Murky
Deity
Hi guys. Just checking in. I'm slacking this week on vacation.
Well, I played a few of these type of simple tests in the last 2 weeksI tried a simple test game (sorry klarius) and started with mining => BW => IW. Started with worker.
Hi guys. Just checking in. I'm slacking this week on vacation.
It doesn't help much to note the dates of barb cities. It's very dependent on the RNG as there is only a 7% chance per turn after the conditions are met (45 turns elapsed and 2 cities per civ on average).
Still one thing to note:
In several cases I didn't beeline for BW, I couldn't get peace with more than 1 or 2 civs and after some time got a red face in the capital for war weariness.
In the cases with timely BW I could get peace with 4 or 5 civs and didn't experience WW.
Good question: If we DoP with AIs, do barbs still attack them?
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@jesusin: the settler move should be 1 tile only so it can return to its original site and settle on T2 if nec. I plan therefore to move him 1NW (1SW is also good if the scouut moves W, NE to reveal the coastal tiles)
Well, your interesting observations just don't fully match the SDK code.What I found interesting was that the cities popped up at the same turn, and it took a while for another to be founded. I have noticed in previous games that the barbarians come in waves. It's as if the barbarians do not spawn during the period just after barb cities are founded. I've also noticed that there is typically a few turns of barb inactivity after the animals disappear. It's as if there cannot be both animals and human barbs on the map at the same time, and the animals don't die on the same turn.
Every barb suiciding in enemy territory will count for war weariness. In my tests war weariness gets pretty bad at some time, if not making peace with several AI. But that may also depend on the lay of the land and how many barbs will be available for suicide at all. Sure not getting pillaged will help the AIs to expand.I was offered peace by several AI. Is there any advantage with a peace treaty? The AI will be able to expand quicker if the barbs leave them alone, yes?
Yes I saw a barb city appearing right in sight of my settler going for a nice location. And you saw a lion in the capital. It's the same visibility test, which just ignores the barb team.Do we really not fogbust? I never saw a barb spamming before my eyes, did you?
Why is mining pigs outrageous. That's still a damn good tile to have. And if one wants to pasture it later, there is nothing lost.We need a hill. Mining the pigs sounds outrageous to my rather conventional ears. Bananas and Dyes can be farmed or cottaged, though, they are too late for our plans.
Well, the conclusion is correct, but I don't think it will pay off to avoid CoL (and drama BTW). No courthouses and no cheap path to CS are pretty heavy disadvantages.Note on lightbulbing Optics and Astronomy
As I understand the GL tech preference charts for Great Scientists, we cannot rely on the usual avoidance of Meditation, because we'll get it involuntarily. Instead, we need to
avoid Code of LawsDo you all come to the same conclusion?
It seems klarius and Mitiu made the correct call - no fishies anywhere to be seen:
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Why do we need a warrior?Mîtiu Ioan;5730897 said:Anyway - settle in initial place, set research to Mining and production to warrior until city will reach size 2 and in same time wander with our scout downside seems that is
Klarius has covered most of that pretty comprehensively in his posts. It is useful for the early techs but pretty negligible later onDo you guys know how the barbarians research works? I think that could be a deciding factor in our tech choices.