babybluepants 7 Sept 2010 22:41
LowtherCastle said:
We definitely can't test a whole lot, but we can surely learn some important things for the opening (like the -1
/
) and get a fairly good idea of our inital MM/techs/etc. And by playing a couple games out to the conclusion, we can hopefully warn ourselves of some unusual factors inherent in this first-time scenario.
LC
Oh, sure.
The first thing I'd do when the save is released is study Demo/Score/etc. I just meant for the next couple of weeks...
LowtherCastle 7 Sept 2010 18:44
babybluepants said:
LowtherCastle said:
We definitely can't test a whole lot, but we can surely learn some important things for the opening (like the -1
/
) and get a fairly good idea of our inital MM/techs/etc. And by playing a couple games out to the conclusion, we can hopefully warn ourselves of some unusual factors inherent in this first-time scenario.
LC
Oh, sure.
The first thing I'd do when the save is released is study Demo/Score/etc. I just meant for the next couple of weeks...
Same here. I'm saying we can do some testing now. I find it better to test in advance because as soon as the save comes out, we'll want to start playing. I already have a fairly good idea of the opening, but there is still some testing to make sure of some possibilities. Plus, this testing enlightens us about what we need to know from the nearby fogged tiles, etc.
LC
babybluepants 7 Sept 2010 22:54
LowtherCastle said:
Same here. I'm saying we can do some testing now. I find it better to test in advance because as soon as the save comes out, we'll want to start playing. I already have a fairly good idea of the opening, but there is still some testing to make sure of some possibilities. Plus, this testing enlightens us about what we need to know from the nearby fogged tiles, etc.
LC
Do you have a test map with the new mod already or spreadsheets? I'll make a map tmr most likely, if you haven't.
One thing that slightly concerns me about initial testing is being able to exactly replicate the mechanics of the diplomatic situation. In my experience with very early warring, little things can make quite a bit of difference as to when the AIs are willing to talk or sign peace. No point speculating, until we have the actual game file, though.
babybluepants 7 Sept 2010 01:36
I don't see an option to attach files, so:
Test map
LowtherCastle 8 Sept 2010 18:50
Hey Guys,
I took bbp's test save and added -2
for getting nuked, built the AI cities, eliminated their units, and added tons of radiation.
Altered save. Of course, we still don't know what the exact negmods will be, maybe -3 more for DoWing or whatever. No matter.
1. If anyone can rapidly play a whole game, any time before we start, it would be great just to know if there's anything espeically weird that happens.
2. I think it's realy important to get an idea of our initial tech path and Capital MM, along with any conditionals you notice, based what we don't know yet.
Techpath/MM example: Our capital starts with -1
for unhealthy reasons. Unless someone proves me wrong, this tells me that we start with Fishing. The wb will gain us the needed health, plus build us the worker much faster.
Conditional example: Depending on how many negmods the AIs have at the start, we might or might not decide we'll be able to eventually trade techs with them. If so, then we might want to send out explorers (wb?) asap, to establish lucrative trade routes for when we DoP them. Also would need Sailing in this case. Also, we might want to beeline Alpha, to get them to DoP with us, if necessary. Or whatever. (Just brainstorming...)
I have already found a pretty good tech path to 1500BC, but rather than mention it here, I think it's better if you guys try out paths that you think are promising, then we can compare.
I've also thought a whole bunch about scenario-specific strategy and I'll write those thoughts down and pm you guys later. Let's share our thoughts and gather them together as much as possible.
LC
babybluepants 8 Sept 2010 19:30
Hey,
No access to the game now, but I think I may have left all VCs turned on. That should be fixable in a text editor. Would affect long-term test-play, due to AP and UN mainly.
Re: full-length testing - I think Stalin's extra techs may prove to be important. Not much we can do about it now. Wish they included the score board in the starting screenshot. Don't think I'll have time for a full test this week, though I'd like to do it eventually.
I've tried playing the first 50t quickly. It's definitely awkward. I'll send a save later this week, when I have something nailed down.
bbp
PS: Welcome to the team, bcool.
LowtherCastle 8 Sept 2010 22:00
Here's my version of bbps with only
space VC. Oddly, after loading the WB save, the AIs are also angry that we DoWed them, so now it's -8
bcool 8 Sept 2010 22:14
Hello everyone,
Thanks for invitation to join the team!
I should be able to play a full-length test in the next few days.
I already tried a normal game with the same AI and settings but without the starting map and radiation. Obviously quite different but there will be a lot of warfare for sure. And the industrial leaders could be building wonders earlier than we expect.
I'm away from the game at the moment so I haven't looked at the test game, but have we guessed what extra techs the other AI have?
I would assume they all know ecology... And there was some speculation that Stalin's lands wouldn't be irradiated.
