SGOTM 13 - Plastic Ducks

Everyone please answer these questions, it will be easier to move forward:

  • next city = gold+fish+clam? 3rd city by Marble (not on)
    OK
  • next techs = mysticism>masonry?
    OK
  • we are aiming at 1500~1375BC Oracle using the Marble?
    OK
  • finally, who would like to play the next set?
Not me :D I've had my share of completing the Oracle in the past 2 SGs...

Replies in bold.
 
  • next city = gold+fish+clam? 3rd city by Marble (not on)
  • next techs = mysticism>masonry?
  • we are aiming at 1500~1375BC Oracle using the Marble?
  • finally, who would like to play the next set?

1. Fine by me.
2. Sounds good, too.
3. We are.
4. I wouldn't really mind, though I haven't actually popped in the Civ4 for quite some time (school work and sports have been getting in the way)
 
3 x yes
1 x no (playing around with the ffh2 scenarios + some modmods. hof mod messes things up, so i prefere right now to do simulations/planning then actually playing a set)
:goodjob: for madviking playing the set

question:
whats the plan for the next set or better put, where should it end?
 
Counting myself and Duckweed (I assume), we have 5 yes votes.

Length: we need to define a turning point in the plan.
Possibilities:
-after Masonry
-after some scouting
-after a certain micro point

I'd say we should at least have Orleans at size 2 but how much further depends on micro options. Post your general micros until Oracle completion and we'll go from there.
 
I agree that scouting should still be taken into consideration for turnset stops.
There may be more godly spots we want to settle asap.

I'll try to see how many turns to the Oracle can be shaved from my previous try (same general line of action).
 
folks, i have to tell you something (after trying for currency with commerce optimized):

it simply hurts way too much whipping stuff with tons of food, beeing char and NOT having granaries... ...so i aborted this... ...simply feels way too wrong.

instead i played a more concentrated version of mc pick (t101) with getting pottery after masonry. only on a side note, this also is a much safer oracle date btw...

playing up to t110 we have:

pop 4 cities with pop 16 in total
next settler from capital in 3 (if whipped) or in 8 if normally finished
from gold city a settler this turn or a forge (3 pop whip)
a scouting warrior + a scouting wb
4 lighthouses, 4 granaries, 1 monument
40 research at 80%
if going directly for currency, it would be in in around 20 turns
if going for mono first, it would be around 28 turns (mono is only worth it, if we decide on going for the moai thingies soon)

...

i simply cant see, how the currency pick can keep up with that. we are crunching numbers like mad here and basically we all agree that on this map, production is the limiting factor. working coasts with lighthouses will bring in enough gold to keep research going really fine up to having 6 cities

and whipping stuff in all cities up to turn 110-115 (depending on when we get currency with the oracle) without granaries is sooooooo ugly, even more since we basically have to rely on whipping production here and get our commerce from cotal tiles (of which we can work more if we grow faster:))

-> i think the faster growth from getting the granaries earlier makes up for the extra trade routes from currency. and the additional whipping power and infra we can get in our 4 initial cities going down this path simply is so much better...

we can set up for example gold city around t110 to 3 pop whip settlers for the next 50 turns having already lighthouse, granary, monument + forge in the city or, whithout the forge said city can already whip the first settler at t110, so we can go with the ov whip in our capital for the moais not depending on it alone for getting settlers our...

...

to summ things up:
want metal casting, hate currency from the oracle:lol:
 
[...]yea, i know about the beakers beeing the bottleneck here, [...]

[...]
i simply cant see, how the currency pick can keep up with that. we are crunching numbers like mad here and basically we all agree that on this map, production is the limiting factor. working coasts with lighthouses will bring in enough gold to keep research going really fine up to having 6 cities[...]

:undecide:

What truly is the bottleneck?

Being able to produce an army to take out the map OR achieve the techs necessary to produce said army?

My feeling is that if we expand fast without any economic benefit, we will fall behind on the techs compared to slower expansion+tech heavy focus.

However, there is a way to decide.

