RBD7 SG - Cuban Isolationists

Ah, question and comment on this.

I assume that you two who don't leave this box checked usually want to build one unit of a type then swap back to what the city was producing before, correct??

If this is the case, and the city in question will build the "special unit/improvement" during your turn why don't you use the build-queue and swap back to whatever unit you want the city to "regularly" produce when the "special unit" is done???

I mean as many times as I have read of 10 turns taking 5.5 hours (or more) to complete you can't tell me this is that hard to do for people with such micro-management skills. :)

Not meaning this to sound harsh, but wouldn't it be easier to you and others (who like this option) to select the one or two different units, load them in a queue and then follow them with the unit you want to regularly produce and be done with it instead of having to wade through all the pop-up windows asking what to build next?? Not counting the possibility that you might miss a city and waste turns/production making a unit you really didn't want or need??

Anywho, just asking, thanks for listening. :)

Oh, and are there any other RBD games planned after the current spate expires? Of the five or so currently running, including this one, almost 50% of them seem well in hand and on the downhill aspect of the game so to speak. :)
 
There's no way I'm operating without "Always Build Same Unit" checked. The game pulls ALL KINDS of headache crap stunts otherwise. (For example, forcing me to uncheck Battlefield Medicine as a build option about 10000 times per turn, during this Cuban game). Paying attention to what's being built where is far far less hassle to me -- and less hassle, also, than changing the six or eighteen or nine hundred things the AI insists on building that I don't want built anyway. When I have a city building units, it is usually because THAT particular city will build that unit with few if any wasted shields, and I want it to stop a whole lot less often than I agree with what the AI picks to build. (Like, about twenty to one ratio). Settlers I wouldn't forget, because when I move the settler itself, I would stop to change the city orders.

However, I can see the point raised by Jaffa and Charis, and if they want to play with the option disabled, we'll all just have to check preferences at the start of each turn and choose the ones that suit us.

Ozy: the queue blows, sorry, it's broken. Whatever is set to be built second CANNOT be changed to be built first, nor can anything be erased off the queue (why not? No idea) and I'm rarely that sure from turn to turn that my build priorities won't change by then -- in an SG, too much queueing is discourteous. Might be less so if the queue option wasn't flawed.

I'd almost venture to say, that Battlefield Medicine in this game at Ninevah wasn't even a conscious choice -- Charis probably just let it pass when the AI picked it, as the AI INSISTED on starting it over there three different times, until I realized that all the new make-work for me was coming from Same Unit being unchecked. If they broke this option in this patch, that's unfortunate. Are we sure it's broken? Maybe click and unclick the other option, and see what happens? I know the Music often has to be clicked a few times to get it to start/stop.


- Sirian
 
k, getting to see these views a little better now that they're explained.

For Sirian, the hassle of constantly saying "NO!!!! I don't want Battlefield Medicine, stop asking me! I'm cranking out a cav every two turns, can't you see that?!" is enough to cause premature grey, and the 'build same unit' box is a 'must-check'

For me and Jaffa, the pain of "oh crud, another settler?? Did I ask for that??" and the uncertainty of "Did I switch production in the cities that were making 'a unit or two' or not, shoot, now I have to check production in ALL cities... again..." makes this a 'must-uncheck' feature.

Sadly, in 1.16, we could both be (relatively) happy with the box checked.

However, I can see the point raised by Jaffa and Charis, and if they want to play with the option disabled, we'll all just have to check preferences at the start of each turn and choose the ones that suit us.

Nod. Best solution. And I'm getting more used to checking the prefs first up anyways. I love the music, hate having it off. In one (most?) games the person behind me turns it off :P I also dislike animation of friends move, especially large maps/late game.

BTW, if I *do* want a unit or worker farm, I just use queue- hold shift key and spam click the unit I'm cranking. Otherwise I don't use queue much (don't like you can't easily undo)

Battlefield Med? Heh, no that was a conscious decision! ;P I wasn't thinking of using it about the only placeholder the palace could use for UN. I'm more in the mind frame, of having Ur prebuild the whole thing, and complete it the turn we get the tech. In either case, a wrong move to start BatMed.

