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#1761 | |||
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Deity
Join Date: Aug 2007
Location: Stockholm, Sweden
Posts: 3,810
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#1762 |
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Deity
Join Date: Aug 2007
Location: Stockholm, Sweden
Posts: 3,810
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#1763 | |
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Deity
Join Date: Jan 2008
Location: San Francisco, CA
Posts: 4,865
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We can build the trireme in PC after I suppose especially if Cathy is coming. I think perhaps our best hope vs cathy is trireme or perhaps caravels before she can get to us. |
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#1764 | ||||||||||
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Deity
Join Date: Aug 2007
Location: Stockholm, Sweden
Posts: 3,810
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benefit. The courthouse benefit also increases as the empire increases in size.Quote:
As you can see, I want to use bulbs on heavy-duty techs, not small things like Eng and Optics, but there are some choices to be made in the timing department. It does depend what we might get in trades, and when. Quote:
+ -producing building elsewhere.OK, happy to go scout. Quote:
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, but the + is better.Quote:
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#1765 | |
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Deity
Join Date: Jan 2008
Location: San Francisco, CA
Posts: 4,865
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Quote:
we met her T124 and by T178 her (WHEEOOHRN turn I believe) she had 167 espionage on us. By T198 she had 256. So her average for the first 54 or so turns was ~3/turn. for the last 20 turns after the WHEEOOHRN she is averaging ~4.7/turn. Not sure if it means much. I think she is using her slider for espionage and so espionage would go up for her as she expands. It isn't a super dramatic rise, and she has a lot of commerce from her GLH so maybe it is just a natural increase of using 10% espionage slider. She knows 5 civilizations including us so if she split her espionage equally that would mean she was producing about 24 espionage per turn. For a comparison if we went 10% espionage we would be producing 33 espionage per turn. So her espionage on us doesn't mean she is targeting us especially if she is doing 10% espionage slider. |
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#1766 |
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Deity
Join Date: Aug 2007
Location: Stockholm, Sweden
Posts: 3,810
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new test game
OK new test game. I fixed all the things that it was possible to fix. Thanks for the offer Ron, but I'd already done a pile of creative engineering and it would have taken you a while to gather the data to work out what I was doing
![]() CC is stuck with +1 because I realised too late that we have an unavoidable +3 per turn from the GProphet, and you can't affect that with the WorldBuilder. I was already inside the envelope to be +1 . Fortunately, this is unlikely to be relevant for the remaining useful lifetime of the test game.Everything else is OK. |
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#1767 |
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Deity
Join Date: Jan 2008
Location: San Francisco, CA
Posts: 4,865
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wow, I'm more convinced that the Ducks already won. I think aj was right just military no wonders. Even with this limited start, the AI couldn't get ahead fast enough. Instead of the wonders I bet they built galleys and workboats with the overflow of their settler and worker whips.
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#1768 | |
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Deity
Join Date: Aug 2007
Location: Stockholm, Sweden
Posts: 3,810
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She might also have been put off by our rapid rise in power in the last 20 turns. |
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#1769 |
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Deity
Join Date: Aug 2007
Location: Stockholm, Sweden
Posts: 3,810
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getting WvO to friendly
bc looked back at old saves and we were cautious at visible +2 and +3 modifiers, pleased at the current +4. So that means the hidden modifier is -1, because the net has to be +3 for pleased. We need net +10 for friendly, so we have to acquire seven more plusmods to get monopoly trades out of WvO.
