SGOTM 15 - One Short Straw

Mitchum said:
You're right on the mechanics of a culture flip in a normal game. However, my assumption was that since there is no city razing in this game, that we wouldn't have a choice on a culture flip... I guess we need to test this, but declining to take a city is like razing, right?
Going from memory, you aren't given the choice and must simply keep the City.

Of course, I could be remembering a different case, such as when you previously owned the City, but I think that we have to assume that we would be forced to keep the City.
 
Who's around besides the 3.5 of us (Dhoom counts as the 0.5)? I've seen some on-line but no posts for a while... Did we scare everyone off?

I'm here! It's hard to keep up with the flow without actually doing as much analysis and testing as everyone else, so I haven't had much to contribute.

It seems like the discussion is going well, and I'll chime in when I see something I can contribute with. My apologies for not being as involved as I wanted to. Let me know if you need more from me.
 
@ beestar

I'm glad that you're still around. It's really up to you how involved you want to get. I've found that the more I play with the test save, the more involved I am and the more I get out of it. I think this team enjoys the challenge of the small victories, like LC figuring out how to pasture the pigs or ZPV coming up with the SH idea and pulling it off. A lot of it is code diving and intense MM. It's not for everyone. Dhoom and I drove Blub and UT mad with our MM discussions. But it's not just about the MM. This team has a lot of good strategists and out-of-the-box thinkers (present company excluded). These discussions can lead to some great learning experiences too.

We all get it if you're not 100% into the game right now (not saying that are or aren't ;)). Every one of us has "checked out" at one time our another for various reasons (cough, cough, bbp, cough, cough). That's fine. I hope you and magnus feel like part of the team, that you can do as much or little as you want and that you're having fun.
 
You're right on the mechanics of a culture flip in a normal game. However, my assumption was that since there is no city razing in this game, that we wouldn't have a choice on a culture flip... I guess we need to test this, but declining to take a city is like razing, right?
Going from memory, you aren't given the choice and must simply keep the City.

Of course, I could be remembering a different case, such as when you previously owned the City, but I think that we have to assume that we would be forced to keep the City.
We're asked whether to install a new governor or disband. Evidently, disbanding is not razing:



This could come in handy . . .

It also means, we need to think carefully in advance whether we want to keep a city or not, when it revolts the first time.

.
 

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Oracle slingshot write-up, taken from the autolog. Warning, this is a handful. It's entirely possible it has errors as well, though I tried to document every action I took. I'm also concerned that is hard to read. Any suggestions would be helpful. Please let me konw if this is useful at all. I'm not sure it is. Note that I have included some comments where I wasn't sure what we ought to do, or where I hadn't optimized things.

Also note that I tried to use the names of units as they appear in the REAL SAVE.

There is:
Fast Worker
Fast Worker 1
Fast Worker 2
Warrior 1
Warrior 2
etc.

EDITED with Mitch's corrections.
EDITED with Magnus' corrections.
Spoiler :
Turn 39/500 (2440 BC) [22-Feb-2012 10:33:44]
LC's Comment: Begin logging
LC's Comment: Move Warrior2 (out west) 1S
LC's Comment: Move Delhi Settler2 S-SE
LC's Comment: Move Gold1W FastWorker SW-W (check for barbs)-NW to forest
LC's Comment: Move (Zlatorog) FastWorker1 S-SE-SE
LC's Comment: Warrior1 attacks lion
LC's Comment: Move research slider to 30%
LC's Comment: Delhi should be building Stonehenge working corn and flood plain
LC's Comment: Zlatorog should be building a worker, working the gold mine
LC's Comment: We are researching Bronze Working
LC's Comment: Save file.
LC's Comment: <Enter>

Turn 40/500 (2400 BC) [22-Feb-2012 10:43:32]
LC's Comment: Move Warrior2 1S
LC's Comment: Move FastWorker1 1SE-1SE to Deer-1S. This allows the worker safe passage to Gold-1S next turn, in case a barb appears north of the gold.
LC's Comment: Move FastWorker 1S to hill to scout for barbs. Check to see if Settler2 can move 1SE-1SE safely. If safe, move Settler2 1SE-1SE.
LC's Comment: Move FastWorker safely, either 1E or 1NE, as needed. He will join Settler 2 next turn.
LC's Comment: Move Warrior1 1E to hill
LC's Comment: Check to see if Toku will talk. (He shouldn't yet, but what the heck.)
LC's Comment: Move research slider to 0%.

