CXXC or OCP - An Investigation

I understand that CxxC is going to be better - my issue is with the claim that the distance corruption of OCP is the relevant factor. The main reason that CxxC is better is not lower corruption.

I'll try to post something in a couple hours that demonstrates clearly where I think the difference comes from ...
Then take a look at the 4000BC sampling again:

OCP corruption 7/35 or 20.0%
CXXC corruption 8/42 or 18.6%

OCP waste 9/35 or 25.7%
CXXC waste 8/38 or 21.0%

At 3000BC, the figures were:

OCP corruption 21/71 or 29.6%
CXXC corruption 18/80 or 22.5%

OCP waste 22/73 or 30.1%
CXXC waste 13/66 or 19.7%

Since the number of towns is identical, so is the rank corruption. Rank corruption can therefore be ruled out as the explanation for the higher corruption and waste of the OCP configuration. The only explanation for the higher corruption and waste of the OCP configuration is therefore distance corruption.

The difference in income can be attributed to one factor - the location of each town. As an example, look Nineveh! In OCP it is located on top of the plains + sugar tile, in CXXC it is next to it. That is one source of the higher CXXC income.
 
will there be a CxxxxC test? And why hasn't anyone thought of CxxxC? It would be partial to both CxxxxC and CxxC

also I have some questions about the test

(in theory) OCP and even CxxxxC really shines in the end game why didn't you play it all the way through

I think 18 cities and workers is too much to start off with, it gives the civ with less production power (the one with the ability to make less settlers and workers) an advantage over the one with more production power

EDIT: I have an idea, test a Communist OCP or CxxxxC versus a ____________ type CxxC Communism would work perfect as it eliminates the distance factor of corruption
 
Exactly, chuckiferd. CXXXC rules all! We already know that OCP became unwieldy after rank corruption was changed in C3C. And that you won't be getting very far in terms of territory if forcing yourself to expand CXXC only. CXXXC allows for you borders to connect without needing cultural buildings.

Now, that test was rather unfair, wasn't it? CXXXXC being forced to make temples.... Doesn't anybody else think that the upkeep was a rather LARGE and GLARING disadvantage? But it is a reality that CXXXXC NEEDS TEMPLES. (By CXXXXC, I do refer to OCP since you'd be foolish to think that leaving unworkable tiles everywhere in your empire could possibly give you an advantage.)

However, neither CXXC nor CXXXC need them. CXXC because the borders automatically touch. And CXXXC because the borders (artificially) extend if two borders of the same civ are one tile apart. CXXXC gets the selection of more tiles than CXXC without needing culture, something that CXXXXC cannot avoid.

Someone really needs to compile a table of advantages for each settling style. And also, I suggest running this test with my CXXXC with diagonal CXXC pattern. *looks at Pyrrhos*

CXXXC with CXXC diagonals looks like:
-----E-------
---------E---
-------------
--E----------
------E------
----------E--
-------------
---E---------
-------E-----
(of course, this is more vertically stretched than it really is. But you can see that there is one set of CXXC cities, all diagonal. The above shows 6 cities (E) around a center city, the hexagonal pattern)

Anyway, nobody really builds in an unnaturally fixed pattern of squares (CXXC), hexagons (CXXXC with CXXC diagonals), or large hexagons (OCP). I just build so that each city has a fair amount of tiles that it can use so long as no tile is left unworkable (unless it's an unnecessary desert tile). Grab what's good when you can. And don't feel constrained to these foolish patterns.

Moving on, I really don't think the test was very fair. Settlers actually have to walk to their respective settling sites, and who knows? Maybe it's rather difficult to expand while doing OCP. (How long would it have taken them to make 18 extra settlers compared to CXXC, anyways?)
 
why is everyone so obsessed w/not leaving unworked tiles in between cities? The concept of it seems so wierd the more you expand outward the more land you earn right off the bat then you can fill in the gaps later or simply wait for culture expansions to fill it in. Culture is not a neccessity, I say run the tests again with EVERYTHING the exact same, meaning OCP doesn't need temples

PS. If a enemy unit builds in between your cities either trade for it, wait for it to forfeit to you, or capture it. The submission to your culture while surrounded is pretty inevitable, or take the shortcut and put that treasury sucking standing army to use.
 