*TIP* (new in 1.17??) If you hold "shift" during the AI's turns, it skips the animations regardless of setting. So if you see someone else turned it on, or you for this turn don't want to see everything, just hold the shift key down for a few seconds.

Charis
 
Prebuilding at Ur would be nice, but Ur is so far behind in shields, or was, I think the idea of "timing it to come in the turn after we get the tech" is probably fantasy. Won't hurt to try, though. If it shaves off any turns, it's a plus, and we have nothing else to be doing. I'll leave you in charge of when to start the prebuilding. :)

As for the music, I can't stand the modern music, and my box chokes on the game (and causes musical distortions) any time after industrial anyway. I don't mind the ancient and midieval musics, usually.

- Sirian
 
Ah, I knew there was a way to get rid of items in the production queue. Shift-click adds something to the queue, but to remove it...

click on the item in the 'list above', where it shows a number in front of the improvement/unit. Then hit the delete key.

The queue still needs work, but that makes it usable instead of horribly unuseable.

Charis
 
I simply have all music/sound effects turned off. On my machine, it is inevitable that within 20 minutes or so the background music will hang and get stuck on a 2-second loop, at which point I need to either restart Civ or I need to turn my speakers down. So I just disabled all the audio features, and if I need to hear music, I turn Winamp on (though at a palpable performance hit).

Is there any way to substitute out the background music choices? I assume there is, but I'm curious how flexible it is (like, what format do the files have to be in? And does it only take single files to play as the background, or can it take playlists? Either way, if I could have my "Rhapsody in Blue" mp3 file as the background music, I'd turn the sound effects back on, the ambient music for ancient and medieval is nice, but it's no Gershwin).
 
Ah, more keyboard-shortcut-only features. These options ought to be present in the GUI too.
 
click on the item in the 'list above', where it shows a number in front of the improvement/unit. Then hit the delete key.

Bless you child!!:goodjob: I *KNEW* I saw something somewhere about dequeueing, but I couldn't for the life of me remember what it was...
 
I believe the "delete" option for the queue may have been first implemented in the 1.16 patch, I don't think it was in the original game.

Shift-left click: adds items to the queue.
Shift-delete: clears all items from the queue.

Other things to do:

Highlight the item you want to get rid of the press "delete", that item only will be removed reom the queue.

Highlight an item you want to swap (that isn't in the queue) and shift click on something else and the two items will trade places. This is usefull when some new improvement come online.

I believe (haven't tried it in the 1.17 patch yet) that if you are building one unit, but have another in the queue, that the unit in the queue will be the last unit built and continue to to be built if the option is checked. I'll check this tinoght when I get home from class and report back. If this has been changed then sorry for my earlier post. If it still works that way this would be an easy solution to the "I only want one of these and then go back to regular production" problem that Charis and Jaffa (think it was Jaffa) had issues with.

Oh, and as far as using the queue in a SG, well that is an obvious no-no, but if you will build the current improvement on your turn and KNOW for sure what you want to build next then why not? :)

Maybe I am just lazy. :P
 
The other thing I like about having the popup for unit completion always appear, is it gives me a nice indication of how many new units I have available this turn. Especially useful in times of war :)

Though I can see some circumstances where I would prefer the new behavior. In the end-game of large-map games (*cough*LK6*cough*) where victory is already in the bag, and all you want to do is get there as quick as possible, anything to reduce the number of clicks per turn is good.

--
Jaffa
 
Charis, in case you overlooked it, somewhere in there is posted the current file, from 1640AD. :)
 
Will try to get back on year-track by going 12 turns this round.
Was uneventful...

1640 AD (0) - Lookin' good! If they want a piece of us they better
bring Marines! :P And oh my, compared to recent 'Infantry' game, that's
just a sea of happy faces. With the border secure, not sure why still
cranking out units, but with our treasury I'll leave 'build last unit'
going this round. Hmm, Ur is top city #3, Havana has left the chart.