Turn 41/500 (2360 BC) [22-Feb-2012 10:49:45]
LC's Comment: Toku should talk now. Agree to a Cease Fire with him.
LC's Comment: Move FastWorker1 1SE-1SE to Gold-1S.
LC's Comment: If Warrior1 has damage from attacking the lion, he can move 1NW where he will heal 20HP per turn inside our new city starting next turn.
LC's Comment: Move Settler2 1SE-1NE
LC's Comment: Move Warrior2 SW to forest at GemsTile1S
LC's Comment: Move FastWorker to where Settler2 is.
LC's Comment: Move research slider to 100%

Turn 42/500 (2320 BC) [22-Feb-2012 11:32:45]
LC's Comment: Move Settler2 NE and settle city
LC's Comment: Settle at GoldTile-1E, which is also Sheep-1SW
LC's Comment: This city builds a warrior while working max food (automatically)
LC's Comment: Move FastWorker1 to sheep and start pasturing
LC's Comment: Move FastWorker to sheep and start pasturing
LC's Comment: Warrior2 needs to heal if attacked. Other wise, he'ld like to move 1S to the forest, if possible.
LC's Comment: MM Delhi to work corn, flood plain, and grass forest (2f1h) for growth to pop4 in 3 turns

Turn 43/500 (2280 BC) [22-Feb-2012 11:39:00]
LC's Comment: If healed and safe, Warrior2 moves 1E to the hill at Bananas1N. That is his final destination for fogbusting.
LC's Comment: Sheep pasture should be finished and city should be working it automatically.

Turn 44/500 (2240 BC) [22-Feb-2012 11:40:58]
LC's Comment: When Warrior1 is fully healed he should start moving westward where he will fogbust. This will be dangerous but necessary.
LC's Comment: Move FastWorker1 1S-1SW and farm the grass river tile that is 1SE of the GoldTile.
LC's Comment: Move the screen back to the worker you just moved, select that worker and Cancel Last Mission.
LC's Comment: Sentry Warrior2 on the hill at Banana1N (or continue healing it or moving it there safely).
LC's Comment: Move FastWorker 1S-1SW to same grass river at GOldTile1SE and farm.
LC's Comment: Select that FastWorker and Cancel Last Mission.

Turn 45/500 (2200 BC) [22-Feb-2012 11:47:36]
LC's Comment: Move FastWorker1 to GoldTile and mine.
LC's Comment: Move screen back to FastWorker1 and select him and Cancel Last Mission. He will move NW next turn.
LC's Comment:
LC's Comment: Move FastWorker to GoldTile and mine. HE will finish the mine.
LC's Comment: Move Warrior2 (if healed) to the hill at GoldTile1W. Here is is exposed to only one tile with a possible barb.
LC's Comment: Delhi is pop4 now. MM for max food. That is, work corn, flood plain and two grass forests. This is crucial for later on.

Turn 46/500 (2160 BC) [22-Feb-2012 11:52:20]
LC's Comment: The Zlatorog worker is done. Zlatorog should build Stonehenge next, but can't because Delhi is still building it. The new worker, FastWorker2 should move 1SE to the hill (if there is no forest growth there) and mine it.
LC's Comment: Move the screen back to FastWorker2 and select him and Cancel Last Mission. HE will being chopping Stonehenge next turn after Bronze Working is done.
LC's Comment: If safe and healed, move Warrior2 1W to the hill (GoldTile-2W).
LC's Comment: Move FastWorker1 from teh GoldTile 1NW-1NW to the DeerTile.
LC's Comment: In Delhi, start building a settler. Unselect the Stonehenge build.
LC's Comment: MM Delhi for max production on the settler. That is, work the corn, flood plain, and the two mines.
LC's Comment: Now, in ZLatorog, you can start building Stonehenge. Keep working the gold mine.