OCP doesn't need temples
What do you mean by this? I may agree / disagree based on what you mean. Please clarify.

a) You mean OCP = settling the best city sites. Going the extra square to get the bonus wheat, etc...
because the wheat is RIGHT NEXT to the city. No culture expansion needed.
- I totally agree. OCP and CXXC are ideals, not strict rules, and things will vary on terrain.

b-1) OCP means you don't need temples to work all 21 squares in city radius.
- This is untrue. The very definition of OCP is that each town can work 21 squares without clash.
- This is easily disproved. When you build your capitol, how many squares can it work on turn 1?? 8 or 21?? Only 8.
- The palace provides culture...

b-2) You are waiting for libraries to expand culture...
- You're waiting too long... CXXC would have an extra town doing work while OCP just sits there, waiting...

the more you expand outward the more land you earn right off the bat
Notice that I play higher difficulty, and I run out of land really really fast.
The effect of 1 extra city getting 6 extra tiles is non-existant... Cause then the AI's knocking at your door.


I'll close with the beautiful thing you said in the other thread:
I would use tight placement, when all available land is used up, then I would go back and build cites in between my older cities
I totally agree. :thumbsup:
Settle the best spots first, then fill in the rest :)
CXXC or OCP don't fully embrace this concept... You gotta "work-it"
 
What I mean is that people shouldn't fret over leaving unclaimed tiles, they would probaly not be getting worked untill the nation is a metropolis anyways. So according to that you do not need those expensive temple in the test. Removing them would get a much more acurate result
 
will there be a CxxxxC test? And why hasn't anyone thought of CxxxC? It would be partial to both CxxxxC and CxxC . . . .
As others have noted, CxxxC has some of the advantages of both CxxC and CxxxxC. The arguments, both here and in the other thread, both fall prey to one problem: terrain. Both CxxC and CxxxxC sound great in practice, but when you fire up the game, there are rivers, mountains, deserts, dyes, etc. to deal with. You grab the best tiles first. What part of it boils down to though is: If I get to choose between wider and looser spacing, which do I choose?
. . . .(in theory) OCP and even CxxxxC really shines in the end game why didn't you play it all the way through
That's a big part of the aforementioned discussions. You are correct, though, in that CxxxxC's strength is late game. Unfortunately, that means that, when I'm busy settling cities during the expansion phase, I have to leave a lot of tiles open that I could be using if I used a tighter expansion. Those cities without fresh water will only be able to work 7 (6+ city center)tiles, maximum, until aques are constructed. Those with fresh water or an aque will get to work up to 13 (12+ city center)tiles. None of them, however, will get to work more than 13 until I've built hospitals. Further, Sanitation is an optional tech, which I will rarely research. By the time I'm even capable of researching it the core of my empire is already laid out.

EDIT: I have an idea, test a Communist OCP or CxxxxC versus a ____________ type CxxC Communism would work perfect as it eliminates the distance factor of corruption
I can't tell if the blank in this is an expletive that you didn't want to post or if there was some other adjective that was supposed to go there. :lol:

Like Sanitation, though, Communism is an optional tech that I rarely research. There may be some games in which Communism is outstanding, but I don't usually want to deal with a second anarchy.

If you start the test with full-grown metros and communism, I strongly suspect that the Communist CxxxxC empire will be stronger. But that eliminates the progression of the game up until that point.

why is everyone so obsessed w/not leaving unworked tiles in between cities? The concept of it seems so wierd the more you expand outward the more land you earn right off the bat then you can fill in the gaps later or simply wait for culture expansions to fill it in. Culture is not a neccessity, I say run the tests again with EVERYTHING the exact same, meaning OCP doesn't need temples
Culture may not be a necessity, but for anything over size 12, sanitation or Shakespeare's is. That means that until the Industrial Age, no city will grow past size 12. If you're leaving

Why are some of us so obsessed with not leaving unworked tiles? I don't claim to speak for anyone else, but I see unworked tiles as untapped potential. Potential food, shields and gold that could be turned into settlers, military and beakers. Why should I let a perfectly good grassland sit there, unworked, until I can get around to building a hospital?

PS. If a enemy unit builds in between your cities either trade for it, wait for it to forfeit to you, or capture it. The submission to your culture while surrounded is pretty inevitable, or take the shortcut and put that treasury sucking standing army to use.
You can't trade for cities in C3C. I think you could in one of the early versions, but I believe it's been patched out. Someone correct me if I'm wrong.

Culture flips -- Well, culture isn't my strong suit, but even in the few games where I've tried to build lots of culture, I found that culture flips to me were pretty rare. I usually take the "shortcut" that you mentioned. ;)

What I mean is that people shouldn't fret over leaving unclaimed tiles, they would probaly not be getting worked untill the nation is a metropolis anyways. . . . .
Here's where you're wrong. As a general rule, every tile in my core and semi-core will be worked, unless I just cannot generate enough food to support someone working it. And I will put them to use as fast as I can. I can't understand leaving tiles empty just because I haven't gotten an optional, Industrial Age tech researched yet.
 