Erkon said the map would be similar to "fractal with a bunch of islands". If we can get someone to trade with the great lighthouse seems like a decent wonder to shot for if we really do have a lot of islands. Low sea level fractal maps don't usually have a lot of islands though.
I apologize if you guys have already discussed a lot of this before...
bcool
mystyfly 9 Sept 2010 18:14
Hi guys, I'm back
Nice to see us discussing already
I am looking foreward to this game as it will be very different and challenging, especially MM wise.
As to my availability, I can't promise too much as I'm starting my studies at the university at the end of september and am moving into my first own appartment in the beginning of october, I will try to contribute as much as possible anyway.
I'm not sure running lots of test games just yet will help so much as so much is unknown and those game might very well be very different.
Welcome to the team, bcool
mysty
LowtherCastle 9 Sept 2010 21:59
Possible scenario priorities:
1. Early land and water scouting (dotmap, resources, trade routes, plusmods asap, etc)
2. Lots of workers
3. REX (Imperialistic) (hammer-rich cities + coastal if GLH/Mids/Representation)
4. Slave farm nearest AI ( use land scout(warrior) )
5. Tech trading
6. Pre-road all settler paths (4x faster movement)
7. ???
My idea for this test: build a warrior scout asap, then wb. 1pop the wb at BW, overflow into wkr1. Then wb2, 1pop, wkr2. Then library. I forget when I did TW. I made two fishnets, but the second wb could go scouting instead. Clams maybe not that important so soon though I used them to grow and for health.
Test results:
Code:
T8 BC-3680 t1 fishing done
T9 BC-3640 t1 war1 done wb1 next
T23 BC-3080 t2 BW revolt to slavery (because need to whip off pop2)
T24 BC-3040 t2 1poprush
T25 BC-3000 t2 wb1
T31 BC-2760 t2 wkr1
T36 BC-2560 t2 pop2 AH 1poprush
T37 BC-2520 t2 wb2 cows1 scrubbed build wkr2 for 1t
T38 BC-2480 t2 building cow pasture and war2
T41 BC-2360 t2 pop2 cow1 pasture
T46 BC-2160 t2 wkr2
T47 BC-2120 t2 cows2 scrubbed
T49 BC-2040 t2 war2 WTG building lib
T50 BC-2000 t2 pop3
T53 BC-1880 t2 pop4
T57 BC-1720 t2 lib
T59 BC-1640 t2 pop6 gold2 scrubbed war3
T61 BC-1560 t2 gold2
T62 BC-1520 t2 phood
fishing-BW-AH-Wtg-Myst-Poly-Phood...
warrior1-wb1-wkr1-wb2-wkr2-library-warrior3...
slavery
pop6
It's possible that skipping BW is better, so someone could give it a shot. Some questions that could be tested:
1. Is it better to build a settler/wb sooner and build a lib/AcademyGS in City 2?
2. When is the best time to build a settler?
3. Should wb2 go scouting?
4. When do we need TW?
5. Skip BW, beeline ...Sailing...Alpha
Technical questions:
1. What are the mechanics of gaining peace? WHen can we DoP without any battles?
LC
babybluepants 10 Sept 2010 02:06
SIP Test
Tech: Agriculture (3680 BC) / AH (3240 BC) / Wheel (2920 BC) / Writing (2320 BC) / Mysticism (1920 BC) / Fishing (1800 BC) / Meditation (1600 BC) / Priesthood (due 1480 BC)
Capital: worker / warrior / warrior (part) and grow to 2 / worker / warrior / warrior and grow to 3 / settler (part) / library (asa Writing done) / settler / worker (1t) / warrior / warrior (1t) and grow to 5 / worker
Second city (2W of fish - founded 1720 BC): WB
Worker 1: scrub cow 2N / pasture cow / road cow / road gold 1W / scrub gold / mine gold / scrub second gold / move to second city site to scrub / scrub pig
Worker 2 (complete T34 - 2640 BC): scrub cow NEE / pasture cow / road 1E of capital / scrub rice / farm rice / road rice
Stats @ 1520 BC:
2 cities, 6 pop, 2 workers (1 more in 1t), 4 warriors, 25bpt with -3gpt, 115g in treasury, 24/100 GS
both cows, 1 gold and rice improved; second gold scrubbed; 3t to scrub pig
LowtherCastle 10 Sept 2010 18:00
How did you get 115g in your treasury?
babybluepants 10 Sept 2010 18:08
LowtherCastle said:
How did you get 115g in your treasury?
Saving cash from Writing to library completion, which was probably about 7-8t.
babybluepants 12 Sept 2010 16:43
Hi,
I tried settling 1NW, followed by 1N of rice, for comparison.
