SGOTM 11 - Fifth Element

How good is your Mandarin ability?

I'm embarassed to say that I've been to China 6 to 8 times and I barely know how to say hello... :blush: You could say that I'm a typical American who expects to get by on English alone (which works surprisingly well). I'd contend that I'm just too lazy to learn another language. I now baby French from high school and that's about it with respect to languages... unless you count Fortran, Basic, C, Assembly, etc.
 
I'm embarassed to say that I've been to China 6 to 8 times and I barely know how to say hello... :blush: You could say that I'm a typical American who expects to get by on English alone (which works surprisingly well). I'd contend that I'm just too lazy to learn another language. I now baby French from high school and that's about it with respect to languages... unless you count Fortran, Basic, C, Assembly, etc.

I understand. I am fluent in 15 languages but I only speak english and german!:crazyeye:
 
Having won a diplomatic GOTM where "Always Peace" was selected (i.e. no wars at all) and diplo was the only VC enabled, I can tell you that it is very possible to win a pure diplomatic game. In fact, it was easier than I thought. If you're focused on a diplomatic victory from the beginning (not typical for me as I'm more of a war monger), then you're foced to pay attention to the AI situation. In a typical game for me, I barely pay attention to favorite civics, religious situation, AI relations, etc. If an AI doesn't like it, they get a little "pointy stick" diplomacy. However, when I was focused on the AI situation, I was able to manipulate the game in my favor.

I hear a lot concern regarding RNG and random events out of our control (by the way, these apply to both VCs). I contend that many things are actually within our control if we pay attention and play intelligently.

I'm conviced that if we spend a lot of time discussing the diplomatic situation, have a solid plan for how to deal with AI relations, and play according to that plan, we will win a diplo victory at the first possible UN vote. And this victory date will be many turns faster than a cultural win.

As they said in Top Gun, "There's no points for second place, boys!"
 
As they said in Top Gun, "There's no points for second place, boys!"
Do they really have that bad of grammar in Top Gun? And I thought I loved that movie... enough to watch it to see when they made errors, such as Tom Cruise switching between a black pair of sunglasses and a blue pair between different "takes" that were played one after another in the final movie cut, such that both pairs of sunglasses were supposed to be the same pair.


So, gang, free free to jump in on the other discussions going on... comment on the proposed changes to the team's rules, any of the overall strategic items (for example, saying yes or no to racing towards grabbing religious techs in order to solidify our hold on Holy Cities without resorting to too much war), any of the minor details that will affect our first turnset (Agriculture or Polytheism first, Worker -> Warrior or something else for our initial build), further comments on our capitol's location (whether or not you care if we get a Coastal capitol, etc), or even make an attempt CAREFULLY (i.e. don't move any units when you open the Saved game) to corroborate or counter Mitchum's fog-gazing effort of the initial layout, particularly of the Hills squares to the east.

Let's not just stall by only discussing the chosen a Victory Condition--we need more comments on all active issues if we're going to effectively accomplish a lot of different things as a team in a short period of time. You can certainly defer to my experience in some cases, but I won't always be right and even if I am right, I'd rather hear you argue for a point that isn't as strong and then discuss it, instead of having everyone just accepting what I say as the law.

I tried to give comments on what I'd suggest putting in our first turnset's plan (aka Pre-play Plan aka PPP), but it would be nice to hear others chime in, too. ;)


Perhaps you are even of the opinion that we shouldn't settle our second city as we would in a cultural game, but should try and get Marble or Copper there, even if the city wouldn't make for a good Legendary city, because you think that it's likely that we'll win by Diplo. Whatever. Say something. Say anything! :)


I hear a lot concern regarding RNG and random events out of our control (by the way, these apply to both VCs). I contend that many things are actually within our control if we pay attention and play intelligently.
Rather than fearmongering by vaguely talking about randomness, I'd like to have someone define their fears, so that we can discuss them and try to address them proactively.

I am not aware of a lot of randomness.

