SGOTM 03 - The Real Ms. Beyond

Furthermore, if we decide to move our settler towards the north, we should move one space east first, that way we can see if there is anything on that grassland tile in the fog (I don't think the Scout move will reveal it).

Agreed. The scout won't reveal that square.

That brings up another possibility. Move the scout E, then S. Move the settler 1E. Don't settle.

On the next turn, move the scout 2S. That will fully reveal all possible food tiles for the two southern sites I consider reasonable: the starting location or the southeastern spices.

A bit of a problem with the starting position is that we won't be able to use any as-yet-unrevealed water resources off the south and southeast coasts. Knowing that information might be worth a turn at the start. It would be a crying shame to never be able to use some nice fishies just off the southeast coast.

And I very much agree with Kodii's point about the 24/48 post rule. That'll help keep things moving along.
 
Being Secretary General is a simple majority. To win a diplomatic victory requires 67%. Not exactly easy. Pick your friends early and smother with :love:
 
@Bugs: that's good info on the population requirements for a diplo victory. At some point, we'll want to discuss how to efficiently get there.

I rolled up a couple of archipelago maps loaded with civs as per the start conditions of the game. They weren't quite what I expected. Here are my general impressions:

Most civs (about 2/3rds) start on their own island. Some of these islands are big enough for 4 or 5 cities easily, while the smallest hold only one. Generally, the worst cities have tundra showing, whereas we have jungle showing, so that's good.

The map isn't quite as crowded as I'd expected, so even if we start with another civ on our island, we're very likely to be able to get 2 or 3 cities down before we'd need to attack.

While the majority of civs have reasonable access to copper, iron or horses, there are no guarantees. Our strategic resource situation will determine a lot about the early course of this game.


Some thoughts and questions about SGOTM3:

I'm now leaning toward settling in place. Being expansive and on the river with plenty of food, I'm thinking we aim to make the capital a commerce giant with many cottages. It would take a lot of seafood off the south and east coasts of this island for me to change that opinion. We could try to see if there's food enough for a good production capital near the hills, though. But maybe that would be better for a second city?

I'm also starting to ponder settler first, interrupted by a workboat upon its completion. My big worry is barbs before we can get some defense whipped up. But if our island is small, this might be the best move; second cities clear a lot of fog from barb spawning.

Third thought: on such a map with no city razing, the colossus could be very powerful. If our island is small and we have no immediate AI neighbors on our island, should we think about an Oracle->Metalcasting->Colossus gambit?

EDIT: One more question. I've never played with any HoF mod. It looks like they add some better advisor screens. And it looks like it fixes the whipping bug, is that right? Are there any other major gameplay changes it introduces?
 
EDIT: One more question. I've never played with any HoF mod. It looks like they add some better advisor screens. And it looks like it fixes the whipping bug, is that right? Are there any other major gameplay changes it introduces?

I would like to know the same thing. I need to get a hold of the newest version, but either way I want to know what game play is affected.
 
Last version of the HOF mod I played "fixed" the whipping bug, but had an unintended effect of shortchanging the player on what should be overflow hammers. That was in version 007, I am not sure if this is fixed in 009.

Otherwise though, I liked the HOF mod. The foreign adviser especially helps know who has what techs and who wants what tech. And with 18 civs, it'll help to get any simplification that we can.

As for our opening scout move, I think moving E is a no-brainer, but then I'm not sure. I am leaning towards NW, so that we get some info on both the eastern and the northern side of the continent.
 
