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#1741 |
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Deity
Join Date: Jan 2008
Location: San Francisco, CA
Posts: 4,863
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#1742 |
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Deity
Join Date: Apr 2006
Location: Tyler, Washington
Posts: 5,820
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Sorry...silver and gold before that of course
. OSS is off to a solid game also, I think their pace is a bit slow maybe though.
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Thrills and excitement come from the journey, not the destination! ![]() SGOTM 2-11, 13 - Gypsy Kings
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#1743 |
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Deity
Join Date: Apr 2006
Location: Tyler, Washington
Posts: 5,820
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Never noticed that before, I guess I don't play without vassals much.
So distance and number are the only factors. Moving Capitol makes no sense then. Forbidden Palace does make sense. Hastings does look like a decent candidate for HE maybe. It is a little short of food though.
__________________
Thrills and excitement come from the journey, not the destination! ![]() SGOTM 2-11, 13 - Gypsy Kings
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#1744 |
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Deity
Join Date: Jan 2008
Location: San Francisco, CA
Posts: 4,863
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BF might be a good worker pump.
PC has a lower max hammers than BF but needs a lot fewer worker turns to get it going. So it is a contender for the HE. Hastings has 5 forests (4 in BFC) it could chop to get the infrastructure for the HE. Forests would build the granary, courthouse, and barracks (assuming it doesn't keep anything or have anything for us). then it has good food for growth and could have significantly higher hammers for HE. Hastings is a strong candidate if we can get workers over there. Or capture them from vicky. Hastings will have the lake fish and plains cow, grass marble It will grow reasonably fast on this and has some early hammers while it grows. assuming lots of worker turns. (maybe a worker instead of a barracks in London...) The barracks is nice in GT city but not super necessary. |
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#1745 |
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Deity
Join Date: Aug 2007
Location: Stockholm, Sweden
Posts: 3,809
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PPP T198-211 first draft
Thanks for the discussion about HE and stuff - I regard it as ongoing, but here's a draft PPP for now:
There's three turns of anarchy planned, and not a great deal to be done with the war under control and little whipping to do, so I think this is reasonable as a 13-turn set. Tech Path 100% on compass, then see if WvO will do drama+compass for machinery (we'll have same religion by then). If not, do 0% on CS until we have enough cash to see how much he wants for machinery, and then put just the right amount of tech on Mach for him to trade. Then continue binary research on Optics. Trade Drama only if it makes sense to trade with two AIs at the same time. Note that Joao doesn't know anybody yet, and his exploring workboat seem unlikely to do him any good in the next few turns. Civic changes Anarchy is still one turn. Switch to Taoism T199 (spread in CC already, want to get diplo benefits with WvO earlier) then Paci+Caste T200 (keep slavery as long as possible in case of needing to whip trireme in GH) Religion Changes As above, Taoism T199. Anything to be done with other AIs before they start to hate us for our religion? Tech Trading bc and I had a discussion about trading drama to Joao - he now has it anyway. We could get for Drama, or Ragnar's 70 for Monotheism. By the end of the set, we hope to organise a Drama+Compass deal for Machinery with WvO once WvO likes us a bit more. Trade Drama for cash only if we can sensibly do two AIs at one time. If Joao meets (say) Cathy and we have a chance to trade drama to Cathy for HBR and/or , in order to short-circuit their trading.Other Trade Opportunities and Diplomacy
Espionage Adjust allocation to maintain a view of WvO research, but put any excess towards Cathy. Great People One in the middle of the set, after the revolts. About 85% scientist, 9% merchant, 6% artist, 0.1% engineer. Save them all, for bulbing Astro and war-time Golden Age as appropriate. I don't think it's worth waiting 6 turns for the chance of a non-GScientist Golden Age to save the anarchy turns, or various hybrid plans. Workboats We need three for the silver site and one for Hastings, and probably one for Vicky's eastern iron site. We have two en route. We also need one for GH which is nearly finished in GH. City Builds
Workers
War Plans
Triremes Trireme "La Couronne" heads into PC to heal up - what promotion, if any? Trireme "Paralus" heads up to bust fog near the silver site Other triremes RIP Galleys
Stopping/Pausing Conditions A barbarian spawns in an awkward position that I can't immediately deal with AI declares war on us war with Vicky goes badly Checklist every turn before hitting end turn double check MM and whip timing for each city check tech trades available check if and what AI have researched from F4 screen check for new/better resource trades check espionage screen for large sabotage production values in all visible AI cities check if any AI went into war prep mode check for any barbarians turn off spy specialists save the game While scouting will put a note that notes the most recent location of barbarians will put a note that notes the most recent location of all AI units Last edited by mabraham; May 16, 2011 at 07:39 AM. Reason: fixed Taoism date to T199; incorporated comments in #1746; various tech path & trade fixes from IM to bc |
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#1746 | |
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Deity
Join Date: Apr 2006
Location: Tyler, Washington
Posts: 5,820
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Comments in blue
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__________________
Thrills and excitement come from the journey, not the destination! ![]() SGOTM 2-11, 13 - Gypsy Kings
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#1747 |
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Deity
Join Date: Aug 2007
Location: Stockholm, Sweden
Posts: 3,809
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Thanks for comments Ron. I mostly responded in edits to the PPP. I don't like the CC Monastery (too late), don't care about the eastern iron (Canterbury is too small and new for it to matter), and think we should keep Canterbury (will draft OK, won't cost too much and we can't afford many more settlers). I accepted the minor points you made.
