SGFN-08: Random AWM Succession Game

Preturn:
A bit of MM in most towns: Hamburg & Frankfurt were wasting shields on the last turn of finishing something, so changed them to food. Königsberg was working a forest for 1/2/3. Changed to mined BG (as long as Leipzig doesn't need that tile) for 2/2/1. I think the extra food is more important at the moment than 2g. In fact, by working the food tile they will finish their projects even faster than by working the shield tile!
Arrange Leipzig so that it makes 6s,5f on coming out of riot.

Changed Frankfurt to library and Königsberg to harbor. Both will pay off pretty soon. Move a spear from Berlin across the river near Frankfurt, so they have protection in case of a Scandinavian landing. (In general units from Berlin will take over protection of the NW area if necessary, until Frankfurt and Königsberg have their own barracks.)
Change BC and HD to settler. I have my doubts now, whether my calculation in the preflight plan was correct, because corruption is quite high out here and may already eat a second shield at size 2. But even in that case the settlers would complete in time: BC would on turn 11 instead of 9 and HD on turn 18 instead of 15, still just in time for the settler from Leipzig that will arrive here on turn 18.

Set research to 0% and lux to 10%. (Can be reduced to 0% next turn, after Leipzig shrinks.) A quick look at F4 shows that the Netherlands know Masonry, CB and Mysticism. So no need to research those, the next contact or Scandinavia will bring (would have brought) us these soon.

Move the warrior onto road network. It can play MP duty somewhere, replacing a spear that will then be free for blocking the approaching Dutch spear.

IBT: Leipzig settler -> worker. Hamburg archer -> archer. Scandinavia starts GLH.

Turn 1 730BC: Notice that Utrecht has grown to 2. Perhaps a good opportunity to take it? But I'm sure, they'll rush a spear there soon. Stack moves 1S.

Turn 2 710BC: Utrecht still at size 2. But I think, Rotterdam is more important. Fresh troops from the core can take Utrecht quickly, once we have roads in place. Stack continues south.
Switch two tiles between Leipzig and Königsberg, so that Frankfurt can use Königsberg's BG for a turn. Together with two shields picked up on growth, Frankfurt will finish the lib 1 turn faster.
Berlin makes 6s at the moment, but will pick up two on growth for the missing 8 to finish the archer.

Dutch archer is perfectly blocked:
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IBT: A Persian warrior discovers our eastern curragh and we discover Mysticism and Horseback Riding!
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Leipzig worker -> worker. No popup for the finished archer in Berlin?!

Turn 3 690BC:
Checking Berlin. Darn! Why on earth did the governor pick the 2/1/2 tile??? Governor settings are "emphasize production"! No food, no commerce! Can anyone explain this?
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I've never seen this before! This stupid bug wastes a ton of shields.
Oh no, and the same in Frankfurt!!! The governor picked this lousy tile over two roaded forests:
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Can it be, that these two settings cause this strange bug:
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I've never used those two. (Who set them anyway?) I keep a copy of the previous autosave and make a test without these two options activated. I will deactivate them now everywhere, because if this happens in Leipzig, it will mess up our SF big-time!

Anyway, for now I'm giving all Berlin's mined BGs to Frankfurt and Hamburg, so that we don't waste too many shields. That way Frankfurt still gains a turn on the lib.

Rotterdam shrunk from 2 to 3! Oh well, that means an extra spear waits for us... The attack begins:
archer 4/4 beats spear 3/3, 1/4 remaining.
archer 4/4 looses to spear 3/3. Spear remains at 3/3!
archer 4/4 looses to spear 3/3. Spear promotes to 3/4.
archer 4/4 looses to spear 3/4. Spear promotes to 2/5.
I risk one of our elites now.
archer 5/5 beats spear 2/5, 2/5 remaining.
archer 5/5 beats archer 3/3, 1/5 remaining. (Phew, close shave!!)
We capture Rotterdam and a slave.

Contact Persia. They have 12 towns already! We are up Phil and Lit. Declare war. Our scouting spear discovers Tyre(Persian) on the opposite end of the continent. So that warrior was as scout.

Scandinavian galley arrives at Königsberg.