I dug in the code. All leaders get +1 for switching to their state religion, and a further +1 for them having the holy city. WvO founded Taoism. After a further 10 turns, WvO will get another +1, but that is his limit. So we can get 2-3 from religion. We've known WvO for 74 turns and have traded him fish for quite a bit of that. 50 turns of trades of a single resource gets our existing plusmod, up to a maximum of two. So gifting him (say) iron and/or stone will get a second plusmod sooner or later - and sooner if we gift both. Edit: we acquired that plusmod during Ron's set, so between T178 and T189. So we have 59-70 points in the bag, and need another 30-41. So 14 turns of +3 will do it for sure. So we need to gift him a tech and still have trade fodder for Machinery soon. bc gave away Drama in a test game and got +4, so we are hopeful that if we trade Drama to Cathy now for HBR, gift WvO Drama now to see the size of the plusmod, we'll get four of our needed seven. Merely switching to Taoism gets another two. To get the last one, we either switch to Taoism ASAP to get the 10-turn timer started, or gift iron+stone ASAP, or both. However judging by flavours, WvO (5 gold 2 science) will likely tech compass (1 gold 7 science) next (Civil Service is 2 gold 2 science, Feudalism has no gold or science). That is a big spanner for our plans of trading Compass+HBR for Machinery. Instead, maybe we should give up on Compass and tech Feudalism instead. So we think we should immediately
then do a couple of turns in slavery to finish whipping, then two-turn revolt into Paci+Caste. Later, once we've revolted, the timers have elapsed and we have our new tech, we hope to trade Machinery for HBR+(Feudalism or Compass). If we're trading Feudalism away, maybe we'd get Compass from WvO as well - I haven't looked at the sizes. Could we tech Civil Service in the relevant time (10 turns less three for revolts)? Yes, but we don't want to unlock bulbs of Paper before we put one on Astro. Last edited by mabraham; May 16, 2011 at 10:03 PM. Reason: Noted timing for resource plusmods |
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#1770 |
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Deity
Join Date: Aug 2007
Location: Stockholm, Sweden
Posts: 3,810
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Hastings HE
On my spreadsheet, with three workers in support after doing two chops for York and one chop for Nottingham or London, I can get Hastings to size 8 with HE by T236, including the effect of three turns of artist for the border pop, time to improve pasture, quarry and plantation, and time to chop all five forests, and assuming marble. It will have 14 base hammers at the time. It's still growing about every four turns and can grow onto the necessary mines and workshops as they finish, while still being useful as it continues to grow to about size 12. Seems reasonable to me. I'm in for Hastings HE.
London will need at least another worker, but we plan to build one there, and hope to capture some more. |
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#1771 |
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Deity
Join Date: Aug 2007
Location: Stockholm, Sweden
Posts: 3,810
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About 10 hours from now I plan to post an updated PPP, and play about 24 hours after that, unless there's substantial new discussion.
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#1772 |
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Deity
Join Date: Jan 2008
Location: San Francisco, CA
Posts: 4,865
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I think it makes sense to grow CC to 12 pop and run 8 scientists with starvation after the revolts. We max growth now before revolts and maybe 1 turn after the revolts to get an extra scientist for 12-15 turns as CC slowly starves down to 11 pop. We don't run 3 specialists now maxing food for 3 turns but get a scientist under pacifism for 12-15 turns. At 12 pop we will be unhealthy but with the border pop in Nottingham we will pick up sheep and become healthy. So we lose 3 food maybe 1 turn and then 2 food until we used up the granary ~30 food.
I think there is a slight advantage to this plan. It does delay the build in CC a little bit (or exchanges an any extra hammers we might be tempted to put from a mine in the time before the revolts for an extra scientist later). |
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#1773 | |
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Deity
Join Date: Jan 2008
Location: San Francisco, CA
Posts: 4,865
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#1774 | |
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Deity
Join Date: Apr 2006
Location: Tyler, Washington
Posts: 5,833
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__________________
Thrills and excitement come from the journey, not the destination! ![]() SGOTM 2-11, 13 - Gypsy Kings
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#1775 |
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Deity
Join Date: Aug 2007
Location: Stockholm, Sweden
Posts: 3,810
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Ok I have an updated PPP, I'll play through it to see if I need changes, then post.
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#1776 |
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Deity
Join Date: Aug 2007
Location: Stockholm, Sweden
Posts: 3,810
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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.