The starting location isn't a bad city site, it's a bad capital site. Because of Bureaucracy, you want to have your capital making production or commerce. Whipping is all well and good, but Bureaucracy works against it. (Bureaucracy makes a population at the capital much more productive than anywhere else, and thus keeping the capital small a losing strategy; it also doesn't affect whipping unhappiness, which tends to be the real limiting factor on whipping production.) Generally, I favor making the capital into a commerce-farm, for several reasons: it's easier to concentrate commerce in a single city (there are more commerce-multiplying buildings than production-multiplying buildings, and they arrive earlier), production is more useful distributed than concentrated (the only mobile use of production is military units, but a Heroic Epic junk city can provide that more efficiently than the capital; about the only use of concentrated production is a wonder farm), and commerce is more important earlier in the game, to establish a tech lead. In terms of commerce output, coast just does not compare to cottaged grassland: even with the Colossus (which only lasts until Astronomy), you're talking about 4.5 commerce for coast versus 6 commerce for a town, or 7.5 commerce for a town with a river or Printing Press, or 9 commerce for a town with both. The other big advantage of a commerce farm capital is that because it's your first city, you have plenty of time to grow towns.

It's possible it may not be worth moving, and we'll have to try to create a Colossus/Great Lighthouse commerce farm. (Wouldn't be the first time. In that event, we'd want to plan to whip all our infrastructure, since we'd probably want to chop the forests for river towns: lumber mills arrive too late in the game to deserve consideration as capital tile improvements.) I think we should look carefully at the long-term potential of our capital site before we settle, though. Another unorthodox possibility is a planned capital move: settle in place, then build another city with better potential and move the palace.

On wonders, here are my feelings. I expect all wonders to fall early on this map because of 17 civs exploring the possibilities. Thinking more about the Pyramids, I think that the archipelago map makes them a stronger play than usual: we're going to have a lot of cities with seafood and lots of ocean without much else, and running specialists is a good way to get decent production out of them. The specialist economy is stronger on archipelago maps in general because of the absence of space for large cottage farms. Another big asset of the Pyramids that synergizes with Philosophical is the early great engineer, practically guaranteeing us our pick of a wonder available right after the ancient era. I don't want to say we should play the Pyramids no matter what, but if we have stone available, I'm not sure why we shouldn't, and even if we don't, I think there's a strong case to be made for them. A midgame wonder we should look at that combines with the Pyramids is Angkor Wat: +2 hammer +1 gold +3 research priests can make a big difference in production-starved seafood cities. The Great Lighthouse is a powerful wonder on archipelago maps, but I'm skeptical we'll get it: there's no production doubler, so Industrious civs have a big advantage, and most of the AI capitals will be on the coast, so they'll start construction early. The Colossus is one wonder I'm not worried about: like all the wonders with a prerequisite building, the AIs are slow to build it, so if we go for it in any timely fashion, we should get it. I'm wary of trying for the Oracle: I expect it to fall very early; it will require a significant up-front research investment (Mysticism, Meditation or Polytheism, and Priesthood) during the pre-2000 BC era, when we could be developing resource-finding or military techs; and it will generate lots of great prophets, which I find of questionable usefulness when I don't see it to our advantage to play the religion game much.

For the early military game, an archer rush isn't viable against monarch AIs, AFAIK: I've done it sometimes against barbs, but monarch AIs start with archers. Even with 4 XP archers and outnumbering the AI two-to-one, it would require a lot of luck to win. Catapults can win, but I suspect that fighting against someone with a strategic resource using only archers and catapults would be an uphill fight. I don't even know if it would be possible without good defensive tiles (hills or forests) near their cities.

I did some calculations for a comparison of different paths for founding in place.

Assuming we're working the floodplains, the city will produce 3 F, 1 P, and 10 C (counting the palace) every turn. The Monarch/Epic/Standard map research modifier works out to about 2.25 if I did the math right. Fishing thus requires 90 research, or 9 turns, and Bronze Working 270, so 27 turns. A worker will finish in 23 turns. Growing to size 2 on epic takes 33 food, or 11 turns.

With Bronze Working first, the worker will end up idling for 4 turns since there are no other improvable tiles in range, and then chop a forest which takes 4 turns (5? I can never remember how the worker turns get rounded on Epic speed.) to chop. However, we won't be able to start the workboat until turn 36. If we pre-chop one forest and arrange to chop another, that will be 60/45 hammers for the workboat, so we should be able to get it out on turn 38.

