn with 12 * 1.5 = 18 final Hammers versus 1 N needing 2 turns with 8 * 1.5 = 12 final Hammers? So, 1 turn saved on building a Market, which has a net zero effect if we're at a 100% Science Rate at the time.
Other Wonders that we'd actually want to consider building, such as The Hanging Gardens, the Mausoleum of Maussollos, the National Epic, and the Heroic Epic, are all best built elsewhere, with the 2 World Wonders being mostly built with Forest Chops and the 2 National Wonders rarely being best put in one's capital except for a One City Challenge game.
I'd be okay to get behind 1 E if there was at least some sort of advantage to it and we felt that said advantage was important to our overall strategy.