Time to strike out and predict the year UN will be built, eh?
Ur can take from 10 to 23 turns to build the palace, by making shield
citizens into specialists. Battlefield Medicine takes same time, and is
500 shields. Havana can build BM in 6 turns. (Rates are 50 vs 90 per turn)
The UN requires Fission and 1000 shields. Since we can prebuild only 500,
we'll have 500 to complete after Fission is learned. It will take 10 turns
in Ur to complete and 6 turns in Havana, so Havana is indeed the right choice.
When you have 6 turns left to complete Fission, it's time. My thoughts on Ur
presupposed it took much longer to build the palace. If it took 1000 shields,
you would prebuild in Ur 20 turns before it completed. Plan 8 turns for
Fission, 7 for Mass Production and 8 for Motorized Transport, 8 for Flight.
That's 31 turns to complete (and 2 more to finish radio). I would then start
prebuilding in Ur in about 15 turns and adjust shields to get it completed in
18, so there's leeway to either speed up or slow down. Anyway... Havana it is.
I predict Fission learned in 33 turns, in 1772 AD, and UN completed by us in
Havana in 1784. Let's see how bad a guess that is.

1645 AD (1) through 1666 AD () - You're right, very little to do.

1660 AD (4) - Japan and Zulu sign a peace treaty. (Were they fighting?)

1670 AD (6) - Japan and Aztec ally against Egypt, and Japan declares war.
Montezuma can't understand why we won't accept his territory map as
payment for our Radio tech. I merely chuckle. No new techs by anyone.

1675 AD (7) - Iro and Russia sign a peace treaty. (Gosh, we're glad we're
isolated. It sounds like an ornery world out there!)

A palace expansion in recognition of the glory of isolation!! :hammer:

Hmm... Alex wants to renegotiate our ivory. Except he wants Lump Sum,
wants nothing to do with a greater value in gpt?? We get our ivory
back for 750 gold and 5 gpt or so.

1680 AD (8) - Solid offers for Radio from Zulu, China, Germany, Rome, so they're
not close yet. Alex's offer is low, he's closest. I don't sell any others.

1685 AD (9) - China declared war on the Greeks. :lol:
Iro and Aztecs ally against Egypt. Also Germany and Aztec against Russia.
Germany declares war on Russia. I just hope no Great Leaders.
Another Palace expansion.

1690 AD (10) -
1695 AD (11) - Zulu and Aztecs ally vs Russia, then Zulus declare.
Huh??? Now all of a sudden, Alex will offer 106 gpt plus WM for Radio??
Alex, you're on the weed, man! :smoke:

1700 AD (12) - Zulu and Greece ally vs Iro, then Greece declares.
Zulu and Aztecs ally vs Egypt, then Zulu declares. China and Aztecs go MPP.
Breakout of the final World War, methinks.

Still no one real close to radio. China down to offering only World Map,
and Germany goes that plus 50 gold.

Feel free to go back to units if you want, instead of wealth, especially
after tanks become available. Cetacaen is in minor food shortage.

Good luck,
Charis
 
Inherited Turn 1700AD: Not much news, tinkered with a couple of things.

1710AD: The AI's have not only discovered Flight, they have cascaded it. Either they traded it around, or the lowering costs cascaded one breakthrough after another, or both. Five civs have it now. I check our prices on Radio and Germany looks to be one or two turns away. I decide to broker now.

Radio @ 2nd to China for Flight @ 6th, 835 gold, 47gpt.

Radio @ 3rd to Greece for 194 gpt

Radio @ 4th to Rome (yes, Rome) for 760 gold, 125 gpt.

Radio @ 5th to Germany, topping off their tank for peanuts.

Everybody else was too poor, so sadly they were able to trade around amongst one another and this is all we got. Still, this beats nothing.

I then swapped our production over to fighters, while we still have some oil.

1715AD: We discover Motorized, enter Modern Era. Fission now due in 13 turns at 80%, 11 @ 90%, 10 @ 100%. I put us to 100%, which cancels WLTPD all over our lands. Oh well.

Our fighter squadrons begin conducting Recon Missions out over the waters, to extend our known world. (The rule was, no map acquisitions and no ships).

We have some aluminum! Our fighter production swapped over to jet fighters.

1720AD: Everyone in the world wants to renew our luxuries deals, at now muchly-inflated prices. Yeowch! I buy. What choice is there?