(Does anyone know how decay works exactly? I've never found out anything about the specifics of when it starts and how much you lose how fast.)

If we go Fishing first, I think we start a warrior: we then a face a choice whether to slow our first population increase and finish the warrior using the spice/plains/forest tile (Alternating between the floodplains and the spice plains forest will finish the warrior in 11 turns, so delaying the workboat a turn, but we wouldn't waste any hammers to decay; the real cost is the population growth.) After that, we start a workboat, and have a choice of which tiles to work to do it. Let's look at four scenarios:

Working the floodplains until the city grows to size two, then working the floodplains and the spice forest, means the city takes 11 turns to grow. The workboat gets two hammers before the city grows, and then takes 15 turns afterward, so finishes on turn 26. The first 9 hammers are wasted.

Working the floodplains until Fishing, then switching to the spice forest, then adding the floodplains again when the city grows, means the city takes 14 turns to grow. The workboat gets 12 hammers before growth, then takes another 11 turns, so finishes on the same turn. This is all but strictly inferior to the preceding option.

Alternating the floodplains and spice forest gets the warrior out on turn 11. If we then switch to the floodplains until it grows, it will grow on turn 15. Meanwhile, it will put 4 hammers into the workboat, and finish it on turn 29.

The Bronze Working-first option looks awfully slow to me. I don't know which of the others would be best.

The settler-first possibility is interesting, though it's definitely a gamble that there's another city site good enough to make up for having to build a settler with unimproved tiles and no growth for the first 38 turns.

Scout E-NW seems like the best option to me. That should let us see the rest of the east coast, and then give us an idea of what's north.

I've never found that getting to the population necessary for backdoor domination is difficult on Monarch. As long as we have a large enough territory and make sure to emphasize food (archipelagos tend to force that anyways), I don't think we'll have any problems.

I'm fine with the roster Kodii came up with. It's probably just as well that I don't play the early turns, because I'm prone to misclicks and slips of attention.
 
Wow, that was a long post. I don't think I'll ever be capable to write a post that long. I personally like to discuss in little chunks, but discussing all at once is also a good idea.

The wonder situation is going to be tricky to predict. At the moment, I'm leaning towards settling around the initial area, and pump out a settler as soon as possible. The second city will go around the hills and act as the producer. No Stone = No Pyramids. Go for the GLighthouse instead. The Oracle will probably fall to those who start with Mysticism.

As for tech order... Oh what the heck, I'm gonna do a summary post :lol:

Stay tuned!
 
I agree to much in the post. I am not sure even where to begin to respond.

While I personally like the Oracle, I agree that trying for wonders on this map is a waste. I am leary of getting any wonders unless we capture them, or get a tech lead.
 
Iainuki said:
Growing to size 2 on epic takes 33 turns.
I think you meant 33 food, so at +3 food/turn that's 11 turns.

As for epic details, it will be 45 hammers per chop, so just one chop will finish the WB. Also I'm pretty sure it's 5 turns for a chop.

I think decay for buildings starts after 50 turns and after 10 for units. Though those might be adjusted up 50% for epic, I'm not sure. And you lose hammers whenever you are in decay and not actively trying to produce the item. So you can't try to put some hammers into a unit and string it along w/o decay by putting 1 turn worth of hammers into it every 10 turns.

I agree that population shouldn't be a problem. Whenever I'm going for domination, I always hit the pop limit way before I get the land area limit.

I am not in favor of settler first until we find that ridiculous city spot like in SGOTM2. I just don't think it'll pay off.
 
The starting location isn't a bad city site, it's a bad capital site....