One item that I am aware of is that each AI has two different random numbers assigned to them--one is a Peace Weight and the other I don't know the name of--but these two numbers are generated at the time that a game is created (so every team will have the same values, as we are all playing the same game). All that these numbers do is that each AI will use their 2 numbers to compare against 2 the numbers of each and every other AI. Then, a hidden modifier will apply on top of any diplomacy between those two AI. So, Montezuma might start with a hidden +2 towards Isabella but have a hidden -1 towards Kublai Khan. You will never see these values in the game, but what they mean is that Isabella will not have to try as hard for Montezuma to get to "Pleased" or "Friendly" with her than Kublai Khan will have to try. Those values only work between the different AIs and do not affect AI-human relations.

On top of that, there is a hidden value that works out to be somewhere between -3 and +3 between each AI and the human player. Sometimes it's even 0. The same situation would apply--if we have a hidden -3, we'd have to try a bit harder to get that AI to like us. Human-AI relations are a bit different from AI-AI relations, in that there really is only "one number," while AI-AI relations have two numbers--one for how much Montezuma likes Isabella and one for how much Isabella likes Montezuma. For an AI to trade with us, they have to like us enough to do so. For two AIs to trade with each other, they each have to like the other one enough to want to trade with them.

All of those numbers are easy enough to deal with in a game--instead of needing +8 with an AI, we might need +11 with them, in order to score their vote. It's not that much harder to do--one shared Civic or shared War can often tip the scales in our favour.

I'm not actually sure that there are any other "random" factors involved. An AI will ask you to stop trading with their Worst Enemy, but you can find out who their Worst Enemy is by talking to them and then closing the diplomacy window over and over again, until they say something like "We'd ask that you stop trading with that jerk, Montezuma." You can also use the F4 Glance screen to see whom is who's Worst Enemy. If an AI has every other AI at Cautious, Pleased, or Friendly, they will not have a Worst Enemy. The AI that they dislike the most out of those AI that they have a Furious or Annoyed relationship will be their Worst Enemy. You can often predict when a Worst Enemy has the possibility of shifting around.

As long as you proactively avoid trading (including Opening Borders) with the Worst Enemy of an AI that you want to please, then that AI can't ask you to stop trading with that other AI. It's that simple. Open Borders usually don't net you much in the way of additional Trade Route income past the first 2 AIs that you share Open Borders with, as your other cities are usually not big enough to noticeably benefit from Foreign Trade Routes and your cities would be just as well off with Domestic (non-Foreign) Trade Routes.

A Diplo game is more about selectively trading with some AIs and completely trading nothing with other AIs. If the AIs do not get into wars with each other, then they won't ask you to join wars.

THUS: the negative Diplo modifiers for "you traded with our Worst Enemy" and "you refused to help us during war-time" are EASILY avoidable, as long as you plan out which AIs will be "shunned" in terms of trades (i.e. which AIs will not get Resources, Techs, or even Open Borders from us)!

What other negative Diplo modifiers are there? Religious? Well, those can change. War Declarations? Well, you'll choose those well. "You declared war on our Friend"? Well, you'll choose your wars well, while keeping in mind who is friends with whom before declaring war. "Past Events have proved your unworthiness"? Well, Random Events are disabled in this game.

I'm sure that I'm forgetting some, but those are the main ones that I can think of, and they all seem to be easily avoidable with a little planning.

The alternative is that some AIs who we aren't trading with might ask us to stop trading with the AIs with whom we are trading. Well, since we've already picked our friends, we'll just accumulate negative modifiers with our chosen enemies--not a big deal--and they might even declare war on us "for free"! In a Diplo game, we'd WELCOME that fact.

So.... I'm not really sure what random factors we are worried about. A lot of things that SEEM to be random are actually controllable by the player with a bit of insight and planning. I can give you some of that insight (and other team members can give more), and together as a team, we'll work on the planning.

Whatever other random factors that you are worried about, please bring them up--many, such as losses during a war, can be planned for and thus have the risk of them occurring greatly reduced! :cool:
 
Research:
the plan to research Agri first and then go for Mono and use the Oracle for Theo is surely a unusual plan, if not for an AP victory. The only, but not little counter i see is that the AP is very expensive to build at this stage of the game.

But the aim is to deny religions to the AI, so it can be a good plan.

And CoL? we need that one pretty soon to bulb Philo with our first GS.
Why not research Poly first so we can have a monopoly in 5 religions out of 7?

One thing i don't like is to delay Alpha and waste turns in worker techs. If we wait too much researching it, we'll find nothing to trade for.

