Just a note in case anyone missed it on the RB forum, Marshall "got it" and should be able to play it tomorrow.
Arathorn - AH! That's where the massive uprising come from!?
Does that also mean no new barb camps form, or will those camps continue on if there remains fog?
> BTW, looks like barring some major , the game is won. Congrats
Hehe, while I don't challenge the assessment, that's about the earliest count-your-chickens comment I've heard in a long time
Rowain...
> And the Gallic Swords are as powerfull as expected/feared.
Now, that thought certainly does come to mind, but let me counter that (or at least take a preemptive stance against their being called uber)
1. Spain is WEAK, with no horses or iron. Any civ that had military ambition could have taken them just as easily as Celts. In fact, an archer or horsemen rush by civs who start with the right techs, or a Jaggie rush, would have been even quicker.
2. We had iron, and got it online early. Persia or Rome would have done just as well (Conversely, Spain failed to hook up the iron that was right there in their core)
3. The folks here did an outstanding job in the opening. They had a plan, expanded well, worked the food well, made the barracks, and executed. Everyone here seemed to micromange very well too, wasting almost no shields on their turns
4. Our GA helped fuel the extra shields needed to crank out the
Gallic swords we have
5. Our GA is now over, and it was 'used up' in despotism. If the Turks or Arabs get their act together they might say "The Ancient Era was yours, but we own the Middle Ages!"
6. The terrain, mostly open, and the fact that we got to pick our battles, made most of the 2 speed advantage.
7. Promotions, omg, is the level increased in PtW, or have mil civs always been *this* good at promoting, or did I see a very lucky streak? Perhaps good luck in combo with two things - barbarian fights where you're almost a shoe-in to win due to the bonus, and also the ability to retreat, and you don't lose promoted units as often
@ T-hawk
> Commenting on a few game mechanics:
> It's not even clear if the AI will discount fully a partially
> researched tech....
> There still is a discount, and it's the same proportion; the
> difference is in how tech devaluation changed. In the old days,
> tech would devalue linearly: it'd cost 1/7 of the base amount
> for the last of 7 civs to discover it. Starting with 1.29, tech
> devalues on the order of something like 2/3 of an increment per
> civ (if that made sense); the last civ of seven gets a discount of
> (2/3)*6 / 7, or 4/7; therefore paying 3/7, 42% of standard cost.
Ah! Thanks, I was trying to find that info and could not!

Hey, it might just fit that the 2/3 discount would apply to 'partial research' as well. A tech where you are 1 beaker from finished would still see you paying 33% of the full unresearched price. The turn before you might pay 36% of the price. Whereas in the old days you would see the price drop to near zero on the last turn, now you would see a much smaller price drop each turn.
> Also, the multiplier for buying instead of researching tech
> changed from 0.5 to 0.75. These changes together mask the
> discount for already having partially researched a tech, but it's
> still there.
Ah! More good info!
> And there may be multipliers introduced for buying certain techs
> like the governmental ones, Nationalism, and Space Flight. I'm
> not totally sure that these exist, though; they're not in editor.
It seems pretty definite there is a premium - if you compare the "Tech costs" in the editor, I've seen (pretty sure) a significantly higher price charged by the AI for a gov tech compared to a normal tech of the same beaker cost.
It wouldn't have to be in the editor if the new cost was
coded as:
if TechAllowsNewGovt() = true or TechAllowsDraft() = true then
Call JackUpCost;
endif
You would do this rather than just increase the tech cost itself so that there were no barrier to researching it yourself, it just makes the AI want to hold certain techs close to its chest. (Which is a VERY smart thing!) I don't know which if any other techs get a premium, but if *I* were coding it, I would add:
if TechShowsNewStrategicResource() then JackUpPrice;
That is, wheel, iron, gunpowder, replaceable parts, etc.
Basically, this cleanly implements some of the logic a human would use.
> Whipping the capital's temple way back when: I wouldn't have
> done it, because it ran afoul of the hidden cost of whipping:
> because whipping fills the box, the shields produced that turn
> go to waste. That whip actually only got 13 or 14 shields; not
> enough in my book. Whipping is significantly more useful at
> outposts (especially flood-plains cities) that are only pulling a
> couple shields per turn, or if you can whip-switch (rush, say, a
> barracks by whipping a settler to 30 shields, then let the city
> build the remaining 10 shields by itself in two turns.)
I agree, and you give some good points to support it. In this particular situation, I don't think it hurt us too bad.
One thing I've been doing for a while now, to reduce that 'hidden 1 turn cost' to a whip, is to try to see if there is something you can build that takes one turn less, whip it (whether cash or population), then switch to what you really want to get.
For example, you have 3 turns left to finish an infantry you want NOW. Checking the number of shields needed vs your production, you might see that swapping to a Frigate, whipping/rushbuying it, then switching to infantry, lets you complete it in "1 turn" just as if you whipped it directly, at a reduced cost. I view this as strategic micromanagement, and extra bonus to be squoze out by those careful enough to do it, and not an exploit. It's similar to the Whip-Wait-Whip in 1.17 - an 80 shield improvement could be whipped cheapest by - needing 79, switching to something smaller needing 39, whipping at a loss of one worker, switching back to original improvement, now needing 40, wait one turn, then whip again.
@Carbon_Copy
> Also, looking at the various screens made by different people
> make this SG a showcase for all the different tilesets. I'm using
> the European tile set, looks like Charis is using some version of
> Sn00py's, and I think Ozy mentioned that he was using the
> watercolor tileset on the RBCiv forum.
Hehe, I look forward to a watercolor map post - I've been thinking about trying that one out. I use a Snoopy's as you guessed, with the addition of "straight railroads", "letters with the resources". The similarity of jungle and forest was what drove me to use a mod in the first place, but now the more visible resources is something I couldn't go without now
Zed - good comment on the worker, foreign vs domestic. An outpost on our mountain behind Alesia sounds like a winner
@Mystery - thanks for chiming in, wow I'm surprised you got backstabbed THAT badly! I've not seen that yet in PtW, and never saw it in classic Civ. Ouch! Be sure you make such deals in gpt, not cash, eh? In this game, I've been pleased to see Koreas gracious status and non-involvement in the war.
Good luck to Marshall, if you can read this forum yet!
Charis