Nobles' Club 328: Elizabeth of England

Just a random comment not related to this specific map :old:
Spoiler :
I find it really amazing how this game, on high level, seems like a struggle against intuition.
It would be a nice exercice to program some Algorithm that beats the deity AI with high efficiency.
Is anyone here in the technical capacity to handle such a feature?
Then we'd be able to lie in peace :love:
 
Just a random comment not related to this specific map :old:
Spoiler :
I find it really amazing how this game, on high level, seems like a struggle against intuition.
It would be a nice exercice to program some Algorithm that beats the deity AI with high efficiency.
Is anyone here in the technical capacity to handle such a feature?
Then we'd be able to lie in peace :love:
What I take from your random comment that is not related to this specific map,
I think is about time lines.

It's very hard to envision the return of some orders, even 5 but 20 turns down the line.
A classic example, once some basic techs are unlocked is : should we chop the extra unit (worker/settler - delay the improvement) ? Or should we cottage a tile first (delay the unit) ?

The hammer vs commerce decision process depends on too many things for our human brain :lol:
Scouting, as always, is essential. It helps a lot to have an early vision of the phases of expansion. Of course, we want to synch the expansion with the research...

But units produced earlier provide better benefits (also cities planted earlier).
Obv. it's necessary to be drilled in the format (maintenance). But if you have a city dotmap for each tech level...
...Then I do believe the chop worker vs cottage tile dilemna becomes a lot more manageable.

Having an end objective allows to reverse engineer. This is the absolute keyword and the prime way to optimize, say, a wonder production (easier than worker/city management).

I hope I make sense to you and am not blabbering senselessly :lol::egypt::love:
 
Yes, I think you're right and my performance above is not very good.
Thank you for your enlightening input, if ever succint :goodjob:
A few things come to mind :
Spoiler :
You're a full 3-4 turns ahead in research, so the argument "AH is too expensive" falls flat. (I may have more production but that remains to be proven :lol:)

How is this ? Why is this ? We're basically comparing pigs + rice vs rice + copper.
You mention the lake and, sure thing, having the double food in the capital helps a lot to work it more often.
I did get 2360 BC Pottery but have nothing to show for it (cottages, much ?). The lack of extra workers is very much at fault, here, and I find it very plausible that the double food capital would have an easier time pumping them. It's possible my build orders were off, too (re : single worker is kinda cringe).
e.g. : Double food can afford to grow to 4 at some point and work a mine + lake for 12H/t, which single rice has a very hard time doing.

It's probably kinda close between the two options, production-wise, in the early turns.
However,
I believe SIP gets increasingly better as the game goes long. The double food is that important. Starting with rushing the Library to tech into the Classical Era. The single rice plus odd farm do not provide enough food to whip infrastructure conveniently. I have played to Monarchy and felt that difficulty very acutely :lol:

The one saving grace of going 1S (which could not be planned) is that the BFC copper makes barb defence trivial.

Regrettably, I only have a T78 save to offer. I played this to Astronomy, but didn't learn anything insightful so I forgot to post.

Spoiler :


This is the turn the academy went up in London.

Some things I remembered:
1. Finding horse, settling York and using food overflow buffering in Settler/worker production to build multiple chariots against incoming archers.
2. York had great production for a chariot and then a library, using Wheat, Copper, Horse.
3. York then handed off the means of production to other cities, while running 2 scientists.
4. Edit: Oh! it only takes 1 road to gain trade routes for York.

Civ4ScreenShot0051.JPG

 
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Immortal T179

Spoiler :



Got to Astro in 540 AD with 7 cities (4 from my early save + 3 inland along rivers). Used 4 great people on the way to Astro (1 GS for Academy, capital GP for Golden Age, 2 GS to bulb Astro). After that, settled more around the coast for trade routes while researching Currency->CS->Paper->Edu->(trading for Philo)->Printing Press.

I noticed my research pace is still quite a bit lower than @soundjata's T174 deity save. That might reflect the stronger long-term bureau capital from settling 1S. I noticed @soundjata's game also has a bit more cities packed in the mainland and of course every city is profitable after Astro.

Since it's Immortal and I could afford just relaxing with that land I decided to go for a space victory, so I used Lib for Sci.Method. Capital is ready to start building Oxford. I was going to switch to Caste / Free Religion, but for the same 2 turns of Anarchy I can add in State Property, so waiting for Communism to finish. Rep would also be very good once I add the specialists from Caste, but the tech detour for Nationalism->Constitution didn't seem justified so far.



nc328_t179.png


 
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About the map edits. Map spoiler obviously.
Spoiler :

"...the area near your start was made slightly beefier"

Did you mean to turn the nearby pig into cow?
 
Spoiler :
I think if I was going to make an Animal Husbandry resource "beefier" I'd probably swap it with an Agriculture resource, but I'm not sure. I don't remember specifically what was edited on this map.
 
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