Our first build is strictly tied to our first research: Worker if we start with Agri, Warrior if we start with Poly.
No much diplo to plan in the initial TS. I don't think we'll steal workers, do we?
So, not much else to discuss, but where to settle. If Irgy is right and that "thing" SE+SE is a peak instead of a hill, settle in place becomes more interesting.
I, for me i'm sure it's not a flat tile, but i won't bet between hill or peak. It looks grey, but this can be an effect of the fog. surely not tundra. maybe a peak. 60% peak.

About the rules, i already invited Dhoom to propose his variations or additions.
 
Why not research Poly first so we can have a monopoly in 5 religions out of 7?

Because we only have about a 50-50 chance of getting it anyway, assuming random AI civs (and to be honest I'm expecting religeous AI civs if anything). And because whether it works or not we're delaying our entire empire's development by quite a number of turns.

That's the reasons, they're fairly straightforward. How to compare that to the benefits of potentially getting Hindu is more subjective though.

Irgy
 
Because we only have about a 50-50 chance of getting it anyway, assuming random AI civs (and to be honest I'm expecting religeous AI civs if anything). And because whether it works or not we're delaying our entire empire's development by quite a number of turns.

That's the reasons, they're fairly straightforward. How to compare that to the benefits of potentially getting Hindu is more subjective though.
Good point.
Agri first, then worker first.
 
:agree:

Let's research Agriculture and build a worker. This start applies regardless of which victory condition we choose. The key things that must be decided before starting is where to move the warrior (post screenie) and then where to settle.
 
After Agriculture, I'm still undecided. Do we have to decide right now or would it be better to assess the situation once we've learned Agriculture? I can see the benefit of hoarding as many religions as possible. However, I keep thinking about the cost of doing so. Some key techs that I feel need to be researched farily early include:

1. Bronze Workering - We have a ton of forests that could be chopped, greatly speeding up the peaceful REX stage in the early part of the game. Getting a lot of land through REX will be required, especially if we're going diplo. We'll also want to run slavery early on because without it, we won't be able to effectively use the over abundance of food in the capital. Sure the capital will be a great settler / worker pump, but it will quickly grow to unhappiness when building other things if we can't use the whip. Finally, I have a suspicion that there is Copper in that plains hill. A typical capital starting location has 4 or more resources. We can currently see two, which means there is more than likely something in the fog and/or a strategic resource or two.

2. Pottery - We'll need a cottage or two to fuel our early science, unless we're planning to play a specialist economy. We'll also need granaries, especially if we plan to whip.

3. Writing - We need to get a library up and hire some scientist. The sooner we get our first GS, the sooner we can build an Academy (or bulb a tech).

4. Alphabet - Our tech path will likely skip many key early techs which will be more effective to get via trade than to self-research.

5. Animal Husbandry - In a typical game, either my capital or first city require AH to improve a pig, cow, or sheep resource. We won't know about this until we've revealed more of the map and picked our second city location. A secondary benefit is that it reveals horses. Chariots can be a great barb-controlling unit.

So, although I agree that getting a lot of religions would be good, especially for a diplo game, I wouldn't want to greatly delay the techs listed above.
 
I've posted two screen shots. One has a peak to the SW-SW of the settler and the other has a hill. Can you tell which is which? Which one looks more like our game?
 

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Have we decided who the "Up" player is? Did we agree on Irgy? In any event, I think the up player should post a PPP. This will give us something concrete to discuss for the next turnset. I also suggest we continue our other discussions in parallel (e.g. victory condition, long-term strategy, mid-term goals, tech path, team rules, etc.).

I think it makes sense to put something in the header of every message so that it is clear what the post is referring to. That way, when a player wants to know more about the long-term strategy, when reading back through old posts they can reader the header and quickly decide if they need to read the entire post to find what they want.
 
1. Bronze Workering - We have a ton of forests that could be chopped, greatly speeding up the peaceful REX stage in the early part of the game. Getting a lot of land through REX will be required, especially if we're going diplo. We'll also want to run slavery early on because without it, we won't be able to effectively use the over abundance of food in the capital. Sure the capital will be a great settler / worker pump, but it will quickly grow to unhappiness when building other things if we can't use the whip. Finally, I have a suspicion that there is Copper in that plains hill. A typical capital starting location has 4 or more resources. We can currently see two, which means there is more than likely something in the fog and/or a strategic resource or two.

