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#701 |
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Deity
Join Date: Mar 2009
Location: San Francisco, California
Posts: 2,732
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Five turns sounds fine to me. Green.
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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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#702 | |
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Warlord
Join Date: Nov 2006
Location: Nova Scotia, Canada
Posts: 207
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Quote:
. Don't mind me I'm a contrarian by nature ![]() I doubt I'm the one you want for the next set, I'm guessing Toku is going to attack us soon and the answer to being attack playing HOF games, is to find another save - I don't do defense well .
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Formerly known as beccnoa |
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#703 | ||
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Emperor
![]() Join Date: Sep 2008
Location: California
Posts: 1,901
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Great Analysis XCal - you win a five turn trip to the official save.
Quote:
Spoiler:
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Let's get this show on the road.
Last edited by Deckhand; Feb 27, 2012 at 10:50 PM. Reason: added post numbers in spoiler |
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#704 |
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Ultraviolet Catastrophe
Join Date: Sep 2008
Location: Boston
Posts: 1,922
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Which one? Which one?!
![]() Barring anyone putting up a stop sign, I should be able to play tonight. If our informed speculation/wild guesses about the Islam founder are near the mark then it may be tricky to infect everyone with Hinduism for an AP win. Isolated AIs aren't that big a problem--we can beeline to Optics/caravels if necessary--but if one of them is Really isolated, as in surrounded by mountains on an island so you can't see/meet the sucker without airships then we can't even gift a Hindu city to him until we have Physics, which is getting a bit late. Maybe culture is the way to go. Eh, let's see what happens in the next 5 turns.
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"Many things that are natural should be stepped on, hard." -- Arthur C. Clarke |
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#705 |
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Deity
![]() Join Date: Jun 2007
Location: Stockholm's B.F.C.
Posts: 4,456
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I'm green... a bit early for St Pat's day, but there it is.
Just want to make a general comment... we KNOW that religion VC might be nearly impossible. It would very likely require gifting cities to an AI if they were so isolated. But we get nowhere with this discussion until that fishboat is out and about. Settler and missionary spamming might be enough to get a victory, since its +2 for liberating cities. As for AP, I think earlier is best. In culture VC We'll be spreading Hindu and building temples shortly, and its a lot of hammers. It will also double its culture sooner the sooner we build it. If we get lucky with spread, it provides an easy means of stopping unwanted wars. Downside is more potential GPro's. It also entices AI to spread the AP religion themselves, which works against religious VC as we'd need more votes. But if we didn't want early AP, we should have taken a different tech from Oracle. ![]() But yeah, we'll see in 5 turns if I still like its high prio.
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I didn't attend four years of evil graduate school to be called Mr. Evil by the likes of you. - Dr. Evil, PhD |
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#706 |
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Deity
![]() Join Date: Jun 2007
Location: Stockholm's B.F.C.
Posts: 4,456
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A heartfelt CONGRATULATIONS to High King JJ for his "Fastest Culture Victory" award in WOTM41!
We're looking like a team of all-stars, now. ![]() Bring some of that fast culture expertise to this game too, please.
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I didn't attend four years of evil graduate school to be called Mr. Evil by the likes of you. - Dr. Evil, PhD |
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#707 |
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Ultraviolet Catastrophe
Join Date: Sep 2008
Location: Boston
Posts: 1,922
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Well, that quick. I set things up and hit return to end T68. The barb warrior in the north moved east and then a barb archer showed up to replace him on the forest tile to the NW of our axe. Obviously I should just have the axe sit tight, but there's a worker with him who is chopping. (Don't worry, I won't let him finish the chop and deprive our axe of cover
.) The question is, are we confident enough that our axe will survive attacks from the archer and the warrior that we should leave the worker with him? My vote is yes. We're in forest and the archer would be attacking across a river.See the recent dotmap. Our axe is S of the deer, barb warrior is ON the deer, and barb archer is W of the deer.
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"Many things that are natural should be stepped on, hard." -- Arthur C. Clarke |
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#708 |
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Deity
Join Date: Mar 2009
Location: San Francisco, California
Posts: 2,732
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I'm at work, so I can't run tests, but I would think we are safe enough. However, given my luck in my turnset, it might be wise to play more conservatively and have the worker retreat. It would be bad to lose the axe, it would be worse to lose the axe and a worker.
