aCK-1 Behaving Ourselves

Great discussion folks, and some good ideas all around about dotmaps. I've compiled them all into a mega dotmap, which I'll post later in this post.

First, I'll do a fairly gentle critique of goblinmarine's save though :p.

1) This is completely not your fault, as you asked for advice regarding worker actions, and no one answered, including S.ilver who rudely ran off to class without barely a glance in this thread...

So, we are playing Cathy and Cathy is Imperialistic. So we get +50% production on settlers. So every 2 hammers we put into a settler, we get one more free. This bonus ONLY applies for hammers, and not food.

After pasturing the cows, the best move actually would have been to mine the plains hill instead of farming the other floodplain...

moscowMM.jpg


The reason? Right now, we have 6 food going into the settler, which becomes 6 hammers. We also have 4 hammers, which turn into 6 because of our bonus, for a total of 12 hammers. We will get an extra food when that farm finishes, in 6 more turns (takes us 8 turns on epic to build a farm on a floodplain). So 13 total hammers towards the settler. We also collect the one extra commerce from being riverside, which is a nice tech boost in the early turns.

If, instead, we were building a mine on that plains hill, we would still collect that one commerce. However, instead of collecting 3 food, we would collect 2 hammers, which for a settler, since the hammers are multiplied, would be the same. HOWEVER, upon the mine finishing (mines take 6 turns to finish on a plain hill, so would have been faster than the farm), we would now be pulling in 4 base hammers from that tile, so 6 hammers strictly from that mine for the settler. That would win us a total of 14 hammers per turn towards the settler, a few turns earlier on account of faster build speed, and not having to walk through the forest for one turn. So something like 6 hammers immediately plus another hammer over the farm method for every turn we're working on the settler. This probably would have saved a turn on settler production.

Again, this is not a major :smoke: or anything, just ways to improve the micromanagement efficiency of worker actions (and taking advantage of the much maligned Imperialistic trait).

Note: The farm method would actually start to win if, instead of actually building the settler, you went for another warrior first, while moving the city up to size 4. Once at size 4, the settler could be built and whipped for 2-pop when possible. That is essentially 90 x 1.5 hammers (135 hammers) towards a settler and a VERY efficient use of population, since Size 4 population only takes 39 food to fill the box, and yields 45 hammers (note it's made even more efficient because we are Imperialistic).

2) Why is the warrior headed east towards that bear? If it's to fight the bear, it's a bad idea, as bears are the strongest animals and have higher base strength than warriors, so we should make all attempts to avoid the bears. Instead, this warrior should be heading to the west. We obviously did not discuss settling yet, but any expansion attempts would have been made to the west anyways, to begin blocking our rivals.



Not much else to say, solid turns otherwise goblinmarine. Good job keeping Boris alive to scout out the south (he kept getting mauled by wolves in my set). Shame about Ivan, but the RNG gods always frown on Liq and S.ilver productions :lol:



Ok, on to the consolidated dotmap (spoilered due to dimensions).

Spoiler :
dotmap1.jpg


Ok, so Yellow and Blue are obvious stronghold cities taken from goblinmarine's dotmap, along with magenta dot, which is sadly only logically settled on the horses (one of the rare times we settle on a resource); good job noting those sites mate. I took the liberty of adding Red Dot to the mix. 2 sugars provides ample food, and fog gazing says the land ends just above that last jungle tile, so we will have only 3 water tiles in an amazing coastal city. Fog gazing also tells me the last 3 tiles are 2 grasslands and 1 grass hill, the grass hill being directly NW of the city site. No idea about resources, but nice land no doubt. Yellow, Blue, and Red form a VERY strong core along that river. We should endeavor to ensure we get all three of these cities, as they are very strong and have multi-tool potential.

In the west, we have Arlborn's modified Green Dot, which is a very aggressive blocking city towards Wang. I will come out and say this now; I do not think it is practical, or even possible to get Green Dot. It is very far away from our capital, and will be very hard to reinforce. The land between it and our core cities is garbage as well, so it will forever be difficult to help, until we get rid of Ramesses and can reinforce from the river area. It is an awesome city, but if it comes under attack we are basically dead meat.

