K-mod Deity Fun -- Collaboration of SGOTM teams

The barbarians will start to head to the gold city immediately after settlement, so I'd like the 2nd archer to be ready as soon as possible to protect the gold mine. Fail to protect the gold mine and the worker will be a real suffer. I'd prefer the north to be barbarian free completely, if there's an archer popped from the eastern 2 tiles, we are screwed.

I'm not entirely sure what tile the gold city should work before gold is mined, if working on the 1F2C tile speedup Sailing be 1 turn, we should go for it.
 
@Tachywaxon

As I said, I don't have very clear idea of some of the city micro without test. Just some suggestions that you might refer to adjust during the play. They are probably too conservative for the worse case.

Good luck.:)
 
@Tachywaxon

As I said, I don't have very clear idea of some of the city micro without test. Just some suggestions that you might refer to adjust during the play. They are probably too conservative for the worse case.

Good luck.:)

Sorry for the today's delay. Had few moments during the day. Tomorrow, I'll get to it, especially the interesting point to save research turns to get ultimately the GLH one or two turns earlier.

I'm rather confused on one point: test as in test games? I thought it was disqualified...otherwise you meant mental calculi?

Tomorrow, mid-day, I'll get to the micro and play. Anyways, it seems it is a battle between you and I regarding the PPP (perhaps Kossin's too if time allows it tomorrow).
It shall be passed to the next player tomorrow.
 
I'm rather confused on one point: test as in test games? I thought it was disqualified...otherwise you meant mental calculi?

That's why I said "without test", and hence is not very convincing. However the reasons behind them are clear. What I suggested were from intuition mostly.

Tomorrow, mid-day, I'll get to the micro and play. Anyways, it seems it is a battle between you and I regarding the PPP (perhaps Kossin's too if time allows it tomorrow).
It shall be passed to the next player tomorrow.

Relax, it won't be the end of the game even if we lose the GLH and being DOWed by a stack of archers.
 
Sorry for the today's delay. Had few moments during the day. Tomorrow, I'll get to it, especially the interesting point to save research turns to get ultimately the GLH one or two turns earlier.

I'm rather confused on one point: test as in test games? I thought it was disqualified...otherwise you meant mental calculi?

Tomorrow, mid-day, I'll get to the micro and play. Anyways, it seems it is a battle between you and I regarding the PPP (perhaps Kossin's too if time allows it tomorrow).
It shall be passed to the next player tomorrow.

As for my test games. I have never touched k-mod before. I did not world build anything to resemble our game or tried out any micro in them.
 
PPP Turnset #3 Draft #2


UNITS

Blue Warrior: Follow the blue path immediately, then fortify.

Purple Warrior: Follow the path immediately (slightly favored over other paths for unfogging the hill and augmenting chances to spot unlucky barbs that had time to spawn meanwhile) then put in wait more, so to be redirected to that unit each turn (scouting any stack coming from the Persians).
Green Warrior: Will head back to the capital immediately for a perfectly timed MP against unhappiness.

STP9Y0r.jpg


SinoWorker: Continue the PH mine. Then, I think, given the lack of work, use it for temporary southern fogbusting 1 :move: at a time. We know animals aren't there anymore.

Archer (T36): Will head south while taking the gold tile as first tile into the fog in case of a rogue barb archer to dislodge (that nice +25% for hilly archers!).

Settler (T39): Will settle Gold city 1W of the gold tile. Minimum maintenance and no point to push into icey lands.

CITIES​

Capital: Archer ==> Settler* ==> Archer

Gold City: Once the city is settled, a micro test will be perform at that moment if at least one turn can be shaved to get the GLH one turn earlier. Otherwise, the PH will be worked waiting the gold tile to be improved.

TECHS​

100% :gold: slider one turn before settling to tap the best of hidden modifiers when adding additional :commerce: out of the second city.
Sailing ==> TBA


*A small asterisk to present the thought process behind that.

From past experiences with K-mod included into a mod (I precise that, but I am almost certain that is irrelevant, because the modder just copy-paste the dll of K-mod with just a slight modification regarding trade route culture...), I see if the barb units will confront only one defender in a city, it will attack even having less than 2% to win. Because there are two worlds regarding barb courage. When on the field, the difference is major. If the field fogbusters are getting too much defense modifiers so that the barbs will have low odds to win, they will bypass them to beeline cities. Now, when it comes to cities, it seems barbs suicide themselves almost like the base game. I guess Karadoc thought process is even at 2%, it's 2% to raze the city, compared to just killing an irrelevant fogbuster.
Now, with the way the gold tile is placed, I think the barbs (tests needed?) will suicide themselves before thinking of pillaging the tile. Pillaging comes when crossing their path towards the city or if the city is too heavily defended, leading to pillage mode. My guess, for the sake of potential efficiency, that could be the best choice to go for a settler as the second build, so the gold mine to be improved asap, making the second city more benefitting. Otherwise, I could simply turn my worker back when one turn away from the mine completion and waiting the next archer. Barbs can't pillage unfinished improvements. Nevertheless, that raises the question, would it be faster to Masonry by waiting the second city if the tile isn't improved asap or not? That's the last question to answer to make the micro covered entirely I think.





