VoiceofUnreason describes religion spread mechanics:
http://forums.civfanatics.com/showthread.php?t=237869
So if we're connected to the capitol, its about 10% chance each turn to get spontaneous spread. Unconnected, its 0%.
I used to think adjacent (touching) culture borders was enough if you are in the same civ. But now I tend to think VoU is correct. Need a road(wheel), river, or coast (sailing), or ocean connection (astro) to the holy city for spontaneous spread.
Test games are only practical in the game start when the map-building is easy. I've never used a spreadsheet either. Different playstyles complement each other and more diversity is good. The SGOTM does not need to take up a lot of anyones time, even though the game will not be done for about 4 months from now.
This is the highest number of (actively participating) players we've ever had, so it doesn't suprise me that it takes a while to get a consensus on anything. I don't think we should expect that we will all agree on anything, ever, in this game. But that's ok, as long as we don't let it distract us from discussing the important stuff. At some point we'll leave a lot of these kinds of decisions (mine vs FP) up to the active player.
FP versus mine is a meaningless decision. Same could probably be said for BW vs. AH. But it's standard practice in diplomacy to build up a working relationship starting with very small decisions (like shape of the negotiating table). So from a team perspective I think its useful that we are learning how to work together with these kinds of decisions first before we tackle the big one, the only one that will probably matter:
Which victory condition will win this game? Micro won't matter if we pick the wrong one.
We're not ready to answer the question. We don't know enough yet. So I think we should prioritize finding out more about the map while we block off our land. The sooner we know our VC the sooner we'll get started on it and the sooner we'll win. But some steps like blocking Toku, stealing workers, REX etc are good no matter which VC we try.
Green from me fwiw.
http://forums.civfanatics.com/showthread.php?t=237869
Spontaneous Conversion
At the end of each player's turn, each of his cities is checked against each religion to see if the city will spontaneously convert to that religion. To be eligible, the city must be free of religions, and must be Trade Network Connected to the holy city.
Very rarely, you will see the announcement that you have founded a religion, and immediately find that it has spread to other cities. This demonstrates the timing of the game mechanics; after you hit end turn, your research occurs, followed shortly thereafter by CvCity::doReligion. The technology splash screen appears after all of this, at the beginning of your subsequent turn. With truly unfortunate timing (and rather dubious prioritization), you could theoretically find that - having founded a religion - you have a converted city (immediate spread from the holy city) but ruins where your holy city may have briefly stood (were it razed by one of the opposing players.
Trade Network connected means almost what it sounds like; there must be a connection between the converted city and the holy city - that is, the cities must be part of the same plot group. Plot groups are determined by explicit routes (roads, railroads), and terrain routes (oceans, rivers, coastline). These latter types depend on which technologies have been discovered by the owner(s) of the cities. Why almost? Because cities can connect through a closed border.
Two factors determine the probability that the city will convert, given that it is connected to the holy city.
The first factor is plot distance, expressed as a percentage of the maximum possible plot distance on the map.
Two different distance terms are used in CIV. Step distance treats diagonals as one unit of distance. Plot distance treats them as roughly 1.5. When you watch a city expand its cultural borders, you are seeing it expand using plot distance
In an unmodded game, you'll observe about 10% per turn if you are in the immediate neighborhood of the holy city, falling off to 0.1% at the furthest corners of the map.
The second factor is the amount of influence the holy city has - the only building which affects the influence is the shrine, which doubles the probability that the religion will spread.
Although all of the religions are checked each turn, the test is interrupted if the city converts, so you will only see one spontaneous conversion in a city. The religions are checked in order, so there's a probably-not-perceptible bias in favor of Judaism.
So if we're connected to the capitol, its about 10% chance each turn to get spontaneous spread. Unconnected, its 0%.
I used to think adjacent (touching) culture borders was enough if you are in the same civ. But now I tend to think VoU is correct. Need a road(wheel), river, or coast (sailing), or ocean connection (astro) to the holy city for spontaneous spread.
Still, I may think twice before playing another SGOTM, I can't be bothered to spreadsheet or test-game everything. for those who do, I guess I'm just more reckless for wanting to plan a little less.
I vote:
-finish the mine first
-tech AH, hunting+AH or BW. Whatever. Get some resource visible.
-we actually play a few turns soon
-I get some (more)
Test games are only practical in the game start when the map-building is easy. I've never used a spreadsheet either. Different playstyles complement each other and more diversity is good. The SGOTM does not need to take up a lot of anyones time, even though the game will not be done for about 4 months from now.
This is the highest number of (actively participating) players we've ever had, so it doesn't suprise me that it takes a while to get a consensus on anything. I don't think we should expect that we will all agree on anything, ever, in this game. But that's ok, as long as we don't let it distract us from discussing the important stuff. At some point we'll leave a lot of these kinds of decisions (mine vs FP) up to the active player.
FP versus mine is a meaningless decision. Same could probably be said for BW vs. AH. But it's standard practice in diplomacy to build up a working relationship starting with very small decisions (like shape of the negotiating table). So from a team perspective I think its useful that we are learning how to work together with these kinds of decisions first before we tackle the big one, the only one that will probably matter:
Which victory condition will win this game? Micro won't matter if we pick the wrong one.
We're not ready to answer the question. We don't know enough yet. So I think we should prioritize finding out more about the map while we block off our land. The sooner we know our VC the sooner we'll get started on it and the sooner we'll win. But some steps like blocking Toku, stealing workers, REX etc are good no matter which VC we try.
Green from me fwiw.