First, we have to decide what kind of army we want. Duckweed mentioned Catapult based and I think we can agree this is pretty much a requirement.

I'd say we can use the SGOTM12 approach once again, Macemen+catapults.
Therefore key techs are:
1-Civil Service
2-Machinery
3-Construction
4-Engineering (mainly for the +1 movement)
5-Steel (mop-up phase possibly if the game drags that long)
6-Astronomy (faster shuttling of troops and possibly required to access enough land)

We could also consider horse-based techs later on for cleaning up although it's quite off path from this point.

The first 3 techs are the key to this approach. How fast can we acquire them?
Is Oracle>Metal Casting going to achieve this faster?
or
Is Oracle>Currency going to achieve this faster?

Undoubtedly, Currency first - the difference in tech cost is marginal but the additional traderoutes will pay off nicely.
Remains to be seen by how many turns!

Second, on the production side of things... how many hammers ahead does Oracle>Metal Casting put us vs Oracle>Currency.

Two things to consider:
a) Metal Casting first will give more production available from t100~t110. However at around 6 cities, we will be fishing for an income resource until we manage to crawl to Currency, presumably. Therefore we will stagnate expansion for a little while. You also get the 25% extra bonus from the Forge but since it costs 180H, we will not see benefits from it until the city produces 720H after the Forge. The only immediate uses of a Forge at this point are Colossus and +1:) from gold.

b) Currency OTOH gets a delay in production from t100~t110 as the capital is tied down with a longer build of The Oracle and cities try to maximize their commerce output. But, we can keep expanding! CoL is only 1~3 tech further and a 2-pop whip of a CH means we can keep expanding for a long time without worrying. How many more turns of populations will we be getting after t110 compared to Metal Casting?

If this is higher than the a) approach, then clearly Currency>MC. If not, then we will need to see how soon we can materialize an army to start attacking the AI.

How can we test this???
-longer tests. Really, we are at a deciding point in our strategy so we need to see how SOON we can start attacking an AI.
-let's try testing until Civil Service+Machinery+Construction are researched. Keep tabs on city population points (not total - a size 4 city is much better than 2 size 2)every 10 turns and note the turns techs are discovered.
-infrastructure priorities: granaries, lighthouses, courthouses, barracks. Everything else is just bonus although Monuments might be necessary in some cases.

I'll try adding some more random land in the test game later today so we can keep expanding while testing.
 
@ kossin:

to clarify:
research is the bottleneck for getting currency from oracle
production is the general bottleneck on this map.


if we dont pick currency from the oracle that leaves us only with the production thing

something else:
we can also think about breeding a ge from the mc-oracle pick. then we can either build the mids for free (the colossus or whatever) or pick machinery as freebee, therefore going wild with catas+cbs+swords

mids would help in research and in production (police state), whereas the machinery pick would allow us to get nice units very early (before lbs, cbs + some spears + some catas crush everything)

...

concerning longer tests:
for that we need to know a bit more of the map, to know where to place city 3-6 which will be essential for the tests

...

another thing:
a MAYOR boni from the mc route is the fact, that we get pottery (granaries) a lot earlier we are talking about 25-30 turns here if we would put pottery directly after masonry, which means faster growth and therefore more commerce form working coast
 
next city = gold+fish+clam? 3rd city by Marble (not on) OK
next techs = mysticism>masonry? OK
we are aiming at 1500~1375BC Oracle using the Marble? OK


First, we have to decide what kind of army we want. Duckweed mentioned Catapult based and I think we can agree this is pretty much a requirement.

I'd say we can use the SGOTM12 approach once again, Macemen+catapults.
Therefore key techs are:
1-Civil Service
2-Machinery
3-Construction
4-Engineering (mainly for the +1 movement)
5-Steel (mop-up phase possibly if the game drags that long)
6-Astronomy (faster shuttling of troops and possibly required to access enough land)

Agree.


Regarding the MC vs. Currency discussion:
I also think that delaying Granaries for so long is the main disadvantage of Currency but probably only Tests will show some 'hard numbers'.