Turn 47/500 (2120 BC) [22-Feb-2012 12:00:02]
LC's Comment: Bronze Working is now done, but do NOT revolt to Slavery, because it is a waste of 1 gold per turn.
LC's Comment: Keep moving Warrior2 west, if safe. His final destination is the hill at MarbleTile-1E. But safely, if possible.
LC's Comment: Move FastWorker1 from the DeerTile 1NW and chop.
LC's Comment: Move the screen back to FastWorker1, select him, and Cancel Last Mission.
LC's Comment: Move FastWorker2 to the forest at Zlatorog-1S and chop.
LC's Comment: Select Fastworker2 and Cancel Last Mission. He needs to chop Zlatorog-1W first, because he'll move south to gems later on.
LC's Comment: The GOld City is now pop2 and should be working the sheep and gold mine automatically.
LC's Comment: Move research slider to 0%
LC's Comment: Research Writing.

Turn 48/500 (2080 BC) [22-Feb-2012 12:06:35]
LC's Comment: Move FastWorker from the gold mine 1NW-1NW to the DeerTile.
LC's Comment: Move FasterWorker1 from the forest at Delhi-2E to the forest at Delhi-1SE and chop.
LC's Comment: Move Warrior2 to the hill at Marble-1E if you don't see a barb threatening. This is a dangerous move, but necessary.
LC's Comment: Move FastWorker2 from ZLatorog-1S to Zlatorog-1W and chop.
LC's Comment: I haven't optimized the research, but I've been moving the sliding to 100% here.

Turn 49/500 (2040 BC) [22-Feb-2012 12:10:57]
LC's Comment: Sentry Warrior2 on the hill at Marble-1E and pray if there is an attacker nearby.
LC's Comment: Move FastWorker from the DeerTile to 1NW and chop. It should automatically Cancel Last Mission, but it doesn't hurt to check. IT will move N next turn to chop that forest.
LC's Comment: FastWorker1 chops the forest at Delhi-1SE one more turn and should autoCancel. He'll move toe Delhi-1SW next turn.
LC's Comment: Crucial MM!!! The Gold City should work the Gold Mine and the plains forest 1f2h for this turn only. This should give enough overflow to complete the worker build in 8 turns instead of 9 turns. This is critical for finishing the Oracle on T64.

Turn 50/500 (2000 BC) [22-Feb-2012 12:15:54]
LC's Comment: The GOld City warrior is done. Build a fast worker and MM GOld City for max production, that is, work the sheep and the gold.
LC's Comment: In my test game the lion just killed Warrior2. This turns out to be a serious problem I suppose if that happens we should stop and think, but probably send the GOld City warrior westward.
LC's Comment: FastWorker2 finishes the chop at Zlatorog-1W.
LC's Comment: Move FastWorker at Deer-1NW to 1N and chop the forest. HE will chop this to the end.
LC's Comment: Move FastWorker1 from Delhi-1SE to Delhi-1SW forest.

Turn 51/500 (1960 BC) [22-Feb-2012 12:20:17]
LC's Comment: FastWorker1 at Delhi-1SW chops forest to the end.
LC's Comment: FastWorker2 moves to Zlatorog-1S and continues chopping.
LC's Comment: Again, I haven't optimized the research but here I move the slider to 70% to finish Writing in 2 turns.
LC's Comment: Right now we are carefully timing the completion of the Delhi settler and chops, and Writing so that max overflow goes into the library so it can complete in 2 turns.