We should go for BW so that we can surely speed REX as much as possible. Otherwise, we run the risk of being in a very tight situation in terms of land (who knows what is on the map), forcing us to declare war just to get some land... and we have only two...
 
Research:
the plan to research Agri first and then go for Mono and use the Oracle for Theo is surely a unusual plan, if not for an AP victory. The only, but not little counter i see is that the AP is very expensive to build at this stage of the game.
As I said, gifting Christianity is one way to get the Apostolic Palace built for us. The Culture from that Wonder compared to its high cost is not very efficient for a Cultural game.

Owning it would help us a bit in terms of being able to propose resolutions, as we'd be certain to be one of the Candidates for the Apostolic Palace Resident position.

However, if we let a nearby AI build it, then that religion will be available to us (as opposed to an overseas AI building it in a foreign religion), so we'll still get the production bonus from building Temples and Monasteries of the Apostolic Palace's religion, without the up-front cost of the expensive Wonder. We'll also very likely be able to be a candidate for the Resident, since we'll actively spread that religion to all of our cities, making us the competitor against the owner for the position of Apostolic Palace Resident. We might even choose NOT to use that religion as our State Religion, if we want to reduce the Apostolic Palace's spread around the world but want to get as many AIs in the same religion as possible (more for a Diplo game, but can also be used in a Cultural game--in a Cultural game, you normally just spread Missionaries domestically, but we could spread a few of our chosen religion's Missionaries to AIs that really dislike other players strongly due to differeing religions, such as Isabella).


Also, by not owning it, we get the chance to get +2 "You voted for us" later in the game for a Diplo win. We simply vote another AI (the owner of the Apostolic Palace) in as its Resident. If we OWN the Apostolic Palace, by learning Mass Media (the tech that gives us access to The United Nations), Apostolic Palace Voting will be disabled. However, if another AI owns it, then the Apostolic Palace's voting does not go obsolete and we can vote for that AI (again, as long as we have at least one city with the Apostolic Palace's religion, otherwise we won't be able to cast a vote) to be the new Resident, gaining us a small positive Diplo modifier, which would possibly help to get that AI's vote in making us leader of the world via the United Nations! Neat how that works, eh? So, in reality, the best bet for the Apostolic Palace is to control which AI will get it by doing all of:
1) Researching Theology early, both for Christianity and to gift it away
2) Trading Theology to 1 AI that we want to build the Apostolic Palace (and in that trade, we can get another nice tech or two)
3) Having a strong chance that no other AIs will research Theology for a while, since the corresponding religion was already founded by us
4) Having a 100% chance that the AI we trade it to will not trade it away until at least one other AI manually researches the tech, if we pick an AI that doesn't gift techs away easily (I can check the XML coding of the AIs that we have met, when it comes to deciding on whom to trade Theology to)
5) Trading Theology to an AI that is running the religion that we are happy the Apostolic Palace being used for

So, that would be my plan: research Theology early (via The Oracle is a good way, but an early Great Prophet is a possible alternative) and then gift that tech to the AI that we want to build The Apostolic Palace, so that we'll get the Hammer benefit and the benefit of being able to vote for an AI to be the Apostolic Palace's Resident near the end of the game, giving them more incentive for them to vote us as Leader of the World.

The reasoning behind Oracle = Theology is that if we are following a Religion-chasing strategy, then we'll need to beeline Monotheism. By beelining Monotheism, it is too risky to take most other techs from The Oracle, as we'd need to wait a long time to research the appropriate pre-requisite techs before we could complete The Oracle, risking us losing The Oracle to another Civ.


But the aim is to deny religions to the AI, so it can be a good plan.

And CoL? we need that one pretty soon to bulb Philo with our first GS.
Why not research Poly first so we can have a monopoly in 5 religions out of 7?
Certainly, we should do the math before deciding whether to completely dismiss the Polytheism-first approach. I'd rather see the numbers that show us how much of a difference that delay will cost us.