Stats @ 1520 BC:
2 cities, 5 pop, 3 workers, 3 warriors, 34bpt with -2gpt, 102g in treasury, 0/100 GS, 164/546b COL
both cows, both golds and grass farm improved; rice hasn't been scrubbed yet, WB in 2t.
SIP test:
babybluepants said:
Stats @ 1520 BC:
2 cities, 6 pop, 2 workers (1 more in 1t), 4 warriors, 25bpt with -3gpt, 115g in treasury, 24/100 GS, 83/93b Priesthood
both cows, 1 gold and rice improved; second gold scrubbed; 3t to scrub pig
1NW
SIP
I'm still assembling my initial thoughts on strategic issues. Will send in a couple of days.
bbp
Mitchum 12 Sept 2010 18:46
babybluepants said:
Hi,
I tried settling 1NW, followed by 1N of rice, for comparison.
Stats @ 1520 BC:
2 cities, 5 pop, 3 workers, 3 warriors, 34bpt with -2gpt, 102g in treasury, 0/100 GS, 164/546b COL
both cows, both golds and grass farm improved; rice hasn't been scrubbed yet, WB in 2t.
SIP test:
babybluepants said:
Stats @ 1520 BC:
2 cities, 6 pop, 2 workers (1 more in 1t), 4 warriors, 25bpt with -3gpt, 115g in treasury, 24/100 GS, 83/93b Priesthood
both cows, 1 gold and rice improved; second gold scrubbed; 3t to scrub pig
1NW
SIP
I'm still assembling my initial thoughts on strategic issues. Will send in a couple of days.
bbp
I don't think you can settle 1N of Rice because it has fallout on it. Have you considered settling N+NE on the plains tile? That puts the Clam and Fish in the BFC...
I'll try to run some tests in the next day or two myself.
bcool 12 Sept 2010 00:26
So I attempted to play to the end of the test save. But it is quite a slog especially near the end. My play could have been better, but I'm at 1888 AD and at least 50 turns from victory. --mostly because of the time it will take to clear the fallout.
Some things I learned along the way...
A)
Clearing Fallout Issues.
--The AI does not clear fallout within its borders outside of the fat cross of its cities, and you can NOT clear fallout in friendly AI's lands. So to clear all of the fallout we will have to clear at least some of it when we are at war with the AI. Protecting tons of workers while at war will be a bit annoying...
--The cold climate will also make clearing the fallout difficult due to the vast ice fields. Hopefully the real game won't have every non-forested tile irradiated.
B)
Oracle options
I wasn't able to beat the AI to the oracle for a bureaucracy slingshot in several attempts. Perhaps you guys can do better, but at least in the test game the oracle is built around 900 BC.
An interesting alternative that I tried, and was able to do, was getting
feudalism with the oracle. This opens up several useful options
1) serfdom (gasp!--I don't know about you but I've almost never used this, but in this game...maybe)
2) longbow (because I did find it at least somewhat likely that an AI might send an early stack our way depending on how far away they start, etc. And there is a small chance we might not be able to hook up copper,iron, or horses before the stacks arrive.
3) We can tech bureaucracy with feudalism without going through code of laws
4) An early Monarchy (prerequisite for feudalism) is useful early on for the cheap happiness from warriors.
C)
Alphabet?
Getting alphabet somewhat early is nice because we can probably buy peace with tech trades with the AI before the stacks arrive. However, we won't be able to trade many techs early on except maybe with Gandhi.
D)
Corporations or Communism...
In my test game I went with Communism rather than corporations. I never got the great engineer for mining corp, and I thought I would have a large empire given that there are no domination limits.
With no vassals there are off the main continent maintenance costs, so that might make the corporation route more promising.
LowtherCastle 13 Sept 2010 20:22
Excellent job, bcool! Great info on fallout. That's the kind of stuff that's critical to be aware of. It can drastically affect our early strategy decisions.
Could you upload a late save, please?
LC
babybluepants 13 Sept 2010 15:51
@bcool,
Interesting find about clearing fallout.
That's quite surprising... Given that there is no dom limit in this game and that we'll be hard-pressed to tech-trade with anyone other than Gandhi, I was initially assuming that we'd conquer most of the world anyway. There are bound to be some major headaches in clearing the last bits of fallout, but that's only an MM nightmare and not a real difficulty, assuming we have complete tech and production superiority late game.
In my initial attempt, I got Oracle CS in 850 BC and Mids in 300's. Those are obviously quite late for Emp, but the AIs are very slow here. I just tried it again from my 1NW 1520 BC save, and got the Oracle in 775 BC in the second city. The Pyramids were BIDL right after that, but the GLH looked quite possible. We don't really know what the AI starting situation is... Stalin, at least, could be in position to start at a regular Emp pace or even faster.
