To Be Continued?
What else is there to continue?
--
Well, we mustn't forget the list, which accompanies the Sg from begining to end:
RNGod's Assignments
-
Seek the RNG God: Started 4000BC, Completed 3240BC, 19 turns.
-
3x1: Learn Wonder-Enabling Tech: Started 3240BC, Completed 2280BC, 24 turns.
-
4x6: Learn New-Unit Tech: Started 2280BC, Completed 1800BC, 11 turns.
-
1x5: Get Something for Free: Started 1800BC,
Failed (Punishment: 2: Whip all cities).
-
5x4: Capture City w New Resources: Started 600BC, Completed 25BC, 25 turns.
-
2x3: Capture or Found 3 more Cities: Started 0AD (or is it 0BC?), Completed 580AD, 24 Turns.
-
4x4: Capture 3 Cities from 3 Civs: Started 580AD,
Failed (Punishment: 5: Declare war on most powerful Civ).
-
6x1: Capture or Found 3 more Cities: Started 1100AD, Completed 1280AD, 19 turns.
-
5x5: Capture City with World Wonder or Shrine: Started 1280AD, Completed 1370AD, 8 turns.
-
4x1: Kill N*5=30 Enemies: Started 1370AD, Completed 1585AD, 30 turns.
-
3x6: Add 10 XP to a Unit (named: Lucky-17): Started 1590AD, Completed 1740AD, 30 turns.
-
4x6: Learn New-Unit Tech: Started 1740AD, Completed 1745AD, 1 turn.
-
3x4: Spread any religion to 3 cities: Started 1745AD, Completed 1795AD, 10 turns.
-
5x1: Get Something for Free: Started 1795AD, Completed 1824AD, 13 turns.
-
4x3: Spread any religion to 3 cities: Started 1824AD, Completed 1846AD, 11 turns.
-
6x1: Capture or Found 3 more Cities: Started 1846AD, Completed 1856AD, 5 turns.
-
4x3: Spread any religion to 3 cities: Started 1856AD, Completed 1874AD, 9 turns.
-
2x3: Capture or Found 3 more Cities: Started 1874AD, Completed 1878AD, 2 turns.
-
1x6: Capture or Found 3 more Cities: Started 1878AD, Completed 1888AD, 5 turns.
-
2x4: Learn Tech in Next Age: Started 1888AD, Complete 1920AD, Learnt Flight, 17 turns.
-
5x1: Get Something for Free: Started 1920AD, Completed 1920AD, 0 turn.
-
1x6: Capture or Found 3 more Cities: Started 1920AD, Completed 1923AD, 3 turns.
-
1x3: Learn Wonder-Enabling Tech: Started 1923AD, Completed 1930AD, 7 turns.
-
3x3: Capture enemy capitol or size 10 city: Started 1930AD, Completed 1931AD, 1 turn.
-
1x3: Learn Wonder-Enabling Tech: Started 1931AD, Completed 1940AD, 10 turns.
The very last command is added just for dramatic effort, not included in here.
Some statistics:
Code:
# of Ave. # of
Prod Prob Times Turns Objective
---- ---- ------ --------- ---------
1 1/36 0 --- Start a Golden Age
2 2/36 0 --- Build a World/Project/National Wonder
3 2/36 3 13.67 Learn a tech that enables a wonder or a religion
4 3/36 1 30.00 Kill N*5 enemies [1][2]
5 2/36 2 0 (F) Get something for free [3] from other Civ
6 4/36 6 9.67 Capture or found 3 more cities [2]
8 2/36 1 17.00 Learn a tech in the next age or future tech
9 1/36 1 1.00 Capture an enemy capitol or size 10 city
10 2/36 0 --- Ensure at least 3 Civs are at war (need not be us)
12 4/36 2 9.50 Spread any religion to 3 cities
15 2/36 0 --- Disconnect an AI from a type of resources
16 1/36 1 (F) Capture cities from 3 different Civs [2]
18 2/36 1 30.00 Add 10 xp to any single unit [4]
20 2/36 1 25.00 Capture a city with new resources [2]
24 2/36 2 6.00 Learn a Tech that allows new unit
25 1/36 1 8.00 Capture a city with world wonder or shrine
30 2/36 0 --- Learn a Tech no one knows
36 1/36 0 --- Generate a Great Person (can be via tech research)
Footnote:
---------
[1] N is the millenium number we are in, i.e. 4000BC-3000BC=1, 2999BC-2000BC=2,
1999BC-10000BC=3, 999BC-0AD=4, 1AD-1000AD=5, 1001AD-2000AD=6, >2000AD=7
[2] Barbarians units/cities are allowed
[3] It is okay if we offer only peace treaty
[4] The unit must be identified at the begining
Code:
# of
Roll Times Punishment
---- ----- ----------
1. 0 Gift city to opponent we have worst relations with [1][2]
2. 1 Whip all cities [3]
3. 0 Disband 3 units with highest combat strength.
4. 0 Change all Civics to the most basic ones [4]
5. 1 Declare War on most powerful Civ [1]
6. 0 Cancel open borders with all Civs [1][5]
Footnote:
---------
[1] We escape punishment if we have not met any AI ;)
[2] We escape punishment if AI does not want any city
[3] We must revolt to slavery if available. We escape punishment if it is not.
If city is not whippable, it must be whipped as it becomes whippable.
[4] Eg: Free Market -> Decentralization. May change back after cool-off period.
[5] Last at least 10 turns
In all, we rolled
24 RNGod's commands (excluding the very first), succeeding in
22 of thems, failing
2. On the average, it took us
12.05 turns to complete a task, excluding the first and those that we failed.
---
That's all, folks!