View Full Version : SGOTM 02 - Team CDZ


AlanH
Aug 02, 2006, 07:35 PM
Welcome to your C_IV SGOTM 2 Team Thread. Please use it for all internal team communication, turn logs and discussions. Subscribe to it to receive notifications, and do not visit the other team threads for this game until you have finished. Please also subscribe to the Maintenance Thread (http://forums.civfanatics.com/showthread.php?p=4354542) for this game, where teams and staff may post non-spoiler information of general interest.

This game will be played in Civ4, patched to v1.61.

You are cast in the role of Tokugawa, mighty leader of the Japanese. Tokugawa's brother has left the island city of Kyoto to avenge the death of his wife and only son. He has travelled to a distant land without finding their murderer. So the brother of Tokugawa will settle and found a new Japanese colony, and the Japanese have sworn to conquer the rest of civilization in order to hunt down and destroy their enemy.

The game is on a Standard size fractal map, modified as only Gyathaar knows how, at Epic speed. All victory conditions are enabled, but the laurels for this contest will be awarded to the fastest teams to achieve a Conquest victory. The number of AI rivals has not yet been revealed. It will be played using version 1.61 of Civ4 with locked modified assets.

Individual start files for all teams will be available on the SGOTM Progress and Results Page (http://gotm.civfanatics.net/submit/civ4sgotm_submission_list.php) at midnight, server local time, at the start of August 8th.

Here's the start position.

http://gotm.civfanatics.net/civ4games/images/SGOTM02_start.jpg

Map Parameters
Playable Civ - Tokugawa of Japan
World size - Standard
Difficulty - Monarch
Landform - Fractal, hand modified
Game Speed - Epic
AI Aggression - YES!
Barbarians - Raging!!

Please visit the following link to ensure that you are adequately prepared:
Civ4 SGOTM reference thread (http://forums.civfanatics.com/showthread.php?t=168439)

Notes:

A. ONLY Civilization IV v1.61 is supported for this SGOTM. All teams will compete for up to four awards - the Gold, Silver and Bronze Laurels for the fastest finishes, and the Wooden Spoons for the lowest scoring finisher.

B. All teams must play the sponsored variant - victory will be awarded for the fastest victory by Conquest.

C. All saved game files uploaded to the server are parsed through software that extracts and archives data about your save, including reload count for each turn set.

I'm sure you'll enjoy this game :D

socralynnek
Aug 03, 2006, 02:09 AM
reporting for duty!

(And reporting for beam too who is on vacation until 20th)

BCLG100
Aug 03, 2006, 03:16 AM
Checking in....

Samson
Aug 03, 2006, 03:18 AM
I'm here .

Darkness
Aug 03, 2006, 03:30 AM
here... (stupid xcl :( )

BCLG100
Aug 03, 2006, 05:53 AM
Discussion thus far.

Fire away
Cool, that was fast!

Thanks, shabba.

So, let's take this thread for a pregame discussion:

First question: Is it worth it to found a second city directly or will maintenance cost hurt us more than the city does help?


The big question for me is what will be the maintainance if we found the second city straight away. It looks like a long way from the first, and it could cost more that we are making. If we do not loose units if we are not paying maintanance for them it could still be worth it. The only way I can think to check is a test game. I MAY get round to that lunchtime.

The other option would be to wait until we have a bit more pop in our capital.

[EDIT] I started a game with similar parameters, if anything the cities were closer than in this game. I was at -5 gpt Straight away, but the scout was not disbanded.

I do not think we can wait the 17 turns untill our capital grows, mostly because I do not think that will help much. The problem is going to be how do we increase our GPT without pottery?

An option would be for our settler to head east until it is closer to our capital.

Garee. As posted I'll be away until the 20th from wednesday on.
as i can't see the picture of the real start at cfc at the moment, i am not sure, but i think the cities are even further apart ( don't forget that the world wraps to the east)

i also think that delaying founding much is not worth it, as it is also a strategical position to be able to found other cities faster.

at least with this setup, CS slingshot is not the only way to go...

but every city must pay this upkeep, so probably we don't want a third for some time.


I haven't seen the starting screenie yet. Where can I find it? I'll go ahead and sign up, but I don't think that I'll be able to pull 1-2 hour play sessions. I'll do my best though.

Anyhoo, Is there the standard number of opponents on this map? Is it worth making the "colony settler" the capital? (the preceding question might be not relevant as I'm working off of a picture in my head that might not be correct)
Makeing the "colony settler" our capital would be great, but as the 1st city is already founded I think we shall have to build the palace to do that.

I think the only options are;

Found the city near the starting location, on the coast looks like a good bet. This shall mean we will not be able to reaserch for a long time. I expect we will need to grow both cities to 3 before we can have a possitive GPT, but I could be wrong.
Move the settler east. We MAY be able to find a good city spot a lot closer to the capital on this land mass. This would allow us to start reaserching a lot sooner. It is of course risky, as we may just find ourselves hemed in by other civs with nowhere to settle.
http://www.civfanatics.com/news2/archive.php?show=month&month=July&year=2006

(scroll down)

there you can see a small version but the real one is on the gotm server which is down at the moment.

You don't need to do longer sessions than 1-2 hours, in the beginning it's going fast and later on you could just play 5 turns which is fine.

Every help is welcome!


Maybe there is not much space to the east of the Settler, so I guess moving the scout eastwards might be a good start.
hey at least we have a fishy smell and plenty of crabs

EDIT to add content:: I think that moving the settler 1 S to settle there is best since it'll free up a FP.

EDIT for additional blather::: Better yet, move the warrior SW to see if there is any benefit in moving the settler SW instead of just S
I think we should move one NW to grab the fish and means we have a productive sea city (maybe GL or Colossus could be ahuge befeit considering the other city would also allow us to buidl something while we are waiting to get positive gpt and would greatly increase gpt) dunno if that all makes sense :)
I'd move the warrior to the hills, there I think he sees more.Settling S would be nice of there is another resource, otherwise I'd agree with BCLG that NW is mor interesting.

The question still is: How much could we gain by moving a little more to the east, or should we settle in place and go for Forbidden Palace ASAP.


Interesting situation.
Not much by settling east however, though we could move the warrior onto the hill to check. i agree with the FP need and also the eventual need for state property


Beat 'm up Scotty!

Status: offline

Posted - 02 Aug 2006 : 02:05:13 Show Profile Email Poster Click to see Beam's MSN Messenger address Send Beam a Private Message Reply with Quote
One of the factors I haven't seen yet in the discussion are the aggressive AI and raging barbs. This would call for early settling to create a save place on a landmass. The gpt thing is an issue but the cap has lots of cash (and little hammers) around it so my gut feel is the gpt should be managable. The 2nd city should be about hammers imo.

And what we also shouldn't forget is that it's our second city which means no automatic border expansion, so it might be worth it settling directly next to a ressource to get that city to grow quickly.


I'd move the warrior to the hills, there I think he sees more.Settling S would be nice of there is another resource, otherwise I'd agree with BCLG that NW is mor interesting.



Garee.


I'd move the warrior to the hills, there I think he sees more.Settling S would be nice of there is another resource, otherwise I'd agree with BCLG that NW is mor interesting.
I Agree

And what we also shouldn't forget is that it's our second city which means no automatic border expansion, so it might be worth it settling directly next to a ressource to get that city to grow quickly.

Again, I agree.

So, normally I think NW would be the nicest spot.

To get the ressources we 'd need a quick border expansion.

I see two options: Foundinga religion (which could also be founded in our capital, we'd have to found two to make it sure)
or build an Obelisk

For both we'd need to research Mysticism first.

At least we'd have the floodplains from beginning to work on and grow fast.

I guess the one who starts playing moves the warrior then stops, posts a pic and wait for the team decision


Things that normally work but seem not so nice here:
- Founding ONE religion as if it starts in the cap you won't see it spread for quite some time.

- CS slingshot. Bureaucracy doesn't looks as good with that capital without much production and without cottages, still wouldn't hurt though.

-An early military rush. The maintenance would probably kill us.


What could be nice:
Colossus.
Or GLighthouse.

Great people in capital. We don't need much military there and I could imagine only building 4 work boats, 1 warrior for happiness and only work those 4 tiles and the rest goes into GPP. With a Lighthouse, the clam produces 5fpt, the fish 6 fpt. so we could grow to size 12 without working any other tiles.
[quote] Originally posted by socralynnek

Foundinga religion (which could also be founded in our capital, we'd have to found two to make it sure)



Two religions (and even more. IIRC I saw a screenshot once with Buddhism, Judaism, Confucianism and Taoism founded in the same city)can found in the same city, so there is no quarantee we'd get culture expansion in our second city.



I guess the one who starts playing moves the warrior then stops, posts a pic and wait for the team decision



Sounds logical to me.

NW will not give a resource (at least not as far as I can see now) in the initial 9, but the floodplains should help growth. Normally I detest Obilixes, but in this instance it might actually be useful to build one. It would at the very least give us rice and fish if we settle NW.

I'd also like to recommend getting fishing ASAP. All Kyoto is good for is the food resources but we have to able to get them. It'll take a long time for Kyoto to build a work boat so we should start as quickly as we can.


We start with Fishing.

If you have two cities, one of which has a religion, the other don't, then the holy city always goes to the one without a religion.
But IIRC that doesn't give +1cpt directly or does it (at least one could build a temple)
Still I'd also vote for an Obelisk.
I think the capital is heavily unfavoured when it comes to choosing which city to found the religion in (ie. it is very likely to be founded in our second city). That gives us 5 cpt if we make that religion our state religion.

I think it is unlikely we would get either of the early religions first, and imposible if we found our 2nd city straight away. Our best chance would be for Confucism, as we will really need the courthouses and FP we get from CoL anyway.

I think we could try for CoL with the oricale. We are likely to have much more prodution than reaserch, so this would be a reasnoble use of 200 odd hammers.


We start with Fishing.




Ah, that's good. I had no idea what Japan's starting techs were. Haven't played them yet. That would mean that Kyoto should begin building its' first work boat immediately.




If you have two cities, one of which has a religion, the other don't, then the holy city always goes to the one without a religion.
But IIRC that doesn't give +1cpt directly or does it (at least one could build a temple)
Still I'd also vote for an Obelisk.[/quote



Thanks for the explanation. I didn't know that.
[quote=Originally posted by socralynnek]

But IIRC that doesn't give +1cpt directly or does it (at least one could build a temple)



Doesn't your state religion give you +1cpt for every city with that religion? Still, super mega obelisk go go go!
Things that have been discussed...

- focussing on shields in 2nd city seems to be a priority so move NW
- getting slavery and whipping the capital would be a good. What is the happiness limit? we could just whip it everytime it gets to pop 3. The lower the pop, the more efficient the whipping process
- having a holy city gives you 5cpt in that city. And each city with religion gets 1 cpt. I'm not sure if it has to be your state religion or not.
- aggressive settling without making nice with the neighbors could get us into an early war we're not prepared for... but I'm still learning different strategies



- having a holy city gives you 5cpt in that city. And each city with religion gets 1 cpt. I'm not sure if it has to be your state religion or not.



Yes, you don't get culture if it's not your state religion.


However not having a state religion gives you 5 cpt in every city. If we are going to try and get a religion i think we should aim for Christianity- it'll give us a religion and give us Theocracy which will be very usefull for the wars we will undoubtably end up in.

We could always let the second city grow quickly then pop rush an obelisk or chop it, within the second cities immediate vicinity would be at least 4 forests and a floodplain so it will have plenty of workable tiles while we wait for the city to grow/worker be produced.

I havnt played any games with raging barbs on monarch but i imagine they will be fairly bad therefore i think we need to have a warrior as a first build in our second city and then switch to a worker at size 2 to chop an obelisk.

About the aggressive settling (tub's idea) with the aggressive AI clicked on it isnt really going to matter too much what we do-there not going to like us, so i say we should go for it.

There's the obvious worker steal trick we could do on monarch but im not sure when barbs start appearing so i dont think stealing the worker would really be worth it, if all it will do would be to annoy one AI and lose a worker and a warrior.

Tubs are you on team CDZ or just lurking?

Sorry about the long post-i try not to do it too much :D
why should one excuse for a long post?

One should always give his input, we need thoughts for this kind of game a lot, so don't hesitate to post...

if we want to chop the Obelisk at size 2 we'd have to research Mysticism and Bronze Working simultaneously, I don't really know which tech we should research first, maybe try for a Metal Casting slingshot with Oracle?

it was a joke socral :)

Well we wouldnt really, growing to size 2 would take about the time it would take to research 3/4 of BW and then building the worker would take the rest of the time it would take to research myst as well.

OK, you are right, I agree, and I also don't see any sense in building the worker later than at size 2, so that'd be fine with me.

sorry, I am too tired to see jokes...going to bed now

and to your earlier question: I thought tubby wanted to join but maybe needs a little bashing to make him write the post in the sign-up-thread...
yeah.. I'll sign up eventually




maybe try for a Metal Casting slingshot with Oracle?



That didn't really work out that good in our previous game, did it?
We could try of course, but we're seriously handicapped because of that stupid capital start. An early second city will hurt our research as well. So by the time we can build the oracle it might already be almost completed. I don't know if we should chop for that.
Besides, the AI got that oracle so fast in the previous game that I wouldn't be surprised if that was modded in some way. We should look into that, probably.


If we go for Oracle before we build a third city (which would hurt us also much), I think building Oracle is possible, but CS slingshot is not possible cause we can't research CoL fast enough.
Researching Priesthood won't take that long.

For an Oracle-> MC slingshot we'd need: Myst , (Poly or Medi) , Priesthood , BW , Wheel and Pottery. We probably also want Agri.

