Pacioli and I have decided to play a 20k Demigod game. We'll play on an 80% archipelago with no barbarians, warm, wet, 3 billion settings with the Zulu, Mongols, Aztecs, and Japanese as our opponents. My initial and proper turn log and notes got eaten by an error of the old version of Firefox, and I had the whole thing written up and only wanted to post some related thread links. No more of that, from now on I'll use Opera. Anyway, here's Sanabas's guide to a 20k victory and the Beta gauntlet.. Here's our start:
http://i370.photobucket.com/albums/oo146/Spoonwood792000/1265761755.jpg
I think we'll go 10 turns each for one set (I just took mine), and then 5 turns after that.
The worker moved to the 4 spot (that's the spot where you go if you hit the number 4), irrigated, then roaded, then moved to the other cow on the river and irrigated.
If you left the click the worker with the mouse, then take your hand off the mouse, you can see the worker will finish in one turn, then use the arrow keys to say "No. Carry on." to changing the worker's orders. If you combine this with opening the city screen and "false swapping" squares that increase your commerce or food you can see what changes by the time the worker finishes. E. G. I have had a road about to finish and the luxury slider stands at 40%. I "false swap" a 1 commerce tile to the coast, exit the city screen, then push down the luxury slider to 30% and I have as many happy citizens as unhappy ones. Then I go back to the city screen, swap the citizen on the coast back to the square we had it at before. The city may LOOK like it has 1 happy, 1 content, and 2 unhappy citizens, but since the road finishes (and we've checked the effects of 1 increased commerce), we'll actually have 2 happy citizens before the city's box gets calculated.
The capital will grow to size 3 and need readjustment on the next turn due to the simultaneous culture pop, as will the luxury slider. We can get 7 fpt next turn for 3 turn growth. We want the settler in at exactly 30 shields if possible to maximize growth and commerce (the "false swapping" technique can help, as can remembering we'll get extra production every time the city grows... here it's just 1 shield when we use a BG for a while, as we don't have any forests). I don't micromanage my cities like this usually. But, in a 20k game I pretty much always micromanage my capital until it hits size 12. It's just one city, and it doesn't last all that long, so it never really gets old to me. So let's do that. Open up the capital's screen every turn for a while and see what we can do.
We can either irrigate all three grassland cows and the wheat for 10 fpt, or go with 7 fpt and mine the non-river cow and wheat square. What do you think Pacioli?
Do you think we have a strong enough start? Do you think we have enough shields? How many do we have? I strongly suggest you think and reply to this yourself before reading my spoiler.
I don't know where to throw the settler yet. Definitely close, either at a CxxC spacing or on the corner square which the capital can't ever use at CxC, so that warriors for MP duty and workers can quickly travel to the capital. You'll see the culture pop. Next to a cow somewhere can work well if we can see it upon the culture pop. The coast spot south on the coast and river near the fish would have extra commerce for us, perhaps an early harbor, and could potentially put out another curragh if the first one ends up in trouble somehow. A spot next to a BG can work well to produce a warrior, then a worker, then another warrior and another worker in 20 turns to help develop the capital. Then again, as Carthage we can work faster and perhaps create our own production if say the coastal spot doesn't have any.
Sorry for not having a proper turn-log, but it got eaten by the old fox.
Spoiler :
http://i370.photobucket.com/albums/oo146/Spoonwood792000/1265761755.jpg
I think we'll go 10 turns each for one set (I just took mine), and then 5 turns after that.
The worker moved to the 4 spot (that's the spot where you go if you hit the number 4), irrigated, then roaded, then moved to the other cow on the river and irrigated.
If you left the click the worker with the mouse, then take your hand off the mouse, you can see the worker will finish in one turn, then use the arrow keys to say "No. Carry on." to changing the worker's orders. If you combine this with opening the city screen and "false swapping" squares that increase your commerce or food you can see what changes by the time the worker finishes. E. G. I have had a road about to finish and the luxury slider stands at 40%. I "false swap" a 1 commerce tile to the coast, exit the city screen, then push down the luxury slider to 30% and I have as many happy citizens as unhappy ones. Then I go back to the city screen, swap the citizen on the coast back to the square we had it at before. The city may LOOK like it has 1 happy, 1 content, and 2 unhappy citizens, but since the road finishes (and we've checked the effects of 1 increased commerce), we'll actually have 2 happy citizens before the city's box gets calculated.
The capital will grow to size 3 and need readjustment on the next turn due to the simultaneous culture pop, as will the luxury slider. We can get 7 fpt next turn for 3 turn growth. We want the settler in at exactly 30 shields if possible to maximize growth and commerce (the "false swapping" technique can help, as can remembering we'll get extra production every time the city grows... here it's just 1 shield when we use a BG for a while, as we don't have any forests). I don't micromanage my cities like this usually. But, in a 20k game I pretty much always micromanage my capital until it hits size 12. It's just one city, and it doesn't last all that long, so it never really gets old to me. So let's do that. Open up the capital's screen every turn for a while and see what we can do.
We can either irrigate all three grassland cows and the wheat for 10 fpt, or go with 7 fpt and mine the non-river cow and wheat square. What do you think Pacioli?
Spoiler :
I didn't have too strong of an opinion before, and I have tended to irrigate all 4 squares. But, sometimes it seems the city almost grows too fast this way. I feel two squares irrigated and the other's mined might work better, as that's 7 fpt pre-size 7, and 8 fpt at size 7 for exactly 5 turn growth with no overrun. On THIS map we would also have to irrigate and a grassland square to irrigate the wheat
Do you think we have a strong enough start? Do you think we have enough shields? How many do we have? I strongly suggest you think and reply to this yourself before reading my spoiler.
Spoiler :
We only have 21 or 22 shields with all tiles mined in Republic. 21 or 22 depends on if we get an extra shield in the capital center in Republic. That's not really all that great. But, we have 8 extra food in the box. So, we can research Engineering in the middle ages. We can then forest all of the food bonuses and 4 *regular* grassland squares for 8 more shields to take the capital to 29 or 30 shields.
I don't know where to throw the settler yet. Definitely close, either at a CxxC spacing or on the corner square which the capital can't ever use at CxC, so that warriors for MP duty and workers can quickly travel to the capital. You'll see the culture pop. Next to a cow somewhere can work well if we can see it upon the culture pop. The coast spot south on the coast and river near the fish would have extra commerce for us, perhaps an early harbor, and could potentially put out another curragh if the first one ends up in trouble somehow. A spot next to a BG can work well to produce a warrior, then a worker, then another warrior and another worker in 20 turns to help develop the capital. Then again, as Carthage we can work faster and perhaps create our own production if say the coastal spot doesn't have any.
Sorry for not having a proper turn-log, but it got eaten by the old fox.