What I mean is that people shouldn't fret over leaving unclaimed tiles, they would probaly not be getting worked untill the nation is a metropolis anyways. So according to that you do not need those expensive temple in the test. Removing them would get a much more acurate result

Which is why you use CxxC so that those tiles WILL be used. There is NO reason to let them sit there, if it is in your territory, USE IT! Why would you build loosely spaced cities and NOT build culture, instead of building CxxC. There is no reason to place cities CxxxxC and not build culture. You might as well place cities CxxC and get twice as many cities and almost double production.
 
Here are the settings I used in generating a random map:

C3C v 1.22
Playable civ – Babylon (just because that is what Pyrrhos used above).
Level – Deity (because the higher levels have higher rank corruption but no difference in distance corruption – also, the temples are “needed” sooner than on a lower level)
Map – Standard, 70% water, continents, average everything else, no barbarians
Rivals – just one, so hopefully we start on different continents, and we won’t meet each other.

Here is the start I got.



Spoiler First 23 turns :
Turn 0 (4000) BC – Settle in place, start a warrior, worker to the sugar. Research kept at 0% throughout – since 1 gold=1 beaker at this stage, I will just be able to look at the treasuries to determine who would have the tech lead (modified in turn 17 – I realized I needed granaries to make a fair test).

Turn 1 (3950 BC) – Worker starts mining the sugar.

Turn 5 (3750 BC) – Warrior 1 completes, start another warrior. Warrior 1 W.

Turn 6 (3700 BC) – Warrior 1 W to the mountain.

Turn 7 (3650 BC) – Worker 1 SE to the BG (no need to road the sugar yet – extra commerce would be lost by despotic penalty). Warrior 1 N (hypothetically to look for contacts).

Turn 8 (3600 BC) – Worker 1 mines the BG. Warrior 1 N.

Turn 9 (3550 BC) – Warrior completes, start Warrior 1 N. Warrior 2 E.

Turn 10 (3500 BC) – Warrior 2 E. Warrior 1 E to get a better look at the flood plains – the next city will go to the food. Governor-set clown works the BG, luxuries to 10%.

Turn 11 (3450 BC) – Warrior 2 E. Warrior 1 N.

Turn 12 (3400 BC) – Warrior 3 completes and heads S, start 1 more warrior. Warrior 2 N. Warrior 1 E.

Turn 13 (3350 BC) – Warrior 3 SW. Warrior 2 N. Warrior 1 NE.

Turn 14 (3300 BC) – Worker 1 roads the BG. Warrior 3 S. Warrior 2 N. Warrior 1 N.

Turn 15 (3250 BC) – Warrior 4 completes, fortifies as MP, start settler. Luxuries to 0%. Warrior 3 S. Warrior 2 N. Warrior 1 N.

Turn 16 (3200 BC) – Warrior 3 S. Warrior 2 N. Warrior 1 W.

Turn 17 (3150 BC) – Worker 1 W. Warrior 3 S. Warrior 1 SW. Warrior 2 N. Research set to Pottery at 100%.

Turn 18 (3100 BC) – Worker 1 SW. Warrior 3 SW. Warrior 1 SW. Warrior 2 N.

Turn 19 (3050 BC) – Worker 1 roads. Warrior 1 W. Warrior 2 N. Warrior 3 S.

Turn 20 (3000 BC) – Warrior 1 SW. Warrior 2 N. Warrior 3 W. Luxuries to 10%, science to 90%.

Turn 21 (2950 BC) – Settler completes, heads N, start granary (yeah, I don’t quite have Pottery yet, but I will). Warrior 1 SW. Warrior 2 N. Warrior 3 S. Science to 100%, luxuries to 0%.

Turn 22 (2900 BC) – Worker 1 W to the dyes. Settler N. Warrior 1 SW. Warrior 2 N. Warrior 3 W.

Turn 23 (2850 BC) – Worker 1 chops the dyes forest. Settler N. Warrior 1 S. Warrior 2 E. Warrior 3 N.


At this point both games are identical. The crappy world so far:



I didn't stick to a strict settling pattern for either. I also micromanaged both roughly equally incompetently. A=tight settling, B=loose settling.

Spoiler Remainder of QSC :
Turn 24A (2800 BC) – Settler settles Niveneh, starts worker. Warrior 1 S. Warrior 3 W. Warrior 2 N.

Turn 24B (2800 BC) – Warrior 1 S. Settler N. Warrior 3 W. Warrior 2 N.

Turn 25A (2750 BC) – Warrior 1 S. Warrior 3 N. Warrior 2 N.

