Discussion in 'Civ4 - Succession GOTM' started by AlanH, Apr 23, 2020.
I only see two decent remaining sites. Two clams and tge two seafood with nine forests.
Perhaps there is no metal at all, which means War Elephants are our strongest unit in this game until gunpowder?
Even if we had them, 60 gives no overflow from whips!
Or maybe the island has 3 iron and 5 coal which would make for an easy Ironworks?
I guess we will keep the 7th Settler on ice until something very appealing arrives.
It can be the general city perhaps.
Thanks for all the work.
The prep for this one was crazy!
should we do an upload? I'd like to do some planning and it's just easier to figure out how many hammers everyone has in what.
Uploaded. Updated TEST GAME below.
i’d recommend a swap, if Kait agrees. We know your weekends are full. We’ve got good momentum going, better to keep it going in my opinion.
I messed up the F7,F8, etc screenshots but can still do them if anyone wants them. I have all the saves.
Upcoming turnset might be more intense. We need to prep for the dun builds. That’s a hairy optimization problem.
oh, sweet. that's all I needed.
Dun prep still can't be dun til T63, no not so much this next turnset, but maybe a little consideration.
A Pillage Resource Solution
1. Connect Cows deer ONLY by road from Sci via plains hill at Sci-3s3w.
2. Pillage road at Sci-3s3w, re-road. Requires one dedicated unit and two workers.
Sci-1s, Sci-2s1w, Sci-3s3w, Sci-2s4w, deer. (17 wkr-t total).
Avoids roading unforested tiles.
I can put in a small amount of time tonight and a bunch on Sunday.
That sounds like a good semi-permanent solution for playing the stone trick over and over.
Just need Sitting Bull to never get his own supply of deer.
Cows will become unhappy next turn.
My best solution:
T55 work 3 furs, no deer
T56 switch 1h-fur to deer, Turn On Avoid Growth!
T57 Turn Off Avoid Growth!
We gain 1f6g.
Happy to see it still in a good state to whip. I think we want to whip that wb now and get and 2nd on next turn. That covers Profit and Silver's immediate food needs.
We then have time to set up a granary 1-whip into failgold.
We will work the Deer tile only ~4 turns (to get about half full food bin) otherwise hold the food using triple fur.
Solves the anger problem.
How about whip granary rt now. (sheep, wine, horse) = 19/26 food
2 turns later (working sheep, rice, wine) we grow with 16/28 in the bin (I could be off on #'s)
3 turns later, We'll be back to size 5 or even 6 by the time it's Science's turn to add failgold.
T56 whip wb, to put 30 in granary. Whip granary, size 1, food is at 21/22.
So we grow next turn and work 2 seafood.
Now, how can this city contribute to failgold?
Whip (1/15) warrior?
I have to get used to your brutal whipping strategy...
Cows: Love it! First wb goes to Silver T62 nets. Perfect timing.
T55 whip, sheep, horse, rice
T56 build warrior, Turn on Avoid Growth
T57 sheep, rice, wine, Turn Off Avoid Growth
Total: +2f +3g
Unless we’re dying to build units, I don’t see the benefit of this Science whip. On T60 we’re 12f behind and 20-some hammers ahead.
T55 whip wb
T56 build granary
T57 work nets
T58 whip granary p3>p2
T59 +3f in bin
I'm pretty sure I learned that from you. I recall putting out (usually research-focused) PPP's in the early days and (I think it was) you would get a ton more production than I thought optimal -- which now I think is optimal.
It just seemed wrong to grow without a granary and pass another 10t without any whip anger to burn off.
Are you sure about the 20h for 12f?
20h for 12f is not bad if we have an appropriate place for them. I see your point about not having anything to build.
I'm open new plans.
I counted the food but not the hammers exactly. It’s in the 20s and the fail gold is roughly equivalent to the coins worked by not whipping. A little concerned with unit maintenance. We will need garrisons. Plus I want to make sure that science city is ready to whip when it needs to.
We should plan whip max-OFs to go into SH starting t63, before any duns are prepped.
Of course. I missed that, I should have whipped the Sci granary already. Okay.
no doubt. Cus what if SH goes on T64.
Maybe Sci can maxOF a chariot. That can get to Whales a bit faster too. Then a Dun
Should we OB with SB now? LC, you said you saw both of SB's scouts, right? So then there likely isn't a land passage to his SW but there may be a way for an exploring wb to do that. We should scope out his land with a chariot and see if we need to send a wb that direction. Or is the plan to send Galley 1 that way after he shuttles our settler back to the mainland?
What is the soonest we can send a naval unit to the NW??? We need to decide where to put city #7.
We still have some good spots we could settle for city #7 but something tells me we should hold off. What we do with that 7th settler could be make or break. If we dally too long, we'll be behind teams that just settle him on the mainland sooner. Or if we settle him and there is a great site to the NW (or SE or SB)...
Galley 2 can be the Profit-Cows ferry.
Agree we OB with SB, but we can't 'now' since we don't have writing. It's 4th in the queue.
Whales or Silver can probably whip a wb to sail NW soon-ish
I'm thinking we don't hold our breath for what's behind door #3.
Let's pick one of the decent sites we have....
- 2 clams (SE of Science) low distance cost, fresh water. handful of forests
- clamcrab on a plainshill. Both in 1st ring (no monument) little bit better forests. more distance.
- CrabDeerHorseSilverSilver (one less food) and decent forests. 3 non-food resource tiles.
I officially have the Real Save now.
Will begin working.
T55 Real Game Screenshots
Empire (No whip anger at all )
Cows has 6 in Barracks
Profit has 3 in Lighthouse
Silver has 3 in Lighthouse
Test game is almost perfectly accurate.
2 Forests need to be removed from Cow City and the tile 1E of southern whale needs to be ocean.
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