Turn 52/500 (1920 BC) [22-Feb-2012 12:23:44]
LC's Comment: FastWorker can complete the chop at Delhi-1E-1NE because the settler and Writing will both finish next turn.
LC's Comment: FastWorker2 completes the ZLatorog chop to put Stonehenge 1 turn from completion.

Turn 53/500 (1880 BC) [22-Feb-2012 12:25:49]
LC's Comment: Writing is done, research The Wheel next.
LC's Comment: The Delhi Settler3 is done, build a library next.
LC's Comment: Stonehenge is done, build a warrior in Zlatorog next.
LC's Comment: Move FastWorker2 from Zlatorog-1S to 1S-1SE on the hill. Next turn he will start chopping the 1SW forest.
LC's Comment: CAREFUL!!! FastWorker1 at Delhi-1SW must finish his chop before moving the Gems CIty settler.
LC's Comment: Select FastWorker1 at Delhi-1SW and finish the chop.
LC's Comment: FastWorker moves 1S to the forest at Delhi-2E and finsihes that chop.
LC's Comment: Gems City Settler3 moves 1SW-1W toward the GemsTile-1N location.
LC's Comment: Move research slider to 100%. We will get 60g from Failed GOld on Stonehenge next turn for continued 100% research.
LC's Comment: CRUCIAL!!! MM Delhi for max growth, that is, work the corn, flood plain, and two grass forests.

Turn 54/500 (1840 BC) [22-Feb-2012 12:34:26]
LC's Comment: Move FastWorker from Delhi-2E to Delhi-1SE and finish chop. This will complelte the library this turn.
LC's Comment: Move FatWorker1 from Delhi-1SW to the forest at 1NW-1NW. TOgether with the Zlatorog FastWorker2 they will chop this forest BEFORE settling Gems City.
LC's Comment: Move FastWorker2 from Delhi-2NW to the forest at 1SW (where the other worker went) and chop.
LC's Comment: Move GemsCity Settler3 1W-1NW to teh forest tile which is 1N of the GemsTile and 1SE of the Pigs tile so both gems and pigs are in the inner fat cross.
LC's Comment: CRUCIAL!!! MM Delhi to work teh corn, flood plain, and two mines. This shold add 6f to the food bin so it will reach 22f.

Turn 55/500 (1800 BC) [22-Feb-2012 12:40:53]
LC's Comment: The Delhi library is done, build settler next.
LC's Comment: The Zlatorog warrior is done, we could build barracks or another warrior next.
LC's Comment: CRUCIAL!!! Complete the forest chop at Delhi-2W-1NW before settling Gems City.
LC's Comment: Move FastWorker from Delhi-1SE to the DeerTile. We're waiting for The Wheel and eventually we'll have to waste a turn moving to the deer tile anyway.
LC's Comment: After chopping the forest to the NE, settle GEms City at gems-1N and Pigs1SE.
LC's Comment: Gems CIty starts building a barracks.
LC's Comment: I guess.
LC's Comment: CRUCIAL: MM Delhi to work 2 scientists, along with the corn and flood plains.

Turn 56/500 (1760 BC) [22-Feb-2012 12:46:51]
LC's Comment: The Wheel is done, research Priesthood next.
LC's Comment: FastWorker on the DeerTile roads.
LC's Comment: Each FastWorker at GemsCity-1NE moves to the GemsTile and mines it.
LC's Comment: CRUCIAL!!! In Delhi, build a barracks for one turn only and MM for growth to pop5 while still working 1 scientist. That means work the corn, the flood plain, 1 grass forest and 1 scientist.

Turn 57/500 (1720 BC) [22-Feb-2012 12:50:25]
LC's Comment: The gems mine is done and Gems City shold automatically start working it.
LC's Comment: CRUCIAL: In Delhi, start building the settler again and MM for max hammers with 2 scientists. That means work the corn, the flood plains, one mine, and 2 scientists.
LC's Comment: The settler should have 32 hammers and should add 8 more this turn.