How critical to our timing is that chop?
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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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#709 |
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Ultraviolet Catastrophe
Join Date: Sep 2008
Location: Boston
Posts: 1,922
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Actually, the plan calls for me to leave it only 2/3 chopped, but I think I'll finish it off in the near future to help Bombay build another axe if Hammy is looking ugly, or a workboat if we feel safe enough. Note that Bombay will complete an axe on T73 anyway.
BTW, as of the start of T69, we are now Worst Enemy of both Tokus. Not a shock. I see that I also goofed on the initial settings of the test game (have a road in the wrong place). ![]() ![]() But on balance, it's 1 worker-turn in our favor. Still, darned embarrassing and annoying. We have 95.6% odds if WE attack the archer, and 99.9% on the warrior. Our axe has 5% fortification bonus in the forest, 10% if we sit and let them attack. So I'm confident we're in no danger of losing the axe. But if the warrior moves SE he'll be able to attack Bombay the next turn, and we have no unit in range to defend the city other than the axe. Can we build another unit in Bombay to defend in time? FW3 can complete his chop in 2 turns, but only if the axe stays put to protect him. FW4 is SE of Bombay, and can complete his chop in 3 turns. We have another FW nearby who can move to the same forest hill as FW4, and finish chopping next turn. We have ... argggh, too complicated to describe. I'm just going to upload the save and let people see. And then I'll make a test save and play around. Grrrrrr. Stupid barbarians.
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"Many things that are natural should be stepped on, hard." -- Arthur C. Clarke Last edited by Xcalibrator; Feb 29, 2012 at 08:33 AM. |
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#710 |
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Ultraviolet Catastrophe
Join Date: Sep 2008
Location: Boston
Posts: 1,922
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I've updated the save (attached below) to match the beginning of T69 in the real game, including replacing Japan's horses with copper, removing his chariot, and adding units to Osaka (more or less the correct ones). FWIW, I had our axe sit and hit return. The barb warrior moved SE and the archer to the deer. FW3 completed his chop, removing the forest the axe was hiding in and sending 20H to Bombay. This is not enough to finish the axe under construction this turn, i.e., in time to defend against the barb taking the city. BUT, if we have FW1 move to the forest hill SE of the city (where FW4 is chopping) during T69, then we'll have 2 workers on that hill forest, and they can complete the chop and have an axe ready to defend against the barb at the end of T70. I think this is the obvious thing to do, but will wait (presumably until tomorrow) to get approval and proceed.
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"Many things that are natural should be stepped on, hard." -- Arthur C. Clarke |
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#711 |
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Ultraviolet Catastrophe
Join Date: Sep 2008
Location: Boston
Posts: 1,922
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I should add that the odds of our existing axe attacking the barb archer when he's on the deer (no forest) are 95%. Assuming the barbs move as they did in the test game (which is about the worst scenario), we can't let the archer move onto the gold hill, so we'd have to attack him. I think we're very safe going with the double chop toward an axe in Bombay.
Hey, where is everybody?
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"Many things that are natural should be stepped on, hard." -- Arthur C. Clarke |
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#712 | |
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Deity
Join Date: Mar 2009
Location: San Francisco, California
Posts: 2,732
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I had to drive home from work.
![]() Quote:
Edit: I tried this in the test game, and it looks good. Question: What is FW2 going to do, since we can't have him move NW to road until the barbs are gone?
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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 28, 2012 at 10:10 PM. |
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#713 |
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Board gamer
Join Date: Oct 2001
Location: Portland, Oregon, United States of
Posts: 3,429
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Green from me, good analysis.
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#714 |
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Ultraviolet Catastrophe
Join Date: Sep 2008
Location: Boston
Posts: 1,922
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Pretty much what was in the original plan. He'll move southish to build a road to connect Delhi so he and FW1 can continue on to south of Delhi to chop and build cottages. I haven't worked in detail how this will change the MM but I think the impact will be very minor--maybe putting us one or two worker-turns behind on building cottages. FW3 won't be able to complete the road up to the wheat site but the settler's movement is such that it won't be delayed. In the original PPP I saved the forest that FW3 is chopping for later (Vijay granary) but this may be better, giving us an extra axe for the NW. Nice to have with Hammy in WHEOOHRN.
