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#3521 |
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Deity
Join Date: Jan 2008
Location: San Francisco, CA
Posts: 4,861
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I'll write one up tomorrow in about 24 hours. My initial post was just to make sure everyone was on the same page with cease fire, DoW to take a ragnar city, and the 12 knight wizard killing plan which by the way has to happen on T188.
I assume it makes sense to hit him with 12 amphibious knights on T188 rather than 9 on T187 with 3 healthy ones following up on T188. The split attack would allow the wizard to promote and heal while the 12 amphibious knight attack is 99+% chance of killing him but it has the 0.001% risk of losing the game entirely. Especially because several of the knights will be Combat III amphibious. |
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#3522 | |
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Deity
Join Date: Jan 2008
Location: San Francisco, CA
Posts: 4,861
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Quote:
By STW's post it seems the safe beg from mansa is 180 gold. The safe beg from shaka is not covered by the post since we had 2 failures. I'm uncertain how beg failures affect the results. And I don't think it is important enough to look up myself as I have to do some real life work tonight. There also appears to be a power scaling factor to begging. I assume they compare our power to their combined power, but of course that might be wrong. This might explain our failure with several begs. Last edited by bcool; Nov 27, 2011 at 06:30 PM. |
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#3523 | |
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Warlord
Join Date: Aug 2007
Posts: 149
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Quote:
There are 12 knights already on the road, so we don't need to buy any full price knights in Wizard City or anything like that. There is a Spy in Wizard City that was already purchased but got delayed when we realised that the east wizard's stray caravels were making our life riskier and the decision was reached to get a 4th "slow" Galleon going for a T188 assault. So all you really need money for are about 4 granaries (the one SE of Madurai is bought already), and maybe a spy or two if you want more insurance. We should double-check West&North relations with East to make sure that the cease-fire + re-DOW plan won't pick us up extra 'You picked on our friend' |
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#3524 |
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Grrrrr... I AM the force!
Join Date: May 2006
Location: No longer Chicago :(
Posts: 1,957
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It looks like you guys have everything covered.
I like the cease fire for 1-2 turns. I like the idea of taking peace with the east Witch on turn 188 to get Cimmeran. But, we should only do it if we need the votes. If for some unforseen reason we lose the first vote, we may have a hard time on the next vote too if we don't have the mutual war diplo bonus. I think a beg from Shaka has 0% chance of success. Again, academic.
__________________
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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#3525 | |
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Deity
Join Date: Mar 2007
Posts: 5,325
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Re: Value of the War
Quote:
I'd prefer that we are at war with the Eastern Witches with the Western Witches and Northern Witches (no longer an option) right through to sometime in t188 for maximum "Mutual Military Struggle" bonus. I'm OK with 2-3 turns of Cease Fire starting t182 (now). I understand that you think we have everything we need to win t189, but I'd prefer to have a greater margin of error in all three major requirements for our victory: 1) More Population for us and our allies, as long as the Southern Witches remain our Diplomatic Victory opponents. Thus, they have more Population than any other AI Team by a significant margin that can't be realistically nullified. 2) We need +8 Diplomacy, including hidden modifiers, with each AI Team member to vote for our DV resolution. There are only four hidden modifiers and as I recall they can be only +2 (hidden attitude only) , +1, 0 or -1 in value, so our worst case hidden modifier total is -4. Thus, an AI Team with both members at +12 visible Diplomacy will vote for us with absolute certainty. We need all AI leaders' personality identified to analyze the hidden modifiers in detail. Knowledge of the Diplomacy value of when the AI leaders transitioned from Pleased to Friendly might help determine the hidden modifier. 3) Sufficient Knights Combat II-Combat III Amphibious attacking Emerald City until the Wizard of Oz is destroyed. Twelve of these units should be adequate for a near 100% successful mission. If we have sufficient units to also capture Emerald City, we should do so for the extra 1 Population and may not have a choice, if the wizard is the last unit standing. Both goals #1 and #2 are further advanced through war. I don't agree with "value of the war is only in keeping the team amused :-)". In my opinion, it increases the margin of victory, in case some unforeseen game element reduces that margin (potentially too much). Sun Tzu Wu |
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#3526 | |||
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Deity
Join Date: Mar 2007
Posts: 5,325
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Re: Begging troubles
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Quote:
Every beg attempt whether successful or failed is remembered equally well. The (current turn # - the turn # of the last beg attempt) is the index into the % success table. I don't think it matters that there were two failed attempts with the Shaka character; its the last attempt that is remembered and forgotten (what the table shows). Quote:
Begging at cautious or level is no longer truly begging. It is more properly called asking for tribute or demanding something. Sun Tzu Wu |
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#3527 |
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Deity
Join Date: Jan 2008
Location: San Francisco, CA
Posts: 4,861
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Made some tweaks in red-- just the gunpowder teching and wizard option choice, and no settler in Washington but spies instead. Will plan to play in about
Final Draft of PPP T182-T189 Civic Changes Plan to change to Hereditary Rule & Nationhood on T187 (or earlier if I don't see any more value to Universal sufferage--i.e. there is nothing left to buy that will help with population growth or war with the east) This is mostly +1 relations bonus with Elizabeth but the 1 extra happiness in most cities will be nice. Nationhood just for the +2 from barracks. I will only switch to nationhood if the happiness helps somewhere. There really will be no need for wealth or research with the switch to Hereditaty rule. Nationhood would help espionage at least as much as bureaucracy in the capital might if we use the slider. So Nationhood is likely.Research 0% Gunpowder for T182, T183 On T184, T185, T186, T187 I will adjust the slider so that I can finish gunpowder by the end of T187. If I can't because I need too use the cultural slider too much to keep several cities growing then I won't finish it. This is primarily so that I can give pinch to 2 of the wizard killing knights. Also it doesn't hurt to have another tech to trade to the AIs. I will use the cultural slider as necessary to keep our cities happy and growing. I might use the espionage slider for espionage benefits for the war if I have spare gold and nothing useful to use it for. Diplomacy and Espionage
Resources Gifting Gandhi marble and deer this turn. I will cancel silk with mansa on T183 Gifting Monty silk on T183, then wheat when we get our 2nd T186, possibly giving him banana on T186 if we don't need the health from it ourselves I will renegoiate resource trades for more gold only if it is a spare resource we can't gift to either Monty or Gandhi Spies Gandhi there is a spy in gandhi's lands who will hang out outside of a city until T183, on T183 he will move into a city, T184 wait, T185 flip Gandhi if necessary to taoism or out of free religion Another spy built in wizard city will just make it to another one of Gandhi's cities T187, for an emergency backup. (this spy must be built this turn, so another reason not to risk the galleon attack vs. Ragnar's caravel) Need to look at the details, but if we need to make changes on T187 to affect the T188 vote then this spy will be too late. Monty spy in Trojan Horse will remain, plans to flip him back to Taoism T184, backup spy next to TH will jump in and try again T186, 2 more spies will be built and jump in T186 after backup spy, and try again T187 twice spy in Boston waits will flip if necessary, backup spy waits, will build 2 more backup spies for Boston. Spy in fur city will wait in another english city (Liverpool probably) Elizabeth spy in Boston waits will flip if necessary, backup spy waits, will build 2 more backup spies for Boston. Spy in fur city will wait in another english city (Liverpool probably) Genghis spy in Bactrian waits, spy in samarquad waits, 3rd spy near Liverpool will wait in a 3rd city of Genghis, and backup spy will be built and wait in a boat outside of Bactrain. Ragnar spy in Madurai moves down and boards boat on Asoka's south coast on T185 and sets up to revolt ragnar's city Jelling possible only on T188 Asoka spy will be built and sent down to spy on ragnar's stack, possibly revolting Asoka's city City Builds and expected growth Washington no growth planned (losing sheep to middle city at some point--will prevent starvation) spy x2 Airship wealth Stone 13/42 +8 growth rate; 29 for 1 growth, 51 for 2; will shoot for growing 2 more wealth Gems 40/44 +10 growth possible; 4 for 1, 27 for 2, 51 for 3; will shoot for growing 3 more spy (will backup spies outside Trojan Horse) airship wealth GP Farm 0/50 +12-+16 possible; 50 for 1, 76 for 2; will shoot for growing 2 more spy (will wait on boat outside of Bactrain) airship wealth Silver 22/44 +7-+12 possible; 22 for 1, 45 for 2; will shoot for growing 2 more spy (will backup spies outside Trojan Horse) wealth Isengard 35/48 +6 growth; 13 for 1, 27 for 2; will shoot for growing 2 more knight x6 wealth CB 21/38 +7 growth; 17 for 1, 37 for 2; will shoot for growing 2 more (losing seafood to Ham at some point) wealth Marble 26/40 +8 growth possible but happiness issues; 14 for 1, 35 for 2 will shoot for growing 2 more (losing seafood to Ham at some point) wealth Phants 14/36 +8 growth; 12 for 1, 31 for 2, 51 for 3, will shoot for growing 3 more wealth Sheep 18/34 +5/+6 growh; 16 for 1, 34 for 2; will shoot for growing 2 more knight (might rush buy) otherwise wealth Fur City 24/40 +3-+5 growth; 16 for 1, 37 for 2; will shoot for growing 1 more spy (sent to another elizabeth city) wealth Madurai 2/40 +7-+8 possible; needs MP 38 for 1; will shoot for growing 1 more wealth Indra 15/30 +6 growth; 15 for 1, 31 for 2; will shoot for growing 2 more (shares floodplain farm with Ayodhya) pike (rush buy possible), catapult (rush buy possible) wealth Ayodhya 6/24 +6 with stolen floodplain farm, then +7 (should reach pop 5) buy granary T182 wealth Wizard no growth expected ![]() runs artist to avoid cultural revolt for 2 turns then a merchant most likely spy finishes wealth Pataliputra (1 revolt) needs MP, shouldn't starve, most likely can grow 1 more wealth Varanasi (4 revolt) needs MP, shouldn't starve wealth Hyperabad (4 revolt) needs MP, will starve at least 1 wealth Madras (6 revolt) needs MP, will starve at least 1 wealth Bombay (7 revolt) Spam +4 growth wealth (I don't think a granary helps here) Calcutta (7 revolt) Middle 5/22 +5 growth, then +8 with stolen sheep (should reach pop 4) buy granary T182 wealth Ham 6/22 +6 growth, then +8 with stolen seafood, then +10 with stolen 2nd seafood (should reach pop 4) buy granary T182 wealth Bacon 5/22 +6 growth (with farm and irrigation this turn), then +7 with new grass farm (should reach pop 4) granary (buy T182) wealth new city 3N 1E of varansai wealth I expect about 35-37 new population by T189. Workers goals