Turn 4 670BC: This turn Leipzig and Blitzkrieg City grew. Leipzig picked up the forest, but BC a 2/0/0 grassland!!! This is completely unreliable! Can someone please replay these turns on his PC and check whether it is a bug in my C3C installation? Or is this game/the governor settings corrupted? Next turn Königsberg will grow, and if it picks up a forest, the harbor will finish that turn, otherwise the next turn.

Found Nürnberg (well, actually the game wanted to name it "Nuremberg", but I corrected yet another misspelling...) and start a harbor.

A Greek city can be seen across from BC, but no contact possible.

IBT: a Dutch galley lands an archer at Frankfurt. Leipzig grows and picks up a forest, Königsberg grows and picks up a 2/0/0 grassland... :mad:

Turn 5 650BC: :sleep:

IBT: Königsberg harbor -> barracks. Leipzig grows and picks up the forest -- but looses two shields out of 8 due to corruption! Ok, that's the end of our Settler Factory! But why? Are we already over OCN?? Or did Nürnberg cause this? Oh Gamezrule, why did you found Leipzig so far from the capital? De facto this means we are now loosing 1 settler every 20 turns.

Ok, I'll stop here for tonight and let you others take a look at the situation in Leipzig. I think the best we can do is running it as a 5-turner. For turns 1-2 it needs 5 food, and for turns 3-5 it can give the mined wheat (for one turn) and the irrigated wheat (for 2 turns) to Hamburg and grow in 3. It can also give a mined BG to Königsberg for one turn of the cycle. (I know this will require some very delicate fine-tuned micro management, sorry guys...)

A solution to the problem may be: we only need Poly before we can research Monarchy. How likely is it, that the AI comes up with these any time soon? Perhaps it's worth researching these ourselves now. In Monarchy corruption is greatly reduced compared to Despotism, and the SF should work ok again.

Lanzelot
 
lurker's comment: Odd tile choices on growth. I'm interested in what you find out by replaying the test save with different settings. I think even with the governor completely turned off, the city would normally take the forest tile in the case of Frankurt.
 
Can it be, that these two settings cause this strange bug:
attachment.php


I've never used those two. (Who set them anyway?) I keep a copy of the previous autosave and make a test without these two options activated. I will deactivate them now everywhere, because if this happens in Leipzig, it will mess up our SF big-time!
I NEVER use the governor, he always screws up my plans for world domination.
What? You want to build the Oracle? No. You can't. Stupid governor.
:rolleyes:
 
Hey guys, just so nobody gets totally confused, "gamezrule44" is now "GamezRule" :)

EDIT: What do you think?
 
Hey guys, just so nobody gets totally confused, "gamezrule44" is now "GamezRule" :)

EDIT: What do you think?
It'll take some getting used to. Guessing that you PMed a mod with the request.
 
Can we run the settler factory as a no-maintenance 5 turner (using the irrigated wheat) if we start it at exactly size 4 w/ 6 food in the box? I am pretty sure we can. So, if we can get it to that state somehow, it should run with no problems if I'm not mistaken.

5 turns @ +4 fpt
5 turns of 6 shields (with either 7 or 8 shields, less corruption).

We work 3 mBGs, irr. wheat, and a mined grass for 3 turns (including the growth to size 5), then grassland for the two turns at size 6.

I'm pretty sure this should work nicely, and might be a desirable spot to be since anything else is fraught with problems. If we're at size 4.5 after spitting out a settler, it should be sufficient to go +5 fpt for turn one, then +4 fpt for the remaining turns, to get on that cycle.

This has the advantage that we can give the mined wheat to Hamburg (and/or possibly irrigate it too), helping it substantially since it'l be working a couple forests.
 
It may be awhile before I can play, at the moment, my civ computer is ailing and may not make it:( I have a new computer, but no install discs, and it is win7, so wish me luck in healing the sick or teaching the young. (this means there are 2 copies of Civ3 complete on order, and an attempt to save the ailing computer will occur too)
 
Can we run the settler factory as a no-maintenance 5 turner (using the irrigated wheat) if we start it at exactly size 4 w/ 6 food in the box?