Here are 3 test game paths to try (using a test game that mimics the starting save's surrounding area, please, NOT by using the starting save itself!). Also, in your test game, if there are other Resources in the fat cross besides the 2 Corn Resources, do not use them, as we can't count on having them:
A] Polytheism (complete this tech for our test, but note the Hinduism date if we don't found Hinduism, just so that we can get a feel for the greatest delay to Agriculture) -> Agriculture; Worker -> Worker; Worker Mines the Plains Hills River square; Work a Corn until the Hills square is mined and then work the Hills square for better production of the 2nd Worker
B] Agriculture -> Polytheism; Worker -> Warrior; Worker Irrigates the 2 Corns; Citizens work only the Corns, but if we haven't completed Polytheism by the time that our city is Size 3, complete that tech and have our citizens work whatever other squares you want--just say which squares they are
C] Polytheism (complete this tech for our test, but, as with Test Path A], note the Hinduism date if we don't found Hinduism, just so that we can get a feel for the greatest delay to Agriculture) -> Agriculture; Warrior -> Worker; Worker Irrigates the 2 Corns (part of this test confirms that Agriculture will be researched in time to do so, and if it isn't, by how many turns we need to wait before we can begin Irrigating--if it is many turns, then build a Mine first with the Worker); Grow to Size 2 before building the Worker (if the Warrior is not complete, build something else, or if the Warrior will be complete well after reaching Size 2, consider building something else like a partially-built Obelisk if we're going for Cultural or a partially-built Stonehenge for Hammer->Gold conversion if we're going for Diplo, so that we can switch to building the Worker immediately at Size 2); A citizen works a Corn to grow while building the Warrior and 2 Citizens work the 2 Corns when building the Worker

Run the numbers for the test games and give us some useful data before we decide.
Useful data to capture for our initial turnset's test game:
a) Where you settled (I'd say in-place for all of these tests)
b) Which turn number each Tech was started
c) Which turn number each Tech was researched
d) Which turn number each Unit/Building was started
e) Which turn number each Unit/Building was completed
f) Which turn number each Worker Improvement was started
g) Which turn number each Worker Improvement was completed
h) Which turn number the city grew
i) Which squares are worked by the city's citizens, along with the turn number: provide this info for the initial turn and whenever the citizen assignments change (including when the city's size grows)


Agriculture vs Polytheism first
Founding an early Religion is NEVER a guarantee, BUT: if we miss the religion, it just means that we'll get to Agriculture that much faster, as a PPP that has us starting with a beeline to Polytheism will have a "contingency plan" of switching to Agriculture immediately if Hinduism is founded before we complete research on Polytheism. So, while missing Hinduism sucks, by missing it, we get to Agriculture faster, making the delayed Agriculture not be as big of a deal. In the worst case, we get to Agriculture 1 turn faster, by having missed Hinduism by 1 turn, but we're more likely going to get to Agriculture 5-6 turns faster if an AI gets Hinduism early on or else we'll likely found the religion, which may or may not make up for the cost of working a Mine instead of an Irrigated Corn (that's what test games will tell us).

Seeing exactly how many turns of delay we have on Worker turns is part of our testing.




One thing i don't like is to delay Alpha and waste turns in worker techs. If we wait too much researching it, we'll find nothing to trade for.
Alphabet Beeline Strategy vs Religion-chasing Strategy
What is our strategy for this game going to be? One option is to beeline Religions. Another possible strategy is to beeline Alphabet and to trade away every single tech as possible, letting the AIs build most or all of the Wonders but keeping the Global Tech Pace as high as possible, even if it means that it takes us a bit longer to get other techs in trade, since we'd rather give away Math and Iron Working and then be required to manually research Metal Casting before we can trade for Aesthetics, rather than making many of the AIs waste time manually researching Math and Iron Working by trying to "save up unsold techs" like Math and Iron Working in order to hopefully trade the both of them for a more expensive tech like Aesthetics. Sometimes the latter strategy fails, as an AI will get one of Math or Iron Working and then grab Aesthetics, so a true "Trade it All Away" Strategy would have us trade away most or all techs as soon as we are able to do so.

The early-Alpha "Trade it All Away" strategy is a different type of strategy that has potential in many Diplo and Space games, but is less likely to work in a game like this one where we are not allowed to have the AIs be in Free Religion. That technique works better for a game where you want the AIs to research the odd tech for you (such as Scientific Method or Printing Press) and where you want some of those AIs in conflicting religions to switch to Free Religion so that they are more likely to vote for you. Thus, although that strategy is a neat one, I don't think that it will apply as much here.