And the other thing with Currency is that we maybe have nothing in the end ... shouldn't therefore Currency not be much better than MC? Otherwise I would go the safe way...

Snaaty got MC t101 and kossin Currency t107(8).
 
Quick opinions on Kossin's questions: (Note: got distracted yesterday, so the content here doesn't reflect contributions in the last several posts...)

Marble city:
I think we should consider founding City 3 directly on the Marble:

The short term tradeoff is:
SW of marble: clams in first ring
On marble: immediate marble, +1H in city center; forests in 1st and 2nd rings

Long term (tiles improved and lighthouse):
SW of marble: (Center, clams, marble = 8F 4H 5C) and 1 grass, 14 coast, 3 ocean
On marble: (Center, 2xclams = 12F 2H 5C) and 2 grass, 14 coast, 2 ocean

A workshop on the 2nd grass lets us trade 1F for 1H if desired, so the tradeoff could be 1H (SW of marble) vs 3F (on marble) longterm.

Next tech:
As Snaaty has pointed out, whipping w/o granaries is painful. What about Pottery next?

Note that this is works well with settling on the Marble since there's no need to build a Quarry+Mine to connect the Marble, so neither Masonry nor Priesthood has to be finished before starting the Oracle.

Oracle timing and madviking playing:
Good, great!

REX cost control:
Also, I see three ways to defray the costs of REXing: Currency, Colossus and Courthouses. On a per-city basis:

Currency: +1 tr per city ~= 2(domestic tr) to 3 (foreign tr) gpt/city (Available immediately with tech (domestic) and OB (foreign) w/AI)
Colossus: +1C per water tile ~= 3-4gpt/city (Available after ~360H for Forge+Colossus w/Copper in some city. Requires as-yet-undiscovered copper source/city)
Courthouses: 1/2 maint per city ~??gpt/city (Available with 2-pop whip in each city)

I'm having trouble getting a handle on how much courthouses will actually benefit us. Does anyone know if the distance and NumCities maintenance formulas in
this post are still accurate?
 
@snaaty

I agree that Pottery is a very important tech. However, there are many other techs are very important as well. We just have to judge the trade off.

If you take a look at the progress of last 2 SGOTMs, especially SGOTM11, which presented a quite similar situation as this game. You can notice that the limited factor of going for the war is the tech. Especially if we need Astronomy for the victory, then no doubt research is the ONLY bottleneck of this game, production is NOT. Because when you reach ~1AD, no matter how you delay the granary, most of your cities should be already available for producing units. Assume we have 5 mature cities at that time, we simply need 5 turns to amass the necessary stack to go.


@ kossin:

something else:
we can also think about breeding a ge from the mc-oracle pick. then we can either build the mids for free (the colossus or whatever) or pick machinery as freebee, therefore going wild with catas+cbs+swords

mids would help in research and in production (police state), whereas the machinery pick would allow us to get nice units very early (before lbs, cbs + some spears + some catas crush everything)

If you expect the GE from Forge, then either it's no guarantee (mixed with Oracle) or it takes too long time (from other city). Moreover, how about the GS?

Even with the stone, mids is out of my consideration simply because we are short of production and there are many stuffs to be built in capital. Moreover, representation won't be better than HR in this game because of the high maintenance and we won't run many specialists before settling all the good sites. There is also chance that we can capture it from AI.
 
I'm having trouble getting a handle on how much courthouses will actually benefit us. Does anyone know if the distance and NumCities maintenance formulas in
this post are still accurate?

CH is hardly worth the effort before you expand to a certain number of cities (I'd say 8~10 cities in this map). Even with the discount, 2 CHs is more than a settler, but a good city give more than 2 CHs. In another word, CH or the tech of CoL is unnecessary before we expand to ~10 cities and that's ~1AD and no doubt we already have the tech.
 
@ mid gamble:

buiding the mids isnt worth it. trick is to get the forge in a city that HASNT built the oracle and to build the mids with the GE;). its a close call on timing, but with our gold city it MAY work (needs to be tested)

...

