GK2- The Training Day Experiment

Mistfit said:
I was trying to calculate how long this game was going to take to complete.
I think my #'s correct.

We currently average 13.064 posts per turn x 540 turns = 7,055 posts
We currently average 12.076 posts per day

7,055 posts / 12.076 posts per day = 584 days which I believe will us at Thanksgiving 2005.


At this rate your daughter will be walking before we finish the game. :lol:


EDIT: As required by law - ALERUM
 
DJMGator13 said:
At this rate your daughter will be walking before we finish the game. :lol:
As long as Mistfit isn't complainin' about the price of prom dresses in this thread, we're okay...
 
Right then... off you go!

Enough discussion! Who's up? I think it is Solarknight. How 'bout a "got it"?

Sergeant Major Bugs marching up and down the square!
 
I don't think SK was able to take part of the little training MOD... his computer was down. I Got it if he doesn't want it! Ohhhh! ohhh! Pick me, Pick me!
 
Mistfit said:
@Dianthus:
Do you have a manual for the technically inept?
Will this utility (the happiness and trading parts) pop up during the game every turn like Ainwood's is suposed to? (note: I haven't installed his yet either)?

If you explain have the time to explain I'd really appreciate it. Just make sure you explain it as if you were talking to your 8 yr old.
I'm afraid I don't have a manual. I keep meaning to write some user docs, but when I don't have a boss nagging me to do it I seem to end up adding new features instead :). From your other posts in this thread it looks like you've got it all figured out, but if you've got any questions feel free to ask them over in my CRpSuite thread.



Mistfit said:
@ scout thats quite the thread. I think I understood about 1 out of every three posts.

Quote from site:
you've just been caught not RTFP'ing (RTFP is like RTFM, but with posts rather than manuals
That's an example of my strange sense of humour. I made up RTFP, derived from the better known RTFM. I'm told by one of my workmates that RTFM is an acronym for "Read The Fine Manual". If you want to know the more popular meaning (though I'm sure you can guess!) take a look at www.dictionary.com.



Mistfit said:
I was trying to calculate how long this game was going to take to complete.
I think my #'s correct.

We currently average 13.064 posts per turn x 540 turns = 7,055 posts
We currently average 12.076 posts per day

7,055 posts / 12.076 posts per day = 584 days which I believe will us at Thanksgiving 2005.
Numbers look correct, though they assume you're planning to milk this. Maybe 540 turns is a bit high!
 
Diathus is correct. We will probably only be going to turn 400 or so. Probably want to rework your math based on 400. :crazyeye:

Gengis hasn't been heard from for a while, so I guess I'm sort of in charge while he recovers from his hangover. Let's give solar his full 24 hours from my post. (#1443) for those counting) If he hasn't piped up by then => alerum is the man!
 
I'll gladly take it but umm... I'm not really sure if it's my turn.:p What's the current turn order, with the new member additions?
 
whew, I've been plugging away at this thread for about a month here at work, very nice work! It's taken my game to dominating chieftan but not knowing what the heck I was doing, to consitantly losing at monarch, but knowing why :goodjob:

keep up the good work! now back to working for that first monarch win...
 
alerum68- Up
coletite - On deck
qm1- MIA
Mistfit- just played
SolarKnight- skipped

Edit - Welcome to CFC Darthbeer. :wavey: This is a great place and a great community.
 
@Bugsy: QM1 has been MIA from SGOTM2 for some time now... somebody expressed an interest in getting in on the game. I'll scroll back a page or two, or perhaps that individual can post another :wavey: ... but I think Q got pulled away by RL ..

Edit: "GJ" is interested... IIRC, he participated in GK2.1 (and did pretty well at it) so he should be up to speed on the tactical parts...
 
Ok... it took me 3 days to read the first 500 posts.... I don't know if I can catch up the other 900. 900! What a show of dedication from the trainers and trainees. And thanks to the lurkers with all of the relevant comments. More than anything else, just wanted to show how impressed I was with this understaking.
 
Thanks scout. Time for a command decision.


alerum68- Up
coletite - On deck
GJ -
qm1- MIA (at sea?)
Mistfit- just played
SolarKnight- skipped

I'm going to leave QM1 on the roster. He's probably at sea. I remember getting a call late one evening and being at sea within four hours.
 