What I believe will happen in this game is that at least one AI will have Free Religion as their Favourite Civic. Teams that "use up" their 2 "AI punching bag" war declaration targets can get stuck with being unable to use war to influence a 3rd AI Civ that likes Free Religion. Espionage can help, but the AI would be free to switch back to Free Religion after 5 turns, so it is ideally best to keep the AIs' tech rate low enough that switching to Free Religion isn't even a POSSIBILITY for them.


In terms of the "Guarded Trading" strategy--being the first to Alphabet but not trading away Alphabet itself, that strategy is probably what BLubmuz will claim that he was talking about. However, in my experience, on Emperor level and above, this strategy is best implemented either immediately (pure Alphabet beeline) or else only after you have researched all of the early Worker Techs, Wonder Techs, and in our case, Religious Techs that you believe you will want in the early game. Alphabet then becomes for filling-in techs that you get slightly after the early game, such as Math and Iron Working, and in BTS, Aesthetics.

You can't hope to grab a Wonder on Emperor level if you have to get the relevant tech in trade--although doing so is POSSIBLE, it is a complete gamble. The only way to have a very strong chance of getting a Wonder on Emperor level or above is to manually research the tech. Minor exceptions to this "rule of thumb" are if you have a Great Engineer handy, if the AIs that had the tech before you are at war, or if you completely beeline Alphabet at the cost of any other techs so that you can trade for the Wonder techs ASAP after they are learned by the AIs AND if you get lucky enough that 2 or more AIs learn the relevant tech about the same time as each other AND if you get lucky enough that neither of those AIs starts building the Wonder right away OR else if they did start to build the Wonder you have plenty of Forests to madly chop right away.

Since I think that we can all agree that a "Trade it All Away" Strategy isn't going to work here, let's consider that possibility to be out.

Since I think that a "Guarded Trading" Strategy is best implemented either as an Alphabet beeline (which you are free to argue that we try to implement in place of our current overall strategy) or after we have taken the time to research all of the techs that we will need (Worker Techs, Wonder Techs, and Religious Techs), then my strong suggestion is (unless you want to beeline Alphabet) that we don't worry about getting many early game techs in trade unless we absolutely do not need them for a while, such as Archery. Plus, many advanced players will tell you not to even trade for semi-expensive early-game techs like Archery, let alone the cheaper ones, due to AIs stopping to trade with you as early as after 5 tech trades received by us from ANY AI.

Thus, BLubmuz, try not to worry too much about early Alphabet unless you want to beeline it--we will get it soon enough for it to be of great value, but not so soon as to jeopardize our overall strategy and short-term goals.


Our first build is strictly tied to our first research: Worker if we start with Agri, Warrior if we start with Poly.
That sounds good in theory, but let's wait until the test game's test results are in before drawing this conclusion.

No much diplo to plan in the initial TS. I don't think we'll steal workers, do we?
Although any point of our strategy is up to debate, I do not think that any of the strategies discussed require us to steal a Worker. Even Unclethrill's suggestion of an early war for a land grab goal did not incorporate a Worker steal. It's pretty dangerous to Worker Steal in a game where we are unable to wipe out an enemy. That kind of a grudge will last for the rest of the game, and we'd be foolish to declare war for a Worker and then later have to fight cities that are entrenched with 4+ Archers each, when by not stealing that Worker, we could fight the same war with most of that AI's cities having maybe 2 Archers each, possibly a Wonder or two, and certainly more settled cities to be able to steal. Note that we can only steal as many cities as the AI has built minus 1 city, so the more cities that our war-targetted AI builds, the more cities we can capture from them!