I don't think that's impossible, but surely we don't know if there's an AI that is modded to go for the Oracle (something they only priorize when they can't build a Settler cause they have no space left.
What else would we need to build in second city? Warrior, Worker, workboat, another warrior or Rax?
So, I think a MC slingshotwould be doable and trying won't hurt much cause there is no useless or expensive tech on that path(ok, Priesthood itself) and if we at least partially build it we get some money for our research.
Our team thread at CFC is open, please post once in this thread to say you are there and Tubby please post in the signup-thread first.
i think we need to put the oracle slingshot out of our minds, its usefull but not the be all and end all, we also have very little chance of getting it with the need to adequatly defend our city against the raging barbs and aggressive AI, however i think we have a reasonable chance of getting the Colossus which would be highly beneficial considering the amount of water tiles we have under our borders.


it was a joke socral :)

Well we wouldnt really, growing to size 2 would take about the time it would take to research 3/4 of BW and then building the worker would take the rest of the time it would take to research myst as well.


I think any reserch will have to wait a lot longer than growing to size 2. I reakon it is going to take both citys to get to size 3 before we can break even. The more I think about it the more it seems ot be worth moveing the settler east to get it closer to the capital.

About rushing in the capital; every rush give 1 unhappiness, rather than 1 unhappiness for each pop killed. So in pure pop / hammers it is more efficent to rush at smaller size. However if you take into account the work that the citizen can do in these 15 turns it may well be worth waiting for the capital to grow significantly then rush a load of pop. The other question is what are we going to be building? in the early game it is only going to be the work boats. It may end up that we will be rushing wonders in this city just because we have no other use for the pop.

For me the big thing is going to be getting bronze working and copper before too many barbs turn up, and getting CoL for the courthouses and FP before we are totally left behind.

BTW, our thread is at http://forums.civfanatics.com/showthread.php?p=4355733#post4355733
GPP could also be very useful in our capital if we don't know what to do with spare pop.

And I do think that we can research at 50-60% and break even. In the savegame you posted we could even be at 70% or so.

Want to calculate it:

It seems the formula is: DistanceMaint = (Pop + 7) * 2.5 * Distance/DistanceScale * Building_m * WorldSize_m * Handicap_m (CVCity.cpp line 4899 if someone has the SDK)

Building = 0.5 if courthouse otherwise 1
Handicap =0.9 for monarch
worldsize=0.8 for standard

DistanceScale = (MapHeight + MapWidth) {from CvMap.cpp L925} (here probably 84+52=136, or what is size of a standard fractal map?)


So in our case:

(Pop+7) * 2.5 * dist/136 *0.8*0.9 =(pop+7) * dist / 75.5 without courthouse

assuming our cities are 40 tiles on W-E axis and 20 tiles on N-S axis apart (dist 50) this means:

at size 1: dist cost 5.3 (probably 5 cause of rounding down)
each additional pop costs o.66 gold

if both cities are at size 1 we already produce 13 trade (8 from Palace), so we should be able to spend 8 beakers per turn at start.

phew, that was hard...

And thats the discussion up until now :)

Tubby Rower
Aug 03, 2006, 06:54 AM
I'm not here. Are we supposed to post here or over at CDZ?

BCLG100
Aug 03, 2006, 07:39 AM
probably more of a help to post at CDZ, also be quite good if you signed up tubs :p

edit- and now i see you have so welcome to the team :D

AlanH
Aug 04, 2006, 05:35 PM
I'm going to play my broken record one last time for each team:


Please also subscribe to the Maintenance Thread (http://forums.civfanatics.com/showthread.php?goto=lastpost&t=180489) for this game, where teams and staff may post non-spoiler information of general interest.

Anything I post there will NOT be repeated individually in every team thread. You may even find some useful information there now :p

socralynnek
Aug 08, 2006, 12:27 AM
posted in both threads.... is everyone happy now??


then some people say they are happy about this...


Roster proposition:

socralynnek
Samson
Shabba
BCLG100
Darkness
Tubby Rower

(Beam is away til 20th)

I think I am online shortly after the save comes out, so I can put the warrior on the hills, post a pic and then we can decide where to settle. So I could start us off.
Does anyone want to play at a different position or think someone else should start us off?

Alan stated that the city will cost 7gpt maintenance where the Settler stands, so we probably can have 6 beakers put into science from start.
Which tech should we research first as we won't have any chance getting an early religion that way? BW? Myst? Wheel? (We start with Mining and Fishing IIRC)

What shall we build in 2nd city first? I vote for Warrior!



I agree with the warrior and BW for the pop rushing we could use in the capital.




I agree with the warrior. I am not quite so sure about BW. It is very powerfull, and we have a few forests around our settler. However it will not be as vital as it is in most games, as we are not going to want to chop rush a settler ASAP as I usually do, and we will probably be able to live with the 1 worker for a while. The capital is going to be 17 turns to grow, and 23 before the work boat. We are likely to have at least 30 turns before we will want to pop rush anything, and we could wait longer. Another big reason is going to be seeing where the copper is, as we are likely to have to found another city it get it. If we do not have horses or copper in our radius are we going to live with archers against the barbs?

If we are going to settle NW (on the coast) we are going to need the border expansion ASAP to get the fish and rice, so we are going to want mystism soon.

The other thing would be pottery. We are so going to need the trade so a couple of cottages near the 2nd city and a grannery to make whipping more efficent.

I am not sure what our reaserch rate is going to be. If we could get one of these and then bronze working in 30 to 40 turns I think it could be worth it.

BTW I got hold of ProPain. The site uses MS acsess (<spit/>). It will take me a bit longer to sort out a script, but ti is possible.




Agree with the warrior. But not BW, I think. Mysticism seems more logical to me. That way we can begin an obelisk immediately after the first warrior. We need that cultural expansion to bring the rice into our cultural borders.



After your explanation i do agree with the myst idea

Samson would the script work for previous posts? or do i still have to keep updating the main thread?




SO HERE IS THE SCREENMIE AFTER MOVING THE WARRIOR TO THE HILLS: (it might change everything)

http://fsinfo.cs.uni-sb.de/~ckwon/sgotm02_bc4000.jpg

I have marked three possible city sites with the Japanese flag.

I'd vote for the nrthern most, cause moving a little wouldn't hurt much and we wouldn't need an Obelisk to make directly use of the ressources.

BTW we didn't start with Mining, my fault, sorry, we have Wheel and Fishing.

Pottery would be about 26 or 29 turns (depends on which tile we work when having 2nd city)

Agri 23 or 27, Mining or Myst 19 or 23.

If we settle north it's a little bit faster cause we could research at 100% until we found.

I'd vote for Agri then Pot for Rice, Granary and cottages. Then Mining, BW and AH. (only applies when settling north)




So, I am waiting for a few comments until I play on.

Samson, can you play after me or shall I change the roster?

I copy the discussion to CDZ in the meantime. Until Samson says, the script is done, we should keep on doing this daily.

Samson
Aug 08, 2006, 06:38 AM
First city NW, second city 1 or 2 E of the northern japanese flag.
1st city NW, second city N of the gems.
techs: mysticism, then agriculture, then pottery
1st city: warrior -> obelisk -> worker -> warrior -> settler
I vote for the northern coast [EDIT] or to keep walking to the east. It MIGHT save us 1 gpt, we will not need the border expansion, and we get the extra reaserces. I particuly like the gems, that will help with both the gold and allow us to grow larger. All these are good counters for the high mainanace cost.

With the site NW, we get 2 reaserces only when our borders expand, with northen coast we get 3 straight away.

Assuming we settle on the north coast, I think we have to reaserce agriculture fisrt, that rice is too nice not to. We do not need mystism.

Depending on how long it will take to build, it would be nice to have a worker as agriculture completes. I usually build a worker first.

I should be able to play when you finish. When are you likely to play?
So, we are two for north of the resources and two for 1 tile NW.

Any more opinions?
quote:Originally posted by Samson

I vote for the northern coast. It MIGHT save us 1 gpt, we will not need the border expansion, and we get the extra reaserces.



Where the nothern flag is? I was wondering what the effect of an early second city is on our economy. It is the better spot, just convince me if it's worth moving there.
If we settle on the northern flag, we can't use the NW spot unless we avoid culture.
Yes where the northern flag is.

I am not sure what you mean about not being able to use the NW spot, the limit to cities is a fixed 2 tiles, culture has nothing to do with it.

I think the 2nd city is likely to cost around 8 or 9 GPT unless we put it a fair way east. I think it is likely to be required to grab copper (or perhaps horses). Raging barbs with only archers is going to be a strugle. This is another reason to found our city near the gems. With the extra pop and commerce we are going to be able to afford our 2nd city much sooner.

BTW, I THINK we can run 100% science and have a defict without loosing our worker. I could be wrong, and I cannot run a test game until 12-30 BST. Is it against the rules?
the science is automatically adjusted, so no deficit research.

Alan stated in the maintenance thread (does anyone else read it ?) that the city would cost 7gpt in maintenance if founded where we stand, maybe a bit north and east is 6gpt.

While moving we don't lose much as we can research at 100% while those turns and we don't need Myst for some time. Those 2 turns lost in production won't hurt much.
It's possible to build a city there, but that'll cost the second city workable tiles. AFAIK the city that "sees" the tiles first gets the tiles assigned as workable tiles. That makes building a city on tile NW pointless (but there's probably a better spot somewhere else anyway).
BTW, the city we build with our second settler is our third city.
I think I'm ok with building on the northern spot now.
Just OOI whatever tiles the game alocates to whichever city can be changed in the city screen, just as in other civs.

I agree that there is likely to be a better spot somwhere else, probably with copper. I do not worry too much about having overlaping cities early, it will be so long before they are relavent.

I really think it should be north, I cannot think of any real advantage of the other spot.
shabba, when a city has some greyed out spot that no other city is working then you can click on it and you have it for that particular city (something I also found out long after I bought the game...)
I've tried that I think. Perhaps that's something that got fixed. Thanks.
I just thought, if we move the settler to the same tile as the warrior this turn, next time the wariour could go to the other hill, and we may find an even better spot to settle, perhaps 2 west of the warrior?
Sure.
ok, i'll play 20 turns now and will look out if there's even a better spot, otherwise i'll take that northern one.
4000 BC (0) - Set research at 100% to Agri.
Move warrior and Settler to hills.

3970 (1) - Move warrior to hills. Sees gold and another gems.
Move Settler NW of Rice saying hello to a Spanish scout.

3940 (2) - Settler founds Osaka which costs 8gpt maintenance although being closer to the capital as the original spot...confused...
look into the settings...no sign of no world wrap...
strange.
Start building a worker. Worker done in 23 turns. Agri in 22 turns, but we make +1gpt so it will be faster at some point.

3910 - Game crashes while alt-tabbing. Have to reload.

3790 - Border expansion of capital showing land but divided by Ocean.

3610 BC (13) - Warrior is standing at the eastern coast of that landmass and survives a lion attack.

3490 BC (17) - Warrior has healed.

3460 BC (18) - Kyoto has grown. Agri in 2.

3400 BC (20) - Agri is done. Perfect time to stop. I have set research to Mining which can be discussed.
Worker in 5, workboat in 3 turns.

---
Here is your Session Turn Log from 4000 BC to 3400 BC:


Turn 2, 3940 BC: Osaka has been founded.

Turn 6, 3820 BC: The borders of Kyoto have expanded!

Turn 12, 3640 BC: Barbarian's Lion (2.00) vs CDZ's Warrior (3.10)
Turn 12, 3640 BC: Combat Odds: 9.0%
Turn 12, 3640 BC: (Extra Combat: +10%)
Turn 12, 3640 BC: (Animal Combat: +20%)
Turn 12, 3640 BC: (Plot Defense: +25%)
Turn 12, 3640 BC: Barbarian's Lion is hit for 24 (76/100HP)
Turn 12, 3640 BC: CDZ's Warrior is hit for 16 (84/100HP)
Turn 12, 3640 BC: Barbarian's Lion is hit for 24 (52/100HP)
Turn 12, 3640 BC: Barbarian's Lion is hit for 24 (28/100HP)
Turn 12, 3640 BC: Barbarian's Lion is hit for 24 (4/100HP)
Turn 12, 3640 BC: CDZ's Warrior is hit for 16 (68/100HP)
Turn 12, 3640 BC: Barbarian's Lion is hit for 24 (0/100HP)
Turn 12, 3640 BC: CDZ's Warrior has defeated Barbarian's Lion!

Turn 19, 3430 BC: You have discovered Agriculture!
-----

here is the save: http://gotm.civfanatics.net/saves/civ4sgotm2/CDZ_SG002_BC3400_01.Civ4SavedGame
meeting Izzy:


99.08 KB

isn't that cruel? stones and cow in sight but out of reach!


101.31 KB

roster:
socralynnek - just played
Samson - up
Shabba - on deck
BCLG100
Darkness
Tubby Rower
(Beam is away til 20th)

EDIT: the first players should play 20 turns, I think.
ynnek, I noticed that the game crashed on you while alt-tabbing. Do you use full screen mode or windowed mode? windowed mode is supposed to help that somewhat.
I guess we are reaserching to BW now? A worker after the warrior I guess?

Does anyone know when barbs turn up on raging? Do we use the second warior for scouting or fog busting?

I shall play in about 20 mins, but I am unlikely to get in 20 turns.
I use fullscreen. Maybe you are right and I should play SGOTM in windowed mode cause of the notes I am taking.

@samson: other way round: Warrior after worker. I'd use him for MP then.

Mining will be helpful cause of the gems. After that BW or Pottery would be fine. Maybe AH (sheep).