Hastings will be the Heroic Epic city, and various parts of the plan have changed to suit that. I've rejigged my worker plan to improve it - with better tile improvements I can get HE T232 at size 7. Hmm, Hastings can be attacked and maybe taken T201 with two cats, a sword and three axes with 4% culture still, but AFTER the revolutions start, so that we don't increase their length (tested in game). The earlier capture does lead to earlier emergence from city-revolt because that timer decays during the empire revolts! Edit: Also, take some more of the injured swords from the York stack, especially swords that can use another XP for a promo. Leave two axes for cover defence. Once I have taken Hastings, plan to move on Canterbury per #1780. I've incorporated suggestions for more triremes, and over-growing CC. The plan I used in my play through for the theatres was OK, but the rate-limiting theatre in GH is a bit slow (T224). We have to build five theatres from (FH, SM, PC, MC, BF, FC and GH). FC is too slow, even with its chop. My play-though built a trireme in PC which I think is surplus to requirements, and theatres in FH, SM, MC, BF and GH. I have changed the plan build a theatre in PC instead of GH, which will speed up the last theatre and presumably speed up the finish time of the 450 Globe Theatre in London. There's still T201 whipped-triremes from GH and SM, La Couronne healing up and Paralus north of England, so I think we're decently covered without starting a new trireme in PC.Various parts of the plan have been subordinated to the desire to get WvO friendly to get some useful techs out of him in the near future. To do this, I am implementing the plan discussed in #1769. So we immediately
Tech Path 100% on Feudalism, Edit but do not finish until we know WvO is at Friendly, lest Cathy get access to trade Feudalism to WvO before we do. Run 0% on Feudalism or Civil Service when I have to. End edit. Then expect to do HBR+Feudalism for machinery. However, if WvO (unexpectedly) does not start Compass, then go back and finish Compass and use it for trading to WvO - this would probably require that I put a turn of tech on Machinery, with a size judged by the gold he wanted to seal the deal last turn. Then continue binary research on Optics. Civic changes Anarchy is still one turn. Switch to Taoism T198 (spread in CC already, want to get diplo benefits with WvO earlier) then Paci+Caste T201 (keep slavery as long as possible in case of needing to whip trireme in GH) Religion Changes As above, Taoism T198. Anything to be done with other AIs before they start to hate us for our religion? Tech Trading for Monotheism. By the end of the set, we hope to organize a HBR+(Feudalism or Compass) deal for Machinery with WvO once WvO likes us a bit more.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 and another at the end of the set. First one is about 85% scientist, 9% merchant, 6% artist, 0.1% engineer. Next one will be mostly scientist. Save them all, for bulbing Astro and war-time Golden Age as appropriate. 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 and two in the build plan below. We also need one for GH, which is already nearly finished building in GH. Silverlode will want its WB on T201 when it plants, and the first WB goes there. Hastings will want its WB by T207, and the second WB is well-timed to go there. City Builds This should match the attached PDF
Workers
War Plans
Triremes
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 Timing of something goes badly awry Giving drama to 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 18, 2011 at 05:57 PM. Reason: incorporated first round of bc feedback; NJ built in SM |
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#1777 |
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Deity
Join Date: Aug 2007
Location: Stockholm, Sweden
Posts: 3,810
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Unless there's a significant issue that comes up, I plan to play the real game in 20 hours.
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#1778 | |
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Deity
Join Date: Jan 2008
Location: San Francisco, CA
Posts: 4,865
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comments in blue, MM looks good, except for build changes I mentioned below
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Last edited by bcool; May 17, 2011 at 10:55 PM. |
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#1779 |
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Deity
Join Date: Aug 2007
Location: Stockholm, Sweden
Posts: 3,810
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I agree with bc's suggestions. The timing for wanting a galley and trireme over on the western edge of Vicky's empire is more like T220, so we can get better value by adapting to bring galleys back west.
Fleming and MacAdam getting on boats for Vicky's empire does indeed sound like good value. In my test play-through to T214 those two, plus Strauss and Yeltsin were nearly done in PC+BF, but we didn't want to be using those tiles yet. So we can do like we're doing near SR and FC - leave 1-2 worker(s) to finish the jobs, while we take the bulk of the workforce to where there's lots of stuff to be getting done to use right now. I can see just about all workers will end up in England, but we want the bulk there soon. I finally see his point about unlocking Cathy's trade of Feudalism. I will temporise at 0% before finishing Feudalism so that we are Friendly with WvO before we finish Feudalism, so that we get first shot at trading to him.
Last edited by mabraham; May 17, 2011 at 10:55 PM. |
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#1780 |
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Deity
Join Date: Aug 2007
Location: Stockholm, Sweden
Posts: 3,810
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Canterbury
Assuming I take Hastings around T201, I will leave some anti-barb cover thereabouts (i.e. an axeman) and swing back to Canterbury.
I checked the game code, and a city will auto-raze if its highest ever population was 1. So if we want to keep the city, we can't capture it until it has been at size 2 - and preferably the turn it grows, so that she can't whip it. Assuming Vicky's been working the iron tile, she'll take about 17 turns from founding (T192) to grow. So if I swing a defensible collection of units over to Canterbury by about T205, I'll be able to keep an eye on things with a view to attacking around T209 with some of the units from the Hastings assault. She didn't have Stonehenge, so only if Christianity spread rapidly will she have culture defense to concern us, and we have at least one catapult. Even a hypothetical pair of longbows can and should be dispatched by the kind of force we can deliver. Then disperse some of the army to provide temporary MPs and barb protection, and pool some units in Canterbury with a view to a possible naval strike on Hittite. Canterbury builds a granary working the iron. |
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