SGOTM 12 - Plastic Ducks

AlanH

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BtS SGOTM 12 - Atonement



Welcome to your BtS SGOTM 12 Team Thread. Please use it for all internal team communication, turn logs and discussions. Subscribe to it to receive notifications, and do not visit the other team threads for this game until you have finished. Please also subscribe to the Maintenance Thread for this game, where teams and staff may post non-spoiler information of general interest.

The heavens split open, heat poured over the innocents, earth spew lava in anguish, light shone over the earth for a short moment. Then darkness, despair, suffering, torment. And death. If the radiance of a thousand suns were to burst at once into the sky, that would be like the splendor of the mighty one. Stalin had now become Death, the destroyer of worlds. And the people of Russia turned against him in disgust. Civil war broke out and the once glorious civilization shattered as a second wave of nuclear fire rained upon the land. Mankind is thrown back to the stone age, with only small bands of isolated stragglers wandering the plains in search of city sites free from pollution. The vast knowledge collected over the centuries is all but lost, with only fragments left for use. As the last piece of modern communication equipment fails, shocking news reveals that the former enemy civilizations were not wiped out as believed. The survivors managed to reach pockets of relative low radiation to re-found their capitals. And guess what? They have not forgotten. Furthermore, rumors are that Stalin survived as well, and who knows what technology he has access to?...

The good news is that you have managed to retain the knowledge of Ecology. The bad news is that the opponents have most certainly retained advanced knowledge as well, perhaps even nuclear technology.

You are Catherine, the leader of the new Russian civilization. You have to start all over again. The earth is covered in pollution, and all other civilizations are at war with you. You must make Atonement by clearing up ALL fallout, getting rid of Stalin, making peace with ALL other civilizations, and evacuating the earth.

Thanks for this scenario go to Erkon.

Timetable
In order to avoid clashing with the release of Civ5, the game will start on September 17.

The completion deadline will be December 20.

Game Settings

The Start:


Click for a bigger image.

  • Speed: Normal
  • Difficulty: Emperor - but be warned. It may play a little higher that this :rolleyes:
  • Map: Standard, cylindrical, cold, low water
  • Opponents: The six civilizations from SGOTM10 (Churchill, De Gaulle, Mao Zedong, Roosevelt, Gandhi, Stalin)
  • Victory condition: Only space victory
  • Game Options: no random events, no barbarians, no city flipping from culture, no vassal states, no goody huts. Aggressive AI and rising seas are enabled.
Starting Conditions
Almost all of earth is covered by fallout. You are in contact with all opponents, you are at war with them, and they are upset that you have nuked them. The map is not the same as in SGOTM10. You are land connected to at least one of the AIs. The AI capitals are pre-settled. All biological units have died from exposure to radiation, except your settler. The fallout will not disappear by itself, and it is not possible to settle on fallout (due to a modified BUFFY)

Goals
To win the game:
  • All fallout must be cleared
  • Stalin must be defeated (dead)
  • All other AIs must survive and be at peace with the player when space victory is achieved.
  • Teams will not be penalized for events outside the team's control, such as:
    • one AI killing the other before the team has the opportunity to prevent it
    • one AI declares war on team after the launch
    • one AI launch a nuke after the launch ....etc.
    • any fallout that may appear on unreachable terrain does NOT need to be cleaned up.
The teams are trusted to fulfill the objectives to the best of their ability, and any AI related events that prevent the fulfillment of the criteria for winning shall be described and forwarded in a PM to Erkon or me for analysis.

Awards
Laurels will be awarded to up to three teams who accomplish the winning goals fastest (Ie by the earliest in-game dates).
Wooden spoons will go to the team who finishes the game (win or lose) with the lowest score.

Notes
  • Versions
    This game will be played in Civilization IV Beyond the Sword, version 3.19, using a customized HoF Mod 'BUFFY_SG12'. The installer for this special mod is available here. Unzip the downloaded file and run it to install BUFFY_SG12 into your ...\Beyond the Sword\Mods\ folder.

    If a later BtS patch is released during this game you will NOT be able to use it to play. You will need to complete this game in BtS version 3.19 before updating your copy of BtS, or create and update a separate copy.

    Mac players can only join in if they are able to run the Windows software on their system.
  • Rules and Procedures
    Please visit the Civ4 SGOTM reference thread to check out the rules and procedures to ensure that you are adequately prepared for this game.

    All saved game files uploaded to the server are parsed through software that extracts and archives data about your save, including reload count for each turn set.
Please wait until your team leader/administrator/scribe has reserved a couple of top posts for game admin information. Then post here to let your team know you have arrived.

Good luck .... You might need it :D
 
Plastic Ducks



Link to SGOTM Progress and Results Page

♫Plastic Ducky, you're the one!
You make bathtime so much fun!
Plastic Ducky, we're awfully fond of you!♫

-Dhoomstriker

Welcome to our SGOTM 12 team!

Roster
1.dingding
2.hydraculas
3.nishant1911
4.Bugg123
5.BornInCantaloup
6.Duckweed
7.kossin

... bolded were the active participants after ~one month :)

This post will be reserved for a summary of the rounds played and important announcements.