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"Many things that are natural should be stepped on, hard." -- Arthur C. Clarke Last edited by Xcalibrator; Feb 29, 2012 at 08:36 AM. |
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#715 |
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Deity
![]() Join Date: Jun 2007
Location: Stockholm's B.F.C.
Posts: 4,456
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I don't have a good grasp of the situation so I don't want to give advice to the one person who does. Sounds to me like you are doing the right things.
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I didn't attend four years of evil graduate school to be called Mr. Evil by the likes of you. - Dr. Evil, PhD |
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#716 | |
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Warlord
Join Date: Nov 2006
Location: Nova Scotia, Canada
Posts: 207
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Quote:
.
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Formerly known as beccnoa Last edited by AAA; Feb 29, 2012 at 12:11 PM. Reason: clarity |
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#717 |
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Emperor
Join Date: Sep 2004
Location: New Jersey, USA
Posts: 1,291
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Travel day yesterday. Will take a look tonight and comment, but don't let me hold things up.
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#718 |
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Emperor
Join Date: Sep 2004
Location: New Jersey, USA
Posts: 1,291
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Well, I think the axe is safe this turn, but i would recommend promoting to C1. if the archer and the warrior circle, you may need to back track into the Bombay. Can we chop the Bomba yAxe in 2 turns? Should we 1-pop the Axe in Bolly and send north. I ask because Hammy has the GW, there could well be a stream of barbs coming our way. This is not all bad, because use some XP for HE.
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#719 |
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Ultraviolet Catastrophe
Join Date: Sep 2008
Location: Boston
Posts: 1,922
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I played to T74 and all is more or less well. The barb archer and warrior foolishly attacked while our axe was defending in the forest; they died and we got not a scratch. The axe advanced NW and then a barb axe showed up. I retreated into another forest, gave him Woody2, and waited. Dead barb, again without a scratch on us. We have one axe and two warriors in Drona with another axe 1 turn away. Osaka has 2 archers, 2 spears, and 2 axes. No cultural pressure at all on the corn yet, and we now have visibility on Japan's research. He just finished Sailing and has 17 turns to go on HBR. The only bad thing is that we're considerably behind the test game on gold. I'll need to do some more testing and see what if anything we can do to get CoL on time. Vijay can be settled next turn SE of the wheat--but maybe delaying that might save us gold?? Eh, not enough. Fresh thinking would be a good idea here <hint, hint>.
Misc: Hinduism has spread to Bombay and the Christian mission to Bolly succeeded. Pottery came up 2 beakers short and 1 turn late but the only effect was to delay completion of our first cottage by 1 turn. As of T74 we have 15 gold, -15 gpt @100%, 45 bpt, and 510 beakers left for CoL. Spoiler for BUFFY log:
Spoiler for Upload log:
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"Many things that are natural should be stepped on, hard." -- Arthur C. Clarke |
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#720 |
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Emperor
Join Date: Sep 2004
Location: New Jersey, USA
Posts: 1,291
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Good work Xcal. ![]() Like seeing the Hindu spread. Feeling much better about our defensive situation. 2 Axes in the South and soon 2 in the North. Hopefully this holds us for a bit. Some small thoughts. Need to expand 2-3 more cities now. We have a settler headed to Northern wheat. Should also get Deer/Cattle in the south. I would opt for Hunting ahead of CoL to help the Bombay in the north and Deer/Cattle south. Consider switching Delhi to a settler and whip when 2-pop overflow into granary (not sure if this is quicker than pop granary with ov into settler). We need to decide whether to go AP or not. The Islam founding complicates. We should finish granary and maybe a worker in Bolly then need to decide. If Toku is going HBR - does that mean he has horses? If so, all the more reason for Hunting. Thinking more and more about settling a city 3N of Osaka, infecting with Hindu and gifting. Oh - And Hammy has great wall which means a Great Spy soon. What does the AI typically do with these? |
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