Mitchum said:
I don't think you can settle 1N of Rice because it has fallout on it. Have you considered settling N+NE on the plains tile? That puts the Clam and Fish in the BFC...
I'll try to run some tests in the next day or two myself.
You can settle anywhere, so long as you clear the fallout first. LC was already testing the coastal capital - I just wanted to try out the other two spots for comparison. I think all three hold some advantages. Unfortunately, their long-term values are somewhat related to what we find out about the map and the AIs later, which means that we should probably evaluate the capital location in terms of flexibility.
ZPV 13 Sept 2010 18:12
LowtherCastle said:
Guys,
I invited ZPV to join us. He's one of the key players from MW. Great guy. Great player.
LC
Hi Everyone,
(cc: the other team members)
Thanks for the invitation and the praise, LC. Nice playing with you again.
Is there anything I should know in advance of the team thread being posted? (e.g. the existence of test games or hazing rituals
)
I think the most important things to test are:
> how quickly we can increase our tech rate
> how the AIs behave when irradiated (workers, city builds, reluctance to commit to war plans, etc.) This can inform us, regardless of their true tech level in the game (which we'll be able to estimate very effectively from scores and power levels on turn zero).
-ZPV
babybluepants 13 Sept 2010 18:21
ZPV said:
Hi Everyone,
(cc: the other team members)
Thanks for the invitation and the praise, LC. Nice playing with you again.
Is there anything I should know in advance of the team thread being posted? (e.g. the existence of test games or hazing rituals
)
I think the most important things to test are:
> how quickly we can increase our tech rate
> how the AIs behave when irradiated (workers, city builds, reluctance to commit to war plans, etc.) This can inform us, regardless of their true tech level in the game (which we'll be able to estimate very effectively from scores and power levels on turn zero).
-ZPV
Welcome to the team, ZPV!
Unfortunately, we don't have any hazing rituals.
Maybe we should invent one in your honour...
LC, myself and bcool have done a bit of testing, and communicated via PM. I think I'll re-post all of our PMs in the actual thread, which should be up tmr according to Alan.
The current 4000 BC test save:
LC said:
Here's my version of bbps with only
space VC. Oddly, after loading the WB save, the AIs are also angry that we DoWed them, so now it's -8
bbp
LowtherCastle 13 Sept 2010 20:10
Hey Guys,
Without getting into the heavy details, does anyone know, for sure, how civic upkeep works? In particular, I'm trying to understand what happens when the # of cities gets really large, as in 20, 30, 40, 50, ...
Is there a cap on how much more we pay for each new city or does the additional civic cost just keep on increasing?
LC
shyuhe 14 Sept 2010 04:50
LowtherCastle said:
Hey Guys,
Without getting into the heavy details, does anyone know, for sure, how civic upkeep works? In particular, I'm trying to understand what happens when the # of cities gets really large, as in 20, 30, 40, 50, ...
Is there a cap on how much more we pay for each new city or does the additional civic cost just keep on increasing?
LC
I haven't looked at the code on this point but my recollection is that it caps out after a certain point, ignoring colonial maintenance (which isn't a factor in this game). It is somewhere in the 10-15 gpt range I think.
babybluepants 14 Sept 2010 05:23
I somehow thought it was directly proportional to both the number of cities and total population, with no cap. I'm probably wrong...
Does anyone have the formula for trade relations bonus handy? Since we know all AI from T0, I'm wondering if we could compile the dates that would give bonuses per gift such as Writing, Alpha, etc. Could beelining Alpha allow us to OB with some of them early?
Edit: NVM, I dug through the SG11 thread and found Silu's posts (page 40 of SG11)...
ZPV 14 Sept 2010 12:45
Mitchum said:
LowtherCastle said:
Hey Guys,
Without getting into the heavy details, does anyone know, for sure, how civic upkeep works? In particular, I'm trying to understand what happens when the # of cities gets really large, as in 20, 30, 40, 50, ...
Is there a cap on how much more we pay for each new city or does the additional civic cost just keep on increasing?
LC
Hi LC,
I don't dive into the code, but I found this thread that talks about
civic upkeep. The number of cities effects both our civic upkeep and our city maintenance, but I'm not sure what the formulas are for city maintenance or what the breakpoints are...
Mitchum
I've done some digging around - that article still seems to be correct, more or less.
The formula is:
(Pop - 8 - (0/1/2/3/4)) * (0.08/0.12/0.16)
+ (Cities - 3.5 + (0/1/2/3/4)) * (0.4/0.5/0.6)
The first set of options is determined by the type of civic (Gov't/Legal/Labor/Econ./Religion), and the second by the level of upkeep (Low/Med/High). No Upkeep does what it says on the tin.
A difficulty modifier is then applied, but it is 100% for Emperor, so we can ignore it.
-
The short answer is, it'll be roughly linear with number of cities.