1725AD: :lol: One German City is in range of our jets, thus also bombers, helicopters and paratroopers. There's no way, after investing so much into diplomacy, that I want to do anything other than finish the UN and file this away as my first diplo win. BUT... I have to admit, there's a signifcant appeal to the idea of a massive airdrop into Germany and, within the restrictions we chose for this variant, seeing just how far we can conquer. :lol:

Maybe we can goof around with that in the postgame. "Yes, lemme play just a couple more turns." ;)

1735AD: Our oil is about to run out. I have been building nonvet planes just to have planes. We now have a semi-decent stack of bombers and jets, and also tanks. I set every city on the board except for Havana (which is prebuilding for UN now) and Santa Lola (which is STILL trying to build its bank at 4 shield per turn) to some kind of plane or tank.

Oil renewal price is about 100gpt, so they can bite me. :crazyeyes

1750AD: Our jets have nearly scouted to the limits of their range. There are a couple fog spots off the far end of San Tamarino that were missed, but that's about it. Nothing but water in every direction except Germany, where we have gotten a good look at two of their cities, and a peek at a third.

I am finally able to reset science to 90% and still get Fission in the same time, allowing us to get back that crucial 10% luxury that will boost our score and give us WLTPD's.


Note to Charis: see, here's why I called your prediction of "timing the placeholder for UN at Ur" a "fantasy": too many variables. I could only chuckle at "7 turns for this, that, the other, and Fission". Prices go way WAY up in each new era for tech, and I knew it would take nearly double time for Fission, which it does. Then there was the wildcard of when/if the AI's would research Flight for us. Possible that they wouldn't have, or that it could have taken longer.

Trying to time it within a few turns, maybe. MAYBE. Trying to time it to the precise turn, without going over, that's a task.

The UN is due in 9 more turns (I believe, maybe 10), the tech in 3 more, the placeholder runs out of time in 4 more. So whatever you do, the tech has to come in in 3 turns, or we'll be delayed.

The game ought to end on your round, unless for some reason we don't get the vote. Maybe give everybody besides China some free cash (not TOO much, now) the turn before. Make sure to save the game. :)

There's the chance that we won't win on the first vote. What to do then, I have no idea. Let's just hope it ends on the first shot.

We're now running 500gpt deficit.


- Sirian
 
The final diplomatic struggle... The UN was within sight, would this
be a final solution to world peace, brought about by the ONE great civilization
that had ne'er soiled itself with the stain of war?!?

I must start off with some comments on the wonder prediction. With three
turns to go on Fission and seven more to finish building, we'll likely get
the UN in 10 turns, or 1770 AD. I'm within 7 turns, which is almost exactly
what the tech savings was from our opponents researching Flight. My number
was 'conservative' meaning "no later than". I debated whether to assume Flight
could be bought in less turns that it took us to research. In retrospect that
would have been smarter, *and* gives you the option of "slowing" building by
shifting the workers off shields. Running max shields you can do no further
to speed it up.

Maybe the chuckling or call as 'fantasy' is in differing expectations

Trying to time it within a few turns, maybe. MAYBE. Trying to time it to the

precise turn, without going over, that's a task.

Well, ya :P I had no expectation it would be correct to the turn, but was just
trying to show two things: i) 'doing the math' on shields and turns and tech to

answer the question "what city to build in" and "when to start pre-building" are

good questions, and ii) using the shield production 'range' to your advantage.
I didn't do well on the latter, because the estimate was maximally conservative
and the shield rates were maximum. Assuming some time would be cut on flight and

starting the prebuild earlier is what I should have suggested, since you can take

some workers off the max-shield cities to slow rates if needed. I also should
have pointed out it's not a static estimate, but a dynamic one that accounts for
new information.

Let me try an example: you have a wonder coming up that with your 'normal' max

shield rate would take 30 turns to build it, when do you start prebuilding?
Although an 'exact' turn is fantasy, it's either a stab in the dark, or you
don't prebuild, or you start so late you jeopardize being beat. I would look at
how many turns to get the tech and build it. Say it's currently 35-60 turns
(35 if things go well and you can buy a key tech from AI, 60 if not).
How much can you slow down shield production and not starve? If it's a MUST have
wonder and you expect tough competition from the AI, you start right now. If
it's a 'keeper' but you don't want to start so early you lose 20 turns of
productive output... you might start prebuilding in about 10 turns. Turns to the
tech then are 25-50, turns to build enough shields: 30-60. As time goes on both
of these ranges narrow, and you adjust shield production if needed. These values
may in ten turns become: tech in 20-35, finish build in 20-40. Then in 15 more
turns you see it will take 10 more turns to get the tech, and slow down shields
just a bit to finish the build in 11. The shield shifting is dynamic, and the
prediciton changing, but you can't get around 'when' to start the prebuild.
Either you 'wing it' or make an educated guess.

