Turn Discussion Thread

So we still have Bode all to ourselves. I think we'll have to reevaluate our settling priorities. I'll have to test out whether we want 2 macemen right away. We desperately need more workers, but it would be gaining us a free city.
 
I tried Macemen versus barb cities in a test game. I think 1 Maceman is sufficient to capture a barb city that is only defended by warriors. I would recommend building the Maceman in Sirius and a worker in Canopus.
 
Should we move Hebe 1SE or stay where it is now?
 
Have Merlot moved yet? With their Holkan in the area, I would stay where we are now.

Edit: Remember to set Hebe to heal.
 
I just realised were going to need to build an Aquaduct to allow Sirius to grow more.
 
Unhealthiness isn't nearly as detrimental as unhappiness. We can grow even with the unhealthiness, albeit more slowly. I'll admit this defeats the advantages of building the lighthouse, though.

Since we have lots of seafood, it might be better to build a harbor for the health bonus, since it also increases our yield from trade routes.
 
Yes, a harbour is strictly better than an aqueduct I think. We should build both anyway. I don't know if we've started a maceman already, but if not then I'd rather build one somewhere else to let Sirius keep concentrating on its own infrastructure.

At least with Beaurocracy though we can build things there relatively quickly anyway.
 
Canopus can build a Macemen in 9 turns instead of the worker.
 
I believe we've started the maceman and ended the turn, but we can still change the build before the turn ends.

If we want to build just infrastructure (i.e., harbor next), we can switch to a harbor. If we build the maceman in Canopus, with some micro (switching from a fish tile to a forested plains hill just before growth) we could whip the maceman in 2-3 turns. If we put the overflow hammers into a worker, Canopus could finish a worker a ~4 turns after that.

This would entail changing the build in Sirius to a harbor, and in Canopus to a maceman before this turn ends. Do we want to do that?
 
If we've already put a turn into the maceman I'd prefer to stick with it a -1 due to unhealthiness isn't as bad as wasted production would be IMO.
 
I believe we've started the maceman and ended the turn, but we can still change the build before the turn ends.

If we want to build just infrastructure (i.e., harbor next), we can switch to a harbor. If we build the maceman in Canopus, with some micro (switching from a fish tile to a forested plains hill just before growth) we could whip the maceman in 2-3 turns. If we put the overflow hammers into a worker, Canopus could finish a worker a ~4 turns after that.

This would entail changing the build in Sirius to a harbor, and in Canopus to a maceman before this turn ends. Do we want to do that?

That all sounds good to me, but honestly it's probably too risky to go changing everything around at the last minute. Unless someone other than me is particularly keen to switch to a harbour lets just stick with what we're doing.

The maceman won't take that many turns anyway will it? And we'll get it quicker this way too.
 
If anyone's interested here's the micro for the scenario I outlined above. This actually gets us the maceman faster (in 3 turns):

Turn 86:
Lighthouse done in Sirius, start harbor
Granary done in Canopus start Maceman

Turn 87:
Sirius grows to size 7, works forested plains hill (+3 hammers)
hell hound finishes pasture in Vega, starts road
Alpha Centauri finishes Granary, starts worker (6 turns)
Canopus switches from a fish tile to a forested plains hill

Turn 88:
Worker done in Arcturus, start Granary
Cottage done in Sirius, switch from forested plains hill to cottage, caveman1917 moves 1SE to cottage riverside grassland.
Canopus whips maceman for 2 pop, will grow back to size 4 next turn, overflow hammers to worker (4 turns)

Edit: Note we could do this in Canopus even if we don't build the harbor in Sirius, but we need to switch the build in Canopus soon.
 
Turn 87 still hasn't started so we can do these changes now. Quatrona and Mavericks have not ended their turn.
 
And I will be on record as liking the harbor/harbour idea. If we are going to the trouble of building improvements like a LH to promote growth in Sirius, we should try to stick to that approach. And the trade route bonus would be nice as well.

If we've already put a turn into the maceman I'd prefer to stick with it a -1 due to unhealthiness isn't as bad as wasted production would be IMO.

We haven't actually put any hammers into the maceman yet. Even though we have ended our portion of the turn, the turn doesn't actually end until all the teams have ended it or the timer expires.
 
I suck at math but how much is +50% to two +3 trade routes? I guess +4?
 
The harbour trade route bonus isn't nearly as good as you think. The 3 or 4 commerce we're getting from trade routes now is made up of:
1.0 Base Value x ~350% worth of bonuses (foreign, intercontinental, long peace, etc.)

The harbour makes that:
1.0 Base Value x ~400% worth of bonuses.

So basically we'll get ~1 commerce from it. The only reason it's better than an aqueduct is that we get the same 2:health: for 80:hammers: rather than 100:hammers:.
 
That all sounds good to me, but honestly it's probably too risky to go changing everything around at the last minute. Unless someone other than me is particularly keen to switch to a harbour lets just stick with what we're doing.

Just to explain this, what I mean by "risky" is that we're changing things at the last minute, thereby throwing plans into minor disarray. If those plans aren't quite fully thought through yet either way then maybe that isn't such a big deal.
 
The harbour trade route bonus isn't nearly as good as you think. The 3 or 4 commerce we're getting from trade routes now is made up of:
1.0 Base Value x ~350% worth of bonuses (foreign, intercontinental, long peace, etc.)

The harbour makes that:
1.0 Base Value x ~400% worth of bonuses.

So basically we'll get ~1 commerce from it. The only reason it's better than an aqueduct is that we get the same 2:health: for 80:hammers: rather than 100:hammers:.

Ah. Well, I think it is worth it for the health. With the granary and lighthouse, Sirius will grow to size 9 fairly soon. It seems best to delay the effects of unhealthiness as long as possible to work as many cottages (and gold) as we can.

Just to explain this, what I mean by "risky" is that we're changing things at the last minute, thereby throwing plans into minor disarray. If those plans aren't quite fully thought through yet either way then maybe that isn't such a big deal.

They really aren't thought through yet. I attempted to start a discussion about this here. Other than those thoughts of mine, we are now basically making it up as we go along.
 
I thought the long term plan of Sirius was to let it grow, never whip it, the Health cap is about to be reached so we need more to help it continued speedy growth.

The other civs have clearly been using the whip quite a bit, alot more then we have.

The Harbor will increase our commerce and health cap so we can continue to let Sirius grow. Trystero said that his WB test we got the Maceman 3 turns quicker doing it this way.
 
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