The turns are going fast, so maybe you can play 20 (BTW, the governor is still on for both cities cause I agreed with his placement)


After the workboat in Kyoto, should we build a lighthouse to get the extra food for water tiles?

I would prefer BW to come after Mining. That way we can go ahead and get into Slavery and start rushing things in the capital. It's also helpful if a bunch of barbs start showing up at our doorsteps without appropriate defense.


IBT – Fine

3310 (3) – Kyoto builds work boat > Work boat.

3250 (5) – Osaka builds worker > Warrior. Worker starts on rice. We see fisrt animal (lion).

3070 (10) – It is quick, so I carry on.

3010 (12) mining in. Start on BW so we can start rushing in the capital. Worker puts 1 turn of irrigation into sheep just because I can (free). Hinduism founded somewhere.

2980 (13) Start on gems mine.

2800 (19) – Finish here, as we can discus build options and worker actions.

I think another warior and irrigate the sheep.


[EDIT] I just had to get a couple more turns in on another game before I came out of Civ 4, and I do not trrust alt-tab. It is now at http://gotm.civfanatics.net/saves/civ4sgotm2/CDZ_SG002_BC2800_01.Civ4SavedGame

I have scouted most of the south and east, I do not think anyone else is that way. Issy must be north east. Sorry I forgot to take a screeny.

Turn 32, 3040 BC: You have discovered Mining!
Turn 32, 3040 BC: Hinduism has been founded in a distant land!

Turn 33, 3010 BC: Isabella converts to Hinduism!
Did you upload it? I don't see it on the results page. Agree with irrigating sheep until we have AH.
Mining the hills could also be nice.
Another warrior for scoutoing could be nice, I agree. Shabba, can you play today or so?
I can play tomorrow after work.
And I need to add some characters, cos the post is too short???????

Shabbaman
Aug 09, 2006, 10:17 AM
2800 b.c. Not much.

IBT Buddhism is founded. Not by us though.

2770 b.c. I make some citizens in Kyoto, speeding up the building of a work boat dramatically. The work boat will make up for the loss of growth in these two turns, plus it'll quell unhealth faster.

2740 b.c. Enter.

2710 b.c. Kyoto builds work boat, starts on another (surprise!). Work boat > crabs. We got crabs! Start irrigating the sheep.

2680 b.c. Enter

2650 b.c. Spotting enemy barb near Osaka. This could be tricky.

IBT Barb warrior attacks our scouting warrior that "rushed" in. We win.

2620 b.c. Undecided about promotion between cover and shock. What'd be best at this point? There's no need for promotion right away, so I wait obviously.

2590 b.c. Enter.

2560 b.c. Enter.

2530 b.c. Osaka builds warrior. Without many options, I'll just build another. Better safe than sorry.

2500 b.c. Enter.

IBT Financially, we are CDZ the forgotten. Sure why not. Spotted barb warrior near Osaka.

2470 b.c. We discover bronze working. I choose for pottery, that's faster than AH. I revolt and change to slavery [whipped] Bronze is some tiles to the east, and on the southern coast.

IBT Barb warrior defeated, but two more show up.

2440 b.c. Time for the shock promotion then, I guess... I whip a workboat in Kyoto. I whip a warrior in Osaka, very unfortunate.

Hm. Crrrash... Thanks for the autosave, I only have to replay 1 turn. I see my processor is at 61 degrees. That's not that much, but I think it's time for a new processor cooler.

2410 b.c. Kyoto buils work boat. I start on a warrior, to quell unrest. Osaka builds a warrior. I start on a barracks, to make some use of the whipped hammers. Shock warrior defeats 1 barb, that other barb is going to pillage our mine, I guess...

2380 b.c. Ha, it didn't, apparently it's chasing a spanish scout.

IBT Warrior defeats barb warrior. More warriors show up south of Osaka.

2350 b.c. I move a warrior across the river to protect the mine.

IBT Another warrior spotted near Osaka.

2320 b.c. Kyoto builds warrior. I start on a work boat. I move the shock warrior to the mine as well.

IBT Shock warrior gets defeated. Another warrior shows up. We need bronze fast, this is very hard to keep up.

2290 b.c. I move another warrior to the mine [xx(]

IBT Barb warrior defeated. More warriors show up, now SW of Osaka as well.

I'm done with all those barbs now. My advice for 2260: whip the barracks and start on another warrior with the excess hammers. Perhaps we should start chopping, though that sounds like a waste. If we chop the forests directly north of Osaka, we can build cottages there out of reach of the barbs.

http://www.civ3duelzone.com/forum/uploaded/Shabbaman/200689181424_CDZScreenShot2260bc.jpg

Save is here (http://gotm.civfanatics.net/saves/civ4sgotm2/CDZ_SG002_BC2260_01.Civ4SavedGame).

Turn 40, 2800 BC: Buddhism has been founded in a distant land!

Turn 45, 2650 BC: Barbarian's Warrior (2.00) vs CDZ's Warrior (3.20)
Turn 45, 2650 BC: Combat Odds: 4.4%
Turn 45, 2650 BC: (Extra Combat: +10%)
Turn 45, 2650 BC: (Plot Defense: +50%)
Turn 45, 2650 BC: Barbarian's Warrior is hit for 25 (75/100HP)
Turn 45, 2650 BC: Barbarian's Warrior is hit for 25 (50/100HP)
Turn 45, 2650 BC: CDZ's Warrior is hit for 15 (85/100HP)
Turn 45, 2650 BC: Barbarian's Warrior is hit for 25 (25/100HP)
Turn 45, 2650 BC: Barbarian's Warrior is hit for 25 (0/100HP)
Turn 45, 2650 BC: CDZ's Warrior has defeated Barbarian's Warrior!

Turn 50, 2500 BC: You have discovered Bronze Working!

Turn 51, 2470 BC: The revolution has begun!!!
Turn 51, 2470 BC: CDZ adopts Slavery!
Turn 51, 2470 BC: The anarchy is over! Your government is re-established.
Turn 51, 2470 BC: Barbarian's Warrior (1.84) vs CDZ's Warrior (2.20)
Turn 51, 2470 BC: Combat Odds: 27.2%
Turn 51, 2470 BC: (Extra Combat: -10%)
Turn 51, 2470 BC: (Extra Combat: +10%)
Turn 51, 2470 BC: Barbarian's Warrior is hit for 20 (64/100HP)
Turn 51, 2470 BC: Barbarian's Warrior is hit for 20 (44/100HP)
Turn 51, 2470 BC: Barbarian's Warrior is hit for 20 (24/100HP)
Turn 51, 2470 BC: CDZ's Warrior is hit for 19 (81/100HP)
Turn 51, 2470 BC: CDZ's Warrior is hit for 19 (62/100HP)
Turn 51, 2470 BC: CDZ's Warrior is hit for 19 (43/100HP)
Turn 51, 2470 BC: CDZ's Warrior is hit for 19 (24/100HP)
Turn 51, 2470 BC: Barbarian's Warrior is hit for 20 (4/100HP)
Turn 51, 2470 BC: CDZ's Warrior is hit for 19 (5/100HP)
Turn 51, 2470 BC: Barbarian's Warrior is hit for 20 (0/100HP)
Turn 51, 2470 BC: CDZ's Warrior has defeated Barbarian's Warrior!

Turn 53, 2410 BC: CDZ's Warrior (2.20) vs Barbarian's Warrior (1.60)
Turn 53, 2410 BC: Combat Odds: 79.5%
Turn 53, 2410 BC: (Extra Combat: -10%)
Turn 53, 2410 BC: (Combat: -25%)
Turn 53, 2410 BC: Barbarian's Warrior is hit for 23 (77/100HP)
Turn 53, 2410 BC: CDZ's Warrior is hit for 17 (83/100HP)
Turn 53, 2410 BC: Barbarian's Warrior is hit for 23 (54/100HP)
Turn 53, 2410 BC: CDZ's Warrior is hit for 17 (66/100HP)
Turn 53, 2410 BC: Barbarian's Warrior is hit for 23 (31/100HP)
Turn 53, 2410 BC: Barbarian's Warrior is hit for 23 (8/100HP)
Turn 53, 2410 BC: Barbarian's Warrior is hit for 23 (0/100HP)
Turn 53, 2410 BC: CDZ's Warrior has defeated Barbarian's Warrior!

Turn 54, 2380 BC: Barbarian's Warrior (1.73) vs CDZ's Warrior (3.20)
Turn 54, 2380 BC: Combat Odds: 2.6%
Turn 54, 2380 BC: (Extra Combat: -10%)
Turn 54, 2380 BC: (Extra Combat: +10%)
Turn 54, 2380 BC: (Plot Defense: +50%)
Turn 54, 2380 BC: Barbarian's Warrior is hit for 25 (54/100HP)
Turn 54, 2380 BC: Barbarian's Warrior is hit for 25 (29/100HP)
Turn 54, 2380 BC: Barbarian's Warrior is hit for 25 (4/100HP)
Turn 54, 2380 BC: CDZ's Warrior is hit for 15 (85/100HP)
Turn 54, 2380 BC: CDZ's Warrior is hit for 15 (70/100HP)
Turn 54, 2380 BC: Barbarian's Warrior is hit for 25 (0/100HP)
Turn 54, 2380 BC: CDZ's Warrior has defeated Barbarian's Warrior!

Turn 55, 2350 BC: Barbarian's Warrior (2.00) vs CDZ's Warrior (2.20)
Turn 55, 2350 BC: Combat Odds: 31.9%
Turn 55, 2350 BC: (Extra Combat: +10%)
Turn 55, 2350 BC: CDZ's Warrior is hit for 19 (81/100HP)
Turn 55, 2350 BC: Barbarian's Warrior is hit for 20 (80/100HP)
Turn 55, 2350 BC: Barbarian's Warrior is hit for 20 (60/100HP)
Turn 55, 2350 BC: Barbarian's Warrior is hit for 20 (40/100HP)
Turn 55, 2350 BC: CDZ's Warrior is hit for 19 (62/100HP)
Turn 55, 2350 BC: Barbarian's Warrior is hit for 20 (20/100HP)
Turn 55, 2350 BC: Barbarian's Warrior is hit for 20 (0/100HP)
Turn 55, 2350 BC: CDZ's Warrior has defeated Barbarian's Warrior!

Turn 56, 2320 BC: The enemy has been spotted near Osaka!
Turn 56, 2320 BC: Barbarian's Warrior (2.00) vs CDZ's Warrior (2.32)
Turn 56, 2320 BC: Combat Odds: 28.8%
Turn 56, 2320 BC: (Extra Combat: +10%)
Turn 56, 2320 BC: (Combat: +25%)
Turn 56, 2320 BC: CDZ's Warrior is hit for 17 (69/100HP)
Turn 56, 2320 BC: CDZ's Warrior is hit for 17 (52/100HP)
Turn 56, 2320 BC: CDZ's Warrior is hit for 17 (35/100HP)
Turn 56, 2320 BC: Barbarian's Warrior is hit for 22 (78/100HP)
Turn 56, 2320 BC: CDZ's Warrior is hit for 17 (18/100HP)
Turn 56, 2320 BC: CDZ's Warrior is hit for 17 (1/100HP)
Turn 56, 2320 BC: Barbarian's Warrior is hit for 22 (56/100HP)
Turn 56, 2320 BC: CDZ's Warrior is hit for 17 (0/100HP)
Turn 56, 2320 BC: Barbarian's Warrior has defeated CDZ's Warrior!
Turn 56, 2320 BC: While defending, your Warrior was destroyed by a Barbarian Warrior!

Turn 57, 2290 BC: The enemy has been spotted near Osaka!
Turn 57, 2290 BC: Barbarian's Warrior (1.71) vs CDZ's Warrior (2.20)
Turn 57, 2290 BC: Combat Odds: 14.6%
Turn 57, 2290 BC: (Extra Combat: -10%)
Turn 57, 2290 BC: (Extra Combat: +10%)
Turn 57, 2290 BC: Barbarian's Warrior is hit for 21 (57/100HP)
Turn 57, 2290 BC: Barbarian's Warrior is hit for 21 (36/100HP)
Turn 57, 2290 BC: Barbarian's Warrior is hit for 21 (15/100HP)
Turn 57, 2290 BC: CDZ's Warrior is hit for 18 (82/100HP)
Turn 57, 2290 BC: Barbarian's Warrior is hit for 21 (0/100HP)
Turn 57, 2290 BC: CDZ's Warrior has defeated Barbarian's Warrior!
Turn 57, 2290 BC: While defending, your Warrior has killed a Barbarian Warrior!

Turn 58, 2260 BC: The enemy has been spotted near Osaka!
Turn 58, 2260 BC: The enemy has been spotted near Osaka!

Shabbaman
Aug 15, 2006, 09:06 AM
End of 580 b.c.: wow, Spain is really outgrowing us... 3 turns to sailing, 2 when I crack up research. 11 turns for the settler, so there's no point in increasing science spendings. Thus, taking the scientist off as well. 8 turns for settler. That upgradeble axe already has combat I and II. Why upgrade to woodsman? We could specialize the unit and give it shock. I'm leaning towards CR, but leave it as there's no point in upgrading now.

IBT: we lose a warrior to a barb axe. Barb axe shows up next to our axe.

565 b.c. This makes the choice easy, woodsman it is.

IBT: barb axe defeated by turbo axe.

550 b.c Tokyo builds library. Switch to axe, but I take a worker from the mine and put it on the cottage. We need some growth, plus we could need some cash. I'm considering granary.

535 b.c. Enter.

520 b.c. 1 turn for axe in Osaka, whip.

505 b.c. Osaka builds axe, makes another in 3. After this one, I'd say library?

490 b.c. Science to 100% for a turn.