@ kossin:
i also think testing both approaches (mc vs currency) for comparisson needs to be done. but getting all the way down towards maces + catas is a) very timeconsuming and b) depends on too many other factors f.e. trades with other ai, mistakes/tricks, whatever.

what i would propose:


we play both variants up to the same tech so we can really compare them. this would be around t130:

in deatail that would mean:
the currency beeliner go mono+mc after taking currency from the oracle and stop the turn they have accomplished this goal.
the mono-mc beeliner go currency after...


we then compare:
what turn do we have the same tech (so we see whose faster)
how many hammers we have in buildings (total production so far)
how many hammers we have in units (counting everything, settlers, workers, scouting wbs)
how much pop do we have in total
how many cities we have in total

it should then be rel. obvious which approach is better and like that they can be nicely compared.

special rules for the testing map:
kossin, you need to expand the testing map, so we can put down 8 cities in total. please mark the spots where we are supposed to settle the cities and in which order (just put in numbers where the cities are supposed to be), so everything is the same expect the tech-path
best would be, to put us isolated, so some meeting ai´s some dont interfer into the comparission

on a side note:
the mc beeliner will get mono, the currency beeliners wont get the religion, might be interesting how much it spreads up to turn 130 on average (for the prod. bonus under org reli.), in case we want to evaluate this also

question:
do we want to include the ge-mids thingy into the comparisson? i guess i might pull this off on this map with a little fiddling (i.e. building the forge in gold city for the 100% on the ge)
 
I will answer more lately but what I want to put down absolutely right now:

@Snaaty
-yes you are right, I will fix the test game tonight, reveal tiles and show the city locations with landmarks
-the test needs to be longer than until MC+Currency. Oracling Currency doesn't mean you would go Metal Casting next! Actually, I probably would go Myst>Poly>PH>Writing>Math>(Currency)>Pottery>[CoL+Civil Service, Aesthetics+Literature, Monotheism] MC would come at a later point really. With Copper then yes maybe earlier.
-I think the impact of Currency vs MC impacts to much further than t130 but it might just be the snowball from there
-testing isn't actually THAT long :)

Alternatively, if we want to gamble more on The Oracle, we can do
Myst>Poly>PH>Pottery>Writing>Math>Currency
But that's pretty pushing our luck :D
Don't think it's actually worth getting Pottery earlier because of the need for beakers though.
 
Barb galley test results:
I ran tests on three different maps (2 on each map = 6 test runs)

The turn when a barb galley destroyed the first workboat:

t116 --1100BC
t135 -- 625BC
t120 -- 1000BC
t98 -- 1550BC
t126 -- 850BC
t119 -- 1025BC
 
Test game screenshot:

Spoiler :
civ4screenshot0001r.jpg


Pottery-Myst-Mason-Poly-PH-Mono

Settled on Marble, chopped both forests into monument, but probably should've waited on 1st ring forest since 2F0H0C is bad to work.

Whipped pre-built Settler and Galley into Oracle

Didn't utterly optimize for wb, galley exploration.

Not convinced this way better than Snaaty's, but probably shows that Pottery before Mysticism doesn't lead to too much difference in Oracle/Mono dates for MC slingshot.
 
@ mid gamble:
buiding the mids isnt worth it. trick is to get the forge in a city that HASNT built the oracle and to build the mids with the GE;). its a close call on timing, but with our gold city it MAY work (needs to be tested)
You mentionned using the GE for a Machinery bulb earlier.
I think it would be more relevant to this game. Starting conquest fast (even though with 1-move units) can be a determining element in the outcome of the game.