Links to Played Rounds

Round 1 [t0-t27; 4000BC-2920BC] SIP - Agriculture+Animal Husbandry+The Wheel - Plan Here
Round 2 [t27-t32; 2920BC-2720BC] Fishing - Same plan as above
Round 3 [t32-t47; 2720BC-2120BC] Writing - Plan Here
Round 4 [t47-t63; 2120BC-1480BC] Sailing+Mysticism+Meditation+Priesthood - Plan Here
Round 5 [t63-t83; 1480BC-800BC] Masonry+Code of Laws+Mathematics+Civil Service - The Oracle - 1st GP (Academy) - Plan Here
Round 6 [t83-t92; 800BC-575BC] Currency - GLH - Plan Here
Round 7 [t92-t96; 800BC-475BC] Pottery+Bronze Working+Metal Casting - Plan Here
Round 8 [t96-t100; 475BC-375BC] Metal Casting+Monarchy(trade)- Plan Here
Round 9 [t100-t110; 375BC-125BC] Metal Casting+Machinery+Polytheism(trade)+Alphabet(trade) - Plan Here
Round 10 [t110-t120; 125BC-125AD] Machinery+Aesthetics - ToA - Plan Here
Round 11 [t120-t130; 125AD-375AD] Aesthetics+ Literature+Music - Colossus+TGL - Plan Here
Round 12 [t130-t140; 375AD-600AD] - Music+Philosophy(partial)+Calendar(partial) - NE+HE - 2nd and 3rd GP - Plan Here
Round 13 [t140-t144; 600AD-680AD] Monotheism(peace)+Archery(peace)+Calendar(peace)+Paper - Plan here
Round 14 [t144-t152; 680AD-840AD] - Paper+Education - 4th GP - Plan Here
Round 15 [t152-t161; 840AD-1010AD] - Education+Philosophy - Plan Here
Round 16 [t161; 1010AD] - Iron Working (trade) - No plan
Round 17 [t161-t170; 1010AD-1100AD] - Philosophy+Printing Press+Drama(peace)+Compass(peace) - Plan Here
Round 18 [t170-t180; 1100AD-1200AD] - Printing Press - Oxford University - Plan Here
Round 19 [t180-t192; 1200AD-1320AD] - Printing Press+Guilds+Banking+Economics+Replaceable Parts+Nationalism(Espionage)+Liberalism(partial)+Constitution(partial) - Plan Here
Round 20 [t192-t194; 1320AD-1340AD] - Gunpowder+Chemistry - Plan Here
Round 21 [t194-t202; 1340AD-1420AD] - Chemistry+Constitution(partial)+Steam Power(partial) - Same plan as above
Round 22 [t202-t206*; 1420AD-1460AD] - Steam Power+Corporation+Constitution+Liberalism+Assembly Line (liberalism) - Taj Mahal - Plan Here
Round 23 [t205*-t208; 1450AD-1480AD] - Liberalism+Assembly Line(liberalism)+Optics+Scientific Method - Same Plan
Round 24 [t208-t212; 1480AD-1510AD] - Scientific Method+Biology+Communism(espionage) - xth GP - Kremlin -Plan Here
Round 25 [t212-t218; 1510AD-1540AD] - Steel+Railroad+Medicine - Mining Inc - Plan Here
Round 26 [t218-t223; 1540AD-1565AD] - Medicine - Sid's Sushi - Plan Here
Round 27 [t223-t228; 1565AD-1590AD] - Astronomy+Physics - Fallout realization! (all-out war) - Plan Here
Round 28 [t228-t233; 1590AD-1615AD] - Electricity+Rifling+Refrigeration+Super Conductors+Combustion - Plan Here
Round 29 [t233-t239; 1615AD-1645AD] - Combustion+Radio+Flight+Industrialism+ - Plan Here
Round 30 [t239-t244; 1645AD-1670AD] - Genetics+Rocketry+Satellites+Plastics+Computers - Plan Here
Round 31 [t244-t250; 1670AD-1700AD] - Composites+Fiber Optics+Fission+Fusion+Mass Media+Facism - Plan 1 - Plan 2 - Plan 3
Round 32 [t250-t260+t261; 1700AD-1755AD] - up to Future Tech 8 - Plan Here

*Save was lost, had to ask Staff to replay from t205 autosave due to Liberalism

Posts of interest...
Flying Camera Trick (there are a few more scattered throughout)

Post-Game Discussion
Dec 15th Analysis of other teams' progress
Some quotes and more
PD vs OSS, the first 152 turns

Pre-Game Discussion

Part I
Part II
Part III
Part IV

Set length
With the exception of the first set, the first pass through the roster will have 15-turns sets. Meaning the first time you get to prepare a set, do it for 15 turns.
After that, we will relax down to 10-set per person.
An increase in set length might be added depending on the pace of the game compared to the deadline.
 
Summarized Team Rules
Read the various Rule threads.
Check your ini files so that autosave is set to every turn.
No reloads from previous point, ever!
No reading of other team threads. The best way to resist temptation is
to use the Subscribed threads tool under quick links! Similarily, do
not download other team saves.
When looking at the save, do not perform any irreversible action! You
can't trade, whip or move units.
If the game crashes, stop and pm AlanH with details of what happened.
Wait for instructions.

Suggested:
Save often manually
Do stop if an opportunity becomes available or something goes wrong.
Pause the game before uploading/examining it.
When testing the game, make sure you're using the test game! Markers
will be added here and there to help.
Let us know when you can't make a deadline or RL becomes busy.

A few notes of etiquette:

1. Active participation -- Your contribution to every set is important, even if it's a 'I agree'. Although everyone might have real life issues sometimes, it's courteous to notify the team of you absence.

2. Plan of playing -- The spirit of SG is to play the game following the consensus of the team decision. Therefore the player who is UP should post a clear plan for discussion. Guidelines have been posted for the contents of your plan in the next post. It might be that the team decides to head in a direction you were opposed to, it does not mean you are wrong but rather that the team believes the odds of winning are more likely with the decided approach.

3. Timing -- In the pre-thread we agreed to use the following as upper bounds for discussing, planning and playing the set. Since the game cannot last forever, it is important to respect these in order not to be rushed to finish the game later on.
-24 hours for 'got it' and pre-play-plan [0~24] - Make sure you can open the save before saying 'got it'.
-24 hours for discussion and first plan draft[0~48]
-24 hours for edits [24~72]
-24 hours to play [72~96]

Please keep in mind those are upper bounds, meaning if a consensus is reached before the time is fully elapsed, the set can proceed ahead.
Once again it would be greatly appreciated if you can warn the team, either in this thread or via pm, of your absences so that we do not have to wait for a consensus or skipping. You will be skipped if you cannot meet the time frame.

3a. Please include a report when you submit the save. You may submit your report later but it would be preferable to have it before the discussion on the next set starts.

4. Do not automate workers without first discussing with your team.

5. Do not use city governors without first discussing with your team. Or at least if you do, check cities every turn and remove the governor at the end of your round.

6. Do not leave units on goto orders that extend beyond your set of turns. If for some reason this happens, then be sure to inform your team as to what the unit(s) is/are going.