This analysis was just plain excellent! I had two thoughts. First, the starting location is still pretty good for a commerce capital. There are 9 tiles, 8 of which are cottageable if we only put a plantation on one of the spices. Second, moving the settler one north would be a good spot. We lose 1 coastal clam, 1 grass spice, 2 coasts, and one ocean and get 2 coasts, 2 plains and a grassland hill. There's still plenty of food at that site to run all 11 land tiles, all of which are cottageable. It also gives us the choice of working floodplains or the spicy forest from the start. The downside is a loss of one turn in founding the city and 45H from settling over a forest. I really like the idea of making the capital a commerce workhorse.

On a sidenote, Alan has updated the starting picture. There are blue circles (not that that means much in Vanilla :) ) both where our settler starts and 1E of the scout. Does that mean the site 1E of the scout has a food bonus or does the one floodplain in range count for that?

Thinking more about the Pyramids, I think that the archipelago map makes them a stronger play than usual....

You make some good points. Without stone, my gut reaction is that it's too expensive. Unless we have no strategic resources. But by the time we know whether or not we have metal, it may be too late to decide to do the pyramids. And if we're not alone on our island, I suspect we're better off consolidating the Russian motherland.

Your point about the benefits of a specialist economy on this map need to be in our heads. I don't have much experience with running specialist economies. On this map, my guess is that we'll want to be slavers so we can use food for production. We're not spiritual, so we wouldn't be able to switch back and forth between caste and slavery without significant penalty. Does that limit our specialist economy prospects to later in the game when we have buildings from which to run the specialists? I guess you'd need the buildings (temples) for Angkor Wat priests anyway.

For the early military game, an archer rush isn't viable against monarch AIs....

You're right. We really do want a strategic resource. It will be an interesting challenge if we lack that.

I did some calculations for a comparison of different paths for founding in place.

Assuming we're working the floodplains, the city will produce 3 F, 1 P, and 10 C (counting the palace) every turn. The Monarch/Epic/Standard map research modifier works out to about 2.25 if I did the math right. Fishing thus requires 90 research, or 9 turns, and Bronze Working 270, so 27 turns. A worker will finish in 23 turns. Growing to size 2 on epic takes 33 [food].

A couple of minor corrections: When I rolled up a sample start, there is a 2B (2 beaker) refund for each tech, so fishing requires 88B and BronzeWorking 268B. I don't know why. And you get one free beaker of research just for being a civ, so you actually get 11bpt (8 palace, 1 city center, 1 flood plains, 1 bonus) once you settle your capital.

Also, there is a discount for knowing prerequisites, so while Fishing takes the full 88 beakers (or 8 turns at 11bpt), we actually research Bronze at a rate of 13bpt so it comes in after 21 turns.

Working the floodplains until Fishing [while building a warrior], then switching to the spice forest, then adding the floodplains again when the city grows, means the city takes 14 turns to grow. The workboat gets 12 hammers before growth, then takes another 11 turns, so finishes on the same turn. This is all but strictly inferior [superior, right?] to the preceding option.

Of the starting courses you work through (nice work on those btw!), I think this is the best option. It's our fastest way to get an improved resource into play.

The Bronze Working-first option looks awfully slow to me.

I think the biggest benefit to Bronze first in this situation is that it gets us slavery quickly. This basically lets us think of those floodplains as being 3H1C each (instead of 3F1C each).

For the record: Bronze first, warrior first, work floodplains. Grow to size 2 after 11 turns. First warrior completes on turn 17. Either continue to grow (6 more turns). Or start worker. Bronze is due in 4 turns. After that, we'd be deciding what to build second, and it would depend on what our scout reveals. 8 turns after bronze, we can have fishing. After putting a turn's production into the boat, we can whip one out on turn 30.

The above actually becomes more appealing if we settle one square north of the settler start location because we can work 2 floodplains at size 2 and grow even faster. We be at size 3 just before bronze came in.

The settler-first possibility is interesting, though it's definitely a gamble that there's another city site good enough to make up for having to build a settler with unimproved tiles and no growth for the first 38 turns.