IBT spotted nasty barb units near Toledo.

475 b.c. We got sailing. I switch to mathematics for the improved chopping, but I'm out of time so I'm quitting now anyway. Discuss and feel free to change it. 1 turn for settler in Kyoto, whip! Next should be the galley.
1 turn to axe in Osaka, could be whipped, but then it's getting really small.

Save is here (http://gotm.civfanatics.net/saves/civ4sgotm2/CDZ_SG002_BC0475_01.Civ4SavedGame).

Turn 128, 580 BC: The Pyramids has been built in a far away land!
Turn 128, 580 BC: Barbarian's Axeman (5.00) vs CDZ's Warrior (3.60)
Turn 128, 580 BC: Combat Odds: 87.5%
Turn 128, 580 BC: (Extra Combat: +30%)
Turn 128, 580 BC: (Plot Defense: +50%)
Turn 128, 580 BC: (Fortify: +25%)
Turn 128, 580 BC: (Combat: -50%)
Turn 128, 580 BC: (Combat: +25%)
Turn 128, 580 BC: CDZ's Warrior is hit for 23 (77/100HP)
Turn 128, 580 BC: Barbarian's Axeman is hit for 16 (84/100HP)
Turn 128, 580 BC: Barbarian's Axeman is hit for 16 (68/100HP)
Turn 128, 580 BC: Barbarian's Axeman is hit for 16 (52/100HP)
Turn 128, 580 BC: Barbarian's Axeman is hit for 16 (36/100HP)
Turn 128, 580 BC: CDZ's Warrior is hit for 23 (54/100HP)
Turn 128, 580 BC: Barbarian's Axeman is hit for 16 (20/100HP)
Turn 128, 580 BC: Barbarian's Axeman is hit for 16 (4/100HP)
Turn 128, 580 BC: CDZ's Warrior is hit for 23 (31/100HP)
Turn 128, 580 BC: CDZ's Warrior is hit for 23 (8/100HP)
Turn 128, 580 BC: CDZ's Warrior is hit for 23 (0/100HP)
Turn 128, 580 BC: Barbarian's Axeman has defeated CDZ's Warrior!

Turn 129, 565 BC: CDZ's Warrior (2.40) vs Barbarian's Axeman (0.40)
Turn 129, 565 BC: Combat Odds: 100.0%
Turn 129, 565 BC: (Extra Combat: -20%)
Turn 129, 565 BC: (Plot Defense: +75%)
Turn 129, 565 BC: (Combat: -25%)
Turn 129, 565 BC: (Combat: +50%)
Turn 129, 565 BC: Barbarian's Axeman is hit for 13 (0/100HP)
Turn 129, 565 BC: CDZ's Warrior has defeated Barbarian's Axeman!
Turn 129, 565 BC: Barbarian's Axeman (5.00) vs CDZ's Axeman (10.75)
Turn 129, 565 BC: Combat Odds: 0.6%
Turn 129, 565 BC: (Extra Combat: +20%)
Turn 129, 565 BC: (Plot Defense: +50%)
Turn 129, 565 BC: (Fortify: +25%)
Turn 129, 565 BC: (Feature: +20%)
Turn 129, 565 BC: (Combat: -50%)
Turn 129, 565 BC: (Combat: +50%)
Turn 129, 565 BC: Barbarian's Axeman is hit for 28 (72/100HP)
Turn 129, 565 BC: CDZ's Axeman is hit for 13 (87/100HP)
Turn 129, 565 BC: Barbarian's Axeman is hit for 28 (44/100HP)
Turn 129, 565 BC: CDZ's Axeman is hit for 13 (74/100HP)
Turn 129, 565 BC: CDZ's Axeman is hit for 13 (61/100HP)
Turn 129, 565 BC: CDZ's Axeman is hit for 13 (48/100HP)
Turn 129, 565 BC: Barbarian's Axeman is hit for 28 (16/100HP)
Turn 129, 565 BC: Barbarian's Axeman is hit for 28 (0/100HP)
Turn 129, 565 BC: CDZ's Axeman has defeated Barbarian's Axeman!

Turn 131, 535 BC: The borders of Tokyo have expanded!

Turn 134, 490 BC: You have discovered Sailing!

Samson
Aug 17, 2006, 05:07 AM
quote:Originally posted by Shabbaman

475 b.c. We got sailing. I switch to mathematics for the improved chopping, but I'm out of time so I'm quitting now anyway. Discuss and feel free to change it. 1 turn for settler in Kyoto, whip! Next should be the galley.
1 turn to axe in Osaka, could be whipped, but then it's getting really small.


Nice as Maths would be, it is nearly half the total cost of getting to CoL (it is 555? and Myst -> CoL is 1205?). As that is when we really can start expanding anything that slows us down on that is just too much of a cost IMO.

Just to check with the timing of the whipping, it is best to do it when there is between 30 - 60 (?) hammers remaining if you are optomizing hammers to pop, and when there is the maximum amount of population lost when you are optomizing hammers to happiness.


I think this is at Epic speed, so best is 45-55 hammers left, but only when one gets a production bonus (OR, Forge etc.) s.t. it costs 1 pop but brings 88 hammers. Without bonus it doesn't matter when to rush as it's then always 44 hammers per pop.



quote:Originally posted by Samson

[quote]Originally posted by Shabbaman
Nice as Maths would be, it is nearly half the total cost of getting to CoL (it is 555? and Myst -> CoL is 1205?).



You're right, somehow I keep thinking that maths is a prerequisite for CoL. Must be the placement in the tech tree.



quote:Originally posted by socralynnek

I think this is at Epic speed, so best is 45-55 hammers left, but only when one gets a production bonus (OR, Forge etc.) s.t. it costs 1 pop but brings 88 hammers. Without bonus it doesn't matter when to rush as it's then always 44 hammers per pop.


I think you are wrong. I have not tested this, but from what DaveMcW sayshttp://forums.civfanatics.com/showthread.php?p=3544368&postcount=12 it does not matter about the forge etc. but only matters on epic or above;


Hammer quick Stand Epic Marathon
30 2…30 2…30 1…30 1…30
31 2…60 2…60 1…60 1…60
32 2…60 2…60 1…60 1…60
...
44 3…60 2…60 1…60 1…60
45 3…60 2…60 2…60 1…60
...
60 4…60 3…60 2…60 1…60
61 4…90 3…90 2…90 1…90
...
89 5…90 3…90 2…90 1…90
90 5…90 4…90 3…90 2…90
91 5…120 4…120 3…120 2…120



So from 1 - 30 hammers remaining you get 30 hammers / pop, from 31 - 44 you get 60, from 45 - 60 you get 30, from 61 - 89 you get 45, then it get more complicated.

So, rush at 31 - 44 for the most hammers / pop. If you need more hammers (and that is good for happiness / hammers) then check the chart (or understand what you are doing).


Don't the hammers carry through to the next build?

In my current SP game I rushed the Taj Mahal for 6 pop (after reloading...). Afterwards I realised that I might've lost as much as I had gained from the GA.



quote:Originally posted by Shabbaman

Don't the hammers carry through to the next build?


Yes they do, but the total number of hammers you get is dependant on the number of hammers that are remaining in this build. Couple of examples;

1 hammer left in this build, 29 hammers carried through, total 30 hammers 1 pop killed.

31 hammers left in build, 29 hammers carried through, total 60 hammers, 1 pop killed.


Right. 30><45 hammers, 1 pop=60 hammers. Moronic.



quote:Originally posted by Shabbaman

Right. 30><45 hammers, 1 pop=60 hammers. Moronic.


It is blatantly a bug caused by the change of game speed. It has been allowed though because it is too hard to rule against.


the post you are referring to doesn't apply to v1.61

will test it soon.

BCLG: any news when you can play or shall we skip you?



quote:Originally posted by socralynnek

the post you are referring to doesn't apply to v1.61

will test it soon.

BCLG: any news when you can play or shall we skip you?


quote:Edit: This post applies to patch 1.52. All bugs were fixed in 1.61.



I do not know how I missed that. It would be very interesting to know how it works now.



quote:Originally posted by Samson

quote:Originally posted by socralynnek

the post you are referring to doesn't apply to v1.61

will test it soon.

BCLG: any news when you can play or shall we skip you?


[quote]Edit: This post applies to patch 1.52. All bugs were fixed in 1.61.



I do not know how I missed that. It would be very interesting to know how it works now.

BTW, how does it work with the forge? Is it just the rounding cuttof that makes the difference?


Did a quick test:

So, here is how it works: when there are no bonuses, each pop gives 44 hammers at Epic

You always get the needed multiple of 44 to finish it.

When calculating how many pops are needed the game takes bonuses into account but not when applying.

So let's say: There's a forge and 45 hammers left.
1 pop should give 44 hammers +25% =55 hammers
So the game says 1 pop point is enough to rush.
But when applying the hammers one gets always a multiple of 44. Since 44 are not enough to complete, one gets 88 hammers for one pop.

But when there are 43 hammers left one only gets 44 hammers for that pop point even with a forge.

Here it is explained for normal speed:
http://forums.civfanatics.com/showthread.php?t=159109

And here is a spreadsheet for calculating when to rush (green area, enter 44 at the top)
http://forums.civfanatics.com/attachment.php?attachmentid=129595&d=1149972771


Bizarre.


I don't understand the spreadsheet. Is it saying that if you have 45 hammers left on a build, and rush, it'll give you 88 hammers for 1 pop? Or will it consume 2 pop even though you need only 1 pop for +25% production bonus?



quote:Originally posted by Tubby Rower

I don't understand the spreadsheet. Is it saying that if you have 45 hammers left on a build, and rush, it'll give you 88 hammers for 1 pop? Or will it consume 2 pop even though you need only 1 pop for +25% production bonus?


I think he is saying the former.

Does this also happen with building we get a 100% bonus on (like lighthouse and barracks)? We could get a shed load of hammers then.



quote:Originally posted by socralynnek

the post you are referring to doesn't apply to v1.61

will test it soon.

BCLG: any news when you can play or shall we skip you?



Sorry i didnt realise it was my turnthough i have been reading discussion.

could you skip me? i get my results for my A-levels tomorrow so im absolutly shitting it now and going out to take my mind of it.


That means I am up, right?

I can play tomorrow evening I guess...


Auto generated :)

Samson
Aug 22, 2006, 02:52 AM
Rather than messing about with the server, I have written a little script to autogenerate a summary of our posts at CFC. It is perl, but most OS's have this built in. I belive some crappy OS's made made by a little cowboy opperation in seattle do not have it built in, so if you are unfortunate enough to rely on one of these you may need to get an interpreter from http://www.ActiveState.com

I shall do a bit more work on it, but is sort of works ATM. Any comments / bug reports apperitiated.

The script cannot be uploaded. I include the source code below. How to get it to work;

Make a new directory or choose one to use.
Copy the code below into a file called parsePosts.pl
Mark our thread from the "Post# XX" of the last message that you do NOT want to be included to the "Post# XX" of the last message you DO want to be included.
Put this text into a file in the directory above (eg. cdz.txt).
At the command prompt in the directory above run the command "perl parsePosts.pl cdz.txt cfc.txt"
cfc.txt contains the text that can be posted into the reply window of our thread at CFC.

I know this is not exactly user friendly, esp. if you are more used to a visual environment. It is also not perfect. I belive it is easier that what we were doing before. It is still work in progress, but I should not skive any more today.

#!/usr/local/bin/perl

if($#ARGV != 1) {
die "use: perl parsePosts.pl inputFile outputfile";
}

open(INFILE, "<$ARGV[0]");
open(OUTFILE, ">$ARGV[1]");

my $inheader = 1;
my $inbody = 0;
my $inname = 0;
my $line;
my $firstLine = 1;

while($line = <INFILE>) {
if($line =~ /Post #[0-9]+/) {
if($firstLine == 0) {
print OUTFILE "\n";
} else {
$firstLine = 0;
}
$inname = 1;
$inbody = 0;
}
if($inname == 1) {
if($line =~ /Go to Top of Page/) {
$line = <INFILE>;
$line = <INFILE>;
chomp $line;
print OUTFILE "";
$inname = 0;
$inheader = 1;
}
}
if($inheader == 1) {
if($line =~ /Reply with Quote/) {
$inheader = 0;
$inbody = 1;
$line = <INFILE>;
}
}
if($inbody == 1) {
print OUTFILE $line;
}
}

[EDIT] It would be less vunerable to starting the copy / paste in a different place if you change;

my $inheader = 1;
my $inbody = 0;
my $inname = 0;

to
my $inheader = 0;
my $inbody = 0;
my $inname = 1;


Cool, will test it. It does not cut the signatures away afaics, but that is not a problem, I think.

Looks quite readable although it's perl...if I have any ideas I'll include them.



quote:Originally posted by socralynnek

Cool, will test it. It does not cut the signatures away afaics, but that is not a problem, I think.

Looks quite readable although it's perl...if I have any ideas I'll include them.


I would not usually use perl, but it seemed like a simple enough text handling application to warant it. You may have noticed I am not into comments ;) I hope the variable names amke it clear what is going on.

It does not work perfectly. I generated the last post over at CFC with it, and it did not include a couple of posts in quote marks. I do not know why. I shall have another look at it when I get time.

I think it does cut out the sigs. When I copy and paste the sigs are below the /Post# [0-9]+/ that I use as the marker of the end of the body text.


Yeah, sigs are cut.

Replies are not that nice but it seems there is no way to see when a quote is over as the lines are not copied.

I have lerned how nice perl for such tasks is, with c++ or something else you'd need hundreds of lines of code.



quote:Originally posted by socralynnek

Yeah, sigs are cut.

