We must be having the Heroic Epic then.Email10 said:I think it's a lot higher than that.. more like 1/10th
You, me, Roland E (Welcome along fellow Swede!), Gozpel, flexo, ...
Congratulations on you brilliant 20K win BTW.
We must be having the Heroic Epic then.Email10 said:I think it's a lot higher than that.. more like 1/10th
You, me, Roland E (Welcome along fellow Swede!), Gozpel, flexo, ...
If you get around to doing an article that would be great. It clearly doesn't win in most cases but seeing that joining the worker does win sometimes is very interesting. In the extreme case we're considering here it isn't even marginal, the gain from joining the worker is substantial.civ_steve said:I've been tempted to quantify the pros and cons into an article; for a general start you have to delay your scouting because you're focused on building that first Settler (which is why Expansionistic trait helps). Since the benefit of joining the starting worker is usually marginal, it seems a poor tradeoff if scouting around is delayed and you can't make early contacts. (Not the case when you're all alone on an island; there's those assumptions again!
I think that actually there's a loss of commerce by doing this because of unhappiness. We can use two warriors to maintain happiness up to size 4. At size 5 the new citizen can work a coastal tile to gain 2g but we'll need to use 1g with the luxury slider to keep him happy, for a net gain of just 1g from that citizen. So, if we don't pop a worker when reaching size 4, in the next 20 turns (while growing to size 5) we gain 40g from citizen#4 working a coastal tile. In we pop a worker at size 4 and rejoin him 10 turns later we get zero new income for 10 turns, then for the next 10 turns get 2g from citizen#4 and 1g from citizen#5, for a total gain of 30g. 10g less than if we didn't produce the worker.klarius said:Peeling of a worker at the turn you go from 2 food surplus to one makes a lot of sense to me. If you merge it again 10 turns later, you will reach your maximum supported size for the city 10 turns earlier. The sum of commerce is the same, but you won 10 worker turns for a road in a hill.
Megalou said:I ran a test game as England, deity. Writing was reached in around 40 turns. I chose a slingshot to MapMaking and reached it around 1600 BC. Of course, this was a totally different map. I had 3 or 4 cities by the time the slingshot took place. This could have been more had it not been for raging barbarians. On Monarch, I'm considering researching Map Making and then sling-shotting to Republic as described by Cuivienen. This may work yet I see three important factors (apart from the obvious "are we on an island?"):
1. Not trading Writing to the AI?
2. Joining the worker?
3. Bonuses for town no. 2?
Shinatoo said:...wasn't it I who first suggested that the worker mine, then join the city way back post 153
SirPleb said:You're right, thanks for catching that! I miscalculated. When I work it out today I get 214 beakers required
In my test game, Map Making said 37 turns when I sling-shotted to it. But that was on deity. I might try to research Map Making outright, then research Code of Laws, Phoilosophy and sling-shot to Republic. That means, if the tribe is right:Singularity said:Sounds about right. Though I would like to add a little spice to #1. If you trade it, will you research phil and slingshot MM? Or will you research phil after CoL sling to Republic and wait for the AI to research MM?
I'm not too sure on numbers here, but I think you will see huge differences in games with an early palacejump to core friendlier terrain(though this isn't that important in C3C it's still important) compared to later jumps. So waiting for maps sounds kind of like a drag, but then again. You will boost your empires growth through an early republic, but not trading writing will hinder the AIs speed to MM - and trading it will give them a minute chance to research philosophy before you get it.
Shinatoo said:(from post 153) ...
Move settler SE, start mine. After mine is done, check out the hill, move settler back to town, join city and really get those boats a poppin (or the archers for that huge barbarian settlement over the hill).
...
Megalou said:Writing ---> Map Making ---> Code of Laws ---> Philosophy
With Map Making, we would be able to found a few new cities that could help shave off a few turns on Code of Laws and Philosophy. But there may be a cash problem when it comes to upgrading curraghs to galleys (45g). And there may not be any curraghs around. I'll probably decide when I see the number of turns required for Map Making. The AI are likely to research most first tier techs by themselves before they go for writing, unless they make more contacts than ususal. Perhaps we'll even be able to trade Writing at a later stage. Sure enough I'll trade away philosophy instantly if it can give some cash for upgrades.
TechCalc is probably right. The formula for calculation tech cost is detailed in this thread. I calculated 240 (for std map size) * 8 (base cost of Writing) / 9 (monarch level) and rounded up, not worrying about 1 beaker either way. On re-reading the formula it says that one should round down, so 213 is correct.Don Vito said:Was wondering how does one see the mentioned required beaker amount ?
Are the tech costs that are mentioned on TechCalc 2.01 still correct with the1.22 patch ?
It shows 213 beakers for Writing, so you need one over that to complete the tech ?
Roland Ehnström said:You can't really use statistics this way. The point about disabling SGL is not that it's unfair to anyone in perticular, but that it doesn't allow for meaningful peer-to-peer comparison.
Aw Gozpel... I love ship-chaining!gozpel said:It's as bad as early palace-jump or ship-chaining.
The only problem comes when there's a terrible bug that means that costs are inflated to huge map size.SirPleb said:Most of the base costs for techs are unchanged in C3C. When you want to be really sure of the exact cost it is probably worthwhile to check the base cost in the editor. I'm not aware of any which have a different cost in the first two eras but there might be some, I haven't checked them all.
ainwood said:At least not by accident![]()
Not this time. Map size is standard, and research and corruption modifiers for map size are as per a standard map.al_thor said:ainwood is having too much fun tormenting us now! we are probably on a Standard-size map with research set to Huge!!
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