Mayan Long Count?

FilthyRobot

Chieftain
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Aug 26, 2013
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Anyone know how many game turns this takes and how game speed interacts with that and does that stay constant throughout the game?

Basically, how often am I actually getting great people on quick speed?
 
it's every 394 years. In early game a turn can be about 50years. So that would mean that every 8 turns you will get a GP. In late game turns are 5years or less, so it would take much longer.

in short... depends upon when you ask :)

It also means you probably want to beeline it, so as to get it as early as possible, max number of GP at the earliest time (and thus highest impact on the game).
 
it's every 394 years. In early game a turn can be about 50years. So that would mean that every 8 turns you will get a GP. In late game turns are 5years or less, so it would take much longer.

in short... depends upon when you ask :)

It also means you probably want to beeline it, so as to get it as early as possible, max number of GP at the earliest time (and thus highest impact on the game).

Straight beelining it from the beginning is generally a bad idea, as you have to go through pottery, calender, writing, drama and poetry, philosphy just to get to the theology tech which will take quite the while to get if you have small cities. It's advisable to pick up mining and wheel I think before taking theology, so you can chop some forests to produce workers/granaries/settlers/libraries faster.
 
Straight beelining it from the beginning is generally a bad idea, as you have to go through pottery, calender, writing, drama and poetry, philosphy just to get to the theology tech which will take quite the while to get if you have small cities. It's advisable to pick up mining and wheel I think before taking theology, so you can chop some forests to produce workers/granaries/settlers/libraries faster.

true.... and for me beelining does include getting those crucial techs anyway. Wheel not always, but the first four basic techs are a given...
 
http://forums.civfanatics.com/showthread.php?t=508160


On Standard, the Long Count turns that trigger a GP are:

Turn 62
Turn 72
Turn 86
Turn 101
Turn 117
Turn 133
Turn 152
Turn 183


Their timeliness is fixed from T0 depending on your game speed. I can't tell you their timing on other speeds though and I really don't have the patience to math it out or attempt to strip xml files -_-.
 
Also, unless they changed something in BNW compared to G&K, reaching Theology exactly on the turn its due is slightly too late.

Also, remember that these increase the cost of the next one.
If guild based; that guild. If GP, then the next GP. If GE/GS/GS which share the next threshold, then the next one of those.
 
Also, unless they changed something in BNW compared to G&K, reaching Theology exactly on the turn its due is slightly too late.

You have to reach it two turns before the next spawndate to catch it. As in 60 for 62.
 
You have to reach it two turns before the next spawndate to catch it. As in 60 for 62.

Is it even possible to get Theology on Turn 60??

I guess on lower difficulties only by getting the Great Library on Babylon or sth
 
Pop a relevant tech ruin or two (calendar and mining are always nice), spit out an early pyramid, rush-buy a granary, and chop a lot of forests for GL and NC and you can make it (or not -- it's still kind of a crap shoot). Easiest to do on Duel, Tiny, and small maps, since tech costs are just 100% of base -- standard is 110%, large is 120% and huge is 130%.

Where GL is not available (e.g., virtually all Deity starts -- GL went on turn 26 in a game last night), you can try for a 2- or 3-city NC rush to Theology, but that comes with the 5% per city tech cost increase and is more likely to get you Theology in time for the turn 72 GP, not by turn 60, and even then would probably require a few more rush-bought pyramids, libraries and granaries.

All of this was a bit easier in G&K, where you could settle on a mining lux, sell it once you researched mining, and buy a super early granary. Less gold on the map and DOFs for lump sum trades means slower development.
 
Pop a relevant tech ruin or two (calendar and mining are always nice), spit out an early pyramid, rush-buy a granary, and chop a lot of forests for GL and NC and you can make it (or not -- it's still kind of a crap shoot).
Yeah, i tried this a couple weeks ago. I managed to get the GL (it was a deity game) but was left out with a size 3 city (working lots of hills doesn't really help growth) and barely missed the first Bak' thing- by 1 turn :crazyeye: . Bottom point, go for T70 if you want, but not for T60.

Maybe with tons of early trade routes on Deity if you can have multiple unique luxes to attract AIs (cause you'll never have enough trade routes on your own)
 
Having to starve your capital to get GL on Deity isn't, IMO, worth it, even for an extra GP from the Mayan Long Count (i.e., it's a bad trade-off).
 
friendly note:
there are proly 100+ threads where this question had been answered and where this has been discused in detail -why not use search function?
Like that old posts dont get useless

With a fast GL and some worker steals the spawnguy at t52 is pretty much reachable.
If u starve your cap meanwhile u r doing it wrong ...
 
If you can get it on turn 60, that game is basicly won actually, so you can save yourself some hours to do other stuff :) Starting the counts on T82 seems just fine, as you basicly do not lose anything. You never need a merchant and most of the time musician and admiral are useless as well, so its not big deal that the game is not going to last long enough to get them.
 
If you can get it on turn 60, that game is basicly won actually, so you can save yourself some hours to do other stuff :) Starting the counts on T82 seems just fine, as you basicly do not lose anything. You never need a merchant and most of the time musician and admiral are useless as well, so its not big deal that the game is not going to last long enough to get them.

actually the only reason i go for turn 62 bak'tun is to make the great admiral. At that turn he is very valuable for scouting overseas.
 
actually its no lottery - just dow every civ which might be going for it and u should be fine. Obviously u need good land aswell

haha! Well, you got it right,when you said good land i guess you mean something like 2 wheats on first ring, possible worker steal (hopefully ai's), 3 chopable forest on second ring, mining luxes, and an a hotgate defensive situation, right?
 
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