No, I can't see how this would work. We loose 2 food in turns 2-4, because of the 12f collected in these three turns, 10 are needed for growing, and the remaining two just get wasted. (Excess food doesn't carry over on growth.) So the cycle will end with 4 food in the box, not 6, and therefore can't start over.

Letting Leipzig run "maintenance-free", would either waste 5 food each cycle, or would result in a 6-turner.

BTW, I'm pretty sure now that Nürnberg caused this sudden problem: because it's closer to the capital than Leipzig, the rank corruption for Leipzig just increased by one level, resulting in one more shield being wasted.

Once Berlin is up to 10spt, we could build a warrior there every couple turns and disband it in Leipzig for the missing two shields. But not sure, whether that's worth it?!

I'll finish my turnset now, running Leipzig as heavily-MMed 5-turner. BTW: after a good night's sleep I realize that the mined BG can be given to Königsberg for even 2 turns per cycle! This makes Königsberg really productive, so I think that's the way to go.
 
Hey guys, just so nobody gets totally confused, "gamezrule44" is now "GamezRule" :)

EDIT: What do you think?

Hey, Overseer: perhaps this is something for you to consider as well... :lol:
(I'm always too lazy to type these numbers... :mischief:
BTW: one of my buddies here at Civfanatics goes by the name "Eclipse666", but everyone always says "Eclipse".)
 
One theory about the unpredictable tile assignments during growth is, that perhaps the "in all cities" doesn't work right. (Whenever you set it in one town, save, go back into that town and check, it is back to "in this city", so this is clearly a bug.) Therefore what I did for this playing session was to go into each and every town, select "Emphasize production = No", save, go back into it and set "Emphasize production = Yes" and save again. Let's see whether this changes anything.

Turn 6 630BC: Micromanaged Leipzig, Hamburg and Königsberg. Otherwise nothing of importance.

IBT: Vikings land an archer and a warrior next to Königsberg. Persian 3/3 archer kills our 4/4 spear. After it had gone so far! And the continent still looks huge.
Berlin archer -> archer. Hamburg archer -> archer. Frankfurt library -> galley. (I think we need to send one more south to replace our lost spear. But first it will visit the Greeks!)

Turn 7 610BC: archer kills warrior, warrior kills archer. Stack in Rotterdam is now healed and moves onto horse tile. (I don't plan to attack Amsterdam with only 4 archers, but it may be good to fortify that stack on the mountain next to it.) MM the SF again.

Turn 8 590BC: Heidelburg grew this turn, and what did it pick? Right: a 2/0/0 grassland... I'm giving up. If anybody knows how to fix this, please let us know!

Have enough archers at Leipzig now and decide to get rid of the "oscillating" spearman, so that we can finally use the units for something else again. First archer wins, but goes down to 1/4. No promotion. Reinforcements start going south. More MMing all towns. I'm still experimenting, but it looks like Leipzig needs the norther mined BG only for 2 turns out of 5 (if Leipzig picks a forest this interturn... Keep your fingers crossed!). Both Königsberg and Frankfurt would benefit from this.

IBT: GLib gives us Mathematics. Blitzkrieg City builds settler and disappears.
Tenochtitlan completes the Pyramids! Aztecs start building the Oracle.

Turn 9 570BC: Scouting curragh finds Greek town on the eastern end of the big continent. So our galley can go west immediately. The Greeks are up Construction and are missing Philo and Lit. Declare war. Our western galley meets the Aztecs. Same tech situation as in the Greek case, so we'll get construction next turn...
Leipzig picked a forest in the interturn! Great, so my gamble turned out ok and Leipzig indeed needs the BG N-NW only in 2 of the 5 turns.
Increase lux to 10%.

IBT: We learn Construction. Berlin archer -> archer. Leipzig settler worker. Persians start the Oracle.

Turn 10 550BC: Found Köln ("Cologne"...) 1W of former Blitzkrieg City. I hope it will not mess up the corruption level in Leipzig again...! Nope, sorry, it did. Leipzig has now 2 corrupted shields out of 6 (previously 2 out of 7). How about the following: let's build a granary in Hamburg. Hamburg can run as a regular 4-turner at size 5-7 (needing only one BG, so the other may remain with Berlin). And until then we use Leipzig as a regular worker factory at 5.5-6.5 with two "out-of-order" settlers to complete our core?
Köln starts barracks.
Hamburg grew and picked a roaded grassland for 2/0/1. Means the archer will take a turn longer again. :mad:
Lower lux to 0%.
Utrecht is back to size 1.

