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#61 |
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Deity
Join Date: Mar 2009
Location: San Francisco, California
Posts: 2,746
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OK - I will try some games with Bismarck as the German.
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BTS MTDG II - Team Sirius, SGOTM 12 - T'dr'duzk b'hazg t't, SGOTM 13 - T'dr'duzk b'hazg t't ("Do it for Cuddy!"), SGOTM 15 - Unusual Suspects, SGOTM 16 - U'nu'sual S'us'pec'ts, SGOTM 17 - U'nu'sual S'us'pec'ts |
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#62 | |
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Lentils have feelings too
![]() Join Date: May 2007
Location: Australia
Posts: 4,363
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Quote:
The HoF rules state that cylindrical & toroidal are valid map options for 'XX & Small' maps. But I haven't sctually seen them.
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SGOTM 11, 12, 13 - T'dr'duzk b'hazg t't. SGOTM 14 & 15 - Mapmaker. SGOTM 16 & 17 - U'nu'sual S'us'pec'ts |
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#63 |
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Deity
Join Date: Mar 2009
Location: San Francisco, California
Posts: 2,746
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Yeah, I wasn't saying that those map types weren't cylindrical, I was just noting that there is no specific setting for world wrap with those map types at set up. Perhaps I'm trying too hard to glean information from the fact that the world wrap was specifically mentioned in the game settings.
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BTS MTDG II - Team Sirius, SGOTM 12 - T'dr'duzk b'hazg t't, SGOTM 13 - T'dr'duzk b'hazg t't ("Do it for Cuddy!"), SGOTM 15 - Unusual Suspects, SGOTM 16 - U'nu'sual S'us'pec'ts, SGOTM 17 - U'nu'sual S'us'pec'ts |
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#64 | |
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Lentils have feelings too
![]() Join Date: May 2007
Location: Australia
Posts: 4,363
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Its always good to try reading the entrails.....
Quote:
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SGOTM 11, 12, 13 - T'dr'duzk b'hazg t't. SGOTM 14 & 15 - Mapmaker. SGOTM 16 & 17 - U'nu'sual S'us'pec'ts |
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#65 | |
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Deity
Join Date: Mar 2009
Location: San Francisco, California
Posts: 2,746
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Possibly. But throw in this caveat (again from the maintenance thread):
Quote:
Edit: Ah! Sweden! Now I see why you put Ragnar in your test game.
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BTS MTDG II - Team Sirius, SGOTM 12 - T'dr'duzk b'hazg t't, SGOTM 13 - T'dr'duzk b'hazg t't ("Do it for Cuddy!"), SGOTM 15 - Unusual Suspects, SGOTM 16 - U'nu'sual S'us'pec'ts, SGOTM 17 - U'nu'sual S'us'pec'ts Last edited by Trystero; Feb 22, 2011 at 04:12 PM. Reason: Vikings! |
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#66 |
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Financial Econometrician
Join Date: May 2010
Location: Durham
Posts: 898
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Just ran a quick test game settling in place. My tech rate was pretty decent, but my hammers were just so incredibly poor. I got the oracle on turn 101 with the whip or turn 106 without it.
Build order: warrior -> wb1 -> finish warrior (no hammers lost) -> wb2 -> wb 3 -> one turn of lighthouse (to grow) -> worker -> finish lighthouse (chop) -> galley1 (whip) -> monument (chop) -> settler (whip) -> wb4 -> granary (whip into ...) -> Oracle (partial) -> galley2 (whip into...) -> Oracle Tech order: Fishing -> Sailing -> Mining -> BW -> Mysticism -> Poly -> Priesthood -> Pottery -> Writing -> halfway into Monarchy. Comments:
Questions:
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Online Games: ALC 28: Zara, ALC 29: De Gaulle, ALC 30: Bismarck, ALC 31: Pericles, ALC 32: Charlemagne, currently playing: ALC 33: Wang Kon Last edited by Benginal; Feb 22, 2011 at 09:12 PM. |
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#67 |
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Financial Econometrician
Join Date: May 2010
Location: Durham
Posts: 898
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Continued on with the Test game up to 300 BC
A-M Builds: Forge (partial) -> Settler (whip) -> forge (whip) -> warrior -> warrior -> Colossus (partial) -> Settler (whip) -> Colossus (partial) -> worker (whip) -> warrior -> warrior -> Colossus (can finish on turn 152 with whip or by 157 without whip) City 2 Builds: Granary -> Workboat (whip) -> monument (whip) -> workboat (whip) -> Library (whip) -> lighthouse. Note that I settled this city on the island right next to ours to the southeast so it has two clams in the first ring, but zero production. Cities 3 & 4: Monuments and granaries. I'm letting the workers and workboats come from the first two cities. Techs: Finished Monarchy, about to CoL. Confucianism went 380BC, so we just missed it. Comments:
Fun Fact: I just popped tin in the capital. Too bad THAT won't happen.
