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#2521 |
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Deity
Join Date: Aug 2007
Location: Stockholm, Sweden
Posts: 3,809
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#2522 | ||
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Deity
Join Date: Aug 2007
Location: Stockholm, Sweden
Posts: 3,809
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Quote:
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in that city.Anyway, I agree that a monastery in Gems makes sense for either relevant purpose (missionary building, or synergy with creating Gscientist). I don't think more farms are required, however. I'd like to see workers building Gworkshops for Gems City, not Gfarms. We need to start catering to our long term Caste scenario. AIs are not far away from starting Guilds. |
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#2523 | |
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Deity
Join Date: Aug 2007
Location: Stockholm, Sweden
Posts: 3,809
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#2524 |
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Deity
Join Date: Jan 2008
Location: San Francisco, CA
Posts: 4,862
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stealing gold is almost never useful especially if we are running the espionage in tiny cities (since the amount of gold you can steal is limited by the size of the city). Sometimes late game when we know that we have espionage that will not be used for any other purpose, sending spies to their large cities might make sense.
If you get an AI the turn after they run a Great Merchant Trade mission, sometimes it is nice, but you need a boat load of espionage. As long as we have techs to steal I would rather save the espionage to steal techs. If no tech present themselves I would spread culture so that our later espionage missions cost a bit less. I definitely wouldn't risk stacking spies just so we can steal wealth. |
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#2525 |
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Grrrrr... I AM the force!
Join Date: May 2006
Location: No longer Chicago :(
Posts: 1,957
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Not gonna happen. I will play tomorrow, probably about 24 hours from now.
__________________
Cubbies forever! (Guess I'll wait until 2013); Teach me and you. Give me a gem. shulec will declare at friendly!
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#2526 |
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Grrrrr... I AM the force!
Join Date: May 2006
Location: No longer Chicago :(
Posts: 1,957
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Whipping the courthouse in GP farm vs not whipping.
Here are the screenshots for GP farm.
The first is with no whip, working all coast tiles, then Gmines. Pop 17 The second is with early courthouse whip, working all coast tiles then Gmines. Pop 14, to grow in one turn. The third is with a harbor whip instead of a courthouse whip. Spoiler:
Looking closer, whipping a harbor for +3 would be a better play than the courthouse.Edit: I was basing my argument on flawed information as mabraham pointed out below.
__________________
Cubbies forever! (Guess I'll wait until 2013); Teach me and you. Give me a gem. shulec will declare at friendly!
Last edited by shulec; Nov 09, 2011 at 04:06 AM. |
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#2527 | |
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Grrrrr... I AM the force!
Join Date: May 2006
Location: No longer Chicago :(
Posts: 1,957
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Comments in blue.
Quote:
__________________
Cubbies forever! (Guess I'll wait until 2013); Teach me and you. Give me a gem. shulec will declare at friendly!
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#2528 |
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Grrrrr... I AM the force!
Join Date: May 2006
Location: No longer Chicago :(
Posts: 1,957
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I am pretty sure that you do get a positive diplo "you voted for us" for a city vote. Can someone test this? I can test it after my turnset, but don't have time now.
__________________
Cubbies forever! (Guess I'll wait until 2013); Teach me and you. Give me a gem. shulec will declare at friendly!
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#2529 |
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Grrrrr... I AM the force!
Join Date: May 2006
Location: No longer Chicago :(
Posts: 1,957
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Things to change in PPP:
GPFarm: No whip after University. Marble City: Whip courthouse without overflow, then grow while building wealth. Culture Bridge: Whip courthouse without overflow, the grow while building wealth. Gems City: Build monestary after courthouse and missionary. Fur City: Chop some forests from outside culture to get Lighthouse before CS/Pac. Gaul: Possibly chop caravel after spy, start trireme after spy. All barracks builds are put on hold except for in GPfarm. Adjust worker actions as per mabraham's suggestions. Renegotiate with Mansa Musa on T 136. Get some specialist up in Marble city and Cultural Bridge city on T 143. Am I missing anything?