Dark Purple Dot is meant to reinforce Green Dot. However, the city lacks a high food capacity until Civil Service, meaning it is also fairly impractical.

White, Teal, and Dark Green Dots are meant to fill up our east coast while taking best advantage of the land and resources there. They are shamelessly stolen from Liq's dotmap :p.

Black Dot is also borrowed from Liq, and that picks up the silver and the wheat, so we can actually work tiles there. An alternative is to move it 1SE to the plains hill. This picks up the bonus hammer in the city center, but we lose the grass to the north, in exchange for massed tundra to the south and east. No thanks.

Pink Dot is filler for much, MUCH, later... Like Electricity later, or State Property later (if we even run that). The river makes it workable, and there is deer there, so we could possibly settle early and run a couple of specs. That fish is completely toast BTW, as we won't be able to settle a city to get it, but it doesn't matter as said city would be half ice anyways.

Orange Dot is filler to basically pick up the tiles west of Moscow, which, while unspectacular, are not completely lousy. The city will just take it's sweet time growing that's all.

Saladin Lime Green Dot is also more filler, largely to pick up all the grass there. Can run cottages or work hills for production. Similar in structure to Orange in getting decent tiles with no resources.

Brown Dot wins us Fish, Deer, and another Silver, and should probably be ignored as some sick fantasy. The combined 9 food of the deer + fish make this a viable city for running a spec or two though, and still working the silver mine.

And finally we have Izzy Peach Dot, which is a lame attempt at getting the copper, which is probably futile. I'm getting the bright idea of preserving all the forests here and hoping for an eventual National Park city, but clearly that's delusional, lol. Only in Boff-0s :p.
 
:hammer2::wallbash:
i knew i'd get a chance to use those smileys.
i almost always play either WvO or Zara so I totally forgot that leadership qualities should change play style... sorry guys. That is why I'm in the learning game though :lol:
 
No issues mate, that's why this game exists!

One thing that is nice is the warrior has movement still so it can head towards yellow dot now hehe.

DE is up next btw.

So tech is wheel -> pottery -> masonry

Settler order is yellow then blue then prolly magenta and we want the Great Wall badly as there's just too many tiles to fog bust well. About 30ish turns to finishing masonry so time for 2 settlers (chop assist on second one at least from the forest south of Moscow) and as much military as is possible.

Cheers!
-Liq
 
Alternate noob comment:

I like the dot map of Silver, but that dyer is just getting to me! Are you guys just going to let that one go for so long? I can think in a couple of ways to change the dots up there to get a decent city around the dyer, just not sure it is worth it when it comes to tiles yield. I'd need to check the math.
 
Well, the dye is not a huge priority for a variety of reasons.

-There's no actual land for it to work.
-It requires calendar to activate, while the majority of other cities can subsist with less.
-It is far away from the capital. Even farther away than magenta. I think I've already made my sentiments known about the feasibility of settling something as far away as Green Dot.
-It will be behind our major cities (assuming the plan works), so there is no rush to actually settle it.
-Magenta Dot cannot be feasibly moved. Cows are a second tier food source that cannot run a city by itself. In it's current position, Magenta also has the clams. Moving it in any way will lose the clams and the rice, making it a very poor city. Saladin Green Dot can subsist on cows, only because it has much grass to compensate. Magenta Dot has no such luck, being made up of largely hills and plains.
-Finally, it can be worked in by setting on that one tile island slightly east of the dyes. This is a true Moai city, with 2 workable land tiles. If we ever want to work that in, it's possible, but VERY low priority because, as far as we can tell, there is no seafood there (need to send a boat to look at a MUCH later date).
 
Has anyone got a single good reason against moving Black Dot a single tile north to grab cows instead of Silver? Sure, Silver is a nice resource, but unfortunately, it is a nice zero-food resource, and that city isn't exactly flooded in food.

If I am not completely wrong, BlackDot1N could, at size 7, work the following tiles:
Wheat farm, 4F, +1 after CS.
Grassland Riverside farm, 3F1C, carrying water to Wheat after CS.
Plains cow pasture, 3F3H.
Plains hill mine, 4H.
Plains riverside hill mine, 4H1C.
2xGrassland hill mine, 1F3H.