7. Finish all your discussed turns and upload the game saved at the END of the discussed part.

8. Respect your team mates, and demand their respect. Take care of your writing style, accept that people whose first language is not English will use English in a different way than you are used to. Disagree by all means, but don't make it personal, and don't take it personally.

9. SG's are team games. Be a good team member. Post your ideas, argue your corner and encourage and praise your team mates. Don't be afraid to post in your game thread. That is what it's for.

10. Have fun and QUACK!!!

How a set will be played

There are 7 major parts to every set.

  1. Pre-Play-Plan: see below.
  2. Voting: everyone voices his opinion on the issues raised in 1.
  3. Plan: see below.
  4. Critique of the Plan: once the Plan is posted, players should try/read the plan and look for anything they'd like to change. This is where you must support your arguments!
  5. Final Plan: tries to glue everything together.
  6. Play the Set: see below.
  7. Post the Report: see below

What is the Pre-Play-Plan?

The Pre-Play-Plan is to initiate the discussion on the diverging possibilities at the start of a set. This includes, but not limited to, EP focus, general city micro, general worker micro, general techs. Basically, make an idea of what you want to do with your 10/15 turns.

In the spoiler below are general ideas as to what you can cover with the pre-play-plan. Not everything needs to be discussed, only the obvious decision points.

Spoiler :
1. Technologies
  • What techs are you aiming for? (One, a beeline ex. Literature, part-research for trading)
  • What trades will you attempt with who and when? (When to sell for gold ex. first opportunity or wait for more, specify the leader(s), waiting for a wonder to finish so the AI get failure gold)
  • Are we planning a Great Person bulb?

2. Dealing with AIs
  • Resource trade negotiations
  • Espionage assignment
  • Open borders (cancel or allow)
  • AI demands (resources, cancel trades, who do we send packing or not, technologies, war, religions, civics)

3. City placement - mostly in the beginning
  • Where are you planning on sending a settler?
  • Are you sending a worker along?
  • Is the land fogbusted/do we have an escort?
  • Initial city builds (Monument/Granary etc...)
  • Tile improvements around this city(food, hammers, commerce)

4. General micro
  • Special tile assignations (starve city for specialists, switch to growth etc.)
  • Tile swapping with other cities
  • Whips
  • Build order (infrastructure/military/settlers/workers/wealth/science)
  • Dealing with happy/health caps
  • Worker improvements and moves

5. Civics and Religion
  • Are you planning on civic switches/do we need to acquire the techs? (Caste for border pops, slavery for prod...)
  • Are we expecting a religion change?

6.War - if applicable
  • Refuse/accept AI war demands
  • Bribing civs to declare war or for stopping war
  • War plan (who, how many units and how to acquire them , which cities to strike, scouting prior to DoW,...)

7. Bigger picture
  • Gifts (city, gold, techs,...)
  • What AI do we try to please
  • Goals for the future
  • Diplo manipulation
  • Extras

What your plan should cover:

The plan must contain 2 detailed parts:


1. What you will check for every turn (EP, trades available, GPT available etc.) [this is easy]

2. Turn-by-turn worker moves, city micromanagement, unit movement and or general guidelines as to what we can't control via test game. [this is the hard part]

The team might at one point decide to slack on #2 once the game becomes well in hand.

