mabraham
Deity
If shulec can digest the all of the recent posts and put up another PPP I would be okay if he wanted to play tonight.
Sure.
If shulec can digest the all of the recent posts and put up another PPP I would be okay if he wanted to play tonight.
Gems will produce a great person for us if we try, and for that reason I think it should run scientists.
I think we are going to be able to pick up significant gold from the AI from trades, so the need to have a net zero gold cost doesn't exist.
Why not use our spies to steal Wealth from our opponents? We don't need to to trade for Wealth, if we can beg and steal enough of it. We do seem to have an excess of Espionage against the western witches and little chance of detection, unless we stack spies and even then the detection risk is still rather low.
Sun Tzu Wu
If shulec can digest the all of the recent posts and put up another PPP I would be okay if he wanted to play tonight.
Also we need to be specific about great people. It is important to run as many scientists as possible in GPFarm once we are sure GPFarm will not bet Washington to the next great person. In fact you want to run the scientists in GPFarm so that a great person will be produced in Washington and GPFarm the same turn. A city founded earlier will always produce the great person in a tie. So if washington and GPFarm pass 500 gp the same turn Washington will produce the great engineer. If GPFarm produces more than 100 gp then it can produce the 600 gp great person the same turn Washington produces the Great Engineer.
GPFarm will be two turns from a GS on T144 from the GLib only. Washington is one turn from the GE at 100% chance. T144 is the first turn that GPfarm can run Great Scientist.
I did not include any GP data because I am only intermittantly running a GE in gems for a turn or two and a GE in Washinton every turn. I am coming off whips in Gems City, Silver City and several others. There are no other GP to run. If you guys want me to run GSs before T144, let me know what you have in mind.
Silver and Gems will also produce great scientists for us, so they want to run max scientists once they regrow a little bit. Stone City will not produce a great person for us very easily, plus its pool is contaminated. So Stone City can run a spy specialist and merchants if it doesn't have decent tiles to work.
I don't think most cities have the population to start running scientists yet due to whips. Marble city is the only one that can possibly run Scientist specialists. I have to redo the micro on that one per your recommendations.
I'm pretty sure the diplo bonuses for voting for someone only applies to the election of the AP resident.
Here are the screenshots for GP farm.
The first is with no whip, working all coast tiles, then Gmines. Pop 17
The second is with early courthouse whip, working all coast tiles then Gmines. Pop 16, to grow in one turn.
Spoiler :
Looking closer, whipping a harbor for +3 would be a better play.
GPFarmThings to change in PPP:
GPFarm: No whip after University.
Marble City: Whip courthouse without overflow, then grow while building wealth.
Culture Bridge: Whip courthouse without overflow, the grow while building wealth.
Gems City: Build monestary after courthouse and missionary.
Fur City: Chop some forests from outside culture to get Lighthouse before CS/Pac.
Gaul: Possibly chop caravel after spy, start trireme after spy.
All barracks builds are put on hold except for in GPfarm.
Adjust worker actions as per mabraham's suggestions.
Renegotiate with Mansa Musa on T 136.
Get some specialist up in Marble city and Cultural Bridge city on T 143.
Am I missing anything?
AP Testing
Wow-- bringing up a vote to assign boston to us and then voting against it did give us a +2 diplo bonus haha! good call Kaitzilla! We need to spread taoism to Boston for this to work, so if the missionary in Cultural Bridge or Boston fails, I would build another missionary somewhere to compensate (perhaps instead of a monastery somewhere).
Also if only one of the team AI has taoism the holy war still works (the team is drawn into the war).
Great People
I have updated the great person spreadsheet with T134 real numbers and more realistic specialist numbers and I would like to see you run 4 scientists in GPFarm on T143, and if you are ending T144 I want 8 scientists in GPFarm. This allows us to have great engineer born in washington end of T144 and a great scientist born in GPFarm at the end of T144.
Also if gems and silver are going to have a chance at beating GPFarm then Gems should run at least 1 scientist on T143, and Silver should run 3 scientists.
see the spreadsheet for more details...
How can you be sure we will get the 500 points GP in Washington, and the 600 GP in GP farm on the same turn?
The other way I see it coming out is we get the 500 GP - a scientist in GP farm, and Washington accumulating the 600 points GP, which never comes into existance, 'cause other cities beat it.
I don't recall receving two GP in the same turn, except a regular, and a free one from a tech maybe.
How are the odds distributed?
If you get two cities on two different GPP levels at the same turn, which city gets the cheapest one (500 GPP in our case), is it RNG determined, or you get the two GP's for sure?
Cities are processed in the code in the order of their founding. So all of Washington's are accumulated first.
Fur City Micro
T 135 Chop one forest into granary
T 136 Whip granary, chop into overflow
T 137 Lighthouse from chop/overflow
T 138-141 Courthouse with 1 chop.
T 142 Courthouse whip/Anarchy
T 143 Courthouse last turn
T 144 Monestary
Yes, but to get decent chances of success to get another such promotion requires significant use of siege weapons, and once you have done that, the type and promotions on the attacking unit become fairly moot. I expect that Combat 1 musket gets 50% odds against a fortified longbow at a slightly higher longbow health (i.e. lower use of siege units after airship strikes) than a CR1 maceman (the value of whose promotion depends on the defender's health - see http://forums.civfanatics.com/showthread.php?t=137615). Or pick your own relevant probability level.
This is less true when we have two promotions (CR2 is -25%; C2 is +10% Edit but Cover is +25%) but I expect the bulk of our army will not have been around long enough to get combat promotions, so there's only a small contribution from this effect.
Yes, but drafting Rifles requires Banking, RP and Rifling extra, and I think we would not be competitive in the SGOTM after waiting for that.
Muskets vs maces depends on many factors. With many defenders in the city, heavy siege plus any old follow-up unit is the most efficient. With walls or castles, siege plus gunpowder units is desirable. With very few defenders, heavy CR promotions are desirable because the siege collateral damage is negligible, so siege units are inefficient. Since muskets have no direct counter, the need for shock/cover/pinch promotions in musket-based stacks is negligible, which enhances their value by allowing lower unit specialization. Formation should never be used by either muskets or maces, because pikemen should do the job.
Only when there are few defenders in a city, no walls/castle, and time has elapsed to permit multiple CR upgrades is there a clear advantage to catering to CR-upgradeable drafted units. Since we are after blitzkrieg in this game, it is hard to see the conditions suiting mass macemen rather than mass muskets.