Main points to discuss now:
  • Hamburg as settler factory, yes or no?
  • The only nations with decent research at the moment are Greece and Aztecia. (Scandinavia and the Dutch are already way backwards.) No one has Polytheism yet. (Aztecs have Code of Law, so we'll get it once the Greeks discover it.) I think we need to discuss whether to start research for Poly->Monarchy some time soon. Or first wait for the remaining to contacts and see, whether they have Poly?

Lanzelot
BTW, Overseer: would you be so nice and name the town that will result from the disbanded Heidelburg "Heidelberg"...? :D
 
Tenochtitlan completes the Pyramids! Aztecs start building the Oracle.

Well I guess this means our wonder fighting is over. :mischief:

Found Köln ("Cologne"...) 1W of former Blitzkrieg City.

Well Sparthage, It already has... ;)


:banana:
 
Are the Aztecs on our continent? Lets see, the Persians(I think) and Dutch are on our continent, Vikings and Greeks elsewhere. That leaves 3 other civs out there, so maybe we capture the Pyramids later.
 
Could someone please post a minimap for me. I'm away from my civ computer at the time, and I'm sure the lurkers would appreciate it too :hide:.
 
@ Lanzelot - i think it is a well known bug that the production governor is totally unreliable up to a food surplus of at least 3 (some say 4). the reason appears to be that the governor only for sure goes and picks the best production tile IF THE CODE TELLS HIM that otherwise different tiles are equally good. and the code always prefers food (which won´t do you any good on growth...) for the new tile.

thus setting the governor to emphasize production will do so under certain circumstances, but which ones, you don´t know for sure. but one of the rules you should always apply to get the odds into your favour: use the food tiles on the growth turn! eg, if you have a 6 turner, always go: +3 +3 +4 fpt, so that the governor "thinks": ok, we´ve got +4fpt, let´s try a high production tile now.

at +2fpt always everything can happen.

templar_x
 
Lurker's comment:
Those governor settings don't do anything for me either; I don't seem to be able to influence the tile that gets picked. If a town is going +4 food upon growth it'll be fine and the governor will pick a high shield tile, at +3 food in most cases as well, probably more than 90% of the time, but at +2 food I stand no chance; then he wil always pick a tile that gives at least 2 food.
Sometimes you can give all 2 food tiles to other towns so he has no choice, but that would be the only way that I know of.

A minimap of the current situation, you guys are blue:
GerMini.jpg
 
This is contrary to my previous experience. I'm sure I've used the free extra shields from forests on growth in towns with less than +3 food before :confused: (In fact I've been using this feature now for three years and never noticed the strange things we are experiencing in this game.)
And I think DWetzel as well expected Berlin to pick the forest:

However, despite this principle, RIGHT NOW, Berlin is set up perfectly as it was.

Quiz question #1: Do you see why? Think about it before reading. Answer in spoiler:
Spoiler :
It's because in three turns, Berlin will grow from size 3 to size 4. It will receive the two extra shields from being assigned to a forest, which along with the 3x6=18 shields it will get in 3 turns, gives us exactly 20, which is perfect for an archer.

I've reported this problem in the strategy forum: Emphasize Food vs. Emphasize Production
Perhaps someone overthere has an idea.
 
@ Lanzelot - it´s always the same with you Germans: if an Austrian is giving you the answer, you´ll turn around and ask somebody else.

;)

templar_x
 
This is contrary to my previous experience. I'm sure I've used the free extra shields from forests on growth in towns with less than +3 food before :confused: (In fact I've been using this feature now for three years and never noticed the strange things we are experiencing in this game.)
And I think DWetzel as well expected Berlin to pick the forest:



I've reported this problem in the strategy forum: Emphasize Food vs. Emphasize Production
Perhaps someone overthere has an idea.

Yeah, I have no idea what happened there.
 
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