How your set should go:
  • Play according to the plan
  • If something unexpected (or an opportunity) comes up, STOP AND CHECK WITH THE TEAM.
  • If you have to adapt, do so!
  • You can add markers in game during and at the end of your set. It's a lot easier on team members to figure where units are going.
  • If something unexpected comes up, you can (and possibly should) stop and make a short report to the team so we can decide how to move ahead

~~~~

What your set report should cover:
  • WHEOOHRN alerts and possible/likely targets
  • GGs in distant lands and Great Engineers
  • When to renegotiate trades
  • What you were planning for the future
  • How the plan worked out/didn't
  • Anything unexpected
 
Pre-Game Discussion

As we were waiting for the game, we started discussing our goals about 2 weeks prior to the start in a private forum.

Spoiler :

Test Game
Spoiler :


kossin
View profile
More options Sep 5, 3:18 pm
Hey,
you might have noticed the test game in the upload section. It was
created by Norvin_Green, I just stole it from his thread :D
Don't blame me if it's wrong though ;)
kossin


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kossin
View profile
More options Sep 5, 5:18 pm
I've made a new test game, this one using the BUFFY_SG12 mod. Get it
here: http://gotm.civfanatics.net/civ4games/BUFFY_SG12.exe.zip
You will need it for the SGOTM and to open this save.
On Sep 5, 3:18 pm, kossin wrote:

- Show quoted text -

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Bugg123
View profile
More options Sep 6, 3:06 am
Hi all!
To make extra sure Buffy doesn't trigger on anything "cheating", I
suppose the testgame should be renamed to something that doesn't
include SGOTM12 in the title, at least that was a tip in the GOTM
threads to avoid the mod to think you had been working on 2 different
versions of the same save... although I'm not really sure how much it
really matters....


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kossin
View profile
More options Sep 6, 6:51 am
Makes sense, I'll rename it.


About the settings
Spoiler :


kossin
View profile
More options Sep 6, 9:03 am
->One thing to notice is that since AIs will most likely start with
Recycling, they will be in the Modern Era -> they start with the
Modern Era bonuses, that is:
Instead of the usual 85% cost from the start, the AIs will get the
extra added 3% discount per era [4] -> 72% of the cost for everything!
(rounded down)
So a worker that normally costs 51H for an Emperor AI now costs 43H in
4000BC.
The Great Lighthouse is now only 144H.
An Archer is 18H.
Likewise, their tech cost is smaller.
->In the current test game, I've put everyone at war with everyone,
but we don't know the actual game settings - only that we are at war
with everyone.
->Fallout adds unhealthiness to a city, at a rate of -0.5/fallout.
->It takes 6 worker turns to clear fallout on regular terrain
->Moving on fallout costs 2 movement so you can't cross it with a
settler, move on it and clean right away (wish we were Indian again).
A road however will act as if there was no fallout.
->From Erkon: "It's not really classified, but the map will be
modified to have a suitable amount of tiles. Fractal with a bunch of
island will probably be close enough for playtesting." Indicates
watery map despite Low Seas setting.
Haven't figured out how to include pictures inside posts =\


Later on I would correct the discount numbers in another post.


Settling Location
Spoiler :

kossin
View profile
More options Sep 6, 9:20 am
#1 Plains forest between the 2 silks.
#2 Grass forest between the 2 golds.
#3 On grass silk
#4 Settle in place (SIP)
#5 On the forest plains hill (PH)
#6 On the plains between the 2 cows, next to the clams.
#7 On the grass forest 1S of #6.
#8 On the grass forest, 1W of the rice.
#9 Wander out looking for something better
It seems clear that the game creator wants us to settle in spot #6
[2xcows, fish, clams, 2xgold]. While I don't see why we wouldn't want
to do that, we can at least explore the other 9 possibilities we now
see.
#1 Has no food that we can see. We settle on t3, grab 2 deserts in the
BFC and waste 1 forest. Bonus for being riverside. 11 fallout means 5
unhealthy so we waste 1 food.
#2 1 tile off the coast... enough said.
#3 1 tile off the coast... enough said.
#4 Has some merits. We get most of the good tiles, river access but 13
fallout (4 forests means no lost food early on). Sadly there's no
guarantee that the clams can be used from the screenshot and it forces
our hand on where to settle the fish.
#5 This location might work for city #2 if we have some healths
resources. Otherwise it loses 2 food/turn and is not viable with only
Rice as food.
#6 The obvious settling location. Loses 1 food to unhealthiness.
#7 Swaps Fish for Rice and loses 1 forest. 1 plains tile instead of a
2F1H1C tile from settling in #6. Also forces our hand on settling the
Fish, although less.
#8 Also loses 2 food/turn... not viable.
#9 With only a settler, it becomes increasingly risky to waste the
early game wandering about.


Start, Settling location
Spoiler :

BIC
View profile
More options Sep 6, 9:18 am
Hi all,
At first, I wanted to settle 2N2W from where we are, on the desert
tile. But it seems we can't settle on fallout... The obvious solution
would be to train a worker before settling and go for that site then
but... I don't think we can do that.
That leaves very few locations :
-1 : In place. Can we quickly dismiss it since it would waste the
clams ?
-2 : On the southern coast. Not enough food, there.
-3 : 2N1E, getting Clams, Fish, 2 gold, 2 cows. With 6 specials,
that's a very strong position for the early game. A little less so for
the late game since we'd have 8 regular water tiles (not counting the
fish and clams).
-4 : 3N3W, getting the fish and the gold + 9-10 unknown land tiles
(train a worker while researching fishing and start clearing fallout
waiting for the relevant techs). That is a gamble... It would make it
possible to settle 2 cities in the peninsula we start in, with 1
distance upkeep for each of those cities. Additionnal benefits are we
would claim land more easily to the west and south west than if we
settled in location n°3.
Thoughts ?
3 & 4 seem worthy of consideration to me.
BIC.


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kossin
View profile
More options Sep 6, 9:22 am
Almost a cross-post :)
1 - we can't guarantee it wastes the clams but we have a good idea
that it does.
2- as I said in my post, no!
3- seems like the only place to go.
4- that's fallout so not an option
On Sep 6, 9:18 am, BIC wrote:

- Show quoted text -

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BIC
View profile
More options Sep 6, 9:25 am
5- 1N1E. We leave the fish for another city and gain the rice. We also
have a lot more land tiles. Overall a better location than 2N1E, I
would guess.
We'd kinda be gambling that a city could be settled in the south
western part of the peninsula, though (meaning there would be seafood
or coastal land food).
Techwise, going for fishing while building a worker seems good to me.
All land specials need to be cleared from fallout first.


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kossin
View profile
More options Sep 6, 9:29 am
5- 1N1E loses 2 food from the start due to fallout. Making a worker a
30 turns build.
6- 2N1E loses 1 food ... worker = 20 turns
On Sep 6, 9:25 am, BIC wrote:

- Show quoted text -

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BIC
View profile
More options Sep 6, 9:49 am
Hmm... Right !
I didn't consider the unhealthiness from the fallout (also didn't
realize 3N3W had no yield, hence fallout... eek).
That all kinda compells to settle 2N1E. Which, maybe, we shouldn't
compain about since an obvious settling position puts all teams on
equality.
Having 6 specials in the capital may prove troublesome, though. We
wouldn't whip citizens working on the gold mines, right ?
I think we'll have to find a way to share the tiles, which may mean
sharing the fish :(
1N1E makes it much easier to manage the gold mines. But you're right
about the worker. However, a workboat would take 15 turns to build in
both locations... and then gain 1N1E some health. Still a slower start
than 2N1E, though.


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kossin
View profile
More options Sep 6, 9:55 am
Actually building the workboat is 22 turns as you have to factor in
the time to research Fishing =\
Anyway, I'll run some tests assuming we settle 2N1E on various
approaches... wb first, worker first, settler first.
I'm 99% certain that worker first will be best though.
On Sep 6, 9:49 am, BIC wrote:

- Show quoted text -

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kossin
View profile
More options Sep 6, 10:37 am
As we will know all 6 AIs from the start, we will receive tech
discounts as follows (assuming the game creator didn't mess with
these):
Churchill : Fishing, Mining
DeGaulle: The Wheel, Agriculture
Mao: Agriculture, Mining
Roosevelt: Fishing, Agriculture
Gandhi: Mysticism, Mining
Stalin: Mining
All 6 AIs know Hunting, Archery (presumably).
Hunting: Cathy starts with it
Mining: Cathy starts with it
Agriculture: 3
Fishing: 2
The Wheel: 1
Mysticism: 1


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kossin
View profile
More options Sep 6, 10:41 am
By the way, if you haven't seen rolo's use of the Flying Camera, here
is a link to that post of his. We could theoretically gain map
knowledge starting on turn 0, given a few minutes.
http://forums.civfanatics.com/showpost.php?p=9469871&postcount=67


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Nishant
View profile
More options Sep 6, 1:50 pm
my trial
prioritizing a fast second settler
turn 2
settled -worker first, fishing-AH
turn 21
worker out-cow, AH in -BW next, workboat- working grass forest
turn 31