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Online Games: ALC 28: Zara, ALC 29: De Gaulle, ALC 30: Bismarck, ALC 31: Pericles, ALC 32: Charlemagne, currently playing: ALC 33: Wang Kon Last edited by Benginal; Feb 22, 2011 at 10:02 PM. |
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#68 |
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Lentils have feelings too
![]() Join Date: May 2007
Location: Australia
Posts: 4,363
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Very nice use of the whip!
I don't whip enough probably. @ Comments: Yeah, not enough hammers is what turned me off SIP. I like the idea of Monarchy after Writing, because it fits in well with our - hoped for - early high population cities and Colossus strategy. Lighthouses will probably be the first build of most new cities. A-M will need to go Forge-Colossus, we will need to see if cities 2 and later 3 can contribute settlers/WB's by then. @Questions: 1. I normally do Poly out of habit I suppose, as I am normally pursuing a space VC and want the GLib. We need Meditation for Philo, but normally by then it is a 1 turn tech. But, as it should shave 1 or 2 turns off the time we start building Oracle, then I say yes to Meditation. 2. I'm not so sure, we don't know where city 3 is going to go yet, and we have only 1 worker and 1 WB for city 2. I might try whipping a WB or 2 into the Oracle after settler 2. 3. WB's for exploration, normally. So much cheaper than a galley, which barbs eat at Emperor anyway. My thoughts, I want to tech towards Maces and Cats, as always, but we don't know how close the neighbours are. edit: X-post with Benginal. I will play my test out to 300BC and post the results.
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SGOTM 11, 12, 13 - T'dr'duzk b'hazg t't. SGOTM 14 & 15 - Mapmaker. SGOTM 16 & 17 - U'nu'sual S'us'pec'ts Last edited by neilmeister; Feb 22, 2011 at 10:58 PM. Reason: I went to lunch, and didn't press F5 |
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#69 |
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Warlord
Join Date: Nov 2010
Location: Avignon, France
Posts: 180
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oop, too much tapas. Yes I was talking normal speed. Back online tomorrow. Itching to run some tests.
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#70 |
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Deity
Join Date: Mar 2009
Location: San Francisco, California
Posts: 2,746
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Oracle tests - Archipelago maps
I started running sets of test games to see when the AI would build the The Oracle. I also noted when other wonders and religions went for reference. This first set of tests used a default Archipelago map setting (landmass type: archipelago, rather than snaky continents or tiny islands). All other settings were identical to the actual game.
I did not do any city/worker micro during these games, or exploring, or settle a second city, and I followed roughly Neil's build/tech order. My primary intent here was to follow AI behavior given some assumptions about their identities and the map. I specifically avoided trying to build wonders myself. For the first 3 tests I used Catherine, Frederick, Isabella, Joao, Victoria, and Willem as the AI opponents. Game 1 Religions: Bud: t12, Hind: t24, Jud: t60 Wonders: SH: t93, Oracle: t102 Game 2 Religions: Bud: t13, Hind: t25, Jud: t69 Wonders: Oracle: t94, GW: t103 Game 3 Religions: Bud: t13, Hind: t28, Jud: t85 Wonders: SH: t97, Oracle: t97 For the next 3 tests I substituted Bismarck (Expansive/Industrious) for Frederick (Philosophical/Organized). Game 4 Religions: Bud: t12, Hind: t24, Jud: t74 Wonders: SH: t70, GW: t77, Oracle: t109 Game 5 Religions: Bud: t13, Hind: t26, Jud: t81 Wonders: SH: t92, GW: t105, Oracle: t122 Game 6 Religions: Bud: t12, Hind: t52, Jud: t78 Wonders: GW: t119, ToA: 119, Oracle: t128 Given the caveat that these are small sample sizes, the presence of an Industrious leader did not appear to make The Oracle go earlier (It actually went later if Bismarck was on the map ). This map script gives some isolation, but lots of room for expansion. None of the AI's were stuck on small islands when I checked the saves in WB, so that did not necessarily constrain the AIs. Most had 2 or 3 cities settled by turn 100 or so.I also only saw a barb galley in one of the games (game 5, on turn 84). Granted I did not do any exploring, so the barbs had to find me. But even so, I did meet at least one AI in each game. In Neil's two tests, we finish The Oracle on turns 103 and 107. It's hard to say what effect the map would have on AI wonder building, but under these settings we'd miss out on The Oracle in the first test case (with Frederick rather than Bismarck on the map). Again, I don't know how much weight to give that conclusion, given all the potential variables. Also note that I didn't edit the saves at all, so no AI started with the Great Lighthouse, nor was it built in any of these test games (although I did note it being constructed when I checked in WB at the end of a couple of games). I am not sure whether starting with the GLH would alter AI wonderbuilding. They'd certainly tech faster. I will try the same AI combinations with a Medium & Small map tomorrow. I might also run a couple more games with these settings to see if the German leader really does make a difference. I'd also be glad to hear any other suggestions for changing variables. @Benigal: Nice test game! I will have to look at it carefully. I am inclined to agree with you however that HR will be a priority. And I normally use WBs for exploration. Mostly because we can get one out faster (we don't need Sailing to be done, and they are fewer hammers than galleys).