The only reason I can come up with for settler-first is if there is only one other great site for a city on the island and we want to get it into play asap. Even so, I'm not sure this is better than worker first, chop settler. Or grow first, poprush settler. With seafood and floodplains to poprush and forests to chop, I really can't think of any reason to go settler first.

------------------------------------------------------------------------

So let's see. Here's an annotated picture of the start:



I've marked the places I think might be reasonable capital locations. The number is the max number of cottages the site can support. Green indicates we can settle in 4000BC, purple means a one turn delay, red is a two turn delay. Asterisk(s) mean that we'd have to discover something in the fog to make them real choices. Here are some thoughts on each:

9: Our starting location.
Advantages: Excellent food, decent forests, no hills. No start delay. Leaves *** as a possible second city location.
Disadvantages: Settles on a floodplain. Eliminates lots of fogged coast (possible seafood sources).

11: A stong choice.
Advantages: Great food, decent forests, one hill. Two floodplains (for early growth and good cottages).
Disadvantages: One turn settling delay. Loses a seafood. Removes *** as a possible second city site. Burns a forest.

11*: A conditional choice: Requires east coast seafood to be considered.
Advantages: (Presumed) great food, decent forests, two hills. 11 cottageable squares plus a plains hill, 2 floodplains
Disadvantages: One turn settling delay. Loses known seafood. Burns a forest.

12**: A conditional choice: May require fogged seafood to be considered.
Advantages: Okay (plus fog) food, decent forests, two hills. 12 cottageable squares plus a plains hill.
Disadvantages: One turn settling delay. Wastes one floodplain and known seafood. Might be settling on a resource. (But then, the blue circle wouldn't recommend it, would it?)

***: A very conditional choice: Requires fogged seafood.
Advantages: (TBD) food, decent forests, at least 2 hills. 10?+ cottageable squares. Serves as a canal city? (I can't quite tell.) Allows the spice locations to be settled. (Depending on undiscovered seafood, the southern spice might be a nice GP farm.) Burns a jungle!
Disadvantages: Unlikely conditions! Two turn settling delay.

I must say that after reading Iainuki's post, I'm surprised to find myself leaning toward 11. Trading the extra seafood (usable on the other landmass) for 2 extra cottageable tiles, a cottageable floodplain instead of a grass river and a burned forest seems like a fair investment in long-term capital return. I'm open to other opinions.

Does the reduced cost (will verify in-game, of course) of bronzeworking make that a more compelling first tech choice to anyone?
 
The amount of analysis going on is beyond my ability to handle. We need to greatly simplify the details.
I propose we move the scout NE of 12 in the above picture, save the game, and we can have more focused discussion.
Trying to guess the best location without this information is just too much.


I am starting to wonder if I am not the right person for this team. With this overload of detail, and to many paths at once I don't even know how to help.
 
I am starting to wonder if I am not the right person for this team. With this overload of detail, and to many paths at once I don't even know how to help.

I think you're exactly the right kind of person for this team: one who brings it down to earth.

There's no way I'm doing this level of detail for anything beyond the first turnset especially when there's a game in hand to be played. I'm just bored right now.

I'll plan to move the scout a little bit, post, wait a few hours (or go to sleep) and then move on based on what I see and any posted feedback
 
I think you meant 33 food, so at +3 food/turn that's 11 turns.

Yes, I did; edited to reflect that. I think I did the rest of the (non-Bronze Working) math right, though.

As for epic details, it will be 45 hammers per chop, so just one chop will finish the WB. Also I'm pretty sure it's 5 turns for a chop.

An epic chop gives 45 hammers post-Mathematics. We won't have that tech, so it will only give 30.

I am not in favor of settler first until we find that ridiculous city spot like in SGOTM2. I just don't think it'll pay off.

I'm curious: what city spot did you find?

First, the starting location is still pretty good for a commerce capital. There are 9 tiles, 8 of which are cottageable if we only put a plantation on one of the spices.