pasture built and worked, worker -second cow -remove fallout
turn 34
workboat out-fish, warrior next ,worker -cancel action- chop forest
scheduled
turn 37
1 turn from size 3, switched production -settler, worker 1 turn from
chop, next tech(?)
turn 38
worker returns to fallout cow
turn 40
revolt slavery
turn 41
settler whipped for 1 pop ,5 overflow ,warrior succeeding turn
turn 42
settler ready to get eaten by barbs :p
what do you think

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dingding
View profile
More options Sep 6, 1:59 pm
It's quite messy above. To make it clean:
As I see it, the other options are easily excluded except:
- Settle in place
- 1N1E (but excluded for the 30-turn worker problem)
- 2N1E
Comparing the 2 options left, let's say Clam = Rice first, then:
- SIP:
Pros:
- Save 1 turn from settler move.
- Faster 1st worker (15 turns vs 20 turns)
- More workable tiles
- Permit another city for the Fish
- Early use of the Gold if start with 2 workers
- Potential Copper/Iron on the 1S hill (quite sure the map-designer
would have made it as a trade-off of giving up 2 sea food)
Cons:
- Food relatively limited = Production limited (if no copper/iron)
- Needs 2 workers in the start
- Eliminate the possibility to settle new city on the south
- Eliminate the possibility to make use of the Clam
- Give more restraints on GLH/ Colossus building
- Too much production in the early stage which can only be put into
Warriors
- 2N1E
Pros:
- Save 1 turn from worker moving to the Cow
- Good food supply = Production with 2 seafood
- Permit another city for Rice + 2 silk
- Easy for GLH + Colossus building
- Extra production can be put on workboats
Cons:
- Spend 1 more turns on settling
- Spend 5 more turns on 1st worker
- Need 2 workboats at the early stage
- Later use of the Gold
- Less workable tiles
- May miss a copper/iron for the cap
I just had one simple test, which leads me to the conclusion that SIP
is superior (research in particular) at the early stage and the late
stage (modern age eg., but by then, who cares?) and 2N1E can start to
be very powerful when the 2 seafood are available, but may have a
serious unhappiness problem if other luxuries are not found.

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dingding
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More options Sep 6, 2:00 pm
kossin can you delete the previous post? It's quite bloody...

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dingding
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More options Sep 6, 2:09 pm
@ nishant:
With Cathy's traits, spamming settlers is not really a problem so
maybe it isn't the first priority before exploring the area.
I'm thinking of a scenario like: settle 2N1E, Agriculture => Fish =>
AH, 1 worker => 1 wb => 3 pops worker => 4 pop settler to go settling
in the south, have to try myself.


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kossin
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More options Sep 6, 2:19 pm
On Sep 6, 2:00 pm, dingding wrote:
> kossin can you delete the previous post? It's quite bloody...

Done.
I think you can delete posts yourself.
Click on 'More Options' in the top right and then 'remove'.
@nishant
Barbarians are off in this game so no worries there!
@game
Another option is to build a scout first to start exploring. It will
slow our growth considerably so maybe we can put that to build #2?
There's supposed to be at least 1 AI on our landmass. Or we can out a
warrior to try and steal workers...


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hydraculas
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More options Sep 6, 2:40 pm
Hey, we can not build any improvements on the fallout!!!

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kossin
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More options Sep 6, 2:42 pm
Correct, we need to clean it first(6 turns) before adding
improvements. We are given Ecology at the start... hopefully the AI is
stupid and starts building Recycling Plants :D
On Sep 6, 2:40 pm, hydraculas wrote:

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hydraculas
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More options Sep 6, 2:45 pm
We are given Ecology at the start? That make sense.
On Sep 6, 1:42 pm, kossin wrote:

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hydraculas
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More options Sep 6, 3:19 pm
Considering the fallout, the unknown world, the rich resources from
N2E1 and the AIs at war from the beginning, I suppose we should make a
slower expansion.
Maybe we should not make settler until we have 3 workers. Speedup the
workers by chopping.
On Sep 6, 1:09 pm, dingding wrote:

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dingding
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More options Sep 6, 3:20 pm
@ hydra:
Hi!
In case you didn't notice, the settings of the game is here:
http://forums.civfanatics.com/showthread.php?t=377115
Essential points:
- The world is full of fallout and we need to clean it all and win the
space race.
- We're given Ecology at the start permitting us to clean the fallout
from the beginning.
- All the AIs are AT WAR with us.
- At lease one AI is on the same continent.


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kossin
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More options Sep 6, 3:49 pm
Although SIP "loses" one Clam, SIP has many advantages, among other
the ability to share the gold with city #2 without stealing one of the
capital's food resources.
Moreover, as we are Creative, a cheap Library would be welcome early
to get started on an Academy ASAP.
We should consider The Oracle once again. Grabbing Civil Service from
The Oracle is probably an option - albeit dependent on the AIs
starting locations and fallout presence - on and would help this
capital tremendously via irrigation.
On Sep 6, 1:59 pm, dingding wrote:

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hydraculas
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More options Sep 6, 4:06 pm
While SIP may abandon the possiblity of GLH and Colossus. It seems
that SIP and N2E1 stand for two different strategy, SIP leans to a
land CIV and N2E1 leans to a coast CIV. The decision should be based
on the resources and fallout of the western land, which we know
nothing about for now.
So the decision just seems to be a gamble.
On Sep 6, 2:49 pm, kossin wrote:

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kossin
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More options Sep 6, 4:35 pm
The only thing we can say is there are islands on the map ->
Erkon said it is similar to a Fractal map with some islands. It is also LOW
sea level, meaning there is quite a bit of land available.
Chopping is a bummer as you get hit by a -1 health penalty as soon as 1
forest goes =\

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hydraculas
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More options Sep 6, 4:48 pm
1 forest goes is 0.5 health penalty.
We can not chop from beginning since the health penalty brought by the
fallout. But once the fallout around the capital is clear, why not ?
We can see 4 health resources by far and if we gain another wheat or
corn, health will not be a big problem until the Industrial Era.
On Sep 6, 3:35 pm, kossin wrote:

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kossin
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More options Sep 6, 4:58 pm
Yes, 0.5 but rounded down, so the first forest is worth 1 health.

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hydraculas
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More options Sep 6, 5:05 pm
yeah, and if we settle N2E1, we can chop 1 forest for free. (3
forests)
On Sep 6, 3:58 pm, kossin wrote:

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BIC
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More options Sep 6, 7:45 pm
Well, wherever we choose to settle (SIP or 2N1E), we will have two
gold tiles in the BFC and either :
- 6 specials with high food output ;
- 5 specials with lower food output.
--> It will be troublesome to 2pop whip or 3pop whip in the capital if
we don't share the gold tiles with another city.
That other city could only be :
- On the desert tile 1SW of the fish ;
- On the grassland tile 2W of the fish ;
- 2W of the starting position of the settler.
All of those locations have some merit (that will depend on the
surroundings, obviously) but, if we SIP, then the only choice will be
2W of the fish (not a bad location since it has a guaranteed top notch
food tile). If we settle 2N1E, we'd have more choices and we would
also work the best tile (fish) earlier.
I'm not convinced that the 1 commerce from the silk (if we SIP) would
make up for the commerce we would gain from seafood (if we go 2N1E).
What I have more trouble to weight is the loss of the clams vs gaining
5 turns on the first worker.... I don't imagine SIP being the better
options just yet, though... Putting an option on coastal wonders is a
bet, but a strong one.


kossin
View profile
More options Sep 7, 9:40 am
As much as I hate to say this, I think our settling location will be
dictated by our strategy.
If we want to attempt GLH -> 2N1E
If we want something big from Oracle -> SIP
The thing I dislike about SIP is the limited food:
There are 5 Plains Hills, 1 Grass Hill, 1 desert, 1 plains tile that
can't be farmed prior to Biology.
Getting Civil Service early would be very important for settling here,
and we won't achieve large sizes before Biology/Sushi.
OTOH settling 2N1E/1N1E leaves mediocre terrain to the south that can
barely be used by another city (unless there's seafood present...
which I think there might just be).
~~~~
Let's look at the bigger picture:
Do we want to attempt corporations? I would imagine a Liberalism-
>Medicine slingshot.