Turn 25B (2750 BC) – Warrior 1 S. Warrior 3 N. Warrior 2 N. Niveneh founded, starts worker.

Turn 26A (2710 BC) – Warrior 1 S. Warrior 3 N. Warrior 2 N.

Turn 26B (2710 BC) – Warrior 1 S. Warrior 3 N. Warrior 2 N.

Turn 27A (2670 BC) – Worker 1 starts to road the dyes. Warrior 1 W. Warrior 3 E. Warrior 2 W.

Turn 27B (2670 BC) – Worker 1 starts to road the dyes. Warrior 1 W. Warrior 3 E. Warrior 2 W.

Turn 28A (2630 BC) – Warrior 1 S. Warrior 3 N. Warrior 2 N.

Turn 28B (2630 BC) – Warrior 1 S. Warrior 3 N. Warrior 2 N.

Turn 29A (2590 BC) – Warrior 1 S. Warrior 3 N. Warrior 2 NE. Science down to 30% with Pottery in 1.

Turn 29B (2590 BC) – Warrior 1 S. Warrior 3 N. Warrior 2 NE. Science down to 50% with Pottery due in 1.

Turn 30A (2550 BC) – Turn research off for real. Worker 1 irrigates the dyes. Warrior 3 N. Warrior 1 S. Warrior 2 N.

Turn 30A (2550 BC) – Turn research off. Worker 1 irrigates the dyes. Warrior 3 N. Warrior 1 S. Warrior 2 N.

Turn 31A (2510 BC) – Warrior 3 E. Warrior 1 E. Warrior 2 N.

Turn 31B (2510 BC) – Warrior 3 E. Warrior 1 E. Warrior 2 N.

Turn 32A (2470 BC) – Warrior 3 N. Warrior 1 N. Warrior 2 N.

Turn 32B (2470 BC) – Warrior 3 N. Warrior 1 N. Warrior 2 N.

Turn 33A (2430 BC) – Warrior 3 NE. Warrior 1 NE. Warrior 2 N.

Turn 33B (2430 BC) – Warrior 3 NE. Warrior 1 NE. Warrior 2 N.

Turn 34A (2390 BC) – Niveneh completes worker, starts worker. Worker 2 W. Worker 1 E-E. Warrior 3 E-NE-N. Warrior 1 E. Warrior 2 N. Niveneh citizen moved to the flood plains that will be improved first.

Turn 34B (2390 BC) – Worker 1 E-E. Warrior 3 E-NE-N. Warrior 1 E. Warrior 2 N.

Turn 35A (2350 BC) – Babylon completes granary, starts settler. Worker 1 mines BG. Warrior 3 N. Worker 2 irrigates flood plains. Warrior 1 N. Warrior 2 N. Oh, crap, I’m on the same continent as the Zulu – oh well.

Turn 35B (2350 BC) – Babylon completes granary, starts settler. Niveneh completes worker, starts temple. Worker 2 SE to the flood plains. Worker 1 mines BG. Warrior 1 N. Warrior 2 N – sees Zulu border again.

Turn 36A (2310 BC) – Warrior 3 N. Warrior 1 E. Warrior 2 put on goto S for the next 9 turns – contact with the Zulu is not made.

Turn 36B (2310 BC) – Warrior 3 N. Warrior 1 E. Warrior 2 put on goto S for the next 9 turns, no contact. Worker 2 irrigates.

Turn 37A (2270 BC) – Warrior 3 fortifies as MP in Niveneh. Warrior 1 into Babylon and fortifies.

Turn 37A (2230 BC) – Warrior 3 N. Warrior 1 into Babylon and fortifies.

Turn 38A (2190 BC) – Nothing.

Turn 38B (2190 BC) – Warrior 3 fortifies in Niveneh.

Turn 39A (2190 BC) – Worker 2 roads flood plains.

Turn 39B (2190 BC) – Nothing.

Turn 40A (2150 BC) – Nothing.

Turn 40B (2150 BC) – Worker 2 roads flood plains.

Turn 41A (2110 BC) - Babylon completes settler, starts barracks. Worker 1 roads the BG. Settler SW-W-N to settle in the desert and share Niveneh’s flood plains.

Turn 41B (2110 BC) – Babylon completes settler, starts temple. Worker 1 roads the BG. Settler SW-S.

Turn 42A (2070 BC) – Settler N. Worker 2 SE. Citizen in Niveneh from forest to flood plains.

Turn 42B (2070 BC) – Settler S.

Turn 43A (2030 BC) – Niveneh completes worker, starts worker. Worker 3 NE. Worker 2 irrigates flood plains. Ashur founded, starts warrior.

