Department of Geeks & Numbers

Tubby is there any way I can use that spreadsheet? I am doing the Intersite Demogame at CDZ and that spreadsheet is awesome. I will put your name in my signature as the developer of said "great sheet". If I can could you send it to the team email.
 
It's just a plain excel spreadsheet. I put all of the headings to the left and just fill in the info from f11 screen. I then go back and use the fill button to colorize it (looks like a bucket of paint spilling). The hardest part is the info that you can come up with from looking at the data.

I'll make up a dummy one to send to you. But you'll have to enter the data & colorize it. That's not automatic.
 
Ok here it is. I added comments to the headings on the left side to aid in some analysis.

I'll leave it up for a few weeks then I'll take it down. Just to let you know, being last to play a turn makes this spreadsheet the most useful. Otherwise some teams will be on turn X and others will be on turn X-1. In this game we are in a good spot to get useful info out of this data.

How much this info matters for later in the game I don't know yet as this is the first time that I've done such an analysis.
 
zzzzzzzzzzzzzz
 
OK got it. Update spreadsheet below....
  1. Doughnut spawned a settler, obviously.
  2. Not so obvious, they only have 1 military. -> due to the drop in our rank in Military Service, they will have a greater number down there when pop is lost.
  3. TNT & MIA are growing every 5th turn. same as us, but we're ahead in pop.
  4. all of the other teams now have a lux connected.
 
I can't open civ until I get home from work. If some one could provide the information out of the F11 screen from save 13, I could update the spreadsheet. If not, then I'll get it when I get home this afternoon.
 
I checked the city screen and the shields from the chop was already in there. So instead of 23 for the end of turn for turn 12 it was actually 33 shields accumulated. hmmmm....

Anyway here is the F11 from turn13. It was before the citizen was moved from the BG to the forest. After the move we should have been 1st but I'll leave it as it since the rest of the data was "untouched" from the beginning of the turn.

Not much to report this go round.
 
Tubby Rower said:
  1. Doughnut spawned a settler, obviously.
That is poor headwork on their part. Their production is going to be damaged long term. Much better to go 5=>3, or 6=>4. 3=>1 is crippling.
 
Apparently according to the turn tracker in the main forum they've already settled, Shelbyville (Simpsons theme if you don't know). That's 2 moves & then settle. If they had a road then they're settling CxxC. If the settler traveled 2 roads then CxxxC. I doubt that they are settling @ CxC which would require travelling in a direction with no roads.

Yeah, I 've tried an early settler before. It's hard to get the capital back up and running. Sure your military gets a better start but I don't know if it is worth it. With this being a small map and only 4 civs instead of 6 there should be plenty of space to fill and an early archer rush (or Mounted Warrior rush) isn't going to be effective.

They started with Pottery so they had the opportunity to build the granary, so they can't use that arguement. At least I wouldn't. Since the map was set up so that no one has an advantage, I'd assume that all teams have a potential 4 turn settler factory. If not, :evil: :D.
 
I just looked at the difference between when we get out our first settler and when doughnut got theirs out. It was 9 turns. 9 turns is exactly the length of time that it took for our granary to get up. This might sound scary due to the fact that they are going to have 9 extra turns for their second city to be building military & such but they are starting back over with 1 pop. Our granary started the turn before we were @ pop 3.

So looking into my crystal ball. Either our second settler will produced quicker or they will severely have hampered their production by producing a second settler without the benefit of a granary. I'm surprised that the other two teams hadn't got a settler out. Neither of them started with pottery so no granary for them unless they research it first.
 
TNT kicked a worker I'd think (or disease?). I think the settler could be a fatal mistake by Doughnuts. I'm kind of shocked actually. My assumption is Kuningas and Tomoyo are not contributing quite so much. They probably got lost in the bureaucracy...:D
 
My bet is on disease for TNT. Unless a worker was planned to delay enough to get Pottery for a granary build.

Yeah I was surprised Tomoyo wasn't in this bunch. I guess he joined at just the wrong time and was slated for a team that wasn't fun to be in ;) .
 
The only thing that I saw this time was that
  1. our family size is at the bottom. That is really not surprising since we are working 2 forests. But it turns out if we weren't we would waste 10 food by not building the granary before growth.
  2. The other thing is that our money is down to 2nd. Again. not working roaded squares.
  3. our productivity (all gold, shields, & food combined
  4. I also assume that Greece is building hoplites or a granary. Depending on how their growth track in the next 5-8 turns we can deduce which it was.

I'm interested to see how quick springfield grows to 2.
 
Well I didn't have to wait long for the Springfield growth....

  1. It looks like MIA cut back on food this last turn before growth which is why we aren't in last place for family size.
  2. TNT jumped to 3-turn growth and are now @ pop 3. I wonder if they have a granary already... nah couldn't be.
 
Oh great. Thanks Rik. You guys get to see all the good stuff and we're like a bunch of 5 year olds waiting for Santa Claus to come down the chimney. :p
 
Rik said:
You have no idea how amusing this is for someone with access to all 4 fora. Keep it up !!
Does that mean that TNT joined their worker back into their city to fight off the disease? :lol:
 
Hey Rik, Can you tell us if anyone else is doing such analysis or is that considered cross-contamination?
 
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