In a recent game I was playing I pumped out a lot of gallies to try to find another continent. After GK and Bugsy Mentioned the need to do it in this game more aggressively. Well after loosing 6 of those buggers I have found the other island. Three turns on open water. Now what? I know that this will help to speed research and open up trade later in the game but what can I do with the this besides that to improve my game? Please expand on my options at this point. Should I sell the contact? If so is there an order I should stick to?
As a side note I think that this is an area of Civ that needs to be improved in future releases. All of the other Civ's know that I know the people on the other island and are requesting that I sell it to them. IMO I think that this should be somthing I can offer but the other civ's shouldn't know about it until I tell them. I don't think that makes much sense the way I typed it but if it has ever happened to you you'll know what I mean.
 
Alright then, I got it!;) I'm going to go play my 10 in RW, then I can dedicate myself to this. I may take 2-3 days to play it, because of the detail required, so don't freak out if I'm not done as quickly as I usually am.
 
Misfit: Here's a little scenario to cover your contact situation:

You are the England, with France, Germany & Rome as neighbors.

You've just discovered the other island with China, Korea and Japan.

It's the beginning of the Middle Ages and Germany got Monotheism as their age bonus tech. Accross the water, all the tribes are equal in tech and lacking currency to complete the Ancient Age. You sell currency to the richest AI (Japan), 2nd richest (Korea) & poorest (China). That will probably bankrupt them all. Now Korea is in the Middle Ages and gets Engineering as their bonus. Use all your cash to buy Engineering from Korea. Then you trade Engineering to Germany for Monotheism and sell it to France & Rome for all their cash. Now you turn around and sell Monotheism to Korea for all the money you gave for Engineering. Now you have tech parity with the world and all the money. It's probably best for you research Theology, since it's the least likely tech for the AI to go for.

A little later Korea gets Feudalism. You wait for them to sell it to Japan & China to reduce the cost. During that period Germany gets Invention. You can repeat the earlier process to acquire Invention, Feudalism & all the worlds gold, while researching Theology on your own. By doing this you remain the richest nation and at no less than parity with the tech leaders.

A little later (after swapping around Chemistry, Chivalry, your own research Theology & Education), Korea discovers Astronomy. Your research on Democracy is complete (hold on to this little monopoly). Germany discovers Metallurgy. You perform that same little bit of tech brokering with both islands. It's time to start looking at selling the contacts. Hopefully you've kept that original galley circling the other island and avoided barbarian galleys. Now is the time for him to earn all those turns of upkeep. Move him to near the Korean port nearest to your island. Once the first Korean caravel leaves port, you'll be able to calculate about when it's likely to reach your island (assuming caravels can make the trip) and when it will be time to sell the contact while they still have value.

With your extra cash and all those universities you've built (plus the wonders you got with your pre-builds), you should be first to the Industrial Age. Start research on Medicine (the cheapest tech). Hopefully you'll be able to trade the last required MA tech to Germany & Korea to obtain the other optional (Economics, Military Tradition & Navigation) techs. I try to have a pre-build ready for Smith's, the best wonder IMHO. You've now got the bargaining chip of Democracy to deal to Germany & Korea for their bonus techs (hopefully one is Steam Power). With your head start of Medicine, you should be first to Electricity & Scientific Method. That will provide you access the TOE tech slingshot and you should never trail in tech again.

This was a little long winded, but I hope I got the major points across.

A couple more little points, I'd like to toss out:

1. Your world map is very valuable, do not part with it unwisely, but once you do, sell it to everyone at the same time.
2. Once you get caravels, load one up with a pair of settlers and a defender and send them over to the other island. If an AI war breaks out, move your caravel to allow you to grab a city spot that becomes available when a couple of cities change hands (no more cultural expansion). Land the units, form a city, start a harbor (which you can soon cash rush) and fortify the defender. Send the caravel back for another settler & a pair of defenders. Repeat as new land becomes available. This is your beachhead for future conquest.
3. If you see the AI have a city razed in a really bad location, get a settler there fast. The AI has future vision and will know the someday, oil, coal or another valuable resource us going to appear there.
 
@Denyd: That makes an excellent lead-in for something I've been meaning to do...

After GK2.1, Gator PM'd me with a suggestion for a "Trading" scenario - a really good suggestion. Fortunately, there's already one out there to play with. Hit the link for the GOTM20 Trading Challenge
 
I learned from those who went before (SirPleib, Moonsinger, DaveMcW...) and happily pass to those who will follow. (My Zen thought for the day)
 
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