Turn 58/500 (1680 BC) [22-Feb-2012 12:53:20]
LC's Comment: Priesthood is done. I guess it's optimal to research Pottery next, though we would save about 15 beakers if we did Fishing next. This way Pottery comes 1t sooner, which means granaries might be done 1t sooner (heven't tested). I assume more food is better.
LC's Comment: But I'm not sure if it really ends up being more food or not.
LC's Comment: Gold City has finished building FastWorker3 and should start building the Oracle next.
LC's Comment: Move FastWorker3 (Gold CIty) to GOldCIty-1NW and road.
LC's Comment: Move FastWorker on DeerTile to DeerTile-1SE and road.
LC's Comment: Each worker on the gems mine should move 1E and road.
LC's Comment: This will enable them to move to the pigs hill for free next turn and begin pasturing the pigs. Later they'll be able to move next to the marble tile in 1 turn because of this road.
LC's Comment: The Delhi settler should have 40 hammers in its build now, so we can 2 poprush it. Revolt to Slavery and whip the settler.
LC's Comment: CRUCIAL!!! After whipping the settler, MM Delhi to work the corn and 2 scientists!!!

Turn 59/500 (1640 BC) [22-Feb-2012 13:01:24]
LC's Comment: The Delhi settler is done, build barracks next.
LC's Comment: Move the Delhi Settler 4 to the corn tile. This will give it two directions to move toward Marble-1SW so that sudden forest growth doesn't screw us up.
LC's Comment: Each worker at GemsCity-1SE moves to the PigsTile and begins pasturing it.
LC's Comment: I haven't optimized the research slider here. Finish Pottery no matter what.

Turn 60/500 (1600 BC) [22-Feb-2012 13:05:59]
LC's Comment: Pottery is done, research Fishing next
LC's Comment: Move FastWorker on DeerTile-1SE to DeerTile-1SW and road.
LC's Comment: Move FastWorker3 to GoldCity-1NW and chop, then Cancel Last Mission.
LC's Comment: Move Settler 4 to a hils next to Marble-1SW.
LC's Comment: The pigs pasture is done, but MM GemsCity to work the gems mine one more turn.
LC's Comment: Switch builds from barracks to granaries in Delhi, Zlatorog, and GemsCity. Gold CIty continues to build the Oracle, of course.
LC's Comment: Finish Fishing in 1t.

Turn 61/500 (1560 BC) [22-Feb-2012 13:12:28]
LC's Comment: Fishing is done, research Hunting next.
LC's Comment: Move both workers at the pigs tile 3SE to the forest at Marble-1NW.
LC's Comment: FastWorker3 on GoldCity-1NW chops again, then Cancel Last Mission.
LC's Comment: Research slider to 0%
LC's Comment: Move Settler4 to MarbleTile-1SW
LC's Comment: MM GemsCity to work the pigs to grow to pop2 in 2 turns.

Turn 62/500 (1520 BC) [22-Feb-2012 13:19:10]
LC's Comment: Settle MarbleCrabsCity between the marble an crabs. Start building a workboat wokring the marble tile.
LC's Comment: Both workers at MarbleTile-1NW move to the marble tile and start quarrying it.
LC's Comment: FastWorker3 moves from GoldCity-1NW to GoldCity-1N and chops, then Cancel Last Mission.
LC's Comment: FastWorker1 at Marble-2NE moves to Marble 1NE and roads.

Turn 63/500 (1480 BC) [22-Feb-2012 13:23:26]
LC's Comment: FastWorker3 on GoldCity-1N chops, then Cancel Last Mission.
LC's Comment: FastWorker1 on Marble-1NE roads.