: : Charis the engineer gets off his soapbox, having already said more than
he needed to without shedding too much more light on the subject :P
Future era races are so different anyway, I mean, sheesh, from time you get
tech to finishing a big shield wonder is only 7 turns.

1750 AD (0) - Wow, we DID have aluminum! (And (cough) oil til by not
using it we used it all up (cough)) Treasury over 30K.
And we're building cruise missilse and flying air-CAP superiority
missions!?! :spank: We've come a long way baby!

1752 AD (1) - Ouch, just in time for a victory, that was quite a long time
for invisible intra-turn AI battles.

1754 AD (2) - Zulu and Roma ally against Japan, the Zulu declare war.
Greece and Iroquois sign peace treaty, as do Aztecs and Egypt.

1756 AD (3) - The World learns how to split the atom! Fissino has arrived!

Fidel declares the world is in desperate need of a permanent solution for
world peace and humbly suggest the formation of the United Nations!!

Do we have any Uranium? NO Who does? No clue, it doesn't glow in the
dark quite enough for us to see it

On a lesser note, China has discovered the secret of Amphibious Warfare.
(The neighborhood watch patrols take note!) We start computers, not that
it should matter... We also start a few SAM missle batteries (heck, we
ARE Cuba) Ur is put on Battlefield Med placeholder for Seti. I kick back
back shields to make it due in 11, since tech is due in 10. (-500 gold per
turn deficit? Not a problem!)

1758 AD (4) - Russia and Aztecs call for a truce, and agree to meet in a few
short turns at the upcoming inaugural UN summit.

1762 AD (6) - Japan and Rome, Zulus and Egypt get wind of the upcomming summit
and call a truce.

1764 AD (7) - England and Greece do not hear, they ally vs China and declare.
Egypt declares war vs China. We lose our Greek Ivory. We were getting it
for only 6 gpt?? Now it's lump 1250 gold@diplo.

Nasty minor bug!! With "Confirm production after build unit" and "Always
build last unit built", the latter overrides is causing new problems.
I check cities and see we're making 5 ships (!!!!!!) Huh??? I sure didn't
set them. I wasn't prompted for them. Well in all cities where we finished
a tank, oil was no longer available and it *quiet* chose to build ironclads
and galleys. Next turn I turn off "same unit" and sure enough, I get a
"Finished tank, build a... Ironclad?" popup dialog.
The governors are found and shot! :hammer:

More wars and rumors of wars. Can longer keep track, it's a ZOO out there!


1768 AD (9) - Drumroll please... United Nations is due next turn! :hammer:

[dance]

We hereby bequeath to ...

... Russia. The gift of Electronics.
... Japan. The gift of Refining.
... Aztecs. A grand! (1000 cash)
... Cleo. The gift of Electronics. No wait, she counters with "then I just MUST
share with you the knowledge of amphibious warfare." Well, ok, Cleo, but
please, I insist, take this freewill gift of 500 gold as a love offering!
... Zulus. 1000 gold
... Iroquois. Knowledge of Refining.
... China, and Rome, and Germany ... 1000 gold.
... our buddy Alex... 1000 gold.

(The only tech they don't all have listed is motorized transport, which
means no future techs either).

[TWO SAVE FILES - One is Pre-suck up, the other is end of turn with all this
diplo. Run the latter, hit return on production choices, then do the vote]

1770 AD (10) - Finally, the year of the big summit!! No less than 5 pop ups
to announce various alliances and peace treaties and such...

A vote is called for at the sacred chambers of the United Nations.
our good friend Chairman Mao is listed on the ballot, but truly, the
hearts of the people point all to one direction... Cuba!!!

"Nosotros queremos el Presidente Fidel Charis Sirian Castro de Cuba!!!!"

There is brief outrage that the vote was NOT unanimous, after *ALL* we did
for these people!!!