Turn 43B (2030 BC) – Settler S. Worker 2 SW.

Turn 44A (1990 BC) – Worker 1 N. Worker 3 irrigates.

Turn 44B (1990 BC) – Worker 1 N. Worker 3 mines – there is no hurry to grow to size 3 building a temple. Ashur founded, starts a temple.

Turn 45A (1950 BC) – Worker 1 roads the sugar. Warrior 2 E. Citizen in Niveneh moves to unimproved flood plain (it would end up with 21 food as it was going). Citizen in Ashur moved to irrigated flood plain.

Turn 45B(1950 BC) – Worker 1 roads the sugar. Warrior 2 E.

Turn 46A (1910 BC) – Warrior 2 E.

Turn 46B (1910 BC) – Warrior 2 E.

Turn 47A (1870 BC) – Worker 2 roads. Warrior 2 NE. Citizen in Ashur moved back to oasis.

Turn 47B (1870 BC) – Warrior 2 NE.

Turn 48A (1830 BC) – Worker 1 N. Worker 3 roads. Warrior 2 S.

Turn 48B (1830 BC) – Worker 1 N. Warrior 2 S.

Turn 49A (1790 BC) – Ashur completes warrior, starts worker. Warrior 5 fortifies in Ashur. Worker 1 roads. Warrior 2 SW. Niveneh switches from 1 flood plain to another so that Ashur can take a flood plain.

Turn 49B (1790 BC) – Babylon completes temple, starts settler. Worker 1 roads.
Warrior 2 SW.

Turn 50A (1750 BC) – Babylon completes barracks, starts settler. Worker 2 W. Warrior 2 SW.

Turn 50B (1750 BC) – Worker 2 roads. Warrior 2 SW. Wake up both warriors in Babylon – Babylon doesn’t need them, but the others do because they are not connected. One goes N, one goes S.

Turn 51A (1725 BC) – Worker 3 S. Worker 2 roads. Warrior 2 SW. Citizen in Ashur from forest to oasis.

Turn 52B (1725 BC) – Warriors continue to new MP locations. Warrior 2 SW.

Turn 52A (1700 BC) – Worker 1 S-W. Worker 3 roads. Warrior 2 W. Citizen in Niveneh from flood plains to plains. Citizen in Ashur from oasis to flood plains.

Turn 52B (1700 BC) – Worker 1 N. Warrior 2 W.

Turn 53A (1675 BC) – Niveneh completes worker, starts worker. Worker 4 N. Worker 1 roads. Warrior 2 S.

Turn 53B (1675 BC) – Worker 1 roads. Warrior 1 gets to Niveneh just in time to prevent a riot. Worker 2 SW. Warrior 2 S.

Turn 54A (1650 BC) – Worker 4 irrigates. Worker 2 SW. Warrior 2 S. Citizen in Ashur from flood plains to oasis.

Turn 54B (1650 BC) – Babylon completes settler, starts warrior. Settler SW-W-W. Worker 2 irrigates. Citizen in Niveneh from plains to flood plains. Warrior 2 S. Warrior in Ashur fortifies to prevent a riot.

Turn 55A (1625 BC) – Babylon completes settler, starts warrior. Ashur completes worker, starts barracks. Worker 5 SE. Worker 2 mines oasis. Worker 3 mines. Settler NE. Warrior 2 fortifies in no-mans-land.

Turn 55B (1625 BC) – Settler SW. Warrior 2 fortifies.

Turn 56A (1600 BC) – Worker 5 chops forest. Settler E-NE. Worker 1 W-NW.

Turn 56B (1600 BC) – Babylon completes warrior, starts warrior. Niveneh completes temple, starts worker. Worker 1 irrigates. Settler SW.

Turn 57A (1575 BC) – Babylon completes warrior, starts warrior. Warrior 6 goes to Niveneh. Worker 1 irrigates. Ellipi founded, starts barracks. Citizen in Babylon switches mined BGs so Ellipi can work a mined BG.

Turn 57B (1575 BC) – Ashur completes temple, starts worker. Ellipi founded, starts temple. Citizen in Niveneh from flood plains to plains. Worker 1 irrigates.

Turn 58A (1550 BC) – Worker 4 roads. Citizen in Ashur from forest to oasis.

Turn 58B (1550 BC) – Babylon completes warrior, starts settler. Worker 2 roads.

Turn 59A (1525 BC) – Babylon completes warrior, starts settler. Warrior 7 to Ellipi. Warrior 6 fortifies in Niveneh.

Turn 59B (1525 BC) – Nothing. Citizen in Niveneh from plain to flood plains.