War Details UPDATED* see attached image for a sense of my war plan
I expect Jelling and Tonsberg will fall by T188 easily. I will play the situation near Indra... by ear. If ragnar stack leaves then I will try to finish off asoka. Otherwise I will play defense most likely. T182-T183 pillage with wounded knights and units that don't have room on a boat starting with towns, villages, hamlets and cottages around cities that won't come out of revolt until T187 or T188 medic I knight boards galleon stack Galleon stack heals for 1 turn Move 3 airships to Kolhapur to prepare to airstrike Ragnar's SE city Move 2 airships to Indra... (will need them to airstrike Ragnar's stack that will have healed) Move 2 airships to wizard city area to hunt for caravels Build 3 more airships Wizard Attack details UPDATED* In 2 turns we should have all 4 galleons past or in a southern witches city. I believe since the south and the east do not have open borders so our galleons should be safe from both of the caravels we see from the east witches. I suspect the galleons will be safe from caravels until they are safely next to Teotihuacan. Move 2 airships to wizard city or another reasonable city T182, scout for more of east's caravels. starting T184 attack ragnar's and asoka's caravels. T182 cease fire 3 galleons make their way to tile 1W of Teotihuacan, trailing galleon heads that way as well. Option 1: attack T188 with 12 amphibious knights, 1 with combat III and 3 of whom will have the option of promoting to Combat III or PINCH All galleons and knights make their way to 1W of Teotihuacan. Use GG on T187 before they board boats to spread 20 xp to Wizard 1 10/4 xp, Wizard 2 9/2, Wizard 5 10/8, Knight 3 CII shock, Knight 4 CIII, Knight 7/8 xp If I lead Wizard 2 I should have 1 knight with combat III and amphibious and 2 knights with CII amphibious (and 1 with shock) and 3 knights with CII amphibious the option to upgrade to combat III or PINCH. In addition to the other 6 CII amphibious knights. T187 move 8 airships to Teotihuacan and Calixtlahuacain preparation to airstrike wizard and his longbow lackeys on T188 prior to knights attacks See 2nd attached picture for the details on option 2 wizard plan
T186 move 8 airships to Teotihuacan and Calixtlahuacain preparation to airstrike wizard and his longbow lackeys on T187 prior to knights attacks T188 attack again if necessary Last edited by bcool; Nov 29, 2011 at 12:41 PM. Reason: finished? |
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#3528 | |||
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Deity
Join Date: Aug 2007
Location: Stockholm, Sweden
Posts: 3,809
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Quote:
At the time of the vote we expect that South will have a different religion from all the AIs, so can't be liked more than us. Even if South switches to Free Religion, we still have a buffer of liking from shared religion and shared war. They've been running Mercantilism for a while, so will have lost some open borders diplo value. With another four (or so) granary purchases, we have 5 brand new cities that can get to about size 4 in time to be counted, so let's say there's 15 population to be gained there. Ayodhya is probably also going to grow 2 or so. Most of our other cities will grow about 1, so conservatively there's another 10 population - probably 15. Most of Asoka's cities have just been taken, and so won't have a chance to starve. Patali and Vara have had some borders popped near them, and have enough food not to starve if we keep them happy with the slider. Not sure about Hyderabad. The growth rates of the southern witches have been slowing (see http://forums.civfanatics.com/showpo...ostcount=3486; their new cities are hub tundra and not good for much), and should be well under the conservative +25 that I expect above. Our allies rate to grow more than South does, too. So it is inconceivable to me that we won't have enough people to win the vote. We'll probably have a 2% margin even if we don't take any more cities. So I wouldn't want to accept risk on the other victory criteria in order to get more votes. Quote:
At best, we can get a further +1 from the West guys if we take peace and re-declare war. This increment is lower than our existing safety margin once we have them back in Taoism. Quote:
A true-worst case scenario would be Ragnar's caravel fleet appearing around T186 near Emerald City and sinking some galleons. We'd rather wish we hadn't DOWed for some irrelevant extra population if that happens... |
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#3529 | |||
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King
Join Date: Feb 2011
Posts: 737
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Quote:
EDIT: found one of the posts you mention it. Quote:
I stumbled upon an interesting post from SGOTM 12 X-team thread: Quote:
What's my point - when speculating about other teams finish dates, you can probably take a few turns safety margin from what the progress & results page displays. [optimistic] We could even beat the "T191lastsaveuploaded" team with a second DV vote round as we don't really know their finish date[/optimistic] cheers Last edited by Walter_Wolf; Nov 28, 2011 at 02:35 PM. |
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#3530 |
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Deity
Join Date: Jan 2008
Location: San Francisco, CA
Posts: 4,861
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Yes if we beat their last posted save we are clearly the winner by a good margin. I was aware they don't post the last save, but of course the Plastic Ducks are likely not finished. So we are competing with their unknown win date as well. And possibly even OSS if they pull a few marathon sessions out in the last few weeks.