17H2C excluding city square, 18H3C with city square. Past CS one of the grassland mines could be switched to a plains mine for yet another hammer.

I see it and will probably play tonight.
 
The idea behind Black Dot is twofold really...

-To pick up that silver as a workable tile with the minimum amount of pain and;
-To not push too much on Orange Dot, which is a decently useful city that can actually make use of the 3F/3H tile due to it's floodplains (it looks suspiciously like our capital in makeup almost).

I haven't crunched the output numbers, so you may be right on those lines DE. However, consider that the silver city will pay for itself easily by working that silver mine (at least at small sizes), and that it is a fairly low priority city (any tundra city is fairly low priority). If we cannot settle Green (which looks like a physical and logistical impossibility at this point), we will need to be REXing to block our rivals from coming east (admittedly, I'm not sure WHY they would want our tundra backyard, but the AI acts in strange ways) so we may have to settle a compromise between Purple and Peach dots.
 
i thought your set was pretty darn good goblinmarine...if silver has to dig into the MM to find flaws then you did just fine.

So our warrior currently in a staring contest with the bear will be escorting the settler in the queue to yellow dot. Then what does Moscows build queue look like? Another warrior or two followed by another settler. That seems pretty quick to me. Just trying to figure out how we get the settlers safely to their destinations. Its quite a trip to yellow and blue dots.
 
A silver mine is what, 2 hammers and 7 commerce? Why not simply leave it in the 3rd ring of my suggested city - the most important thing about silver is the happiness, isn't it?
 
I'd say moscow builds warriors while it regrows (if it's whipped for the settler) and then builds another settler ASAP. From silver's reminder above it looks like pop 4 is better for settlers so you can work two floodplains, the cow, and a mined hill. Anyone who can crunch the numbers is a better person to decide than me, I'm not very good at that kind of in depth MM planning.
 
@ DE

A silver mine is only 0/2/5, so it isn't the greatest tile compared to gold.

Alright, so let me do the math for black dot as it is.

City Center 2/1/1
Wheat 4/1/0
Riverside Grass Farm 3/0/1
Riverside Grass Farm 3/0/1
Silver Mine 0/2/5
Riverside Plains Hill Mine 0/4/1
Riverside Tundra Hill Mine 0/3/1 OR Plains Hill Mine 0/4/0

12 food total for 6 pop working 6 tiles

Resulting in either 11H/10C or 12H/9C for a 6 population city (will easily break even for a 6 pop city). I prefer the 12 hammer variant, as it allows maximum forge bonus.

If we compare 7 pop directly, we can throw in a scrap plains farm to get 12H/11C or 13H/10C.

Can also lose the last Tundra/Plains mine and the farm for 2 grassland mines (as in your example. Then we are yielding 14H/9C.

Depending on how much you value commerce, the city sites are obviously of different value, but when REXing, I like to have cities that can pay for themselves.

Regarding picking up Silver has a happiness resource. If we found for the 3rd ring, it will take 75 base turns (modified by extra culture) for our creative civ to snag those borders. If we found for the 2nd ring, it's 8 turns. Considering that cities need the basic Granary/Forge/Courthouse first usually, and that we are creative for the entire purpose of NOT having to build an early culture building, it is likely that if we need the happiness (which we will) 75 turns will be too long to wait for the second border pop to grab it.


@ sturick and goblinmarine

Right now, the settler is going to take 9 turns to build, so no way to really speed that up. I don't recommend wasting a turn revolting right now, since we're not already in Slavery, and we probably don't want to whip this settler anyways. We really want Pottery and a Granary before we engage in heavy whipping practices (makes it 2x as effective).

Farm finishes in 6 turns; whether this speeds up the settler or not is not important. It gives us a new food surplus of 7 food, which, to fill the remaining 38 food in the almost empty food box, would take 6 turns.

A warrior also takes 6 turns to build. Mind you, overflow from the settler will probably cut this time down, but it's unimportant. What we want to be doing is building warriors as we mine the previously circled Riverside Plains Hill. After that, we want to build ANOTHER mine on top of the Riverside Grassland Hill right above it, so we can basically shunt surplus food into surplus hammers to abuse Imperialistic.

We also need another worker, as we will need to abuse chops to get settlers out as well, but since I am horrible at actual projections, discretion will need to be used as whether or not to stall growth making a second worker.
 