Turn 64/500 (1440 BC) [22-Feb-2012 13:24:19]
LC's Comment: CRUCIAL!!! Great Scientist builbs mathematics before GOldCity workers chop!!! OTherwise they don't get the 50% Math hammer bonus.
LC's Comment: CRUCIAL!!! Make sure the two workers quarrying the marble finish the quarry before the GOldCity workers chop. Otherwise we don't get the 100% marble hammer bonus.
LC's Comment: FastWorker3 on GoldCity-1N chops.
LC's Comment: FastWorker1 on Marble-1NE moves to GoldCity-1NW and chops.
LC's Comment: CRUCIAL!!! MM GoldCIty to make sure the ORacle completes in 1 turn.
 
Ooh, nice. It looks like the really tight bits are the hammers in Gold, and everything in Delhi.
Good idea 2popping the marble settler, and getting the stonehenge failgold.

I'll play it through in the test save in an hour or two, to see how it feels, and then put together a PPP.

btw: it's only Vanilla where you have to improve the marble before chopping. Since Warlords, chop hammers are added at the end of the turn, by when the marble should already be connected.
 
Like a glove, that plan fits together, it does. :goodjob: I like how everything comes together on that final turn - GS pops, bulb Math, marble quarry done, 2 chops, Oracle completed.

In playing through it I had a few questions:

1. In moving the warrior built in Gold-E to the west, we could also move him through the forests along the coast to the south. This is better defensible terrain. There are still points of risk of course... BTW, Toku had two workers on the corn that could have been stolen by this warrior!!! Probably not worth the risk here since we must be able to settle marble city for this plan to work.

2. You have the details for T53 split into two blocks. The first time through, I hit end turn before seeing the "CRUCIAL!!" MM details for the turn above.

3. On T55 when we settle gems, should we work a 2F1H tile or a 2F2C tile? We're building a barracks which won't be completed until after the granary, so this 1H is not crucial to anything. I'm not sure if those 2C will make a difference either. Is 1H > 2C.

4. Nice work on the road so as not to waste worker movements to the pigs and later the marble! I knew if I challenged you to getting the pigs done you'd figure it out. ;)

5. It's hard to say which is better, but it's possible that Fishing -> Pottery is better than Pottery -> Fishing. The 15 bonus beakers means we start the granaries one turn later. The cities in question are generating 3, 4 and 1 hammers for a total of 8 earlier hammers. Again, are 8H > 15:science:?

6. On T59, I lost a worker in our cultural borders to a barb warrior in Gold-E. We'll have to be very careful about when barbs can enter our borders. I wasn't even paying attention. EDIT: Maybe the warrior completed in Gold-E can hang around to protect these guys.

7. On T61, I'm assuming we switch from the gems mine to the pastured pigs, right?

8. On T62, we get access to Toku's corn. We could work this tile for one turn, growing 1 turn sooner which allows us to gain back the lost 3H by not working the gold. Probably not worth trading 8C3H for 5F though. Just thought I'd mention it as an option.
 
I'll play it through in the test save in an hour or two, to see how it feels, and then put together a PPP.

Sounds good. Maybe play through the completion of SH??? Please include in your PPP anything that would make you pause play (i.e. Toku sends an archer our way, Toku won't talk, we lose a battle, a barb shows up, etc.).
 
a few questions:

1. In moving the warrior built in Gold-E to the west, we could also move him through the forests along the coast to the south. This is better defensible terrain. There are still points of risk of course... BTW, Toku had two workers on the corn that could have been stolen by this warrior!!! Probably not worth the risk here since we must be able to settle marble city for this plan to work.

2. You have the details for T53 split into two blocks. The first time through, I hit end turn before seeing the "CRUCIAL!!" MM details for the turn above.

3. On T55 when we settle gems, should we work a 2F1H tile or a 2F2C tile? We're building a barracks which won't be completed until after the granary, so this 1H is not crucial to anything. I'm not sure if those 2C will make a difference either. Is 1H > 2C.