Turn 60A (1500 BC) – Worker 5 irrigates the plains. Warrior 7 fortifies in Ellipi. Niveneh citizen from forest to plains. Niveneh – forest to irrigated plains.

Turn 60B (1500 BC) – Niveneh completes worker, starts worker. Worker 1 S and irrigates. Worker 3 SW. Citizen in Niveneh from plains to flood plains. Citizen in Ashur from forest to fish.

Turn 61A (1475 BC) – Niveneh completes worker, starts worker. Worker 3 S-E. Worker 6 W-W. Worker 4 NE. Worker 1 roads. Worker 2 roads.

Turn 61B (1475 BC) – Ashur completes worker, starts worker. Worker 4 N. Worker 2 NW. Worker 3 irrigates.

Turn 62A (1450 BC) – Worker 6 roads. Worker 4 roads. Worker 3 mines.

Turn 62B (1450 BC) – Worker 2 irrigates. Worker 4 roads. Niveneh citizen from mined plains to irrigated plains.

Turn 63A (1425 BC) – Nothing.

Turn 63B (1425 BC) – Babylon completes settler, starts barracks. Settler SE.

Turn 64A (1400 BC) – Babylon completes settler, starts warrior. Settler SE. Worker 1 NE and irrigates. Worker 5 roads. Worker 2 NE-N.

Turn 64B (1400 BC) – Settler SE. Worker 1 S-S-SE.

Turn 65A (1375 BC) – Worker 6 mines. Worker 2 roads. Settler SE. Niveneh – mined plains to irrigated plains.

Turn 65B (1375 BC) – Ashur completes worker, starts barracks. Worker 5 N and mines. Worker 4 mines. Worker 1 chops forest. Settler SE. Worker 3 roads.

Turn 66A (1350 BC) – Babylon completes warrior, starts warrior. Ashur completes barracks, starts spearman. Warrior 8 SE. Settler S.

Turn 66B (1350 BC) – Worker 2 roads. Settler SE.

Turn 67A (1325 BC) – Warrior 8 S. Worker 5 E-NE and irrigates. Akkad founded, starts worker. Worker 1 S-E and mines.

Turn 67B (1325 BC) – Niveneh completes worker, starts worker. Worker 6 NE. Settler E. Niveneh – mined plains to irrigated flood plains. Warrior starts moving from Babylon to Ellipi – I screwed up by not starting him 2 turns ago, so luxuries go to 20%. 3 gold unnecessarily spent on luxuries.

Turn 68A (1300 BC) – Babylon completes warrior, starts settler. Niveneh completes worker, starts worker. Worker 7 SE-S-SE. Worker 2 irrigates. Warrior 9 N. Worker 3 roads. Worker 5 S-S-S. Warrior 8 SE.

Turn 68B (1300 BC) – Warrior continues toward Ellipi. Worker 4 NW. Worker 5 S-S. Akkad founded, starts worker. Worker 3 W. Worker 6 roads. 3 gold unnecessarily spent on luxuries.

Turn 69A (1275 BC) – Warrior 9 into Ellipi and fortifies. Worker 7 roads. Worker 5 roads. Warrior 8 fortifies.

Turn 69B (1275 BC) – Worker 1 roads. Worker 4 roads. Worker 5 roads. Warrior into Ellipi; luxuries back to 0%. Worker 2 W. Worker 3 irrigates.

Turn 70A (1250 BC) – Ellipi completes barracks, starts spearman. Niveneh – mined plains to irrigated plains.

Turn 70B (1250 BC) – Babylon completes barracks, starts settler. Warrior fortifies in Ellipi. Worker 2 roads.

Turn 71A (1225 BC) – Ashur completes spearman, starts settler. Worker 6 S-S. Worker 4 SW-SW. Worker 3 S and mines.

Turn 71B (1225 BC) – Ellipi completes temple, starts worker. Niveneh mined plains to irrigated plains.

Turn 72A (1200 BC) – Worker 1 NE-E. Worker 3 NW and irrigates. Worker 7 irrigates. Worker 4 irrigates. Worker 2 S-S-SW. Worker 6 chops. Babylon – mined BG to irrigated grass. Akkad – wheat to mined BG.

Turn 72B (1200 BC) – Worker 1 E. Worker 4 NW.

Turn 73A (1175 BC) – Worker 1 roads. Worker 2 chops. Akkad – mined BG to wheat.

Turn 73B (1175 BC) – Worker 1 roads. Worker 4 roads. Worker 2 S. Worker 3 roads. Realize I forgot to turn luxuries down. Total wasted spending = 18 gold.

Turn 74A (1150 BC) – Babylon completes settler, starts warrior. Settler N. Worker 3 S-S-SW. Worker 7 S-S. Akkad – mined BG to fish.