I have about the same thoughts as Kossin regarding the future tech path if we Oracle Currency (similar path to Gandhi's SGOTM11, right ?). That would lead to a war with maces, having invested 3440 base beakers for Litterature + Civil Service + Metal Casting and then another 1140 for Machinery. Hopefully, we could trade for Construction but that isn't a given at all. Many beakers are needed but the economic benefit would be just as strong.
Bulbing Machinery would make the actual military tech cost very low = 325 (Iron Working) but the time needed to pop an Engineer would offset that low cost, I think. My (almost) blind estimate is that we would need 40 turns or so after the Forge is complete to pop the GE. If we then head to Mathematics and supplement GE points with the Hanging Gardens, that is.
What would we research in the meantime ? Probably Currency + Civil Service (forgoing the marble wonders) ? Or straight marble wonders + Currency ? If it were Horseback Riding, i would be tempted, hahaha ! Not sure that's how a SGOTM medal is won, though :lol:
My guess is that during those 40 turns, the Oracle + Currency approach would be far ahead in techs + REx (better commerce output + less infra needed).
However, here is a very real question : will wonder-building hasten conquest ? It will certainly give us tech advantage vs the AIs but straight production can do the job as well.

Has anyone ever tried a "fastest conquest possible" type of game ? I haven't...
This post may not add much to the discussion, but I'm really wondering, here, and would appreciate if one of you would take the time to make a point about it :)


@ Whipping without Granaries :
Yes, it hurts. If we're going for an early tech race, though, it will pay off.
Granaries would definitely be a high priority after Mathematics. If we Oracle Currency, the deal is Masonry vs Pottery, I guess.
 
i remember a challenge on the strat forum that was based around the fastest conquest possible.

it was a sneaky pangea map, immortal. fastest approch was with knights, around 1000 ad. maces + cats took longer, if i remember right it was about 1500 ad. once reaching knights, research was switched off and every riding unit was upgraded... ...from then on things went really fast

it was played with byzanz, so the kataphrakts (str. 12 knights) might have tweaked the outcome a bit.

-> if you are interested, i can provide a handmade map similar to this one, with 6 ai on 2 continents and us on some islands inbetween. so we can run a full game to test the best approach on this. im still tempted to go with knights, cause they ignore the fiststrikes of lbs. shock knights als do quite well against pikes btw, but if the ai gets to pikes we are doing something wrong anyways i guess...

-> going down the knights path and looking at our lousy capital for bureau. im tempted to evaluate a knights beeline the better option, leaving the whole bureau. path behind:

oracle-mc-forge-ge
ge-machinery
math-currency-mona-feuda
guilds
research off

the big question im asking myself rifght now while writing this:
might it be worth to go for the france uu? has also 2 move and str. 10... ...big boni: it can be drafted and with a ga we could bulb nationalism:confused:
 
Hmmm... Interesting ! So you don't have a clear cut answer either :goodjob:

Maybe we haven't discussed enough about a war plan, yet.
An obvious problem is that we have absolutely no knowledge of the available strategic resources.
I find a 2-move war very appealing (+ knights are a unit I love ; they allow to set up some serious commerce + hammer infrastructure).
Using the espionnage slider to revolt cities is something that can be used (quite) effectively with Knights.
(I'm currently doing the Knights+spies approach in this not very challenging game to some success ; we can't really compare it to this SG because of the unreasonable amount of land available, though.)

Regarding Musketeers, my feeling is that starting warring with them is far too late. Reinforcing frontlines with them, on the other hand is all right.


@ Handmade map :
I would test it, sure ! My execution is far from godly, though.


@ Current concerns : we still have some time decide on the Oracle's pick. Until Mysticism is done, at least. Maybe after Masonry is ok as well.
Finding a strategic resource would help greatly foresee future plans.

@ 3rd city's location :
Settling on the marble to get the resource immediately isn't needed, in my opinion. Getting 2 forests to chop is nice but it will require us to invest into a Monument, which costs almost as much as the chops grant.
--> I'd favour the faster growth of the city and settle on the forest (by the way : if we build the settler with Paris @size6, we will have time to chop the forest : +6H in Orleans ; if we build the settler @size5, then no).
Which leads me to :

@ Building the 2nd settler :
We intend to grow Paris to size 6 and 2-3pop whip it, right ?
Size 5 + 2pop whip is also possible.
Have we determined the better option, already ? Well, I'll read again what tests we've done...
 
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