Replies are not that nice but it seems there is no way to see when a quote is over as the lines are not copied.

I have lerned how nice perl for such tasks is, with c++ or something else you'd need hundreds of lines of code.


I tryed to get the html out of the copy and paste, but did not manage it. It would be a lot more work to transform all the markup anyway. That would allow you to mark the quotes though. You could probably link the images as well. I think something like pasting into a html editor may work.

This is exactly what perl was made for. You can do it very similarly in java, but there would be a few more lines setting up the object structure. If it was much more comaplicated I would use that.

I tried finding a direct link to active perl for people to down load, but it is not possible, and you need to give them an email address to get it. Are you aware of another perl interpreter? Active perl is pretty good for developing, but it totally over the top for just running something like this. I found PXPerl at http://pxperl.com/files/ but I have not used it, and cannot vouch for it.

Samson
Aug 22, 2006, 02:54 AM
475 BC (0) – Inherited turn. Switch research to Mysticism-Meditation- Priesthood-Code of Laws
IT –
460 BC (1) – Kyoto: settler -> galley. Osaka: axeman -> axeman. Science slider to 80%
IT – Axe is attacked by barbarian archer -> archer dies
445 BC (2) – Whip galley in Kyoto. Science slider to 30%. We’re almost broke…
IT –
430 BC (3) – Kyoto: galley -> worker
IT –
415 BC (4) – Discover mysticism, start meditation. Science slider to 10%
IT –
400 BC (5) – Found Edo. Set both workboats to work the clams. Edo starts library. Science slider to 30%
IT –
385 BC (6) –
IT –
370 BC (7) – Osaka: axeman -> library
IT –
355 BC (8) – Barbarian axeman spotted near Osaka. Move axes to respond. Science slider to 40%
IT –
340 BC (9) – Axeman kills barbarian archer
IT –
325 BC (10) – Kyoto: worker -> lighthouse

I’ve left a few axemen with a promotion unpromoted. We can decide what we want later.
The Galley is en route to Edo…

Save:
http://gotm.civfanatics.net/saves/civ4sgotm2/CDZ_SG002_BC0325_01.Civ4SavedGame

quote:
Here is your Session Turn Log from 475 BC to 325 BC:


Turn 136, 460 BC: Barbarian's Archer (3.00) vs CDZ's Axeman (10.75)
Turn 136, 460 BC: Combat Odds: 0.0%
Turn 136, 460 BC: (Extra Combat: +20%)
Turn 136, 460 BC: (Plot Defense: +50%)
Turn 136, 460 BC: (Fortify: +25%)
Turn 136, 460 BC: (Feature: +20%)
Turn 136, 460 BC: CDZ's Axeman is hit for 11 (89/100HP)
Turn 136, 460 BC: Barbarian's Archer is hit for 35 (65/100HP)
Turn 136, 460 BC: Barbarian's Archer is hit for 35 (30/100HP)
Turn 136, 460 BC: Barbarian's Archer is hit for 35 (0/100HP)
Turn 136, 460 BC: CDZ's Axeman has defeated Barbarian's Archer!

Turn 138, 430 BC: You have discovered Mysticism!

Turn 140, 400 BC: Edo has been founded.

Turn 142, 370 BC: The borders of Osaka have expanded!

Turn 143, 355 BC: The enemy has been spotted near Osaka!

Turn 144, 340 BC: The enemy has been spotted near Osaka!
Turn 144, 340 BC: CDZ's Axeman (5.50) vs Barbarian's Archer (2.54)
Turn 144, 340 BC: Combat Odds: 99.6%
Turn 144, 340 BC: (Extra Combat: -10%)
Turn 144, 340 BC: (Extra Combat: +10%)
Turn 144, 340 BC: Barbarian's Archer is hit for 27 (50/100HP)
Turn 144, 340 BC: Barbarian's Archer is hit for 27 (23/100HP)
Turn 144, 340 BC: CDZ's Axeman is hit for 14 (86/100HP)
Turn 144, 340 BC: Barbarian's Archer is hit for 27 (0/100HP)
Turn 144, 340 BC: CDZ's Axeman has defeated Barbarian's Archer!
Turn 144, 340 BC: Your Axeman has destroyed a Archer!
Turn 144, 340 BC: The Great Lighthouse has been built in a far away land!



socralynnek > on deck
Samson
Shabba
BCLG100 > skipped...probably getting drunk because of his A-levels either good or bad
Darkness > just played
Tubby Rower > UP

Tubby, do you want to play soon or at the weekend? (If at the weekend, I'd do my turns before) I can play anytime in the next few days.


If I come UP over the weekend you can skip / swop me, not likely to get to a computer till monday.

Should we not build a grannery before a lib in Edo? We are going to be getting most of our hammers from whippig and a grannery roughly doulbes the effectivness of whipping.

How many more turns would it take to go to CoL via polytheism? That is a more usefull tech with giving access to Organised religeon (or is the tech called monotheism?) rather than monastries which we are less likely to use. It is not worth much of a delay though. [EDIT] We have allready started meditation, so we have to do that now.


OR one gets with Monotheism which is not a prereq for CoL.

The only choice one has is to get to Priesthood either via Poly or Meditation. Poly gives nothing but Parthenon, but Med gives Monastery so this is better.


bump!

Tubby, you are up, and I know you are online...;-)

Any news?


I can play tonight.

EDIT:: if you can play right now ynnek, go ahead and play and I'll play tonight whether it is from the current save or after you.


Go on, I'll play tomorrow then. There I have a little more time.


I'm soberish now but ive got a time of holidays coming up so my apologies if im unable to play

Sunday/monday my time im going to a funeral and then on Wednesday i leave for a music festival and dont get back till the following monday.

But if i can be fitted in on the tuesday i can play then or even tomorrow evening, once again my apologies :)


Sure, you can already reserve a time slot on Tuesday to play...
We'll make it fitting!


So BCLG100 how did you do?


well i got into a uni which was the main thing but it was my second choice one-im thinking about getting my papers remarked because one exam people who had been getting A's the whole year round got E's/U's-the exam could mean the difference between me getting into my first choice or second choice.

In that exam i got an E which was the highest grade out of the whole year who did that subject and while im okish at English i certainly know im not the best at it.

same sort of thing in History also- i got 5A's out of 6 exams and then another exam was a D :S so my grade got pulled down to a B, maybe its just me wishing for better grades but it still seems a bit weird to me....


playing now





325 BC (0) - switch Edo to granary
310 BC (1) - start pasture
move axeman towards Tokyo
rush library in Osaka for 2 pop and now = @ 4 pop (went from 15 turns to grow to 8)
295 BC (2) - Osaka library -> axe
move axeman into tokyo
notice some borders SE of Kyoto
280 BC (3) - Kyoto has 5 pop and 2 non-workers. I think about rushing the lighthouse with 1 pop but the will last for 39 turns also we already have 2 for whipping
265 BC (4) - Mahavira has been born in a far away land
Spanish chariot shows up in the east moving SE
250 BC (5) - Spanish chariot moves to Toledo
bump science to 40%


had to end it here. <<Save>>



65.52 KB


117.39 KB




47.25 KB

quote:Here is your Session Turn Log from 325 BC to 250 BC:

Turn 145, 325 BC: The Parthenon has been built in a far away land!

Turn 148, 280 BC: Mahavira has been born in a far away land!


Am I blind? Don't see borders there.

Nonetheless we have to wait til Optics to get there, will play in 9 hours or so.


i can see something not sure if its borders though.


250 BC (0, 510 turns left) - Lokk around for a while, don't rush anything we need the pop when it comes to rushing Courthouses.
Set a worker to Scientist in Kyoto, we gain 1 beaker by this and Kyoto will grow in 4 instead of 2 turns which isn't a problem cause it would be an unhappy, unhealthy one anyway.
No need to rush Lighthouse as we have nothing really useful to build afterwards.

235 BC - We are on place 8 when it comes to the most advanced civilizations, with Izzy being 2nd. What a surprise...

220 BC - Meditation comes in. 6 turns to Priesthood. Science at 30% (+3 from scientist) with breaking even.
I don't want Kyoto to gro unhappy again, so I starve it a little and take another scientist.

175 BC - Taoism has been founded. Worker is done with the cow and sits in Edo.

145 BC - Edo and Osaka have grown and our GNP is now higher than Izzy's!

130 BC - Priesthood comes in. Axe done in Osaka. Start building a Conf temple cause it is already at happiness limit.
Kyoto has only one unhappy citizen now so it can both hae two scientist and have surplus food.
We are at 40% science at -1gpt. CoL in 25 turns.

100 BC (10) - Edo has grown and is unhappy so I think the next player should whip the Granary. OTOH we'd lose 2commerce if we whip now so maybe wait until it is either at size 5 or it costs only 1 pop.

No need for a screenie, not that much has changed.

I propose we wait with settling Stones until we have the first Courthouses. Before it will cost too much city maintenance in all cities.

The save:
http://gotm.civfanatics.net/saves/civ4sgotm2/CDZ_SG002_BC0100_01.Civ4SavedGame


-----------------
Here is your Session Turn Log from 250 BC to 100 BC:


Turn 151, 235 BC: You have discovered Meditation!

Turn 153, 205 BC: Merit Ptah has been born in a far away land!

Turn 154, 190 BC: Taoism has been founded in a distant land!

Turn 157, 145 BC: You have discovered Priesthood!
------------------



socralynnek > just played
Samson >skipped over the weekend
Shabba > UP
BCLG100 > will play on tuesday
Darkness > on deck
Tubby Rower


Just came back from Tuscany and had a great holiday there (pics later). Please gimme a place in the roster if you still like my ugly mug over here. Anything exciting besides bad corruption?


Since Shabba didn't post by now when he can play, you can just jump in if you like.

Most important: We are on the way to CoL. Our 2nd and 3rd city are on an island with Izzy alone. Barbs were annoying but are not that bad anymore.
It's a very interesting but difficult game cause one has to care about details to not trash economy altogether.

Maybe you can take a look into the save and say if you feel comfortable playing or if you want to wait for 1 or 2 players to do their turns.


I'll play it sometime today.


Huh? You're back! I'll play after you then.



quote:Originally posted by Shabbaman

Huh? You're back! I'll play after you then.



Shabba, please play first if you want to! I didn't intend to break in the roster.


I'm very busy, please go ahead!


0: Nada

1: Tokyo Axe > Gran

2: Nada

3: Kyoto Lighthouse > Settler

4: Nada

5: Rush Gran in Edo (1 pop)

6: Edo Gran > Lib

7: Slider to 0 research for cash.

8: Nada

9: A Great Scientist in Kyoto. It will research Maths which is of little use. Adding it as specialist gives 1 hammer, 6 beakers. Building an academy adds 50% to 13 beakers makes 19 beakers total.

There is something to say for the specialist because of the hammer imo and at this size the extra beakers are the same for either option. I'm pausing for a couple of hours for discussion.


But the academy also gives culture. Do we need that? Obviously an academy gives more beakers later on in the game.



quote:Originally posted by Shabbaman

But the academy also gives culture. Do we need that? Obviously an academy gives more beakers later on in the game.



Afaik there is no need for culture in that area. Indeed the academy will give more beakers later on but atm and in the near future Kyoto won't be able to grow cause of unhappiness. Also there aren't many ways to increase hammers there. One additional hammer means a 50% increase!


Normally that early I'd go for anAcademy any time.
But your thoughts are valid. That hammer can sometimes make a difference for getting bonuses. Especially with Forge and OR at some point, that 1 makes 1 one more.
I think both is nice, the Specialist is more shortterm help, but that's where we need help the most. So. I'd be fine with both.


Decided for the superspecialist in the end, to my surprise beakers went from 13 to 21. Guess it adds to base beakers upon which the library bonus is applied. CoL in 12.

Shabba is next?

Sav: http://gotm.civfanatics.net/saves/civ4sgotm2/CDZ_SG002_AD0050_01.Civ4SavedGame


The (extended roster)

socralynnek
Samson
Beam > just played
Shabba > UP
BCLG100 > will play on tuesday
Darkness > on deck
Tubby Rower

Darkness & Shabba, I have promised BCLG that he could play on Tuesday so please take care of this s.t. not two people play at the same time.


I can play wednesday at the earliest, I'm afraid. Skip me.


Are we in any position to extort land out of Izzy?



quote:Originally posted by Tubby Rower

Are we in any position to extort land out of Izzy?



Bad idea imo, corruption is rampant on that area and another city there will make it worse. Izzy is doing a nice job of catching barbs for us, downside there is a triple city defending archer already in Toledo.


50 AD (0) – Inherited turn
65 AD (1) –
80 AD (2) –
95 AD (3) –
110 AD (4) –
125 AD (5) – Osaka: Temple -> granary
140 AD (6) –
IT – Barbarian axe killed by our axe…
155 AD (7) – Kyoto: Settler -> warrior
170 AD (8) –
185 AD (9) - Warrior whipped in Kyoto
200 AD (10) – Kyoto: Warrior -> warrior. Library whipped in Edo

Save: http://gotm.civfanatics.net/saves/civ4sgotm2/CDZ_SG002_AD0200_01.Civ4SavedGame

quote:
Here is your Session Turn Log from 50 AD to 200 AD:

Turn 170, 50 AD: Christianity has been founded in a distant land!