Turn 74B (1150 BC) – Worker 2 roads. Akkad – wheat to BG.

Turn 75A (1125 BC) – Niveneh completes worker, starts worker. Ellipi completes spearman, starts spearman. Akkad completes worker, starts settler. Worker 10 E. Worker 5 E. Worker 3 irrigates. Settler W-NW-NW. Spearman 1 NW-NW. Workers 2 & 6 irrigate. Worker 9 NE-N-NW. Worker 7 chops. Niveneh – mined plains to irrigated plains.

Turn 75B (1125 BC) – Babylon completes settler, starts warrior. Niveneh completes worker, starts worker. Niveneh irrigated plains to flood plains. Worker 5 N-W. Settler SW-W-NW. Worker 7 SE. Start moving a warrior to Akkad – waste 7 gold.

Turn 76A (1100 BC) – Babylon completes warrior, starts warrior. Ashur completes settler, starts warrior. Settler 2 N-E-NE. Settler 1 N-W. Spearman 1 NW. Worker 4 roads. Worker 9 clears marsh. Worker 1 mines. Worker 5 chops. Worker 10 irrigates. Ashur – flood plains to irrigated plains.

Turn 76B (1100 BC) – Ellipi completes worker, starts settler. Akkad completes worker, starts barracks. Luxuries back to 0%. Worker 9 W. Warrior continues toward Akkad. Worker 4 W. Worker 3 SW and mines. Worker 7 S-S-SW. Worker 8 SE. Worker 5 roads.

Turn 77A (1075 BC) – Settler 2 NE-N-NE. Settler 1 founds Uruk, starts barracks. Spearman 1 fortifies. Workers 2 & 6 road. Ashur – irrigated plains to flood plains.

Turn 77B (1075 BC) – Babylon completes warrior, starts warrior. Warrior fortifies in Babylon. Worker 7 roads. Worker 2 mines. Worker 6 W. Warrior toward Akkad. Worker 9 irrigates. Worker 4 roads. Worker 8 chops.

Turn 78A (1050 BC) – Babylon completes warrior, starts settler. Eridu founded, starts worker. Ashur – flood plains to irrigated plains. Niveneh – switches flood plains. Eridu works flood plain.

Turn 78B (1050 BC) – Worker 6 roads. Warrior into Akkad.

Turn 79A (1025 BC) – Ashur completes warrior, starts spearman. Workers 2 & 6 SE. Worker 3 roads. Worker 7 roads. Worker 4 NE-N. Akkad – wheat to irrigated plains.

Turn 79B (1025 BC) – Babylon completes warrior, starts settler. Ashur completes
barracks, starts spearman. Worker 5 mines. Warrior fortifies in Babylon. Uruk founded, starts temple. Worker 1 E. Warrior fortifies in Akkad.

Turn 80A (1000 BC) – Ellipi completes spearman, starts warrior. Worker 5 roads. Worker 10 roads. Workers 2 & 6 chop. Worker 4 clears marsh. Niveneh – mined plains to irrigated plains. Akkad – plains to wheat.

Turn 80B (1000 BC) – Niveneh completes worker, starts worker. Worker 10 somewhere. Worker 7 irrigates. Worker 1 roads. Niveneh – irrigated plains to flood plains. Akkad – wheat to forest.






Spoiler Final Stats :
Totals for A:

7 towns
16 citizens
9 workers
12 warriors (7 veteran, 5 regular)
3 spearmen (3veteran)
75 tiles
3 barracks
1 granary
0 temples
820 gold
27 gpt
49 food in the box +19 fpt
56 shields in the bin +21 spt.

Totals for B:

6 towns
13 citizens
10 workers
8 warriors (2 veteran, 6 regular)
0 spearmen
122 tiles
2 barracks
1 granary
4 temples
637 gold (612 + 25 that I screwed up)
16 gpt
45 food in the box +13 fpt
24 shields in the bin +18 spt.
 

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Commendable thorough, Chamnix! I have a few questions though:

First, city placement. Why settle Nineveh where you did? My choice for both "tight" and "loose" would have been the wood tile at the river's mouth between the wheat and the fish (west of Akkad). What a powerful settler pump that would be in either configuration!

- One irrigated wheat grassland
- One mined grassland
- One fish
- one wood/mined hill once the wood's been cut

With this location for Nineveh, Babylon would become a spearman pump, occasionally producing a settler to keep it from growing too large (unhappiness > clowns/slider = nono)

Second, from what I can see and read, you did not chop woods to help the building of granaries & temples (except two near the "tight" Akkad). This would have saved you MANY turns. Furthermore, it's going to hurt "loose" more.