__________________
Cubbies forever! (Guess I'll wait until 2013); Teach me and you. Give me a gem. shulec will declare at friendly!
Last edited by shulec; Nov 09, 2011 at 04:06 AM. |
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#2530 | |
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Deity
Join Date: Aug 2007
Location: Stockholm, Sweden
Posts: 3,809
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Quote:
We certainly want about 14-16 population at the Caste+Paci switch, because that's how much population works max food, plus maybe silk, plus max scientists with no unhealthiness. Spare population could be put to some reasonable use - I'd rather a courthouse than a harbour. I don't see we need more health, or the commerce boost. Last edited by mabraham; Nov 08, 2011 at 11:54 PM. |
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#2531 | |
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Deity
Join Date: Jan 2008
Location: San Francisco, CA
Posts: 4,862
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Quote:
I think GPFarm should build a missionary before the courthouse if we don't whip the courthouse. Great People I have updated the great person spreadsheet with T134 real numbers and more realistic specialist numbers and I would like to see you run 4 scientists in GPFarm on T143, and if you are ending T144 I want 8 scientists in GPFarm. This allows us to have great engineer born in washington end of T144 and a great scientist born in GPFarm at the end of T144. Also if gems and silver are going to have a chance at beating GPFarm then Gems should run at least 1 scientist on T143, and Silver should run 3 scientists. see the spreadsheet for more details... Gaul I want a courthouse in Gaul after the spy. (with chops we can build it in a reasonable amount of time) espionage I would like you to steal drama once the spy in boston gets to 50% stationary discount. Then look to trade drama for a large lump of gold. I also want you to return a spy to Boston so we can steal engineering if we somehow get the espionage. I think we want to look into running 100% espionage slider near the end of your turn set if we don't plan to infiltrate the northern witches. An extra movement on roads really is nice for the workers if nothing else, and we want Isengard to start cranking out trebs asap. Also you will send a spy into Trojan Horse after stealing compass, so we can steal Optics asap as well. renegotiate trades every turn I'd like you to check resource screen at the end of every one of your turns and renegotiate trades for more gold if at all possible. I passed on 1 gold resource trades, but anything better I would juggle resources around to get the extra gold. (so not just renegotiating with Mansa on T136). I would be generous with the resources we give to the north and west witches since we want the "you shared resources with us bonuses". The more resources and the more turns we supply them the better. Try to sell maps every turn we explore new land? Try to sell maps for 5-10 gold to each AI as we explore new land in the south witches area or with spies in the east. Buy maps? We also might want to buy maps from the western witches for 5-10 gold to see if they have explore more around the various mountains regions or explored more of the south than we have. After the music trade we probably still won't be able to trade for southern witches maps, but if we get them both to pleased via resource trade bonuses perhaps, then look for map trading or buying with them. return spies mabraham would like the spies in Eastern witches lands returned to us. I'm okay with that as well. Max OF of a courthouse in CB for Caravel? I would like to maximize the OF of the courthouse whip in CB (then build wealth to preserve it) so that we can quickly build a caravel in CB once we have optics. Another Settler? I don't think anyone has mentioned this on the forum, but maybe we want to whip a settler perhaps in Marble City so that we can settle on Asoka's spoke. Settling on Asoka's spoke would allow us to build a canal through both Asoka's and Ragnar's spoke. This might be very useful, and worth the sacrifice to Marble City's contributions as a merchant city for some time. escorted missionary to south witches? and missionary to Genghis? there was some discussion about getting a missionary to the south witches asap, since that would give us more AP options (allow us to bring the south in on a holy war for example) Also a missionary to genghis is nice so that we can switch him into that religion. I'm not sure how important it is for AP options since we will hopefully get Boston to Taoism so that 1 north witch will have the AP religion. Last edited by bcool; Nov 09, 2011 at 07:19 AM. |
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#2532 |
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Deity
Join Date: Jan 2008
Location: San Francisco, CA
Posts: 4,862
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AP Testing
Wow-- bringing up a vote to assign boston to us and then voting against it did give us a +2 diplo bonus haha! good call Kaitzilla! We need to spread taoism to Boston for this to work, so if the missionary in Cultural Bridge or Boston fails, I would build another missionary somewhere to compensate (perhaps instead of a monastery somewhere). Also if only one of the team AI has taoism the holy war still works (the team is drawn into the war). Last edited by bcool; Nov 09, 2011 at 08:26 AM. |
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#2533 | |
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Grrrrr... I AM the force!
