GOTM 70 Pre-Game Discussion

Yesterday night I tried a little experiment in order to clear this up: I started a little PTW Hotseat with two Civs: Rome (Industrious) and England (Non-Industrious).

By the way, in the following overview (http://www.civfanatics.com/civ3/infocenter/#civilizations) I found Rome listed as "Militaristic & Commercial", whereas my manual (as well as the Civilopedia) says they are "Militaristic & Industrious". Also, in the infocenter Persia is listed as "Industrious & Scientific", while the manual says they are "Commercial & Scientific". Can someone please correct this?

Anyway, I settled Rome and London on a BG and kept going until they reached size 7. Then in both cases there appeared a second shield in the city tile. So this does not seem to depend on the Industrious treat. One I had changed to Monarchy on the way and the other to Republic. So that doesn't make a difference either. I also switched them back to Despotism, and the extra shield is still there, so PaperBeetle's question (whether you need to be out of Despotism to recover the shield) can be answered with "no".
The third shield in the city tile (the "Industrious treat") does not appear before the city reaches size 13. (In Despotism this third shield is then of course lost because of the "-1 malus".)

So this observation puts my earlier reasoning into a completely different perspective:
  1. After the city has reached size 7, we don't loose anything anymore.
  2. When the city is size 1-6, it depends on how many other useful tiles are still available. Because as long as we still have an equivalent tile to work on, we wont miss the BG we settled on, and consequently will not loose any shield!

For example in the starting position of GOTM70, if we settle on the spot, we have two more BG and the cow. So these three tiles can be worked on while the city is size 1-3, and we don't loose any shield compared to if we would have settled on 1NE and then worked on the cow and the two BGs at 1N and at the original start square. (In this particular case, when settling on the spot, we do loose one commerce, though, because the BG at 1W, which we will work on at size 3, is not at the river, but the original start position is.)

Let's assume the 12 tiles, which are currently not visible, will reveal 2 more excellent squares. Then the city can be up to size 5 and not loose any shield!
This now makes moving the settler a pure waste of time!

The best strategy would be: settle on the spot, keep the city at size <6 while producing settlers&workers, and then after that phase rush it through to size 7. With the cow and being on a river this is possible in just 7 rounds (4 with a granary). So we are looking at a total loss of 7 (or 4) shields, and for this it is really not worth wasting the first move!

I hope this answers the question. Moving the settler in the first round just to get off a BG is almost always a bad idea. It may only be worth it, if that BG is the only good tile within the 21 tiles of the start position. (But in that case you may as well resign and start a new game :cry: )

Lanzelot
 
Well I did some tests too(PTW). I agree with Lanzelot that the extra shield is recovered as the city becomes a "city"(size 7).

The industrious trait seems to have no effect though at size 7. According to the civilopaedia, there should be an extra shield at size 7 for industrious civs. Then there is another at size 13.

Unless I'm wrong and the bonus shields come at sizes 13 and 20/21.

Lanzelot- Rome is commercial and militaristic, Persia is scientific and industrious. Well done for your research and analysis! Should be useful.:goodjob:
 
Lanzelot- Rome is commercial and militaristic, Persia is scientific and industrious.

Ok, that explains, why Rome had the same amount of commerce in the city tile as London: an incredible 8 at size 13! I had been puzzled by this, thinking only England was commercial, so London should have a much better commerce in the city tile than Rome.

But this also means there's a mistake in my printed manual as well as in the online Civilopaedia!
Perhaps a translation mistake? I have the German version of the Conquests edition, and it clearly says:
"Rom: industriell und militaristisch"
"Persien: wissenschaftlich und wirtschaftlich" :confused:

Lanzelot
 
The mistake about Rome and Persia also shows at the official Fireaxis Civ3 homepage. Just compare the following two links:

http://www.civ3.com/devupdate_civspecific.cfm
http://www.civ3.com/de/devupdate_civspecific.cfm

The first is the English version, the second the German mirror.
On both pages click on the "cross-table of civ-specific abilities" to see a larger picture. The rows for Romans and Persians differ in those two tables...!

Should perhaps post the glitch in the Civilopaedia in the "Unofficial Data Patch Project" thread.

Lanzelot
 
Hi all,
I made a mouse slip on my laptop's touchpad yesterday evening, accidentally triggering the end-of-turn instead of moving to my next unit. Usually I would say, "ok, bad luck, some of my units loose one move, why aren't you more careful..." and play on.
But this one really hurt, as I hadn't yet eliminated that Barb horseman close to two of my workers... (Had enough warriors close by, just did not get to move them yet. :mad: ) At that early stage (have just started this weekend) the two lost workers are really important for me, and as I don't think this would constitute cheating, I would like to ask, whether I may reload from the previous autosave.

I will not alter any of my decisions, will make the same moves (a couple of workers and warriors) to get me to exactly the same point where the turn had ended abruptly and then continue with my other units.

ainwood & civ_steve: if you want to evaluate the situation, I can turn in my .sav file to you.

Thanks, Lanzelot
 
Hi Lanzelot,

We used to be more lenient with mis-clicks and 'toddler interactions', but in recent games (last 3 years or so) we have held to a more stringent (and unambigous) ruling that a player can play on only from these 2 situations:

1.) Player saves and immediately exits the game normally. Player can resume play from this latest save. (Normal situation)

2.) Player experiences a crash, system failure or game hang-up and can't save. Player can resume play from the most recent autosave (or save if made during the turn), attempting to recreate moves as best as possible, and notifies the staff. Player can make reasonable changes to play sequence to avoid a situation that caused the game failure, but notify staff first for a ruling on 'reasonable'.

At this stage the GOTM has to be consistent, and I ask you to play on from after this toddler interacion. I know it's something of a penalty, but if you consider it a random event creating a challenge to overcome, this may make a more interesting game and story to tell!

civ_steve
 
The best strategy would be: settle on the spot, keep the city at size <6 while producing settlers&workers, and then after that phase rush it through to size 7. With the cow and being on a river this is possible in just 7 rounds (4 with a granary). So we are looking at a total loss of 7 (or 4) shields, and for this it is really not worth wasting the first move!

I hope this answers the question. Moving the settler in the first round just to get off a BG is almost always a bad idea. It may only be worth it, if that BG is the only good tile within the 21 tiles of the start position. (But in that case you may as well resign and start a new game :cry: )
Thanks for the analysis. Some nice information. :thumbsup:

However your calculation has a severe mistake:
You will not get the extra shield for all turns your town stays between 4 and 6 - and that's a lot of turns in a settler factory's life! It's not only the 7 / 4turns you calculated but it's 4 turns for every settler. Unless you build it at size 7.0 in which case you get the shield on growth - so 3 turns for every settler. However I doubt you'll do something useful with that 31st shield. :nono:

So yes, I'm gonna move. :p
 
However your calculation has a severe mistake:
You will not get the extra shield for all turns your town stays between 4 and 6 - and that's a lot of turns in a settler factory's life!

Hi Paul,
Moderator Action:
Gah! Don't post in this thread after starting the game!! Never post Spoiler information in a non-Spoiler thread for any game, ESPECIALLY A GAME THAT IS STILL ACTIVE!!!
SNIP - SNIP - SNIP


Lanzelot
 
Oops, sorry, what have I been thinking...?

Well, perhaps we can start a new thread and discuss this topic there in general. I mean to do a bit more research about this anyway (and about how the industrial and commercial treats influence the production of the city center) and will publish a summary somewhere else.

Lanzelot
 
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