GK2- The Training Day Experiment

Sorry, CF, I must have missed that.

Excellent, that'll solve the different rate between the growth and worker-building.

So, Niagara Falls is 3-turns worker factory, not bad. :)

Grand Rivers can be that too if it can expand to reach more FPs.
 
What do we need to resolve before turning Binyo loose for 10 turns?
 
We were just trying to give him a spot to settle on.
 
We might want to give him a couple of spots to settle on... settler out, settler in a turn or two, and he'll get another during his turns...
 
Roster:
binyo66- Up
alerum68- On deck
-Oblivion- on the bench
Scouts- patiently waiting
Shogun- played 2 turns ago
Solar- just played.

This will be our tenitive roster for the rest of the game, barring something unforseen happening.

With this much text in the thread, it's difficult just to find the roster and save game.:crazyeye:

I think GK was waiting for everyone to make an attempt at answering his questions. The key one is about the settler. So far we have:

binyo66- no answer

alerum68- #1 blue dot, without escort

-Oblivion- #1 NW of Iron, no mention of escort

Scouts- #1 SW of iron (to be disbanded later). #2 blue dot. With escort only if barbs. His plan also want to use worker in Niagra to connect this throwaway city #1.

Shogun- #1 N of Iron, no mention of escort

Solar- #1? NW of Iron #2? Forest S of Blue dot.

ControlFreak - #1 NW of blue dot (I've changed my mind to this), #2 N of iron (RCP7). With escort.

Sir Bugsy - #1 NW of blue dot. no mention of escort.

Looks like, since binyo66 is the only one who hasn't answered, and his choice is the ultimate, he could play if desired. It would be nice for him to pick one of these choices and let the team know so we could argue with him before he does anything.:)

EDIT: Here's my graphical summary. I put RCP7 and RCP10 numbers in since that's what we touched on.

Sorry for the crappy text quality. I hate the MS Paint jpg algorithm but I'm uninstalling all my unauthorized software from the work computer for my last day.
 
Very nice CF! Hope you got some playing in during your last day.:D

Biny: Let the team know where you plan to settle then go ahead & take your turns. We can kick around some more questions while he's playing.
 
Originally posted by Gengis Khan
Very nice CF! Hope you got some playing in during your last day.:D

Biny: Let the team know where you plan to settle then go ahead & take your turns. We can kick around some more questions while he's playing.
GOTM30 upto QSC end. Boy it's hard to play that fast. Especially when you're a MMer like me.

Good luck Biny. Hopefully, I'll be able to ring in on your turn sometime over the weekend.
 
What is the difference in corrupution from moving the northern choke from where me and scout suggested to keep the RCP, and moving it 1nw? The 1nw move is a much better city spot, as long as corruption isn't bad. RCP10 is going to be a 3rd ring city or so, so will have high enough corruption as it is.

And a question about the sites SK and Obliviion suggested... We're planning on going RCP of 3, 7, and 10 it seems. Moving their city choice 1 west will allow us to connect the iron between two cities, and the city will have access to 2 forrest, with one of them having game in it.

Hope you stop by sometimes CF. Your input is indispensible.
 
Excellent thread :goodjob: - I have been playing civ since civ I and I have learned alot from following this thread. I have never played in a SG and this is the first one that I have followed. I am finally up to date on the post and would like to add a comment here. The group has provided an excellent explaination on MM and creating a settler factory. As additional reading and overall knowledge on settler factories please read Offa's post in the Spoiler 1 from the GOTM 30. (I do not know how to add a direct link to it - it is on page 2 - if someone else could add it that would be great)

Offa was able to setup a settler factory that started at size 5 and cranked out a warrior in one turn and a settler in 3 turns from the same city. :eek: The worked tiles included 4 mined BG and 1 irrigated cattle and a fromer gamed forest tile that became grassland when harvested. I know this is not a grouping that is in your current game, but the concept is great and since this is a teaching/learning game I thought some of the players and lurkers might be interested in it.

I was able to duplicate the settler escort factory in a recent game by using 4 mined BG and 1 irrigated cattle (luckily in my capital so no corruption worries). The key was the +5 fpt for growth every 2 turns with grannery and +10spt. Warrior cost 10. Settler cost 30. When my city grew to size 6 all i needed to do was MM to work a 2food tile to keep my food at +5. [EDIT - I was a civ with the Agri trait so I gained 3f/1s from the center tile.] No additional shields were required (any would have actully been wasted when the settler was created).

