Hello everyone, Rat instructed me to start this thread, so that's what I'm doing. The first start I rolled happened to be decent. I have played 20 and will post the log and save at the end of the post.
Difficulty- Emperor
Variant- Always war (I assume no initial trading)
Civ- China
AIs- 7 random
Map settings- standard 60% pan warm, wet, 5 billion, no barbs
AI agression- max, I won't argue with AI to AI wars
Cultural Linked Starts are OFF, tired of playing vs the merkans every game
SCI leaders are ON
Everything else is HoF/GotM standard
Always War-
No initial trading, must declare war on every civ the first turn you meet them and remain at war for the rest of the game. No peace treaties, ever. Pillaging, worker baiting, city baiting, using armies, etc are all fair game.
Roster (copied from previous thread)-
Own- just played
Greebley- up
ansar- on deck
ThERat
TheOverseer
Am I right that gma and Aabra don't have time for this?
Pre-turn- Move worker to wheat, found Beijing in place. I strongly feel that one food is more valuable than a shield and a gold put together, so I work the wheat off the river as opposed to the BG on the river. I figure since they're cheap and we can't build spears, I go for a rax. Research is set at max to bronze working, ETA 30 turns.
1. Start Irrigating the wheat.
2. Ok, I know I'm a trainee, but this is an MM thing that everyone could learn from save Rat and Greebley.
I challenge myself to explain the following in less than 100 words:
You see we need 14 fpt to grow in Beijing. Now a food to me is worth more than shield and gold combined, but just barely. 2 food, however, wins handsdown. The worker will finish the irrigation in 2 turns. If we never switch the citizen from the wheat, we'll get 3 excess fpt next turn, taking us down to 11 needed to grow. But before the turn after that's city cycle, the worker will finish the irrigation, and we'll have 4 fpt. That's bad news, and we'll get overflow. But we won't be able to switch from the wheat to the BG, since that'll take us down to 2 fpt and that won't fill the 3 more foods we need to grow, which will result in more waste. So now, while we can switch to the BG but have it only cost us one food, we need to do it.
Bah, took me 139 words. To save a simple shield and gold.
3. No things happened.
4. Worker finishes irrigation, starts roading. Will finish when Beijing grows in 2.
5. Nothing
6. Beijing grows. Lux up to 20%. Bronze in 18. Worker moves to BG. Beijing is working roaded, irrigated wheat and unmined, unroaded rivered BG.
7. Worker mines the BG. Rax is due in 5 and growth in 4, but it will still affect the rax production time. I turn on emphasize production. This will get us some free shields, but we'll also have to watch cities closer.
8. Zero things happened.
9. Nil
10. Our kulcheril borders expand, reveals some five or six CXXC settling spots all on rivers!
11. Bejing grows. Beijing barracks > archer. Beijing is now size three. One citizen on wheat, one on mined BG, and another on unmined BG. 4 fpt, 4 spt, archer due in 5. Worker just finished mine, and is now roading the same tile. Lux up to 30%. 10g at -1 gpt with bronze working in 13.
12. Nothing
13. Worker finishes road, moves to another BG. We're now at 8g, -1 gpt, with BW in 9.
14. Worker starts roading, as mining won't have an impact on this archers production time nor the next.
15. Nothing.
16. Beijing grows to size four. Beijing archer > settler. If this is reckless, please tell me, but this is what I would do in a solo. I figure that it can be changed to an archer if we come across some baddies and the city it would build already has a road connection to it without river interference, so a baddie appearing after the settler is built can be taken care of. And, seriosly, emperor free units are not scary at all. Worker finishes road, starts mine. Due to new MP and 2 more base commerce from the new citizen working a river BG and the recently completed road, we can drop lux a notch and raise SCI a notch (now at 0.8.2) which takes bronze from 5 turns to 4 turns with 5g and still -1gpt.
17. little to no things happened.
18. Drop SCI to 70%, BW still in two and now we have +0 gpt with 3 in the kitty. SCI could not be dropped more without increasing the research time of BW.
19. SCI is dropped to 50%. BW is due in 1 with a +1 gpt and 3 in the kitty. Lowering SCI to 40% would make BW due in 2 and would only be one beaker less, so we have no beaker overflow on bronze working.
20. Bronze working in, next tect is set to iron working at 80% SCI 20% lux with 4 in the kitty at -1gpt per turn, with IW due in 26. Of course, this is all vetoable. I'm really glad BW came right on my last turn so I don't have to make a decision.