Generally, I'll take the 3F 3C tile over even a grasslands town: food is priceless in Civ4 and you can usually turn it into anything else you want, whether it's production via the whip or commerce via earlier and more consistent cottage growth or specialists. (1 food is 3 science under Representation.) Building many farms usually isn't worth it, but the extra 2C and resource tilts me towards the plantation here.

On a sidenote, Alan has updated the starting picture. There are blue circles (not that that means much in Vanilla :) ) both where our settler starts and 1E of the scout. Does that mean the site 1E of the scout has a food bonus or does the one floodplain in range count for that?

Generally, the blue circles in vanilla are only useful for one things: telling you where fog-covered and hidden resources might be. The game avoids founding on a resource like the plague, so if there's a natural location for a city and the blue dot isn't there, there's a good chance there's a hidden resource there. It doesn't seem to take account of the differences between resources when placing the blue circles, so the blue circle northeast is a strong indication there's some resource there, it may not be food. However, it's definitely worth checking out. One other note is that due to some questionable code in the city-placement algorithm, it likes founding on floodplains, so the blue dot beneath the settler is probably highly bogus.

You make some good points. Without stone, my gut reaction is that it's too expensive. Unless we have no strategic resources. But by the time we know whether or not we have metal, it may be too late to decide to do the pyramids. And if we're not alone on our island, I suspect we're better off consolidating the Russian motherland.

This is only Monarch, so even without stone, if we get right on it, we can get the Pyramids if we want them, especially since we start with Mining.

This brings up the possibility of something I refer to as the "iron question:" if you've discovered Bronze Working and Animal Husbandry and you don't have either copper or horses, do you go to Iron Working ASAP? The problem is that while Animal Husbandry and Bronze Working both offer other benefits, Iron Working is expensive (~450 beakers in this game!) and useless if you don't have iron, unless for some reason you have an urgent need to chop jungles. (Unusual in general, and very unlikly in this game.) My usual answer is that I don't: it's a big gamble, and there's not much change in the window of opportunity between going for Iron Working ASAP and going for it later. The early UUs, horse archers, or axes you don't want to see will be there, or not, based on the resources situation, not on how fast you rush: there just isn't enough time to finish research on Iron Working and build axes/swords before Monarch AIs get their resources hooked up and build axes/horse archers/early UUs. There are some unusual situations in which I would go to Iron Working, but let's hope we're not in any of them.

My personal feeling is that, given what we know about the start, we're going to want to develop Bronze Working as our first military tech. (Note these are not beelines--we'll pick up worker techs in between the military techs as the situation warrants.) If we have copper, we're fine and build some axes. If not, we hit Animal Husbandry and look for horses. If we have those and we want to attack someone, we develop Horseback Riding while looking for copper resources and prevent AIs from mining them, if possible, with chariots, then take cities with horse archers. If there's someone on our island and we have copper or horses, we rush. If we spot someone right off our island and we think it's advantageous, we develop Sailing, build a galley, ferry troops over, and rush. If we meet someone but we don't know where they are, we don't rush. If we don't have copper or horses and there's someone off our island, even if we know where they are, we don't rush. If we don't have copper or horses and there's someone on our island--things get rough, and we'll have to reevaluate.

(Note that I'm referring to attacks starting before 1000 BC here: I often do a lot of my fighting in the 500 BC-1 AD window, after building a wonder or two and some cities.)

Your point about the benefits of a specialist economy on this map need to be in our heads. I don't have much experience with running specialist economies. On this map, my guess is that we'll want to be slavers so we can use food for production. We're not spiritual, so we wouldn't be able to switch back and forth between caste and slavery without significant penalty. Does that limit our specialist economy prospects to later in the game when we have buildings from which to run the specialists? I guess you'd need the buildings (temples) for Angkor Wat priests anyway.