Join Date: May 2006
Location: No longer Chicago :(
Posts: 1,957
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Quote:
__________________
Cubbies forever! (Guess I'll wait until 2013); Teach me and you. Give me a gem. shulec will declare at friendly!
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#2534 |
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Grrrrr... I AM the force!
Join Date: May 2006
Location: No longer Chicago :(
Posts: 1,957
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Fur City Granary=>Lighthouse=>Courthouse
Fur City Micro
T 135 Chop one forest into granary T 136 Whip granary, chop into overflow T 137 Lighthouse from chop/overflow T 138-141 Courthouse with 1 chop. T 142 Courthouse whip/Anarchy T 143 Courthouse last turn T 144 Monestary
__________________
Cubbies forever! (Guess I'll wait until 2013); Teach me and you. Give me a gem. shulec will declare at friendly!
Last edited by shulec; Nov 09, 2011 at 11:08 AM. |
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#2535 |
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Grrrrr... I AM the force!
Join Date: May 2006
Location: No longer Chicago :(
Posts: 1,957
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Marble micro.
Marble city:
Whip courthouse, 2 pop whip on T 137 for 1 Hammer over flow at pop 5. This gets us to population 6 one turn faster that whipping at T 136. The game crashes when I try take it out to population ten as mabraham suggested. I will whip on T137.
__________________
Cubbies forever! (Guess I'll wait until 2013); Teach me and you. Give me a gem. shulec will declare at friendly!
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#2536 | |
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King
Join Date: Feb 2011
Posts: 737
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Quote:
The other way I see it coming out is we get the 500 GP - a scientist in GP farm, and Washington accumulating the 600 points GP, which never comes into existance, 'cause other cities beat it. I don't recall receving two GP in the same turn, except a regular, and a free one from a tech maybe. How are the odds distributed? If you get two cities on two different GPP levels at the same turn, which city gets the cheapest one (500 GPP in our case), is it RNG determined, or you get the two GP's for sure? |
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#2537 | |
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Deity
Join Date: Aug 2007
Location: Stockholm, Sweden
Posts: 3,809
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Quote:
are accumulated first. See http://forums.civfanatics.com/showpo...postcount=2493Of course, getting two GPeople in one turn is not of itself desirable. Getting the last Gperson out of GPfarm fast is desirable, and that means pushing the first one out ASAP. |
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#2538 | |
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King
Join Date: Feb 2011
Posts: 737
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Quote:
I've read bcool's post, but I seem to have skipped or forgot that part. Thanks for the clarification. btw, I'll probably be in bed when shulec starts to play, so I wish you the best luck .
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#2539 |
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Deity
Join Date: Jan 2008
Location: San Francisco, CA
Posts: 4,862
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this is good, better than the original plan I proposed. I think we probably can give up on the monastery build though. Just make this into a wealth building merchant/spy factory as well.
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#2540 | |||
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Deity
Join Date: Mar 2007
Posts: 5,328
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Combat, Promotions and Draft-able Units
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You are wrong about Cover being +25%; it is -25% and is applied to the defending Archery unit when the attacking unit has Cover. Quote:
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I believe your "siege" arguments would have greater merit with Canon units (strength 12) rather than Trebuchets (strength 4). It can be somewhat strange to have pre-Gunpowder siege units in a stack with Gunpowder non-siege units. A digression into an effective use of non-combat promotions: The Quechua (based on the Warrior, strength 2) is great example of how a low strength attacker can use Cover and City Raider promotions versus Archers with lethal results that surpasses what a slightly less well promoted Axeman can do versus an Archer. Of course siege units usually aren't involved in early Quechua rushes. BTW, I believe that the Quechua should be totally banned, but that issue for another thread. Sun Tzu Wu |
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