Turn 176, 140 AD: The borders of Tokyo have expanded!
Turn 176, 140 AD: Barbarian's Axeman (5.00) vs CDZ's Axeman (9.25)
Turn 176, 140 AD: Combat Odds: 1.2%
Turn 176, 140 AD: (Extra Combat: +10%)
Turn 176, 140 AD: (Plot Defense: +50%)
Turn 176, 140 AD: (Fortify: +25%)
Turn 176, 140 AD: (Combat: -50%)
Turn 176, 140 AD: (Combat: +50%)
Turn 176, 140 AD: Barbarian's Axeman is hit for 27 (73/100HP)
Turn 176, 140 AD: Barbarian's Axeman is hit for 27 (46/100HP)
Turn 176, 140 AD: CDZ's Axeman is hit for 14 (86/100HP)
Turn 176, 140 AD: CDZ's Axeman is hit for 14 (72/100HP)
Turn 176, 140 AD: Barbarian's Axeman is hit for 27 (19/100HP)
Turn 176, 140 AD: Barbarian's Axeman is hit for 27 (0/100HP)
Turn 176, 140 AD: CDZ's Axeman has defeated Barbarian's Axeman!

Turn 179, 185 AD: Nabu-rimanni has been born in a far away land!

Turn 180, 200 AD: Satsuma has been founded.



i think i can fit in the turn anytime from now until tomorrow evening.


Fine. Then go on!

Here's the roster:

socralynnek
Samson
Beam
Shabba
BCLG100 > UP
Darkness > just played
Tubby Rower > on deck

Tubby, do you already know whether you have to play after BCLG?

BCLG: I think whipping courthouses is worth losing pop in our 2 distant cities.
We should then go for having 6 cities s.t. we then can soon build a FP.


well was leaving it for a little bit of discussion first.

i was thinking we could grab metal casting build a forge and then get GE points and use the engineer to rush the FP.


hmmm... we already got a Scientist, meaning we'd need 300 GPP for an Engineer. With just 1 Engineer, that's 100 turns, so that sounds a little long.
OTOH Metal Casting next doesn't seem a bad idea. I don't think we want CS for Bureaucracy.

FP is 300 hammers IIRC, so probably we are faster handbuilding it. But those 300 hammers would also be some nice units that we could then use to go after Izzy after rushing FP.
Maybe we could start collecting GPP already now with a Scientist, but then the chances are not 100%.


Auto generation sort of working...

Samson
Sep 05, 2006, 03:23 AM
I could try to play tonight (in about 10-16 hours from now) or tomorrow. Again it might not be many turns, but I'll do what I can do.


We get CoL in 2. The priority must be to get the courthouses and Fp up ASAP.
Satsuma will take ages to build one. I am not sure what is the fastest way to get it up, but I suspect it would be to get a lighthouse there before anything else. I definatly would not build a grannery, it will only get a max of 2 growths without a lighthouse or culture expansion, that is just not worth it.
We will need 1 more city for the FP. I would start on a settler before the grannery in Osaka, and chop the 2 forests into it. I would build it 1 tile north of the wheat south of osaka, so it gets the sheep and 2 grassland hills as well as fresh water and a load of river tiles. Means that we will be unlikely to use the clams, but a very powerfull city now is worth more that the clams later.


Where was Satsuma founded?


I could try to play tonight (in about 10-16 hours from now) or tomorrow. Again it might not be many turns, but I'll do what I can do.


We get CoL in 2. The priority must be to get the courthouses and Fp up ASAP.
Satsuma will take ages to build one. I am not sure what is the fastest way to get it up, but I suspect it would be to get a lighthouse there before anything else. I definatly would not build a grannery, it will only get a max of 2 growths without a lighthouse or culture expansion, that is just not worth it.
We will need 1 more city for the FP. I would start on a settler before the grannery in Osaka, and chop the 2 forests into it. I would build it 1 tile north of the wheat south of osaka, so it gets the sheep and 2 grassland hills as well as fresh water and a load of river tiles. Means that we will be unlikely to use the clams, but a very powerfull city now is worth more that the clams later.


Where was Satsuma founded?


Can only be on the Stone hill? Or not?

I agree with Samson, Lighthouse in Satsuma sounds good then, maybe even use a Citizen there to speed it up (might be that letting it grow to 2 then rushing is faster)

EDIT: Research priority should go towards Optics IMO, MC being the first tech to research.
Satsuma is on the snote hill north of Kyoto. I would be supprised if letting it grow t size 2 and then rushing was not the quickest, but I have never actually worked anything like that out.

Lighthouse is 60 hammers at normal, 90 at epic?

It has 3 hammers from the city square, so the citizen would only increase the rate by 33%. The first pop growth costs 30 IIRC? So we would get it in 15 turns, in which we would generate 45 hammers (and 30 commerce). Then 5 more turns to 60 hammers, then rush. Pop = 1, food = 5, commerce generated (not including city square) = 50?. Turns = 20.

With citizen; 90 / 4 = 22.5. So it takes 23 turns, no food in the box, no commerce generated (not including city square).

Much better to let it grow.

The other question is what tech to reaserch? I think we have to start thinking about war. The most important unit for war is the catapult, so I would go for maths then construction.

Metal casting could be an option, with the forge bonus. It would delay our attack significantly, and I would rather war with cats than war with 25% more axes and no cats (and that does not include the price of the forges).


And Math also gives +50% from chopping which is also nice. That would be fine for me.

I have thought about your proposal BCLG. I think, we can build a FP much faster without GE than with. If we let the city grow to 6, we'd only need to get 168 hammers, then rush (or even less if we get a production bonus from Forge) so that should be faster than the 100 turns we'd need to get that Engineer.


Thinking some more about the tech path, I think it depends how long it is going to take to reaserch construction AND metal casting, compared to building the courthouses, FP, a good few axemen and then 4 - 6 catapults. If we can get construction before we are ready to build the last few units for the attack it would make sence to get metal casting fisrt and build the forges ASAP. If our production is high enough in the 2 (with a third soon) cities on the mainland that we will have our army before we can reaserch these 3 techs then we shoudl go straight for construction.

I am not sure how to work this out because our GNP is going to go up so much with the construction of courthouses.


ok here goes

PFC-switch to lighthouse in satsuma

IB-not much

215 AD warrior in kyoto galley ordered-warrior moved to city on island (eto?)
Library in edo-lighthouse

IBT-little

230AD-woop CoL

Construction will take- 4 turns for masonary
15 for math
26 for construction

Optics is many many more so i started on math.

everywhere else switched to courthouses

IBT-homer born elsewhere

245AD-not much

IBT-nope

260-boring where are them barbs???

275AD- hurry courthouses everywhere through use of the whimp

290-we now have 12 gpt but i leave it at that so we can run at max science for awhile shortly

IBT-osakas borders expand without actually moving
izzy plants a city south west of osaka on a hill

305-little

IBT-even less

335-granary in osaka-axe

IBT-little

350-again nothing

save- http://gotm.civfanatics.net/saves/civ4sgotm2/CDZ_SG002_AD0350_01.Civ4SavedGame

and log

Here is your Session Turn Log from 200 AD to 350 AD:

Turn 180, 200 AD: Satsuma has been founded.

Turn 181, 215 AD: You have discovered Code of Laws!

Turn 182, 230 AD: Homer has been born in a far away land!

Turn 185, 275 AD: You have constructed a Courthouse in Kyoto. Work has now begun on a Galley.
Turn 185, 275 AD: You have constructed a Courthouse in Osaka. Work has now begun on a Granary.
Turn 185, 275 AD: You have constructed a Courthouse in Tokyo. Work has now begun on a Granary.
Turn 185, 275 AD: You have constructed a Courthouse in Edo. Work has now begun on a Lighthouse.

Turn 186, 290 AD: The borders of Osaka have expanded!
Turn 186, 290 AD: Zoroaster has been born in a far away land!

Turn 187, 305 AD: Socrates has been born in a far away land!

Turn 188, 320 AD: Clearing a Forest has created 30 $ for Osaka.
Turn 188, 320 AD: The borders of Edo have expanded!
Turn 188, 320 AD: The Dai Miao has been built in a far away land!

Turn 189, 335 AD: Plato has been born in a far away land!


I think, Osaka should build a Settler, we need 6 courthouses for FP.
Tubby, do you have time today, too?


I might have some time this afternoon but that's ~ 8 hours away. I'll check back and get the latest save if someone wants it ahead of me.


playing now


turn 0 (350 AD) - drop science to 0 for a few turns

turn 1(365 AD) - Chichen Itza built far away
Tokyo Granary -> barracks

turn 2 ( 380 AD) turn Science up to 100%

turn 3 (395 AD) - Osaka wants a Monestary ... not right now

turn 4 (410AD) Osaka axeman -> settler
Edo lighthouse -> Obelisk

turn 5 ( 425 AD) - Math -> Civil Service (21 turns)
Satsuma lighthouse -> library
science back to 0%

quote:Here is your Session Turn Log from 350 AD to 425 AD:

Turn 190, 350 AD: Chichen Itza has been built in a far away land!

Turn 194, 410 AD: You have discovered Mathematics!



<<<425AD Save>>>
I started Civil Service for samari... I figure that we should run either @ 0% or 100% science. I read some research somewhere thaty you get the greatest benefit from that. I started a settler in Osaka and Izzy is roading between Toledo and Seville. We might need to go up her soon since she is hogging all of the land. this isn't looking too promising [:s]

Should we start working all of those cottages? If not we should pillage them to get the gold

I have to run as my son just squirted poop out of his diaper onto me


We'd need Machinery, CS and IW and Iron for Samurais. That takes too long. I think I'll switch to Construction and then MC. Izzy will attack sooner or later and having some pults ready would be nice.

I'll play soon.


425 AD (0, 465 turns left) - Set research to Masonry which is needed for Construction.
Set Satsuma to buildinga Courthouse.

470 AD (3) - Masonry is in. Go for Construction.

485 AD - Tokyo Rax->Axe

500 AD - Chopped a forest for Settler production.

545 AD - Let Kyoto build an Aqueduct. Galley would have need 3 more turns, leave it unfinished as we don't need it now and it might cost maintenance.


575 AD (10) - Construction done in 5 turns. Settler done next turn.

Here is a pic with my proposal where to found. It has Wheat and Sheep and with some chopped culture buildings (but Courthouse first)



The save:

http://gotm.civfanatics.net/saves/civ4sgotm2/CDZ_SG002_AD0575_01.Civ4SavedGame

Here is your Session Turn Log from 425 AD to 575 AD:


Turn 197, 455 AD: You have discovered Masonry!

Turn 199, 485 AD: Ananda has been born in a far away land!


BTW: Satsuma only needs 23 turns to handbuild a Courthouse as we get a bonus on it for being Organized. In 10 turns we can rush it.

The roster:

socralynnek > just played
Samson > UP
Beam > on deck
Shabba
BCLG100
Darkness
Tubby Rower


I was thinking it was between that tile and the 1 south of it, does that give us another plains hill, but looses us the flood plains? I cannot remember.

I should be able to play lunchtime, may not finish until after work (5 BST).


1 s of the proposed tile will lose a forest and a grassland. I would rather just lose the grassland.


PFC – Buidl road on flood plain, stop building rod on forest.

IBT – Osaka Settler > Axeman.

590 (1)

605 (2)

620 (3) – found Kagoshima

IBT – Bismark meets us. Man are we backward. Trade Stone for Dye and 5 GPT, and sign OB. Edo Oblisk > Aquaduct.

635 (4) – We see Bismarks borders south of Kyoto. Send a galley to explore.

IBT – Construction finished. Start on metal casting. Reach 0.5 million pop.

650 (5) – Meet Hatshestust While exploving Bismarks empire. She has alphabet, and does not have CoL. I shall stop here for discusion. Some possible trades;

Alphabet + 30 gold
Monarcy + Hunting + 30 gold
Calender + Hunting

I think it has to be Alphabet, we can then trade that to Bismark and Issy (if she is not too pissed off at us).

We can also trade clams and or crabs for rice and / or 3 gpt. Do we want to give Hatshepsut crabs?

I shall do the other 5 turns at around 5 BST unless we are still discussing, or anyone else wants to take it before then.


Save at http://gotm.civfanatics.net/saves/civ4sgotm2/CDZ_SG002_AD0650_01.Civ4SavedGame

Turn 205, 575 AD: Isabella adopts Hereditary Rule!

Turn 208, 620 AD: Kagoshima has been founded.
Turn 208, 620 AD: Euclid has been born in a far away land!

Turn 209, 635 AD: You have discovered Construction!



quote:Do we want to give Hatshepsut crabs?




I agree with Alpha. It's supremely important in civ4 IMO


Alphabet please...


Yeah, Alphabet sounds fine. If Izzy hasn't met anyone else, she won't trade anything but still trading it to Bismarck sounds good.


OK, so I get Alphabet. What priorities do we have after that? How about (in order, depending what Bismark has);

Metal casting
Monarcy
Some combination of polytheism / iron working / hunting
Calender


But be careful with MC cause we are already researching it (ok, I see, only one turn, so not much invested)
I agree with you. We should go for Optics so MC is nice.


650 (5) – Trade CoL for Alphabet + 30 gold. Also trade clams and crabs for rice and 3 gpt. I could not resist giveing Hatshepsut crabs ;) We have only alphabet on Issy, but she will not trade. Find Barb city south of Toledo, that will give us a chance to sharpen our swords before get going fully on Issy. As bismark has no techs Hatty does not I wait one turn before trading with him (the only really good one he has is currancy, as calender is not much use).

665 (6) – Trade CoL and Alphabet for Currancy, Iron working, Hunting and 30 gold. We have iron on a hill near Osaka that already has a mine. Meet Mansu Masa, trade CoL for Monarcy. Change production in Kyoto back to galley for exploration.

IBT – Hatty offers Open borders, may as well accept.

680 (7) – spot a galley + settler of Masu heading north. I wonder if this means there is space for more cities that we could exploit?

695 (8) – Nada

IBT – Axe > Catapult in Osaka.