I'm not exactly an expert, but I have a little bit of practice. Some general principles:

1) The capital emphasizes cottages and commerce, because of Bureaucracy. You only assign specialists there if you want great people.

2) You do build some cottages. Cottages are generally more efficient than farms pre-Biology even with Representation. Here's an outline of why. A farm gives you one-half a specialist, or three science and some GPP points; a town gives you four commerce, and a village three. You get less commerce during the 30 (45 on epic, I guess) turn cottage/hamlet start-up period, but your total population counts are lower so you need less health/happiness, Printing Press arrives earlier than Biology, and you'll have the mature towns if you want to switch to Free Speech or Universal Suffrage. (I often don't, when running a specialist economy, but sometimes you want to.)

3) You build some extra farms. The exact details depend on how your GPP are distributed and what a city's terrain looks like, but the idea is that you'd rather run specialists than work marginal terrain (coast/ocean, forests, irrigated plains). Generally, you want to build farms instead of cottages in locations where GPP matter, because there your specialists enjoy a clear and significant advantage over cottages.

4) National wonder choices are more complicated. Normally, I try to build a GP factory when I'm running a specialist economy, since because of the National Epic, it's more efficient to bunch all your GPP in one place as much as possible. (In practice, I usually end up having two or three cities that produce the lion's share of my great persons, with one being a food-heavy National Epic city, and the others being wonder-heavy cities.) Without Caste System, that means you have to have wonders in place to support mass specialists of your preferred type in the GP factory. This can mean putting Oxford, Wall Street, or the Iron Works in an unusual city; world wonders (particularly Angkor Wat) and shrines also factor in. You also have to consider what specialists you want, and how you intend to use them.

5) Caste System is not needed. A city with a library and a forge can run three specialists, an engineer and two scientists, which is more than enough for all but the most food-rich cities. I always whip a forge as my second to fourth building in a city, and both libraries and temples are cheap. Before those buildings come up, the city is usually growing at maximum speed for whipping, working high-food tiles.

A couple of minor corrections: When I rolled up a sample start, there is a 2B (2 beaker) refund for each tech, so fishing requires 88B and BronzeWorking 268B. I don't know why. And you get one free beaker of research just for being a civ, so you actually get 11bpt (8 palace, 1 city center, 1 flood plains, 1 bonus) once you settle your capital.

Ah. I didn't take into account how the game rounds the research cost multipliers, so my estimate was a little high. I forgot about the free beaker, also.

Also, there is a discount for knowing prerequisites, so while Fishing takes the full 88 beakers (or 8 turns at 11bpt), we actually research Bronze at a rate of 13bpt so it comes in after 21 turns.

And yes, you're correct about this: techs with prerequisites give you a 1.2 bonus to research. (Of course, this gets into nasty rounding issues because Civ4 uses integer math--argh!)

Of the starting courses you work through (nice work on those btw!), I think this is the best option. It's our fastest way to get an improved resource into play.

The option I noted as strictly inferior gets three less commerce because it grows more slowly, and has two fewer hammers of overflow.

I think the biggest benefit to Bronze first in this situation is that it gets us slavery quickly. This basically lets us think of those floodplains as being 3H1C each (instead of 3F1C each).

For the record: Bronze first, warrior first, work floodplains. Grow to size 2 after 11 turns. First warrior completes on turn 17. Either continue to grow (6 more turns). Or start worker. Bronze is due in 4 turns. After that, we'd be deciding what to build second, and it would depend on what our scout reveals. 8 turns after bronze, we can have fishing. After putting a turn's production into the boat, we can whip one out on turn 30.

Yeah, this is a posssibility. Whipping conversion of food to hammers is actually better than 1:1, of course.

Does the reduced cost (will verify in-game, of course) of bronzeworking make that a more compelling first tech choice to anyone?

It does for me. I think too much more discussion of the capital site is premature now: we need to know what the scout sees to decide. I'd really like a chance to look at that before you found, so if you wouldn't mind delaying, I'd appreciate it. I think the scout should move E first and then NW, N, or E, depending on what you see.
 