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#1748 |
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Deity
Join Date: Apr 2006
Location: Tyler, Washington
Posts: 5,820
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You really think BF is better than both PC and Hastings for HE? Hastings in particular seems much more suited.
I liked your first plan of getting navy from BF and keeping the ground troops coming from the line. I still think an early super medic should be considered also. It might really speed our next war to heal better. Do we know when Canterbury was founded so we can estimate growth to size 2?
__________________
Thrills and excitement come from the journey, not the destination! ![]() SGOTM 2-11, 13 - Gypsy Kings
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#1749 | |||
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Deity
Join Date: Aug 2007
Location: Stockholm, Sweden
Posts: 3,809
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, as does PC. BF grows that to 17 with Chemistry, where PC only grows to 15. Yes, BF needs more worker effort to get there, but we're going to expend that worker effort whether HE is in BF or not. So I think BF > PC, but not by much. excess of 2(central)+2(sheep)+1(lake)+1(lake)=6. Once the granary is full it will take about four turns each to grow new population up to about 8 - so 20 turns. At size 8 it can work sheep, lake, lake and five Gmine/Gworkshop tiles for 2(central)+4+3+3+1+1+1+1+1 for a excess of one. Another growth lets us work all the six available Gworkshop tiles (and not the Gmine, which will be worse than the workshops once we have Chemistry) for 26 base . While growing we'll produce few hammers here, however.Hastings can't build a lighthouse and will have zero buildings when we take it, but it isn't all bad. The SM workboat arrives to plant on its fish, and if we rush-chop its forests and focus worker effort on it, then it can get HE up fairly fast. I'll have to consider it more carefully. York would also be nice, but it's got to work hard for food, starting at size 6. Cows plus four lake gives an excess of 7, with two more Gfarms to get to +9 during growth, but it's got to get to size 12 to work cows plus 4 lakes plus 3 Gmine plus 3Gworkshop plus 2Pworkshop. It would take 3-4 turns each for those six growths, so call that 21 turns. Then if we magically convert all the farms to workshops, we will have 1*3+4*0+3*3+3*4+2*5=34 base hammers. York has a chop for the lighthouse, and then two more chops for courthouse-barracks-HE, however it gets hammers while growing from the cows and its forge will help also.Barracks is 75, courthouse is effectively 90, HE is effectively 150. So York needs 315 post-forge - call that 260 base . After one chop goes the lighthouse, there's about 44+30 more from chops, so 186 base from tiles. If we want to be complete in 30 turns, then that's an average of ~6 tile per turn. Four of them are coming in automatically from the cows and central tile, so I think the ~9 turns of post-growth will cover the balance easily.I think I've convinced myself York is best. Any other ideas? Quote:
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bc would have to look in his saved games, but 16 turns from founding (between T189 and T193) is probably more than the time we'd need to send a critical-sized force against it. So if we want to keep it, there's again no rush to head for Canterbury. Last edited by mabraham; May 16, 2011 at 07:37 AM. |
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#1750 | |
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Deity
Join Date: Jan 2008
Location: San Francisco, CA
Posts: 4,863
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#1751 |
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Deity
Join Date: Jan 2008
Location: San Francisco, CA
Posts: 4,863
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I am really worried about Cathy. I don't know if espionage is any indicator for war target or not, but Cathy does have a significantly higher espionage against us than any other AI (256). I think we might want to get compass before the revolt (so delay revolts to T200) in the off chance we could bribe willem to war with Cathy with compass and drama if the worst happens and Cathy declares on us.