I am around for the next 3 hours.
 
100% gold 1T before settling city #2, what do you think?

Good otherwise.

Well, what is your secrets to predict things easily like that? :lol:

Ok, I understand the point of this because by saving just one turn before settling the next city, the additional :commerce: (+2 :commerce: from coast potentially) combined with the inherent pre-requisite +20% modifier for having fishing may ultimately give one shaved turn. Secret: more :commerce: into the science pool will get more benefits of hidden modifiers like that 20% plus those 5% (I think that was ~5% for 6 AIs game...) for each AI having Sailing.

I think I was a bit too much conditioned with test games....:p
It is like calculators, it makes a mind lazy.
I probably got rusty with playing mods past 2-3 months with occasional dead moments.
 
No secrets, just way too much time spent reading the forums and learning from others. :)

Was I right in my hypothesis?

And what do you think about my thought process in the PPP modification (the asterisk part)?
 
Yup, that's the gist of it.

*
I can't say with regards to barbs pillaging as this is my first k-mod game. I'm inclined to trust you on this one as you have the most experience.

My feeling was that the time delay between the settler completion and archer completion was fairly short so that there'd be only a few turns where we'd be at pillaging risk. (or forced to move worker)
 
Nice PPP Tachy! Small comments:

Blue Warrior: Follow the blue path immediately, then fortify.[/COLOR]
Purple Warrior: Follow the path immediately (slightly favored over other paths for unfogging the hill and augmenting chances to spot unlucky barbs that had time to spawn meanwhile) then put in wait more, so to be redirected to that unit each turn (scouting any stack coming from the Persians).
Green Warrior: Will head back to the capital immediately for a perfectly timed MP against unhappiness.
Looks good but I'm slightly worried we might get a barb-city spawn on the Sugar... :dunno:

Might not be the worst thing since we maybe would have ended up putting a city there anyway. Barb cities aren't really a problem in stock BTS imo, but in K-mod I don't know (do they spawn with 4 Archers too?).

What do you think?


Settler (T39): Will settle Gold city 1W of the gold tile. Minimum maintenance and no point to push into icey lands.
Wouldn't settling 1NW of Gold save a bit more maintenance medium/long-term? (capitole's third ring) (ignore please :lol:)


----------------------------


About your barb asterix, I don't know. I'm not even confortable with stock BTS barb behaviour :lol:

However I think your hypothesis considers barb Archers (?), and the behaviour might be different for barb Warriors. I've seen barb Warriors not suicide on a city 2 before, for sure:
Spoiler :

From Attacko's succession game.


Barbs arrive at the gate of city 2:




The barb Archer suicides, but not the Warrior:




So I think that if a barb Warior ends up on the Gold, it might pillage.
 
Wouldn't settling 1NW of Gold save a bit more maintenance medium/long-term?

There's a fish to catch ;) http://forums.civfanatics.com/showpost.php?p=13020290&postcount=86

@ Tachywaxon

I am good with the PPP.:goodjob:

On the barb-defense-on-the-gold-tile issue: I am ok with the idea of delaying the gold mine until an archer of ours can protect it (or is two MP away from it when no barb is in sight)
If you are convinced barbs won't pillage the gold but always attack the city, I am fine with it as well :)

Good luck.

@ team
Just got an unplanned trip to France tomorrow :eek: so I'll need to be skipped until Feb. 15. Sorry 'bout it :(
 
Regarding the gold city defense:

Gold city will be founded on the 3rd turn after the settler is produced, the 2nd archer needs 5 turns to arrive the gold hill, barbarians need at least 2 turns to reach gold hill. Therefore, if we could produce the 2nd archer in 2 turns, it might arrive the gold hill exactly in time when the gold is mined.
 

I prefer if you wait with the blue warrior until the purple has arrived. He fogbusts one more tile where he is standing lowering the chance of a barb appearing.

I do not like the idea of moving green warrior. Are you certain our capital will grow to size 5 in 5 turns? Let him fogbust and retreat if a barb threatens him.
 
Turnset Turn 32-48 ==>(2680-2080)BCE​

Great Wall went at 2600BC, following closely with the SH few turns later.
There was a barb warrior that has killed Darius wounded archer, then his scout, allowing me to attack it at 99.8% odd. It was necessary as K-mod barbs won't attack as easily as it was before.

Espionage worked on Darius
Darius went Masonry-->Polytheism-->Mono, showing he's coveting a religion.

Subramayan culture is seen to the east.

The first barb warrior appeared in the south and as expected, it went for the city instead of the archer on the hill.
Gold secured for good.

Lighthouse timed exactly the finish of Masonry, allowing GLH at the earliest I think.
If working the FPH, 18 turns before completing the wonder. I think BW may be a strong contender for allowing a small chop, so perhaps save one-two turns off the wonder.

Good Luck to the following player.

Stack of screenshots:

Spoiler :
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