Loki Strikes
Prince
- Joined
- Dec 15, 2008
- Messages
- 510
I agree on workboat-workboat-worker... It really is best to improve seafood first 99% of the time, barring lots and lots of irrigated corn... even then...
Not quite a 20% bonus... it'd be the difference between a 140% and a 120% bonus (which is <20%). However, this could be worth considering.I thought AH is getting the pre req bonus from agriculture and hunting...am I wrong?
If not getting hunting before AH, would give you a 20% bonus on AH which if you work clams first is 3 beackers per turn..and you get to be 1 tech from archery.
Agreed. I'll do that next.How about playing turn 1 now, since nobody has argued against settling in place? It will give us a bit more info about the surroundings and we can see what that hut has in store.
It could be because Pigswill researched Hunting before Animal Husbandry. Alternatively, it could be that he created a test map (rather than using the savegame file), and forgot to get the settings right. Tech costs are increased on larger maps, and increased on higher difficulties - so if Pigswill accidentally set the wrong difficulty or a huge map, his turns to Animal Husbandry would be different.As this is my first post I have no clue if the next thing I'm going to say is counted as 'wrong' so I'll put it in a spoiler. the only thing I did for it was settling.
Spoiler :Your calculation for WB is correct, but there seems to be a strangeness in the research of AH, since it only takes 21 turns, not 27. It might be some strange effect I'm not aware of, so I'd like it to be explained
I think it'll definitely be worth us shooting for the Great Lighthouse, as it's a pretty powerful wonder on this type of map. We have plenty of forests to chop, so I think we stand a fairly good chance of getting it. We'll need to prioritise Sailing and Masonry in the near future to get it, though.The bigger long term question with Willem is whether or not to make a run at one of the two ocean based Wonders. GLH is almost overpowering on water heavy maps, but the AI seems to prioritize it more than Colossus, which makes it more of a gamble. Is it even worth it on Immortal? The payoff certainly seems worth the risk.
That's a fair point. If the Warrior was not directly next to the hut, we might be able to leave it to the cultural borders (although on Epic speed, that'd take 38 turns - long enough for a rival Scout or Warrior to find it first if they started on our continent). However, since the Warrior probably would have wanted to head in that direction first anyway, it makes sense to grab the hut while we're at it.One question though, I think it was asked - is it better to let cultural borders pop the hut? Since its two border pops away I wouldn't normally bother but with WvO's creative trait its not going to take too long.
No problem.I'm a old player returning, a bit rusty and still trying to get out of old habits (and improve at monarch level) so will be following this closely (and hopefully posting often), thanks for continuing from Sisiutil.
Yep, exactly my thoughts.1. I don't do the maths, just going on intuition so will leave the specifics for others. My main point/question is what do you want to do the with forests? I'd personally look to save them for chopping for Colossus+Great Lighthouse if its a viable strategy for this level?
Thanks, good to know. Did you test this with the savegame, or with a test game? Did the first Work Boat get the Clams or the Fish?another edit. Comparing WB>WB to WB>worker: by turn 54 WB>WB generates +49C -35H compared to WB>worker.
No worries!Thank you for bringing back this series.
Thanks, good to know. Did you test this with the savegame, or with a test game? Did the first Work Boat get the Clams or the Fish?
This is great work, thanks.Ok so asked for the calculations. I love calculations so I feel up for the job. It is clear workboat first is superior, the question is 2nd workboat or worker afterwards.
First of calculations for 2nd workboat.
1. Build Workboat, 12 turns (work plains hill with forest)
12. Build Workboat, go with workboat to fish (still work plains hill)
13. Swap from plains to fish
20. Pop 2, work cow tile plus fish tile, Finish AH, research Mining (11 turns)
23. Swap to plains hills instead of cows.
30 Pop 3, finish WB, build worker (10 turns) , work crab, fish, cow.
31. Mining finishes, research bronze(15 turns) worker (10 turns) , swap to lake, crab, fish
41. Worker finishes, Build Warrior, swap to cow tile, pasture it (5 turns BW)
46. BW done tech X
47. Pop 4, cow pastured, pasture next cow, work lake, crab, cow, fish.
48. Pop warrior, build warrior
52 .Pop Warrior, build warrior.
53. Cow pastured, swap to cow.
54. Pop 5 (2675 BC), work crab, cow, cow, lake, crab, fish. (yield of 7+6+6+5+6 = 30). Move worker to chop
Total tile usage/yield over 54 turns is 13 * 3 + 6 * 7 + 10 * 9 + 16 + 18 * 10, + 6 * 17 + 25 * 7 = 563 total yield.
Ok, now we dealt with that, move to WB, then worker.
1. Build WB, work plains hill.
12. Finish WB, work crab with boat, start worker(18).
19. finish AH, go mining (9)
28. finish mining go BW (20)
30. Finish worker, build wb, pasture cow
35 pasture next cow.
39 pop 2, work cow/crab
41. move worker to incest
42 WB done, build warrior, irri inc
43 work fish + crab
46 pop 3, swap to cow, cow, fish. Cancel irri move worker to forest.
48. BW finish swap to X, warrior finish, build warrior. Chop forest
51. Pop 4, work cow/cow/crab/fish. (total yield is 6 + 6 + 7 + 6 = 25)
52. Finish warri build settler
53 finish chop + 30
54. move worker to chop.
Total tile over 54 turns yield is 12 *3 + 27 * 7 + 7 * 13 + 18 *5 + 3 * 25 + 30 = 511 total yield.
WB, WB, worker wins with higher overall total yield, and more end yield after 54 turns.
Sorry Fluxx - I didn't miss reading your post, I just missed replying to it. Selecting multiple quotes sometimes screws things up a bit, I think.
If you have the time, it'd be great if you could check out the other version of option 2 as well - that is, if the first Work Boat goes to the Fish instead of the Clams.
First Work Boat to the Clams or to the Fish?[/b] The Clams give 1 less but 2 more , while the Fish gives 1 more but 2 less . It's a tricky one. Personally my hunch is that the Clams will be preferable to reduce the down-time for the Worker (by speeding up Mining and Bronze Working), but what do you think?
No math calculations needed! As someone already said, part of the point of the ALC isn't necessarily "optimal" play, but to showcase the leaders and their specialties. That is one of the things that sets this series apart from others.
I don't agree. The point of this series is to develop the necessary skills to attempt to reach the optimal level. Ultimately, most of us will go based on a judgement call rather than nitty-gritty math calculations, but it's sure nice to be able to do it if needed (or desired). That will help to determine the optimal play so that next time you know right away the best course of action. In essence, the analogy that it's better to dress too warm than too cold imo applies here.
Clams and AH.
One warning about relying on seafood to feed your cities: as of the latest patch, barb galleys appear very early. Just one more reason why Sailing (for defensive galleys) should be an early priority tech.
One warning about relying on seafood to feed your cities: as of the latest patch, barb galleys appear very early. Just one more reason why Sailing (for defensive galleys) should be an early priority tech.