If it doesn't come to pass we can possibly trade compass and drama for machinery from willem as mabraham suggests. If she does we would have our pants down. I also want a trireme sent her way to give us at least a bit of warning. So I would whip the trireme in GH obviously before the revolts I think hastings is the HE city, and we should whip another worker instead of a barracks in BF to help with the large amount of chopping to be done in Vicky's lands. Delaying the revolts might allow us to get a worker out of london too. modifying the whip plan I posted a while back replacing a worker with a barracks. |
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#1752 |
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Deity
Join Date: Aug 2007
Location: Stockholm, Sweden
Posts: 3,809
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Updated test game. Various minor glitches as noted on tiles near the relevant city. Fortunately only I have to use the damn thing, and the usefulness of the test game is running out fast. London's poisoned water will be impossible to model.
Edit: removed broken test game Last edited by mabraham; May 16, 2011 at 07:31 PM. Reason: removed test game |
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#1753 | ||||||||||||
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Deity
Join Date: Jan 2008
Location: San Francisco, CA
Posts: 4,863
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T199 whip worker next turn, start granary T200 whip granary, finish worker (after revolts) T203 finish worker T204 finish granary T205+ theater? (skipping barracks until after the Globe theater) Quote:
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Last edited by bcool; May 16, 2011 at 10:35 AM. |
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#1754 |
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Deity
Join Date: Apr 2006
Location: Tyler, Washington
Posts: 5,820
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If you can get me a save of the test game 1-2 turns earlier I can make most of it right.
__________________
Thrills and excitement come from the journey, not the destination! ![]() SGOTM 2-11, 13 - Gypsy Kings
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#1755 | |||||||||||
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Deity
Join Date: Apr 2006
Location: Tyler, Washington
Posts: 5,820
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RE: Monasteries....I thought we were to quit teching before Scientific Method? IMO, if we have to go past SM in this game we played poorly. If we don't obsolete Monasteries, then one in CC makes a lot of sense. CC currently produces almost 1/2 of our sustainable beakers 77/157, and that number will increase with the switch to Caste. At 0% science, CC will produce 100% of our science which will still be 57b/t base, so even here the monastery offers a decent payback time. For the same investment of hammers as a CH, we get a much better ROI. The benefit of a CH here is only 2.4(now) up to maybe 3 g/t + the 2EP.
After we get Compass, if we can trade for Machinery we can bulb Optics and get some Caravels out. If we can't trade for Machinery, we can bulb it with the GS. and move onto Optics or wait. What is our long term research path if we are working/bulbing our way to Astronomy now? Beeline Gunpowder then Liberalism, or straight to within 1 turn of Liberalism. Quote:
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MC....either way really, a few warriors, then the Theater is the safer route for sure. If we are not in a hurry for the Globe, then I would vote safer. If Cathy is targeting us from the west, we are not very well prepared on that side. Quote:
Are we thinking of settling the Ivory city S of York? If so, that should really happen ASAP. Maybe get a settler out of BF or ??? Quote:
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Here is another option for building late settler(s) with all the excess food. Quote:
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__________________
Thrills and excitement come from the journey, not the destination! ![]() SGOTM 2-11, 13 - Gypsy Kings
Last edited by Ronnie1; May 16, 2011 at 04:08 PM. |
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#1756 | |||
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Deity
Join Date: Jan 2008
Location: San Francisco, CA
Posts: 4,863
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I can't address everything ron suggested but I can address the monastery question
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We are planning to run 7 scientists 3 clams and the corn farm in CC after the revolts so CC hammers will go down to 3 per turn (1 from city tile and 2 from great prophet) So the benefit of the courthouse won't come very soon either, but at least gold and espionage will help near the end slightly with wars where as the research benefit of the monastery won't. I agree that the courthouse contribution is small so we could consider a MP here. However it is unlikely that we will finish any type of military unit before it becomes obsolete, so that unit might not finish anytime soon either. I think a warrior has a chance so we can look at that if we can trade away iron for something soon. An archer would probably convert to a longbow build before we finish the archer and would eventually be built. This doesn't depend on the iron trade. Quote:
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Last edited by bcool; May 16, 2011 at 06:01 PM. |
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#1757 |
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Deity
Join Date: Jan 2008
Location: San Francisco, CA
Posts: 4,863
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There is some chance the Ducks have won the game already. We took out Vicky with 1/4 the power they have. They started earlier and could probably have taken everyone out by now. Our izzy and joao were really backwards. If they hit Cathy and Willem early and hard they could have finished the game I think with the power they are showing.
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#1758 | ||
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Deity
Join Date: Aug 2007
Location: Stockholm, Sweden
Posts: 3,809
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It will pay for itself when we get many cities and that part of the maintenance equation dominates - but we can delay it for other things. |
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#1759 | |
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Deity
Join Date: Aug 2007
Location: Stockholm, Sweden
Posts: 3,809
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#1760 | ||
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Deity
Join Date: Aug 2007
Location: Stockholm, Sweden
Posts: 3,809
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I am concerned that we need to get side theatre production started, else London will have nothing to do fairly soon. |
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