We'd want to do this ASAP, meaning Corporation would be on our tech
list -> obsoleting the GLH.
Even then, the GLH will add early commerce which is more important.
However, its power will be diminished as having open borders with the
computers will be more difficult.
How about The Oracle? Can we both get it and GLH? Seeing as this is
Aggressive AI, wonder dates will be slowed down, further more if the
AIs are stuck in fallout as well. For example, I had it go in 900BC in
my last test.
I don't have that much experience with corporations and fast beelines
to the end game - hoping to hear from Duckweed sooner than later :)


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dingding
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More options Sep 7, 10:54 am
@ kossin :
Two things to add to your point about settlement:
- quite probable that there is a productive resource (copper/iron) as
a compensation of losing food (clam) (like SGOTM 11, game designer
won’t let you give up something for nothing.
- if settle 2N1E, rice + 2 silks + 1 (potential) copper/iron make a
good city spot.
About wonders:
- The Oracle: it’ll be a great boost if we can bulb CS with 2 golds +
Palace. However, I don’t like the way that One Short Straw performed
in SGOTM 11 (1 GS bulb Math + tech CoL; then Oracle => CS). As I
analysed, it’s a loss by using the first GS to bulb Math. It’s even
more true with a non-philosophic leader.
I provide 3 options with Oracle:
o 1: self-tech CoL+Maths and bulb CS with Oracle (it
depends how soon we can handle it)
o 2: self-tech CoL and bulb Philosophy with Oracle (no
big strategic advantage. But seems a good value of hammers: 1 hammer
on Oracle = 10 beakers
o 3: Oracle => Metal Casting (MC is the first tech
that can be considered as “big”, no? As I bet there may copper around,
we may make a hat-trick of Oracle + GLH + Colossus)
- GLH: There seems to be quite a lot of coastal sites around. Maybe a
powerful wonder. But need to check the starting save: if we are given
a –10 diplo minus at the beginning, we can only be able to OB with
Gandhi, in this way GLH will be much less prioritized.
Personally I dislike oracling a tech “bigger” than MC. (see my
comments on OSS’s Oracle strategy in SGOTM 11 at the end of our SGOTM
11 thread)
About Post-Liber beeline:
In my game with Peter, I tried to beeline to our UB first, that’s
Physics=>Biology=>Electricity=>Refrigeration, then Radio => Computers
=> Superconductor
This tech path is in fact very short. In fact it even ignores
Corporation. In addition, Cereal Mills is early available at this path
(Refrigeration) and we know our GM from Economy is available for that.
Otherwise there are other options of beaker-bonus corporations. But
their efficiency depends greatly on the resources available on the
map. To compare:
Standard Ethanol : 1 resource = 2 beakers
Cereal Mills : 1 resource = 0.5 food = 3 beakers
Sid's Sushi Co : 1 resource = 0.33 food = 2 beakers.
To note: there is a complicated mechanism of round-up and round-down
with that 0.5 food and 0.33 food.
On 7 sep, 15:40, kossin wrote:

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kossin
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More options Sep 7, 11:04 am
Metal Casting from Oracle seems a bit of a moot point... Forges are
expensive and won't pay for themselves in quite a while and trading
the tech is probably not going to be very worthwhile... another
possibility would be Currency. Of all the techs we can get from Oracle
(bar Civil Service), it probably is the most useful.
The risk is rather small too, considering we can finish Mathematics
relatively early.
The Corporations we select will depend on what resources are available
- if we go for corporations that is !
Laboratories are quite expensive in terms of hammers, how did you
build them? And what Peter game of yours are you making reference to?
On Sep 7, 10:54 am, dingding wrote:

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dingding
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More options Sep 7, 11:38 am
@ kossin:
I'm referring to the Peter game I played before (see my previous
post). I don't have the time to put it online yet. And there is no
spoiler/ picture showing in Google Group, which makes it a bit harder.
Oracling Currency may be good as well. But given the starting
position, MC => Colossus would be quite handy.
Laboratories are expensive, yes. But it's extremely powerful if get it
early (+25% research, +24 bpt @.@ and + 6 GPP per turn) let alone +50%
for spaceship buiding.
In my Peter game, all my cities can finish it within 10 turns, so 0%
slider for 10t doesn't hurt at all. And Laboratories can be used for
at least 50-60t, which make the investment very interesting (at least
8-10 beakers/hammer)
About Corporation: using a GM for corporation is a great investment as
well (equal 2100-2300gold). In addition to the cost of spreading
companies (120-150g per city) and maintenance cost, we need to think
of it carefully before making the final decision. I'll try to analyse
the investment of my Peter game when posting it online.
On 7 sep, 17:04, kossin wrote:

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hydraculas
View profile
More options Sep 7, 7:07 pm
Hey it's Emperor and the AIs are struggling in fallout.
Let's just dreaming that the AIs act like barbarians since the fallout
and our Oracle bulb the nationalism and liberalism bulb the Military
tradition. GS bulb the other big techs(except CS and Music) .Then we
can use Cuirassiers fight aganist archers! :)
Well, just dreaming...


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kossin
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More options Sep 7, 8:23 pm
An interesting point, although I think Liberalism-ing a bigger tech
would still gain more turns overall.
On Sep 7, 7:07 pm, hydraculas wrote:

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hydraculas
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More options Sep 7, 8:29 pm
Of course, more turns overall.
Liberalism-ing is just an efficient way to gain techs and more techs
are always good, as we can take some of them to be chips.
On Sep 7, 7:23 pm, kossin wrote:

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Nishant
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More options Sep 7, 11:37 pm
i've got a feeling that stalin will be given monstrous land this time


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kossin
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More options Sep 8, 10:13 am
I'm not so certain about that. Remember, Stalin is the only leader
that requires complete elimination so they can't make him too godly.
Even if he is gifted Fission, he is still an Emperor AI with the weak
expansion where late cities don't get to contribute until way past
1000 :)


Opening - PART I
Spoiler :
Duckweed

Sep 7, 9:14 pm
I might miss some of the posts and repeat what others mentioned.
Here's my initial thought when I saw the starting map.
Capital -- SIP is superior
For space race, a strong capital or a strong productive capital is
very important. SIP is the only choice, moving to coastal loses the
levee bonus and gains useless coastal and ocean tile.
Opening
Tech: Agri->AH->TW->Fishing seems obvious
Build
1) Worker->Warriors to size 2->2nd worker->2nd warrior->(3rd warrior
to size3 and then settler) or settler at size2 -- safer
2) Worker->Worker->warrior to size 2 or 3 ->Settler
Oracle
Could try CS this time
Liberalism
Aim for AL
Critical Techs
CS/Currency ->Edu ->AL ->Medicine -> Railroad

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kossin

Sep 8, 10:10 am
I remember trying both approaches.
Worker x2 is probably optimal but worker-warrior-partial warrior gets
us started on exploration - which we will be sorely lacking. We can
even make a scout as there are no barbarians to gain more knowledge of
the terrain.
Let's try to devise a 'plan' for the first ~50 turns and then one for
the larger picture (war, expansion, wonders, GPP). It is pretty clear
that corporations are the key to a fast spaceship, mixed in with a
good land gran via war. Heck, we can even make some razing/pillaging.
On Sep 7, 9:14 pm, Duckweed wrote:

 
Pre-Game Discussion continued...
Spoiler :

Opening, PART II
Spoiler :
Duckweed

Sep 8, 5:07 pm
If that AI is not too close and also starts with a bare settler, then
worker->worker opening is better since size 2 capital will hit into
unhealth before cleaning of 2 fallouts or connecting a cow. Scouting
is less important in this map as no matter how good is a site, we have
to settle close to capital early on and it's very likely we will
settle the 2nd city to claim the visible fish since it can help to
work 1 gold mine and could be a possible site for GLH. Scout is no
better than warrior for scouting if everywhere is filled with
fallout.
If we can come to an agreement of capital site, then we can start run
tests for 1st 50 turns.
My trial went with
Tech: Agri->AH->TW->Fishing->(BW->Sailing->Writing???)
Capital build:
Worker->2nd Worker->warriors to size 3 ->Settler->finish 3rd warrior-
>3rd worker or settler

2nd city -- Fish/Gold (WB on gold mine->LH)
On Sep 8, 10:10 am, kossin wrote:



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kossin

Sep 8, 5:33 pm
I agree with SIP. The possibility of hidden resources is great...
furthermore if you look at the forests it makes an X =D (yea, bad excuse!)
As the last game showed, early turns cascade into a lot. Settling 2N1E/1N1E
delays the start by at least 6 turns for the first worker, and then some...
meaning at t30 you're about 10 turns behind on production.
We can try the Flying Camera trick to get an idea of the landmass to our
west before playing... that's the only thing that could theoretically give
information on the possible closeness of said AI.
Worker->worker is the best use of hammers/food but...
worker->warrior to size 2 ->worker adds slightly more commerce and of course
gives over 10 turns of scouting (I forget the exact numbers but the first
warrior is out on t23).
A scout would get slightly better scouting. There can't be fallout on every
tile... that'd be stupid from the mapmaker. Still, a warrior can steal a
worker given the chance (in a test, I was able to get a ceasefire and steal
a worker).
GLH in second/third city should be no problem if we find a decent site.
I think we should play until at least the second city is settled once we've
made up our mind. There should be a decent amount of scouting done by then
so we can update the test game a bit and see how to proceed ahead.





kossin

Sep 8, 8:05 pm
With worker->worker we already end up 3 worker turns short by t39. (gold
mine incomplete by 3 turns, cows hooked up). Furthermore, there is more
missing when we settle the second city, the capital will be working an
unimproved tile for some time (2F1H1C presumably). That is unless the second
city can somehow come up with a good tile to work on from size 0 while
workers catch up.
It looks like:
worker>worker>warrior>warrior>settler>worker (done at t51)
The first warrior comes a t33, exactly 10 turns after worker->warrior to
size 2.
Techwise, I've been doing Ag>AH>TW>Fishing>BW (we can try timing the revolt
on a turn where we get unhealthy or have an unimproved tile).