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BTS MTDG II - Team Sirius, SGOTM 12 - T'dr'duzk b'hazg t't, SGOTM 13 - T'dr'duzk b'hazg t't ("Do it for Cuddy!"), SGOTM 15 - Unusual Suspects, SGOTM 16 - U'nu'sual S'us'pec'ts, SGOTM 17 - U'nu'sual S'us'pec'ts Last edited by Trystero; Feb 23, 2011 at 02:12 AM. Reason: clarity |
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#71 |
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Lentils have feelings too
![]() Join Date: May 2007
Location: Australia
Posts: 4,363
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I'm hoping to get it under t100, with some whips and with working some of the coastal squares instead of the mines. Either way, it seems like we cannot be sure that we get Oracle. I still think it is worth the risk. We would get it 4/6 times with your tests.
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SGOTM 11, 12, 13 - T'dr'duzk b'hazg t't. SGOTM 14 & 15 - Mapmaker. SGOTM 16 & 17 - U'nu'sual S'us'pec'ts |
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#72 |
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Emperor
Join Date: Nov 2007
Location: Plattsburgh, NY
Posts: 1,247
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Comment on exploring: I normally play Emp, and Galleys are far better for exploring a map like this than WBs. The key is to defend with them, not attack. That gives them better than a 50% chance of survival, which beats the hell out of WBs. The only real advantage of WBs is that you can get them out earlier, but I doubt we'll be exploring very far at that stage if we're going for the Oracle, because we can't afford the early production diversion.
Of course, if we wait long enough, Triremes are far better for exploring, and will still be early enough to win circumnavigation if it is possible on this map. |
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#73 |
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Lentils have feelings too
![]() Join Date: May 2007
Location: Australia
Posts: 4,363
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I think we can whip an exploring WB into Oracle. Early WB is to try and get contact with as many AI as possible, and crucially for this map, circumnavigation, before the barb galleys appear.
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SGOTM 11, 12, 13 - T'dr'duzk b'hazg t't. SGOTM 14 & 15 - Mapmaker. SGOTM 16 & 17 - U'nu'sual S'us'pec'ts |
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#74 |
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Deity
Join Date: Mar 2009
Location: San Francisco, California
Posts: 2,746
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I tried 2 more tests with each German leader. I figure 5 attempts with each would give a somewhat statistically significant outcome.
With Frederick: Game 1 Religions: Bud: t14, Hind: t30, Jud: t92 Wonders: SH: t66, GW: t87, Oracle: t111 Game 2 Religions: Bud: t13, Hind: t44, Jud: - Wonders: SH: t69, GW: t87, Oracle: t99 With Bismarck: Game 1 Religions: Bud: t13, Hind: t25, Jud: t82 Wonders: GW: t98, SH: t108, Oracle: t119 Game 2 Religions: Bud: t13, Hind: t25, Jud: t121 Wonders: GW: t70, SH: t78, GLH: t:117, Oracle: t124 In summary, the Oracle build times were: Frederick: 94/97/99/102/111 Bismarck: 109/119/122/124/128 The differences between the two leaders are pretty remarkable and counter-intuitive. Especially since in the Frederick games it wasn't always the Germans who build The Oracle. Again, this map type leaves ample room for AI expansion (most had 3 cities by turn 110 or so), so I think that aspect at least will be similar to the real game. What appears to be important is which AIs are on the map. I made educated guesses, but Dynamic Spirit could have chosen to make the Romans or the Vikings part of the 6th Coalition I suppose. I agree it seems worth the risk. And yes, getting it before turn 100 would greatly improve our chances. Pre-turn 95 would be ideal, but I'm not sure that's possible given the scarcity of trees to chop (at least that we can see).