Lee, you being here just makes two of us :)

If I have the time, I'll skim through the notes and make any rough comments. I personally do not have the time and patience to go through such micromicromanaging. That is why I like to make myself responsible for the summary post. That way I can summarize things down for people who don't want to, or would not prefer to read such long posts. This is how I stand right now:

Move scout 1E, then 1NW
Move settler 1E


This should reveal most of the southern and eastern fog so we can further discuss settling. I'm leaning towards BW first.

EDIT: Just crossposted with Iainuki. After finishing Compromise's long post, I have to read another one? :lol:
 
Ah more to digest during the wait for the release; thank you Iainuki!

I ran a few simulations by giving myself a start on the same size and type of map with the same number of civs. I also made sure none of the other civs would find me before turn 30 or so.

I was trying to answer a few questions: worker vs. warrior/workboat, fishing vs. bronzeworking, and settling in place vs. settling one north.

My rough conclusions (details available upon request) are:

1) Warrior/workboat first. Worker first is best if there's something for the worker to do. Here, the only thing he could do at the beginning is chop. And we might want those forests later (for pyramids or rushing or something).

2) Fishing first. Bronze first only really makes sense with a worker first, but worker first doesn't look so hot here. Better to get the clams online more quickly.

3) settling in place vs. settling one north. We are pretty much just one turn behind by settling north. I think its worth it, but in light of Iainiku's recent comments preferring food to commerce, maybe it's not worth two extra cottages in exchange for a grass->floodplain upgrade and loss of a grass spice and coastal clam.

By turn 30, we should be in slavery, at size 3, with netted clams, and have a warrior about halfway finished. That's probably my goal for the first turnset.

As seems generally agreed, I'll make at least the one move east with the scout, then post. In fact, I should be able to get that up not long after it's posted, if the game is made available right at midnight EST (US eastern standard time). It would then be 9 hours or so before I'd even consider playing more (except maybe to move the scout more (NW or NE probably) or the settler E if that becomes the consensus). Then, I'll probably play in the EST afternoon.
 
The amount of analysis going on is beyond my ability to handle. We need to greatly simplify the details.

I am starting to wonder if I am not the right person for this team. With this overload of detail, and to many paths at once I don't even know how to help.
That makes two of us. (Edit: three of us) :crazyeye: Right now, I know I'm not the right person to play second. :confused:
 
I'm considering changing the roster so that at the beginning, we begin with "vets", then once the game gets started, we revert to the alternating roster. Does that sound good?
 
That makes two of us. (Edit: three of us) :crazyeye:

Four of us...

Hopefully we can all become a bit more active once the game gets going and we can find more things to discuss.
 
I'm considering changing the roster so that at the beginning, we begin with "vets", then once the game gets started, we revert to the alternating roster. Does that sound good?

My suspicion is that it's only the very first turnset (if any) that calls for any of this extreme micro-tactic analysis. After that, we get to have more interesting discussions involving strategy.

My suggestion about the roster order is to leave it the same or adjust based on individual situations. If anyone feels like they don't know what's going on or what they should do, he (do we have any "she"'s here?) can either solicit opinions from the group, ask for a skip, or just play a few turns before stopping. The best way to learn and to have fun is to participate.

What I don't want to see is this become a game where anyone is afraid to play because they're afraid to make a "bad" move.

Everybody who's played an SG (or any game for that matter) has "botched" moves. Among other things, I feel responsible for pressing to build the Forbidden Palace instead of moving the palace in SGOTM2. I now think that was serious :smoke: and probably moved us from the top third to the bottom quarter of finish dates (assuming we eventually finish). But oh well. Now I get to learn something about late-game warfare.

Here in SGOTM3, we'll soon have something real to discuss and maybe Compromise will stop making these overly long posts.
 
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