Now, do you have the 4000BC start file? ;) :D
 
Since both starts were played identically through 2850 BC, I thought people might prefer to have the save with the first 23 turns already played for both, but I have attached 4000 BC as well.

As far as why I settled Niveneh where I did, I was playing the map with no foreknowledge - I didn't know the wheat was there until after both Niveneh and Ashur were founded. I settled Niveneh where I did because it was the highest food location I knew about at that point, and food is :king:.

I didn't do much chopping in the loose settle-pattern just because my workers seemed always to have more important tasks. I gave priority to connecting cities and making sure all worked tiles were improved before chopping.
 

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Thank you for the save!

Don't you send out your first two or three warriors in order to scout out the terrain for just the purpose of discovering where to settle next most advantageously?
 
Obviously I don't do a very good job of it :lol:. I did have 3 warriors out scouting, but none of them went in that direction :cringe:.

Most of my games, I use a very low military start for a very quick expansion - I typically only build 1 warrior (sometimes 2 warriors) before starting my first settler or a granary prebuild, and those first warriors are more concerned with finding contacts and getting a feel for the overall layout than the immediate surroundings. Because I believe strongly in fairly tight spacing and sharing tiles, my second settler will usually settle just outside my capital's expanded cultural border, and it will be using many of the same tiles my capital will be using, so I usually have a good idea where my second town should go without a lot of exploration. The second town often builds a warrior first, and he will check out the immediate surroundings.

Because of the low-food start (and because I was making an effort to play a more "standard" game), I ended up with more warriors, and I guess I had no idea how to use them all effectively :crazyeye:. I find low military/exploration on average will get me a much faster start than exploring fully. This map happened to be one where my strategy cost me :dunno:.
 
Uhm, Chamnix, your BC4000 save appears to be a different game... I mean, I get a completely different start.

EDIT: beaten to it by Pyrrhos...
 
Sorry about that - I'm not sure where that came from :blush:. I won't be able to correct it for at least another 6-7 hours though.
 
:D @ Chamnix. Good work!

Okay, so we all know that CXXC gives better expansion, better military, and better gold/research in the early game. I mean I hope it would seeing as how in the early game, there's no way you can run out of 'good' tiles to use. And if you do, the effects are minimal. Then there's also lower distance corruption.

Great! But that's the early game. Some people have said that the early game dictates what happens in the future so much so as to outweigh the eventual benefits of CXXXC. Let's see that.

But first, how about actually playing a game where you can include diplomacy? I know it can add so many other random factors (and would totally suck since you'd have to check diplomacy so much,) but what about the greater probability of gaining contacts if expanding CXXXXC? All benefits should really be tested.

I'd suggest getting people to sign up for a couple of saves and having each person play out their game according to both styles turn by turn. That way, foreknowledge of the map and differing playing styles (if having different people do each trial) all cancel out. Then we can eliminate luck and chance by looking at the general CXXC and CXXXXC characteristics. If we can go all the way through the middle ages to victory then that would be great! Although, as people have mentioned, GOTM games are good for this....
 
:D @ Chamnix. Good work!

But first, how about actually playing a game where you can include diplomacy? I know it can add so many other random factors (and would totally suck since you'd have to check diplomacy so much,) but what about the greater probability of gaining contacts if expanding CXXXXC? All benefits should really be tested.

It isn't clear to me that the probability of early contact is greater with CXXXXC, if for no other reason than I found a city--and get an extra tile's range--3 turns sooner under CXXC, assuming unroaded territory beyond my old boundary. But much more important is the fact that virtually none of my contacts ever come from strangers bumping into my empire; they all come from the warriors/curraghs I send walkabout through the land. YMMV.

The central problem in this discussion is that it is not clear how to weigh the precise value of a tempo theoretically. In chess, gaining a tempo is precious; it is easily lost again, so it is overwhelmingly important to find a way to translate it into a permanent advantage. In go, this happens more or less automatically, unless one plays out-and-out foolishly, because go is an additive game. CIII seems more go-like in that respect, but it is possible to waste tempi. The overall point is that using tempi wisely tends to work like a savings account: soonest begun, soonest getting to a ripe retirement fund--and playing catch-up is exorbitantly expensive.

kk
 
I think that a few are confusing the test with a real game. With the way the test was set up, the prohibition on exploration combined with the larger territory meant that OCP was more likely to get the early contact. In a real game, I agree with you that most contacts are the result of my own units exploring the map. Either they encounter AI units or find their territory, that is my experience. Occasionally, an AI scout or warrior "knocking at my door" is the first I see of another civ, most likely a far-away one.
 
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