4. Nice work on the road so as not to waste worker movements to the pigs and later the marble! I knew if I challenged you to getting the pigs done you'd figure it out. ;)

5. It's hard to say which is better, but it's possible that Fishing -> Pottery is better than Pottery -> Fishing. The 15 bonus beakers means we start the granaries one turn later. The cities in question are generating 3, 4 and 1 hammers for a total of 8 earlier hammers. Again, are 8H > 15:science:?

6. On T59, I lost a worker in our cultural borders to a barb warrior in Gold-E. We'll have to be very careful about when barbs can enter our borders. I wasn't even paying attention. EDIT: Maybe the warrior completed in Gold-E can hang around to protect these guys.

7. On T61, I'm assuming we switch from the gems mine to the pastured pigs, right?

8. On T62, we get access to Toku's corn. We could work this tile for one turn, growing 1 turn sooner which allows us to gain back the lost 3H by not working the gold. Probably not worth trading 8C3H for 5F though. Just thought I'd mention it as an option.
1. Originally I was moving him along the coast, but then he gets to that one spot where he has to move on the plain unprotected. My latest thinking is that maybe we shouldn't even risk him at all. He could stay somewhere just north of the marble and defog all but two tiles. Then after Gems is done, that warrior joins him to make the move to the hill as a pair, just before the Marble Crab settler has to move. Much more likely to encounter a barb unit, maybe even an archer, but less likely to fail to protect for the Settler. I don't know, but when I lost that warrior in the test game, I ended up with a barb archer and a barb warrior at the same time down there. It's problem.

2. FIxed, thanks.

3. We could try to see if this gets Fishing(1t)>Granary(1t) done as fast as Granary(2t) (>Fishing), because it's already close.

5. If Pottery first completes a granary a turn sooner or optimizes it better for a half-full granary, then you might have to add some food to the equation. Pure speculation without testing, but my hunch would be to go with the Pottery, just to get the granaries done asap for continuing war mobilization. At some point, our research is going to suddenly be unimportant for some period of turns.

6. Excellent observation. That's the danger of Test Saves. It's easy to lose sight of random possiblities.

7. Fixed, thanks.

8. In my tests, we automatically grab the corn when Toku doesn't build a library. It needs to be monitored to make sure we have enough hammers for the Oracle.
 
I'll play it through in the test save in an hour or two, to see how it feels, and then put together a PPP.
WHen you test it, you might try Mitch's idea of working the 2f2c instead of 2f1h in Gems to see if it gets us Fishing(1t)-Pottery(1t). I doubt it's enough, but then again, I did optimize beakers toward the end, so I don't konw what's available.

.
 
One thing I haven't gotten around to is counting the number of worldwide cities to see if barb units are spawning yet. If we kill that lion this turn, it'd be nice to know if it's likely to be replaced by a unit or not. I'll do that now.
 
Top Five Cities Demo Screen

Anyone konw if it's possible to have pop6/pop3(Mahad)/pop4/pop4/pop4 on the Top 5 list while there is also a pop5 not on it?
 
Early on, it seems that the top 5 is driven by pop. As time goes on, other things come into play. I'm not 100% sure but I would think that a pop5 city would be ahead of any pop4 city, especially since all have a single religion in them.

I guess it's possible that the 3 pop4 cities are owned by Creative civs and have had an extra border pop while the pop 5 city is not... wild guess...

Are you sure that there is a pop5 city or are you speculating?
 
LowtherCastle said:
It also means, we need to think carefully in advance whether we want to keep a city or not, when it revolts the first time.
Thanks for testing that we can disband a Culturally-captured City.

Let's just remember that if it's a Barb City, it will give us the choice the first time that the Barb City revolts, so we won't have an advance warning for such a City.

The implication, though, is that if a Barb City is in an inconvenient location, we will have a work-around for getting rid of it... it probably won't matter in most cases but it might if we, say, need to build a Culturual Bridge City without having Astronomy or whatever.


ZPV said:
btw: it's only Vanilla where you have to improve the marble before chopping. Since Warlords, chop hammers are added at the end of the turn, by when the marble should already be connected.
While true, Quarrying before Chopping reduces our loss if a misclick causes us to end the turn prematurely.