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BTS MTDG II - Team Sirius, SGOTM 12 - T'dr'duzk b'hazg t't, SGOTM 13 - T'dr'duzk b'hazg t't ("Do it for Cuddy!"), SGOTM 15 - Unusual Suspects, SGOTM 16 - U'nu'sual S'us'pec'ts, SGOTM 17 - U'nu'sual S'us'pec'ts |
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#75 |
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Intermeidate Bench Warmer
Join Date: Jul 2009
Location: The house that I shaped in my heart
Posts: 3,867
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Sorry for the lack of input so far, have been preparing for a speech with Toastmasters. I'll run a few tests myself to get a feel for the strategy tomorrow, and give my thoughts then. Looks interesting so far though.
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Erebus in the Balance. It's your only man Current SGs:PCSG2, 8 City Challenge, R_Rolo 11, Fall with Fleme. Completed SGs:FfHSG2: High to Low, R_Rolo10, World Wide Wonder, Sengir 03 The Orwellian State (loss), IO 4 Sex Drugs and more Drugs, T'dr'duzk b'hazg t't SGOTM 11, SGOTM 12. |
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#76 |
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Lentils have feelings too
![]() Join Date: May 2007
Location: Australia
Posts: 4,363
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I got it on t92, by doing BW & Pottery after Priesthood. Whipped Oracle on the turn I learned Pottery.
On the minus, only have 2 cities, not three, and A-M is pretty whipped down. Copper didn't show up until well after the settler was out.
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SGOTM 11, 12, 13 - T'dr'duzk b'hazg t't. SGOTM 14 & 15 - Mapmaker. SGOTM 16 & 17 - U'nu'sual S'us'pec'ts |
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#77 | |
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Financial Econometrician
Join Date: May 2010
Location: Durham
Posts: 898
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Quote:
I'm not convinced this is really that bad. Obviously we'll have to do some scouting in the real game to reach a decision. I think an early second city to take over worker/settler/workboat/galley/trireme production is good while our capital builds oracle -> forge -> colossus. But an early third city isn't vital I don't think. Don't worry about it. The past few months have seen me fall in love with whipping. You can pretty much whip as much as you want without consequence in HR. I mean to a point, don't go overboard. But usually the 100+ turns of whipping unhappiness is worth it.
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Online Games: ALC 28: Zara, ALC 29: De Gaulle, ALC 30: Bismarck, ALC 31: Pericles, ALC 32: Charlemagne, currently playing: ALC 33: Wang Kon |
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#78 |
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Financial Econometrician
Join Date: May 2010
Location: Durham
Posts: 898
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Question for Neil: Did you go with medi or poly on that t92 test?
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Online Games: ALC 28: Zara, ALC 29: De Gaulle, ALC 30: Bismarck, ALC 31: Pericles, ALC 32: Charlemagne, currently playing: ALC 33: Wang Kon |
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#79 |
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Lentils have feelings too
![]() Join Date: May 2007
Location: Australia
Posts: 4,363
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Meditation, settling on the PH.
ediy: Yeah, I think it works well.
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SGOTM 11, 12, 13 - T'dr'duzk b'hazg t't. SGOTM 14 & 15 - Mapmaker. SGOTM 16 & 17 - U'nu'sual S'us'pec'ts |
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#80 | |
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Deity
Join Date: Mar 2009
Location: San Francisco, California
Posts: 2,746
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Quote:
Regardless, our start will have plenty of food and limited hammers, a situation which seems to call for heavy use of the whip. I do think that early expansion is important, but I'm going to agree with Benginal, in that the timing of the third settler is going to depend on what our scouting finds. If we can get the Colossus, by way of Oracle > MC, it would be worth delaying our 3rd city. Edit: And nice work Neil. Finishing The Oracle on t92 seems close to a sure thing.
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BTS MTDG II - Team Sirius, SGOTM 12 - T'dr'duzk b'hazg t't, SGOTM 13 - T'dr'duzk b'hazg t't ("Do it for Cuddy!"), SGOTM 15 - Unusual Suspects, SGOTM 16 - U'nu'sual S'us'pec'ts, SGOTM 17 - U'nu'sual S'us'pec'ts Last edited by Trystero; Feb 23, 2011 at 11:05 PM. |
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