Greebley is up. Feel free to comment, anyone.
Difficulty- Emperor
Variant- Always war (I assume no initial trading)
Civ- China
AIs- 7 random
Map settings- standard 60% pan warm, wet, 5 billion, no barbs
AI agression- max, I won't argue with AI to AI wars
Cultural Linked Starts are OFF, tired of playing vs the merkans every game
SCI leaders are ON
Everything else is HoF/GotM standard
Always War-
No initial trading, must declare war on every civ the first turn you meet them and remain at war for the rest of the game. No peace treaties, ever. Pillaging, worker baiting, city baiting, using armies, etc are all fair game.
Roster (copied from previous thread)-
Own- just played
Greebley- up
ansar- on deck
ThERat
TheOverseer
Am I right that gma and Aabra don't have time for this?
Pre-turn- Move worker to wheat, found Beijing in place. I strongly feel that one food is more valuable than a shield and a gold put together, so I work the wheat off the river as opposed to the BG on the river. I figure since they're cheap and we can't build spears, I go for a rax. Research is set at max to bronze working, ETA 30 turns.
1. Start Irrigating the wheat.
2. Ok, I know I'm a trainee, but this is an MM thing that everyone could learn from save Rat and Greebley.
I challenge myself to explain the following in less than 100 words:
You see we need 14 fpt to grow in Beijing. Now a food to me is worth more than shield and gold combined, but just barely. 2 food, however, wins handsdown. The worker will finish the irrigation in 2 turns. If we never switch the citizen from the wheat, we'll get 3 excess fpt next turn, taking us down to 11 needed to grow. But before the turn after that's city cycle, the worker will finish the irrigation, and we'll have 4 fpt. That's bad news, and we'll get overflow. But we won't be able to switch from the wheat to the BG, since that'll take us down to 2 fpt and that won't fill the 3 more foods we need to grow, which will result in more waste. So now, while we can switch to the BG but have it only cost us one food, we need to do it.
Bah, took me 139 words. To save a simple shield and gold.
3. No things happened.
4. Worker finishes irrigation, starts roading. Will finish when Beijing grows in 2.
5. Nothing
6. Beijing grows. Lux up to 20%. Bronze in 18. Worker moves to BG. Beijing is working roaded, irrigated wheat and unmined, unroaded rivered BG.
7. Worker mines the BG. Rax is due in 5 and growth in 4, but it will still affect the rax production time. I turn on emphasize production. This will get us some free shields, but we'll also have to watch cities closer.
8. Zero things happened.
9. Nil
10. Our kulcheril borders expand, reveals some five or six CXXC settling spots all on rivers!
11. Bejing grows. Beijing barracks > archer. Beijing is now size three. One citizen on wheat, one on mined BG, and another on unmined BG. 4 fpt, 4 spt, archer due in 5. Worker just finished mine, and is now roading the same tile. Lux up to 30%. 10g at -1 gpt with bronze working in 13.
12. Nothing
13. Worker finishes road, moves to another BG. We're now at 8g, -1 gpt, with BW in 9.
14. Worker starts roading, as mining won't have an impact on this archers production time nor the next.
15. Nothing.
16. Beijing grows to size four. Beijing archer > settler. If this is reckless, please tell me, but this is what I would do in a solo. I figure that it can be changed to an archer if we come across some baddies and the city it would build already has a road connection to it without river interference, so a baddie appearing after the settler is built can be taken care of. And, seriosly, emperor free units are not scary at all. Worker finishes road, starts mine. Due to new MP and 2 more base commerce from the new citizen working a river BG and the recently completed road, we can drop lux a notch and raise SCI a notch (now at 0.8.2) which takes bronze from 5 turns to 4 turns with 5g and still -1gpt.
17. little to no things happened.
18. Drop SCI to 70%, BW still in two and now we have +0 gpt with 3 in the kitty. SCI could not be dropped more without increasing the research time of BW.
19. SCI is dropped to 50%. BW is due in 1 with a +1 gpt and 3 in the kitty. Lowering SCI to 40% would make BW due in 2 and would only be one beaker less, so we have no beaker overflow on bronze working.
20. Bronze working in, next tect is set to iron working at 80% SCI 20% lux with 4 in the kitty at -1gpt per turn, with IW due in 26. Of course, this is all vetoable. I'm really glad BW came right on my last turn so I don't have to make a decision.
Greebley is up. Feel free to comment, anyone.