So, not much else to discuss, but where to settle. If Irgy is right and that "thing" SE+SE is a peak instead of a hill
I don't know about you guys, but I think that a little World-building could tell us. A Peak should already be visible, since it "towers" over Forests and Hills and thus should already be visible to us within a 2 square radius of our units. But, since I have been wrong before, a World-built test of putting a Peak there should confirm whether or not the Peak would become visible by the Settler. IF when you change the test game to have a Peak in that location to the SE+SE, the Peak does not become visible, it might just be a "refresh" issue--so, your best bet would be to move the Settler to the Warrior's location and then move the Settler back to its original location. If a Peak being in the SE+SE square becomes visible, then we know it's not a Peak. If it doesn't become visible, then you can at least see if fog-busting of that Peak looks anything similar to fog-busting of either AlanH's screenshot or your CAREFUL fog-busting of the official game itself. Isn't that a simple way of checking? :cool:


About the rules, i already invited Dhoom to propose his variations or additions.
I thought I had mentioned many suggested changes in the message that I linked. Do you need me to provide you with word-for-word changes? I didn't do so because I thought it was unnecessary for me to provide that level of detail, but I can if you request it.
 
I think that we need to take the chance and move the settler to the PH to see what we see. The extra hammer for the worker will be nice if choose to settle there. The warrior should go SW IMO.

Agri is for sure the best choice. I'm torn on chasing religions but I get a strong felling that we are gonna have at least a couple religious psychos so the early religions are not likely to happen. So I think we are better off not pursuing them.


Edit: Just to be clear. Mitchum's screen shots were up when I started typing this so it doesnot include any of Dhoom's stuff.
 
I don't know about you guys, but I think that a little World-building could tell us. A Peak should already be visible, since it "towers" over Forests and Hills and thus should already be visible to us within a 2 square radius of our units. But, since I have been wrong before, a World-built test of putting a Peak there should confirm whether or not the Peak would become visible by the Settler. IF when you change the test game to have a Peak in that location to the SE+SE, the Peak does not become visible, it might just be a "refresh" issue--so, your best bet would be to move the Settler to the Warrior's location and then move the Settler back to its original location. If a Peak being in the SE+SE square becomes visible, then we know it's not a Peak. If it doesn't become visible, then you can at least see if fog-busting of that Peak looks anything similar to fog-busting of either AlanH's screenshot or your CAREFUL fog-busting of the official game itself. Isn't that a simple way of checking? :cool:

What a great idea. Why didn't I think of that... See post 111! :smoke:
 
I thought I had mentioned many suggested changes in the message that I linked. Do you need me to provide you with word-for-word changes? I didn't do so because I thought it was unnecessary for me to provide that level of detail, but I can if you request it.

I don't want to answer for BLubmuz, but rather than having him go back, read your ideas, and try to distill them into appropriate wording, I think it would be more efficient if you did it. My $0.02.
 
What a great idea. Why didn't I think of that... See post 111! :smoke:

Great minds think alike!


I've posted two screen shots. One has a peak to the SW-SW of the settler and the other has a hill. Can you tell which is which? Which one looks more like our game?
I can't tell easily.

Now to get whiny:
Hmm, it looks like your screenshots are slightly differently sized, so it's not easy to overlap them on top of each other on my screen for comparison's sake.

Oh, and the Forest type is different from the original screenshot, so again, it's tough to tell.

Plus, it's probably easier to tell in-game where you can move the viewing angle, adjust the zoom level, and change the Field of View slider.
 
Agriculture vs Polytheism First
Because we only have about a 50-50 chance of getting it anyway, assuming random AI civs (and to be honest I'm expecting religeous AI civs if anything)
After we've gotten someone to run a few test games, we'll have better numbers to be able to see how much of a cost it will be to:
- Fully research Polytheism before Agriculture (the 50% chance of founding Hinduism case)
- Partially research Polytheism before Agriculture (the 50% chance of losing Hinduism case)

Since I doubt that it will take longer to research Agriculture than it will take to build a Worker, we should have some "leeway" turns of at least partial research on Polytheism that won't hurt our initial Irrigation date.

Exactly how many turns will delay this Irrigation date and how much of a difference they will actually be (say, if we go for the Worker -> Worker via Mined Plains Hills route) is what we want to know, so that we can put concrete numbers to the tradeoff and make a logical, informed decision about the tradeoff.
 
What a great idea. Why didn't I think of that... See post 111! :smoke:

One more question... did you try my "move the Settler away and back" suggestion before creating the screenshots? Actually, what you should really do is first END THE TURN and then move the Settler as I suggested, to see if doing so makes a difference.

Many World-buildered changes do not "take effect" until after a turn has been ended.
 
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