Our good and respected friends, Catherine, Tokogawa, Cleopatra, Shaka,
Caesar, Alexander, and yes... Bismarck, vote for... CASTRO!!! (As do we)

The following treaturous slaughterers of babies and opponents to all that is
just and good, somehow are listed as voting for Mao !!!
China, Montezuma of the villainous Aztec people, the rebellious and two-faced
Hiawatha. We put in a protest that he tried to bribe these native americans
against the born leader of the Western Hemisphere (actually, I went back and
looked to see if they were mid-alliance. There were too many civs to see -
Aztecs and China had no alliance, but China WAS at war against almost all who
voted against him. Did our kindness have THAT little impact that it really
came down to- who was #1 fighting at the time of vote??). But in any case...

Secretary General of the UN Castro declares world peace and victory!!!

:hammer: [dance]

Shaka sends a plate of hero cookies, and poor Elizabeth... wants to go again!
Top five cities are Thebes(26), Beijing(21), ur(21), Tlatelolco(19), and
little Athens(9). We were ranked first in approval rating and Literacy,
No.2 in GNP, Mfg Good, life expectancy, and ... Mil Service! Hehe.
No.3 in income and population (!) Score-wise, we actually shot up to second
slot behind China. 3326 vs their 4038. We could certainly of artifically
pumped that a lot higher. Our next nearest competetors were Greece at 2854
and Egypt at 2512.

History will remember us as...

Castro the Magnificent!!! :hammer: Hot dang, not bad for first real
emperor game! The score is just a touch behind rbd1, a good bit behind
rbd2, and higher than almost all of my solo games.

Epilogue...
Sirian, you mentioned trying to see just how well we might be able to
do by pure aeriel and paratrooper conquest. That's an *extremely* interesting
question, but one majorly hampered by the AI-turn time factor. These turns
are outrageously long on my machine, a 1.2 gig P4 with 1/2 gig ram. Ugh!
I don't think I would be able to go long enough to see much doing that.
Since even before the game began, I intended this as a "repeat" game,
go around the first time just as we did and seeing none of the map at all.
Then second go around, switch from "isolationist" mode to "Superstitious
Communists". Up til about 1500 that was still looking very good, but now
the time-factor of turn length past 1750 may crush the idea. The variant
rules laid out would turn it into a space race, with no settling off the
original continent, although naval and aerial invasions with razing ok.
It wouldn't be sufficiently different from this game, and would lead to
a reeeeealy slow ending due to the map size. Boo...
If you or anyone else press on a bit to test an air war, do post your
results!

If you look over the map and the replay, it's very interesting. Actually
though if you think about it, no surprises. One country kicked butt (China)
and one got eliminated early on, while no one else got eliminated.
Well only ONE continent was shared by two civs: China and England.
The relative strength of each civ at the end was almost 100% correlated
with their land mass area. We had a very average rock in size, and slightly
but not horribly worse than the others. Egypt may have had the best
"solo" continent for size and terrain. Greece had a good one too.
Germany was lucky in that the island next to us was uncontested by us.
(It's not their homeland, btw)

Thanks for the game, very well done! I think we could have done far worse
and still gotten the UN victory, given our big lead at the end and our
financial dominance, but I had a real sense of "executing" extremely well,
making the best out of what we got and squeezing blood from our turnip :D

Charis
 
Great job.:goodjob: . I wouldn't have figured that the first RBD game completed after #2 would have been number SEVEN. I think we'll be seeing the end of a couple of games in the next two weeks, probably number 4 and the builder game if any ruler gets hungry and eats Japan (And I remember when those stuck-up SOBs were demanding that I give them contact with the Russians...one of these days, I'll give them contact, all right...:rolleyes: ). Maybe if I can finish some of these games I'm in I'll join the next evil plot that RBD is offering.
 
Carbon: this game is right about the same game-date as the rest of the current batch. It just ended quickly. Diplomatic is either disabled, or not plausible/being-considered in the other games, though.

RBD3 could be finished now, if we had chosen for it to be. But I don't have a single Histograph win yet, and perhaps I should have disabled Domination and Conquest for RBD3, since I should have seen the military dominance as a possibility, and that would have let us conquer more land without having to pause like this to avoid Domination. Oh well, too late now. :)

- Sirian
 
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