I know you are past the settler factory discussion but this was too good not to be included here. I will continue to follow the game as it appears you will soon be entering an early era war which is not one of my strongpoints.

---------------------------
lurks off to bed
 
DJMGator, if you'd like to see a 4 turn settler/warrior factory go take a look at my game with Blas. 3 BGs, and a cow, with at least one more BG hiding up north me thinks, with a nice forest too. Haven't started it yet, but probably will tommorow.

PS - This is the 4th most read SG on the forum, and we haven't even build a "core" yet...;)
 
A brilliant example! That factory not only produces a settler every 4, but the escourt for it without missing a beat. Here's the LINK. It's 2 posts down from the top.


:alreum: Sweet! I didn't even notice. I'm gonna echo something ControlFreak said that is perticularly true "The problem with a good SG is that the players have surpassed the difficulty level before it's halfway finished." That's the majority of the reason I picked Monarchy(and wanted to go with Emperor:lol: ). By the time we lock down our continent you guys will all be Diety experts & i'll be joining your Sid TDG.:D

As soon I finish up the other 18 SGs I'm up in at once, I'll edit our table of contents to keep it current.

Back to paitently waiting for Biny.
 
Sorry i haven't been around, was busy getting my first Monarch level victory, i was spain, won a diplomatic victory with a score of 2364 :D
 
Monday?? I was thinking more along the lines of late tonight.
 
Biny PMd me a couple of days ago...he was ready to play then. Just bear in mind, he's on the other side of the planet in Indonesia somewhere...so where he is it's tomorrow (or yesterday). Be prepared for him to play/post at hours that may seem odd to us gringo-norteamercianos...
 
I know, that's why I said monday. His weekend will be over by then, in fact it should be tuesday. Can you PM him and make sure everythings going ok?
 
If he doesn't post something by tomorrow afternoon, we'll switch your spots. Where do you plan on settling if you play the turns?

[edit- already PMed him.]
 
The choke point is my only real option. I'm going to try and go one NW of Scout's blue dot. I'm looking at the photo, and if we do settle anywhere else but that spot, we won't have a true choke city. Still will be a canal, but not a choke. The second site I'd settle is the city spot that I wrote about a bit back... it's a bit NW of where SK wanted to put it. I think it's an RCP 10 city, next to the iron. It'll connect iron through joining culture with another city, so it doesn't have to be in the true 9-square radius. If I move the city slightly I think I'll get better RCP placement as well as better land once we expand with a temple. Going to work soon, but I'll try and post a quick map of 3 city spots I'm aiming to settle.
 
@ alerum - I'm not real sure you've quite got the RCP concept completely down... as I see it, here are two viewpoints on city placement:

Terrain Usage: this approach ignores RCP, and make terrain usage the priority in city placement.

Ring City Placement: Minimizing the effects of corruption by having 'rings' of cities that are all the same 'distance' from the capitol. The idea is to have an innner 'ring' of equally productive cities around the capitol, and a second ring of somewhat more corrupt (but still productive) cities that are also the same distance from the capitol.

So... having a city at "RCP 6", and another one at "RCP7" and another somewhere else at "RCP 8 or 9" is not using RCP. That is not to say those are bad city placements, it's just not RCP. The trick is to have all of your inner ring cities the same distance from the capitol...

So far we've been looking at RCP 4-7-10 placements, because it 'works' with this map. I've looked at other placements, and either something gets crowded or the options get a lot more limited. Bear in mind we've got to build cities to the SE, SW, and NE of our capitol as well... right now we're focused on the NE because of the land grab competition with Japan...

Since we as a team still haven't said 'let's use RCP', I'll go ahead an put in my $0.02: We're a non-commercial civ, and we're planning to do some conquest. If RCP can help minimize some corruption problems, then I'm all for it.

Having said that, if the team wants to dump RCP, I'm okay with that... as long as we understand what it is we will be using for site selection criteria, and understand why we're doing it.

Regarding your canal city: I believe that site would be distance 11 from the capitol... Now - I would not mind doing an RCP 4-7 for the inner core, and select the outer city sites based on terrain. Your rational for that site (it's still a canal, and a true choke point) are good justification for selecting a different site. I think the RCP10 site in the south puts a city site on the dyes tile on the N side of the southern chokepoint, and we may want to put that city one more tile out... the outer ring is less important.

I'm looking forward to seeing your dotmap. I like your idea on the canal/choke city site, I'm a little unclear on the other site...

@Gengis: Switching alerum and Biny on the roster makes sense. I think Biny has an internet connectivity/availability issue that has probably kept him from posting...
 
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