Btw when you post turns DE, please do a turn by turn as this SG is primarily about learning... not rolling over hapless prince AI's

Cheers!
-Liq
 
Btw when you post turns DE, please do a turn by turn as this SG is primarily about learning... not rolling over hapless prince AI's

Cheers!
-Liq

I am glad to be at least lurking, and trying to give some input, in this one! It truly helps to learn the way you explain and discuss; very slowly and detailed!

You can learn a lot from other SGs too, but many times some of the 'pros' are a bit fast in their actions, you can barely follow their thoughts!
 
i agree with arlborn...I am learning alot from this SG...i think once I get my first turnset under my belt I will understand this map more. It makes more sense when you play it you know.

I love the indepth conversation regarding our filler towns...in one of my games I would just put them wherever and let it be...but that is the type of thing that helps you become a winner at the higher levels i imagine...

Silver: When you say that you want the maximum forge bonus...you mean that at 11 hammers the 25% bonus will only yield 2 extra hammers due to rounding rather than 3. Am I correctly understanding how the bonus works here?
 
Silver: When you say that you want the maximum forge bonus...you mean that at 11 hammers the 25% bonus will only yield 2 extra hammers due to rounding rather than 3. Am I correctly understanding how the bonus works here?

Exactly. 4 hammers will yield one extra from the forge bonus, so it's preferable to get hammers in 4s. It's another little micromanagement thing to get the most out of your cities.
 
i'm sort of the same way with filler cities. I was surprised that my city-on-a-horse was indeed the right choice for that spot. I got all but 2 of the city spots i picked wrong lol. and i'm definitely going to learn to pay attention to the MM this game. Already leaving slack for people to pick up.
 
Okay here we go! I start out with a couple of turns without much action - I move Boris the Scout northeast to help fogbust for our Settler run for Yellow Dot. Our Warrior is pulled back (was he about to wrestle a bear?) and is sent in that direction aswell.

Then I notice the whip on the Settler is available for one pop. I switch to slavery:
Civ4ScreenShot0786.jpg


And next turn I throw the whip on the Settler. Boris spots a Lion on the way. Should be no problem for a Woodsman 2 scout as long as I get to pick the tile, so I keep my distance until I can land in a forest tile adjacent to the Lion.

We get free info:
Civ4ScreenShot0787.jpg


3rd in tech, not bad at all.

I finally manage to bait the Lion to attack Boris. By this time the Settler is already on the move (below the Warrior in the right stack):
Civ4ScreenShot0788.jpg


Moscow pushes out warriors for now, working Cow and fp Farm - I'll let it grow to size 4 and we get a couple of fogbusters/guards aswell.

Now, here is proof of why the AI is stupid (like we did not know!)
Civ4ScreenShot0789.jpg


That's right, I basically stuck an unguarded settler up De Gaulle's *, and still he does not take it!

By the way, notice Judaism founding. This will influence the destiny of Yellow Dot alot:

Civ4ScreenShot0790.jpg


:smoke: So Skt. Petersborg has to fight holycity capital culture? Ah well, it'll do fine if we get a Library or something. Or if we kill Ramesses.

Now, for the MMPics A Liq asked me for! After rolling out warriors until size 4, I decide we need another Settler - I time a Worker chop and here goes:

Civ4ScreenShot0791.jpg


An impressive 66 hammers into the settler in one turn! Also, we discover Pottery...

Civ4ScreenShot0792.jpg


And Moscow is set up to push out another Settler - Whipping now would cost 2 pop, but would overflow 79(!) hammers (might be reduced to 52-53 by the removal of the Imp bonus) for our next build which I think should be a Worker, which would in that case start out with 79 overflow and 9 from worked tiles. It pays to whip when Imperialistic!

Spoiler Moscow Overview :
Civ4ScreenShot0793.jpg
 
Color me confused...i thought yellow dot was 1E of where you placed it.
Now we gained a cow tile and got the extra hammer and defense in city tile... but we lost two FP tiles, we overlap with Ramesses capitol on two river tiles, plus our dotmap probably needs to be reconfigured.

I think we are going to need to circle the wagons here and figure out a new plan???
 
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