725 (10) – I think it is time to revolt to hereditary rule, but I am not sure so I leave it for the next person. We get to more people to work on coast. Hardly worth the 1 turn revolution.

http://gotm.civfanatics.net/saves/civ4sgotm2/CDZ_SG002_AD0725_01.Civ4SavedGame

Turn 210, 650 AD: You have discovered Alphabet!

Turn 211, 665 AD: You have discovered Currency!
Turn 211, 665 AD: You have discovered Hunting!
Turn 211, 665 AD: You have discovered Iron Working!
Turn 211, 665 AD: You have discovered Monarchy!

Turn 214, 710 AD: You have trained a Galley in Kyoto. Work has now begun on a Aqueduct.

Turn 215, 725 AD: The enemy has been spotted near Kagoshima!


socralynnek
Samson > just played
Beam > UP
Shabba > on deck
BCLG100
Darkness
Tubby Rower

No one has metal casting yet, so that will give us some trading oportunities. What we really want is feudalism, but that is expensive (1600, to MC ~ 1000). It is just possible we would get some tech for MC, then that and MC for feudalism, but not very likely.

I think I should have already revolted to HR, but it is not too late, we may as well do it.

Once the pasture is done for Kagoshima I would think about some chopping. Definatly do the hill, then mine it. However it could be a resnoble production city, and we need one of those for the coming war. I would leave a good few plains forests to work. Once we get machinary we can build some watermills, and with guilds some workshops. Before that plains forests are our best production squares. I would not build a single cottage for this city.


bump!

I haven't seen Beam or shabba posting for a while. Does anybody else (let's say except Samson and me as we just played) have the time to play a few turns?

But let's give Beam and shabba a few more hours ( Shabba is moving houses or not?)...


Heya,

I'm indeed moving this weekend, I don't know when I can play again unfortunately.


AFAIK BCLG is gone over the weekend, so the roster then looks like

socralynnek
Samson > just played
Beam > still UP
Shabba >probably skipped
BCLG100 > gone over the weekend
Darkness > on deck
Tubby Rower

Shabba, just post when you can play again. And good luck that there are less damages than when Killer moved...


It's exactly since three days that Beam is up, so I think, we should skip him.

I could play tomorrow (if my connection at home works again then). If anyone else wants to play, just post an "I got it" and go on!


well im back now, so if shabba doesnt want too i'll play tomorrow, i'll have a little re-read of the thread asap but i need to sleep after that festival :)


Ok my set i only played 4 turns-you'll see why when i finish.

Just noticed Chitzen itza in madrid-this is gonna make things a whole lot harder for us.

IBT-we meet kublai khan

740AD-notice we have quite a few axes not doing anything-we need to get a couple of axes then push them into the fray
Izzy hasnt met anyone and though she doesnt like us i trade alpha with her for 140 gold (we wont get anything more out of her and anyone she meets will already have this)
also means we can stay at 100% research longer

pop rush courthouse in satsuma

IBT-little

755AD- trade CoL for HBR and 20 gold with kublai, wont get anythin more and makes him pleased with us.

IBT- we meet huayana capac and he immediatly is annoyed with us but were more advanced than someone!

770AD-moved stuff around

IBT- sign OB with Kublai. we get metal casting and start on CS as more people have fued so figure we will eventually get it in a trade.

metal for archers and calender with bismark

cant do any other deals

Stop there as we have a Great scientist produced in Kyoto-not sure what to do with it-we can use it to research philosophy or start an acadamy with it. bear in mind taoism has already been founded

turn logHere is your Session Turn Log from 725 AD to 785 AD:


Turn 216, 740 AD: You have constructed a Courthouse in Satsuma. Work has now begun on a Library.
Turn 216, 740 AD: Christianity has spread in Satsuma.
Turn 216, 740 AD: Bismarck adopts Hereditary Rule!
Turn 216, 740 AD: Kublai Khan adopts Theocracy!

Turn 217, 755 AD: You have discovered Horseback Riding!

Turn 218, 770 AD: You have discovered Metal Casting!
Turn 218, 770 AD: Ptolemy has been born in Kyoto!
Turn 218, 770 AD: Mansa Musa adopts Organized Religion!

Turn 219, 785 AD: You have discovered Calendar!
Turn 219, 785 AD: You have discovered Archery!

and heres the save
http://gotm.civfanatics.net/saves/civ4sgotm2/CDZ_SG002_AD0785_01.Civ4SavedGame



quote:Originally posted by BCLG100

Stop there as we have a Great scientist produced in Kyoto-not sure what to do with it-we can use it to research philosophy or start an acadamy with it. bear in mind taoism has already been founded



Philosophy's a nice tech, but it's two main advantages (founding Taoism and running the pacifism civic) are not for us. The cost per unit would kill our already fragile economy, should we opt for pacifism.

Make him an academy...


Ah, I remember, Beam has gone for Scientist Citizen with the first one.

Yeah, then academy!

Do you want to finish your turns BCLG, if so then go ahead.


academy sounds good to me.


The main reason Ias I see it to get Philisophy would be for the trading oportunities. It is an expensive tech ATM, as much as civil service and more than feudalism. If we could trade it for these 2 then it would be well worth it. How far are we off Civil service? If we can get it in a few turns, and then get feudalism for that then I would go for the academy.

Are we still not in HR? 2 extra citizens is some value, but a turn lost is a lot. Is Organised religion on the cards soon?

Another though is do we want to mass upgrade axes to samuri? It would really help with the war against Issy, but significantly slow down getting optics. I think clearing our continent is most important ATM.


@BCLG100: Are you going to finish your set of turns? Or should I pick this up tonight?

@All: If I pick this up tonight, what are our objectives? Make an academy and build up for war against Spain?



quote:Originally posted by Darkness

@All: If I pick this up tonight, what are our objectives? Make an academy and build up for war against Spain?

The FP is the highest priority. We cannot afford any more expansion until that is ready. I think we are likely to get to samuri before we are ready to attack, so we have to consider prebuilding axemen ready to be mass upgraded to samuri. According to the chart at [1] it costs 179 to upgrade an axeman to a maceman, and it takes half the hammers to build the axeman. I think it would be worth building up enough money to upgrade a reasnoble stack of axemen. It will take a lot longer to get to optics,, but I think taking down spain ASAP is the priority.

[1] http://forums.civfanatics.com/showthread.php?t=144897&page=10



quote:but I think taking down spain ASAP is the priority

I agree


Sorry i was at work the whole of yesterday, its only one more turn so can you take the next set darkness?

(are we playing 5 or 10 turn sets?)

from memory it was about 12 turns till CS so in total it'll probably be about 20.

We're going to need a decent sized force of cats as well with izzy having that extra 25% in every city.



quote:Originally posted by BCLG100

Sorry i was at work the whole of yesterday, its only one more turn so can you take the next set darkness?



OK, I'll play tonight.


You could play 10 turns. The turns are not that long already. Tubby, do you want to play after Darkness, then we are back in the roster, I could play on Saturday morning or so.


I won't be able to play at all today... Parent orientation for Ana's preschool (she's growing up too fast). Tomorrow I might, and Saturday I will be watching football (the not as boring kind). So I should be able to play by Saturday


785 AD (0) – GL becomes academy in Kyoto. Revolt to hereditary rule
800 AD (1) – Nothing
815 AD (2) – Nothing
830 AD (3) – Osaka builds catapult -> catapult. Confucianism spreads to Kagoshima.
845 AD (4) – Nothing
860 AD (5) – Exploring galley spots Chinese Lands. We meet Mao. Sign Open borders with him
875 AD (6) – Nothing
890 AD (7) – Sliders to 80%
905 AD (8) – Sliders to 70% Christianity spreads to Kyoto
920 AD (9) – Osaka builds catapult -> catapult
935 AD (10) – Sliders up to 80%. Chopping a forest near Kagoshima gives enough hammers to complete the courthouse next turn. We can begin constructing our Forbidden Palace next turn!

Save is here:
http://gotm.civfanatics.net/saves/civ4sgotm2/CDZ_SG002_AD0935_01.Civ4SavedGame

quote:
Here is your Session Turn Log from 785 AD to 935 AD:

Turn 219, 785 AD: You have discovered Calendar!
Turn 219, 785 AD: You have discovered Archery!
Turn 219, 785 AD: The revolution has begun!!!
Turn 219, 785 AD: CDZ adopts Hereditary Rule!
Turn 219, 785 AD: The anarchy is over! Your government is re-established.
Turn 219, 785 AD: Hatshepsut adopts Bureaucracy!

Turn 221, 815 AD: Confucianism has spread in Kagoshima.

Turn 222, 830 AD: The borders of Kyoto have expanded!
Turn 222, 830 AD: Chuang-Tzu has been born in a far away land!

Turn 225, 875 AD: The Temple of Solomon has been built in a far away land!

Turn 227, 905 AD: Christianity has spread in Kyoto.

Turn 228, 920 AD: Osaka celebrates "We Love the Monarch Day"!!!
Turn 228, 920 AD: Hypatia has been born in a far away land!

Turn 229, 935 AD: Clearing a Forest has created 60 $ for Kagoshima.



10 chars...

Samson
Sep 05, 2006, 03:26 AM
If I am up this weekend I should be skipped.


I guess that I'm up and will likely play tonight or tomorrow.


OK, so I'll play tomorrow morning ( in let's say about 16 hours from now or so when it's middle of the night at your site. So you can either play before me or directly after me.

I don't know when i can play next week and I surely can't play the week after that as you can read in my forum...


sounds good ynnek


Sorry ppl for the **** up with the schedule, guess 2 weeks on holiday without an internet connection and computer influences ones attention to checking threads.


hehe, then you can play directly after Tubby.

See this as an "I got it" from my side.

So the roster then looks like:

socralynnek > GOT it
Samson > skipped
Beam > on deck
Shabba > wrote in another thread that he has internet connection in his new home
BCLG100
Darkness > JUST played
Tubby Rower > UP after ynnek


935 AD (0, 431 turns left) - Rush Aqueduct in Kyoto as there are 3 unhappy people anyway.
Arrrrggghhhhhhaaaarrrrgggghhhhhh...we can't start building the FP next turn cause having 6 Courthouses is not the only thing we need, we need at least 8 cities (we have 6).

There is a barbarian city in the south, so i think founding one more city and conquering the barb city should do the trick.
In the meantime we could research to Machinery s.t. we can conquer Izzy with Maces while she doesn't have them.

Move some units out of Tokyo to move our Axes closer to the barb city.

950 AD - Kyoto Aqueduct->Forge, Tokyo Axe->Catapult, Kagoshima Court-> Library (for Culture)
Rush Aqueduct in Edo.

965 AD - Start Forge in Edo.

980 AD - CS comes in. Revolt to Bureaucracy. Set research to machinery.

995 AD - Rush forge in Kyoto.

1010 AD - Kyoto Forge -> Chr. Temple. osaka Cat->Settler.
Stack of 5 Axes+2 Cats moves towards Barb city.
Use an Engineer in Kyoto.

1025 AD - Decide to bild a wroker first in Kyoto for another happy citizen.

1040 AD - Kublai asks to convert to Christianity. I agree cause it will give us good relations to him and Mansa while Conf. is ours only.

1055 AD - Mansa and Kublai are pleased. Rush Lib in Kagoshima. Promote two Axes with Shock.

1070 AD - A barb Axe dies attacking our Axe. Kago Lib->Forge.

1085 AD (10) - Our stack could take the barb city. We could rush the Settler in Osaka. So we could start the FP in2-3 turns.



Here is your Session Turn Log from 935 AD to 1085 AD:

Turn 229, 935 AD: Osaka celebrates "We Love the Monarch Day"!!!
Turn 229, 935 AD: Mansa Musa adopts Bureaucracy!

Turn 231, 965 AD: You have discovered Civil Service!

Turn 232, 980 AD: The revolution has begun!!!
Turn 232, 980 AD: CDZ adopts Bureaucracy!
Turn 232, 980 AD: The anarchy is over! Your government is re-established.

Turn 233, 995 AD: Zu Chongzhi has been born in Guangzhou!
Turn 233, 995 AD: Mo Tzu has been born in Thebes!

Turn 235, 1025 AD: Huayna Capac adopts Vassalage!
Turn 235, 1025 AD: Huayna Capac adopts Serfdom!
Turn 235, 1025 AD: Hatshepsut has completed The Mahabodhi!

Turn 236, 1040 AD: The revolution has begun!!!
Turn 236, 1040 AD: CDZ converts to Christianity!
Turn 236, 1040 AD: The anarchy is over! Your government is re-established.

Turn 237, 1055 AD: Barbarian's Axeman (5.50) vs CDZ's Axeman (7.25)
Turn 237, 1055 AD: Combat Odds: 22.3%
Turn 237, 1055 AD: (Extra Combat: -10%)
Turn 237, 1055 AD: (Extra Combat: +20%)
Turn 237, 1055 AD: (Combat: -50%)
Turn 237, 1055 AD: (Combat: +75%)
Turn 237, 1055 AD: Barbarian's Axeman is hit for 22 (78/100HP)
Turn 237, 1055 AD: CDZ's Axeman is hit for 17 (83/100HP)
Turn 237, 1055 AD: CDZ's Axeman is hit for 17 (66/100HP)
Turn 237, 1055 AD: Barbarian's Axeman is hit for 22 (56/100HP)
Turn 237, 1055 AD: Barbarian's Axeman is hit for 22 (34/100HP)
Turn 237, 1055 AD: CDZ's Axeman is hit for 17 (49/100HP)
Turn 237, 1055 AD: Barbarian's Axeman is hit for 22 (12/100HP)
Turn 237, 1055 AD: Barbarian's Axeman is hit for 22 (0/100HP)
Turn 237, 1055 AD: CDZ's Axeman has defeated Barbarian's Axeman!
Turn 237, 1055 AD: While defending, your Axeman has killed a Barbarian Axeman!