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#3531 | |
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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:
Hopefully I am wrong.
__________________
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 28, 2011 at 05:12 PM. |
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#3532 |
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Deity
Join Date: Jan 2008
Location: San Francisco, CA
Posts: 4,861
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I think they have had team participation issues, or have taken planned breaks. They seemed to go for several days without any posts in the last few weeks. But it does seem unlikely that they won't finish.
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#3533 | |
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Warlord
Join Date: Aug 2007
Posts: 149
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Plan looks good to me. There's a couple of ideas in there that I hadn't thought of which are quite sensible backups.
Quote:
Oh, and there's a started pike on Fur City's queue if you feel you need it. |
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#3534 | |
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Warlord
Join Date: Aug 2007
Posts: 149
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Quote:
For the meta-game, I'm assuming that greatest score will break ties in the event that some other team comes out of nowhere and wins on the same date as us. The Airships heading Caravel-spotting should take care of that. We obviously do as much spotting as we can before the DOW in order to make sure we aren't travelling into an ambush. |
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#3535 | |
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Deity
Join Date: Jan 2008
Location: San Francisco, CA
Posts: 4,861
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Quote:
I would also need to get about 90 gold in pillages in addition to trading for gold from the AI with tech trades. (assuming we want all four granaries rush buys --which by my calculations all net us one more population doing them this turn compared to the turn after) Probably not worth it but a good idea. I think I would rather rush buy the pike in fur and a catapult in Indra... (with 1 turn invested into the catapult first). |
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#3536 |
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Deity
Join Date: Aug 2007
Location: Stockholm, Sweden
Posts: 3,809
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I repeated some UN testing to settle any remaining discussion about diplo and population timing. Attached is a saved game you can use if you have any further issues to discuss. There's a UN vote that we can win T27 if you just press enter a few times.
Screenshots show
So diplo changes after the vote are irrelevant, and population acquired is relevant. |
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#3537 | |
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Warlord
Join Date: Aug 2007
Posts: 149
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Quote:
As is usually the case when there are two dominant opposing strategies, it is correct for us to randomly choose one of the above. |
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#3538 |
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Deity
Join Date: Jan 2008
Location: San Francisco, CA
Posts: 4,861
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In SGOTM we share the gold or silver or bronze if we finish on the same date. Ties are shared victories
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#3539 | |
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Deity
Join Date: Mar 2007
Posts: 5,325
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Re: Diplomatic Victory Ballot Commitment at Start of Turn; Vote Counting at the End
Quote:
Personally, I've played a lot of HoF games that illustrate the same points. Nearly all of them are Religious Leader Diplomatic Victories (TAP), but The United Nations Diplomatic Victory (TUN) uses the same diplomatic system and resolution passing system as well. In at least one of those games, I actually had an AI Leader vote for my RL DV ballot and in the same turn submit a Declaration of War against me. The DoW was sufficient to decrease this AI's diplomacy value below the 8 with hidden modifiers required of an AI to vote for the player's RL DV. However, the commitment to vote a particular way is done before everything else, including AI DoWs, so I won that game anyway, despite sweating bullets when the DoW was announced. Sun Tzu Wu |
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#3540 | |
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Deity
Join Date: Mar 2007
Posts: 5,325
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Quote:
A Gold Laurels Tie and the Wooden Spoon would be a slightly embarrassing double win, except for a Diplomatic Victory where a lowest Score may mean more Diplomatic prowess. Sun Tzu Wu |
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