Mitchum said:
BTW, Toku had two workers on the corn that could have been stolen by this warrior!!!
Unless you have a Woodsman II Warrior, while we're at war, we're not going to be able to capture Toku's Workers in this manner, so worry not.

It will suck to have him Farm his Corn though, as that'll mean it'll be quicker for him to whip an Archer, which could cause his Power to rise sooner than we were hoping.

You're just talking about the test game, though, right? Or do we see 2 additional Workers in the real game, too?


Mitchum said:
5. It's hard to say which is better, but it's possible that Fishing -> Pottery is better than Pottery -> Fishing. The 15 bonus beakers means we start the granaries one turn later. The cities in question are generating 3, 4 and 1 hammers for a total of 8 earlier hammers. Again, are 8H > 15?
Another consideration: by delaying one of Fishing or Pottery, could another AI that does not know that tech learn it before we start research on it, thereby possibly gaining us a bonus Flask from piggy-back research?

I.e. Do we know if any of the AIs that we have met already know any of these techs? Do we know if one or more of said AIs knowing said techs would gain us any bonus Flasks?
 
Are you sure that there is a pop5 city or are you speculating?
Every so often I go braindead and can't figure out the number of cities on the map. That's happening. This is what I have:
Code:
Turn Wrld   MaxAI  AIAve  MinAI  Total   Change  CityPop         AI Cities              Our     Total  Hindu Hindu Budd Budd Non-Rel Barb       
     Pop    City   Pop    City   Points  in Pts  changes                                Cities  Cities %     Pop   %    pop  pop     CitPop         
---- ----   -----  ------ -----  ------  ------  --------------  ---------------------  ------  ------ ----- ----- ---- ---- ------- ------        
                                                                                                                             
32    39     150   48.111   7     433      42     p4,p3          6,5,4,4,3,3,3,3,2,2,1  2,1       13     5    2     82   32    5      0   
33    43     150   48.444   7     436       3     Osaka,p1,?,?   6,4,4,4,3,,,,,,1,1,    2,1       15+    4    2     76   33    8      0
In other words, the world pop increased 4 people, but the change in AI PopScore only changed by 3. The number of non-religious people increased by 3 and Mahad's got a non-Buddhist city that had pop3 on T32, so it might have grown by one or not. That means at least 2 new people are non-religious. Furthermore, those two had to be new cities, because the only other new cities are Zlatorog and another from 2 turns ago, so they couldn't have gorwn to pop2 yet. Osaka is one of those two or three new cities.

Furthermore, the Top Five Cities Screen lost a pop5 city between T32 and T33.

So, there are definitely at least two new pop1 cities. That gives +2 on the PopScore and +2 people. The new people are not OSS and not barbs. That leaves +1 on teh PopScore and +2 people. How to get that?

.
 
Okay. I figured it out.

Code:
City  Score Pop
p1      +1   +1
p1      +1   +1
p1      +1   +1
P5>p4  -42   -1
p3<p4  +27   +1
p2<p3  +15   +1

Total   +3   +4

or

City  Score Pop
p1      +1   +1
p1      +1   +1
p1      +1   +1
P5>p3  -69   -2
p3<p4  +27   +1
p3<p4  +27   +1
p2<p3  +15   +1

Total   +3   +4
 
OK, so how many cities are there on the map and what does this mean with respect to human barbs and when they can enter our culture?
By my determination, on T33 we went from 13 to 16 cities, worldwide, thus starting the Age of Barb Unit Spawning.

We're now at 18 cities worldwide.

At 20 cities, the Age of Barb City Spawning begins.

At 30 cities, barbs will attack our cities. (If I'm not mistaken, they will attack 1 tile deep into our culture some time before then, but ZPV will have to verify that.)

------------

So, killing the barb lion means replacing it with a barb warrior or barb archer... :eek:
 
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