Turn 238, 1070 AD: You have trained a Warrior in Kyoto. Work has now begun on a Christian Temple.
Turn 238, 1070 AD: The borders of Kagoshima have expanded!
Turn 238, 1070 AD: Isabella has completed Angkor Wat!




159.41 KB




138.93 KB


I got it.. playing soon


(t0) 1085 AD - promote one axe to city raider I
promote one axe with cover

- attack Estuscan archer (city defense II) with the one with cover (27.9% chance of victory - 5.5 vs 5.85) and win (gains 4 XP and goes down to 2.0/5 HP
- Attack (archer) with axe with Combat II & shock (64.5% chance of victory - 6.0 vs 5.25) and lose archer now 1.1/3
- attack (axeman) with a catapult (29.4% chance of victory) - and win gains 4 XP and is now 1.9/5
- attack (1.1 archer) with city raider promoted axe (100% chance - 5.5 vs 1.72) - and win (gains 1 XP and loses no HP)
- pillage 89 G from Estruscan, capture a worker and keep it.

Wow that was strange.. I rename the two lucky units to Lucky Shots (catapult) and Slice and Dice (axeman). We should track these units.

check what I can get for CS. Neither Kublai nor Bismark will trade anything fair.

hit enter

(t1) 1100AD - move workers to road to Estruscan
Move all units except 2 axes back to Kagoshima

check the trades and Kublai and Bismark will take CS and 110 G for Feud

(t2) 1106 AD - Isabella adopts Vassalage
Fued is the same cost

(t3) 1112 AD - Tokyo catapult => catapult
Christians are now in Edo
rush the settler in Osaka

(t4) 1118 AD - Estruscan can start work on a Courthouse now (-12 G maintenence)
Osaka settler -> Aqueduct
Edo expands
Bismark adopts Vassalage and Serfdom
Huayna Capac converts to Christianity
Now Incans will trade with us.. sheesh
I can get Polythesim and 210 G for Alpha or Calendar... hmm I decide to trade Alpha since it's cheaper and everyone has it anyway
Incans go from Annoyed to Cautious to Pleased in the span of one turn [shakehead]
move settler to shore just NW of Kaoshima

Bismark now won't trade with us because "you are becoming too advanced"... bastard

(t5) 1124 AD - Discover Machinery => Paper (due in 9) no one else has it
Aryabhata is born in Shanghai.
connect Estruscan via road
found Nara (start courthouse)
swap Osaka to the Forbidden Palace

upgrades to sammies are
axe => 179 G
warrior => 269G

current bank account = 324G with 47 gpt @ 0 science, -4gpt @ 50% & -25gpt @ 70% (I had it at 70%)

Feud is still the same price with Kublai although Huayna wants Machinery, Calendar and 250G for it

<<< SAVE >>>

quote:Here is your Session Turn Log from 1085 AD to 1124 AD:

Turn 239, 1085 AD: CDZ's Axeman (5.50) vs Barbarian's Archer (5.85)
Turn 239, 1085 AD: Combat Odds: 27.9%
Turn 239, 1085 AD: (Extra Combat: -10%)
Turn 239, 1085 AD: (Fortify: +25%)
Turn 239, 1085 AD: (City Defense: +95%)
Turn 239, 1085 AD: (Combat: -25%)
Turn 239, 1085 AD: Barbarian's Archer is hit for 19 (81/100HP)
Turn 239, 1085 AD: Barbarian's Archer is hit for 19 (62/100HP)
Turn 239, 1085 AD: Barbarian's Archer is hit for 19 (43/100HP)
Turn 239, 1085 AD: Barbarian's Archer is hit for 19 (24/100HP)
Turn 239, 1085 AD: CDZ's Axeman is hit for 20 (80/100HP)
Turn 239, 1085 AD: CDZ's Axeman is hit for 20 (60/100HP)
Turn 239, 1085 AD: Barbarian's Archer is hit for 19 (5/100HP)
Turn 239, 1085 AD: CDZ's Axeman is hit for 20 (40/100HP)
Turn 239, 1085 AD: Barbarian's Archer is hit for 19 (0/100HP)
Turn 239, 1085 AD: CDZ's Axeman has defeated Barbarian's Archer!
Turn 239, 1085 AD: CDZ's Axeman (6.00) vs Barbarian's Archer (5.25)
Turn 239, 1085 AD: Combat Odds: 64.5%
Turn 239, 1085 AD: (Extra Combat: -20%)
Turn 239, 1085 AD: (Fortify: +25%)
Turn 239, 1085 AD: (City Defense: +50%)
Turn 239, 1085 AD: Barbarian's Archer is hit for 21 (79/100HP)
Turn 239, 1085 AD: CDZ's Axeman is hit for 18 (82/100HP)
Turn 239, 1085 AD: CDZ's Axeman is hit for 18 (64/100HP)
Turn 239, 1085 AD: Barbarian's Archer is hit for 21 (58/100HP)
Turn 239, 1085 AD: Barbarian's Archer is hit for 21 (37/100HP)
Turn 239, 1085 AD: CDZ's Axeman is hit for 18 (46/100HP)
Turn 239, 1085 AD: CDZ's Axeman is hit for 18 (28/100HP)
Turn 239, 1085 AD: CDZ's Axeman is hit for 18 (10/100HP)
Turn 239, 1085 AD: CDZ's Axeman is hit for 18 (0/100HP)
Turn 239, 1085 AD: Barbarian's Archer has defeated CDZ's Axeman!
Turn 239, 1085 AD: CDZ's Catapult (5.00) vs Barbarian's Axeman (5.75)
Turn 239, 1085 AD: Combat Odds: 29.4%
Turn 239, 1085 AD: (Extra Combat: +10%)
Turn 239, 1085 AD: (Fortify: +25%)
Turn 239, 1085 AD: (City Attack: -20%)
Turn 239, 1085 AD: Barbarian's Axeman is hit for 18 (82/100HP)
Turn 239, 1085 AD: CDZ's Catapult is hit for 21 (79/100HP)
Turn 239, 1085 AD: CDZ's Catapult is hit for 21 (58/100HP)
Turn 239, 1085 AD: CDZ's Catapult is hit for 21 (37/100HP)
Turn 239, 1085 AD: Barbarian's Axeman is hit for 18 (64/100HP)
Turn 239, 1085 AD: Barbarian's Axeman is hit for 18 (46/100HP)
Turn 239, 1085 AD: Barbarian's Axeman is hit for 18 (28/100HP)
Turn 239, 1085 AD: Barbarian's Axeman is hit for 18 (10/100HP)
Turn 239, 1085 AD: Barbarian's Axeman is hit for 18 (0/100HP)
Turn 239, 1085 AD: CDZ's Catapult has defeated Barbarian's Axeman!
Turn 239, 1085 AD: CDZ's Axeman (5.50) vs Barbarian's Archer (1.72)
Turn 239, 1085 AD: Combat Odds: 100.0%
Turn 239, 1085 AD: (Extra Combat: -10%)
Turn 239, 1085 AD: (Fortify: +25%)
Turn 239, 1085 AD: (City Defense: +50%)
Turn 239, 1085 AD: (City Attack: -20%)
Turn 239, 1085 AD: Barbarian's Archer is hit for 26 (11/100HP)
Turn 239, 1085 AD: Barbarian's Archer is hit for 26 (0/100HP)
Turn 239, 1085 AD: CDZ's Axeman has defeated Barbarian's Archer!
Turn 239, 1085 AD: You have captured Estruscan!!!

Turn 240, 1100 AD: Isabella adopts Vassalage!

Turn 241, 1106 AD: Christianity has spread in Edo.

Turn 242, 1112 AD: The borders of Edo have expanded!
Turn 242, 1112 AD: Bismarck adopts Vassalage!
Turn 242, 1112 AD: Bismarck adopts Serfdom!
Turn 242, 1112 AD: Huayna Capac converts to Christianity!

Turn 243, 1118 AD: You have discovered Polytheism!
Turn 243, 1118 AD: You have discovered Machinery!
Turn 243, 1118 AD: Aryabhata has been born in Shanghai!

Turn 244, 1124 AD: Nara has been founded.


Er, me up or somebloody else?


yeh I think that your up Beam.


can i just ask what the plan is???

are we going to take izzy out or are we waiting for the 8 cities so we can build the FP?

either way we need to have these worked out instead of us all just pondering along doing are own thing, my apologies if this has already been stated but it doesnt hurt to state it again.


We already started building FP, so we can start to build more units to go after Izzy.


well just isnt osaka our most productive city? shouldn't we wait until it is finished before making a decleration? or postpone the building of FP.


btw samson are you going to post an update at cfc shortly?


Er, yeah ;)

Shabbaman
Sep 07, 2006, 09:38 AM
A lot has happened since my last turnset. This looks great. No, really

Starting question: why aren't we in organized religion?

1160 a.d. Zzzz.

IBT Inca wants us to destroy Mali. I turn it down, as it doesn't really sound appealing right now.

1166 a.d. Kyoto builds a temple. Looks like a good spot for a monastery.

IBT Hey look, now Mansa Musa wants us to go to war!

1172 a.d. Tokyo builds a catapult. Building a longbowman, for balance. I'm moving a worker near Etruscan into soon-to-be spanish territory, to claim some lumber.

1178 a.d. I sign open borders with Inca, to be able to explore. Switch to 100% science.

1184 a.d. Zzzz.

1190 a.d. Zzzz.

6 turns, pretty quick. I got to leave it here, though. Some more unconvenient news: I'm going on holiday for a week and a half, starting saturday.

Save is here.

Turnlog:

quote:
Turn 249, 1154 AD: Mao Zedong adopts Serfdom!

Turn 251, 1166 AD: The borders of Satsuma have expanded!

Turn 253, 1178 AD: Al-Khwarizmi has been born in a far away land!

Samson
Sep 12, 2006, 02:49 AM
and beam will you be playing soon?


ummm.. .apparently not


just a lurker request, but could we get a minimap or dotmap? BTW, tubs is evil


I won't have time until the 19th of September to play again as you can see in my PBEM forum...
I might read this once next week, but don't know yet...

I declare Samson to be up as he was only skipped over the weekend anyway.
If Beam is back by then, he can play then, otherwise I think BCLG is up then, but to all:
Please post an "I got it" before playing.

socralynnek > skipped for wedding and short honeymoon
Samson > UP
Beam > seems to be lost in some Dutch cheese
Shabba > he should be back, but still hasn't posted here
BCLG100 > on deck if Beam doesn't show any life sign
Darkness
Tubby Rower > Played last


I think I could play 5 turns (half an hour+) this afternoon.


@socralynnek Congratulations!!
@Shaba Play when you can. I could probbably fit my turns in after you or tommorrw lunchtime.

I guess we are just building up for the war. We will need significant force to hold Issys counter attack as we are so surrounded by her.


I was a bit too enthousiastic, can't make it after all. I'm sure I can play tomorrow after work (1600 CET), so Samson, if you can finish a turnset by then, please go ahead.


I was a bit too enthousiastic, can't make it after all. I'm sure I can play tomorrow after work (1600 CET), so Samson, if you can finish a turnset by then, please go ahead.


so 'enthousiastic' you posted twice...


Yeah, and with two minutes time between them. Very weird.


Got it.


I have played 5 turns, have to leave it there.

1124 PFC – We have 2 possible trades, we are up machinary and calender on Hayuna Copac and Civil servic on Kublai Khan. I think Hayuna is reaserching machinary, as he will give us very little for it. Kublai has Compas and liturature, which some others (inc. Hayuna) do not, so I trade Civil Servvice for Compas and liturature + 90 gold.

I change the citizen to priest in osaka, but I would rather it on a workshop (or irigation and use the whip), that will give much better returns. Citizen off edo, the food and the whip are worth MUCH more hammers. I really do not like the use of cotages in Kagoshima, it is our best production city and cottages are a waste. We really near the milatry.

IBT Hayuna goes to war with Masu. Probably good, but we need to watch our deals.

1130 (1) -

1136 (2) – Trade Lit for Monotheism + 20 gold with Mao I will not revolt as we are likely to want vassalage or Thecracy soon.

IBT – Colosus build.

1142 (3) – For feudalism +30 we have to trade Lit calender and compas, and we cannot get theology for machinary and 600 gol on top of that. I guess it has to be done. I shall leave the revolution for when we are building lots of units, but it may well be worth revolting before we whip any pop in a christian city, to make us of the bug.

IBT, Islam founded. Confususim spread to Etruscan.

1148 (4) - nada

1154 (5) - nada

Save at http://gotm.civfanatics.net/saves/civ4sgotm2/CDZ_SG002_AD1154_01.Civ4SavedGame

Turn 244, 1124 AD: Nara has been founded.
Turn 244, 1124 AD: You have discovered Literature!
Turn 244, 1124 AD: You have discovered Compass!
Turn 244, 1124 AD: Huayna Capac has declared war on Mansa Musa!
Turn 244, 1124 AD: Mansa Musa adopts Theocracy!
Turn 244, 1124 AD: The Great Library has been built in a far away land!
Turn 244, 1124 AD: Kublai Khan adopts Bureaucracy!

Turn 246, 1136 AD: You have discovered Monotheism!
Turn 246, 1136 AD: The Colossus has been built in a far away land!

Turn 247, 1142 AD: You have discovered Feudalism!
Turn 247, 1142 AD: Confucianism has spread in Estruscan.
Turn 247, 1142