Duckweed

Sep 8, 10:00 pm
If you start the settler at size 3 (the 3rd citizen can work at the 3H
tile, which in fact produces 5H for the settler), then 2nd city can
work on the improved gold mine from beginning.
Whether to start 3rd worker or 2nd settler depends on what we can find
in the southern ocean. If a seafood tile found, then a 3rd city as
soon as possible is preferred since the site 3S1E is a better site for
GLH. Therefore I think a stop after the 2nd border pop is needed for
possible revision of plan. However I suggest to continue on the play
instead of uploading the save, people can easily found out where you
settled from the culture chart.
The prediction thing rolo1 posted should reveal very little
information in this game. The opponents are known, we starts in the
eastern edge, the only direction to scout is westbound. Whether the
opponents have coastal start has little impact on our strategy, we
will go for GLH and will try our best to grab it regardless.
BTW, are you sure AI will get modern era bonus? One thing I'm sure is
that AI does not get the same bonus for the world wonders as normal
buildings. I don't exactly know the math, but I remember that even
immortal AI only get ~20% discount on wonders in modern era.
Can we set the roster now? I don't have preference.
Where's other members? (-: Let's vote for the capital site 1st and
move on the opening micro.
On Sep 8, 8:05 pm, kossin wrote:



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kossin

Sep 8, 10:43 pm

> If you start the settler at size 3 (the 3rd citizen can work at the 3H
> tile, which in fact produces 5H for the settler), then 2nd city can
> work on the improved gold mine from beginning.

Yea, that's what I'd been doing for the settler.
> Whether to start 3rd worker or 2nd settler depends on what we can find
> in the southern ocean. If a seafood tile found, then a 3rd city as
> soon as possible is preferred since the site 3S1E is a better site for
> GLH. Therefore I think a stop after the 2nd border pop is needed for
> possible revision of plan. However I suggest to continue on the play
> instead of uploading the save, people can easily found out where you
> settled from the culture chart.


Good points on all.
Do like OSS did in the last SGOTM and upload in the thread but not on the
server. The save shouldn't be uploaded until several turns after the second
city is settled so it becomes hard to tell.
> The prediction thing rolo1 posted should reveal very little
> information in this game. The opponents are known, we starts in the
> eastern edge, the only direction to scout is westbound. Whether the
> opponents have coastal start has little impact on our strategy, we
> will go for GLH and will try our best to grab it regardless.


It could help to see if there are some land ranges to the east (islands) and
maybe get a small idea about the land shape but that's about it... anyway we
shouldn't spend more than an hour or two analyzing the start.
> BTW, are you sure AI will get modern era bonus? One thing I'm sure is
> that AI does not get the same bonus for the world wonders as normal
> buildings. I don't exactly know the math, but I remember that even
> immortal AI only get ~20% discount on wonders in modern era.


For units/buildings it is as I said, I infiltrated the test game with Great
Spies and the discounts are as I said earlier, ~70% of the cost. (21H for a
wb, 35H for a barracks, 17H for Archer, 43H worker)
For settlers, the cost appears to be 95H instead of 100H, but that isn't
surprising as the cost is tied to the food bar.
For Wonders, I was wrong, the discount is 85% apparently. (102H for
Stonehenge instead of 120H), basically 1%+2%+3%+4%+5% from each era,
ignoring the difficulty bonus.
> Can we set the roster now? I don't have preference.


Sure. *Does anyone have a roster preference?* Make it known now so we can
decide this ASAP.
Arbitrarily I'd put:
Bugg123
hydraculas
nishant1911
dingding
BornInCantaloup
Duckweed
kossin - This gives me more time early on to work on the test game =D
The first set (25 turns then another ~30) should be rather quick so if
someone doesn't have a lot of time in the coming 2 weeks it might be a good
idea to take that one.
I would like to follow a stricter schedule than last time, this game will
have more turns overall, maybe 100 extra, more or less... about 300 to be
conservative. (gets us to 1800s)
24 hours for drawing the big lines (what are the goals -> techs, cities,
units).
24 hours for plans
24 hours for revisions then play
If we can keep 1 round/96 hours we should do fine.
*To hasten the process, I suggest the person playing the set proposes the
big lines for the next set. This way there's no delay and everyone can start
voting/voicing different ideas.*
For set length, I think we can do 7 rounds/month or so so if we plan for 250
turns after the first quick set and 3 months that gives just over 10
turns/set. Therefore I suggest we do 15 turns for the first pass through the
roster and then move to 10 turns... we can move to 10 earlier if it begins
to be too much or split the set in 2 as we did before.
> Where's other members? (-: Let's vote for the capital site 1st and
> move on the opening micro.

Busy, most likely :)
They'll post eventually, I have no doubt.



hydraculas
Sep 9, 3:21 am
After a few simulations about the opening, I'm quite sure that I will
stand for SIP. Due to the fewer turns of starting worker and the other
health factors, SIP will develop much faster than N2E1 at the
beginning, and this is vital.
Through my simulations, I found that the rhythm of the game may be
much slower than we could imagine. A worker will take 6 turns to clear
the fallout and at least another turn to overcome the additional
movement cost ( fallout movement cost 2). For example, a worker will
take 6+1+4=11turns to complete a single pasture or gold mine, which is
nearly triple as the normal turns, even more.(Considering the other
inconvenience of moving caused by the fallout) This fact will lead to
the decline of a single worker's work efficiency. If we still wanna
maintain a city's level of development, to make each of the population
working on the improvement, we may need double workers or even more
just to catch up the growing speed of population.
That is the main reason that I think we should make a slower
expansion, which I mentioned before. Not to mention the other factors
such as the unknown world to the west, rich resources from the birth
place which should be taken use of early and the AIs AT WAR with us. I
suppose we should not make settler until we have 3 workers and 5
population, even more.
Here is a simulation for the early 42 turns, whether the PH south to
SIP have copper or not will decide the next move.
turn1 SIP build city, make worker, tech AGR->AH -> TW -> BW ( I put TW
foword the BW in order to obtain the health resources, if not, the
city will get a unhealthy penalty since pop2 )
t15 worker1 finished, then worker2. worker1 move to the right pasture
( After finished the 2nd pasture, it's closer to the gold mine)
t26 1st pasture finished, worker1 move to the north pasture, pop1 work
on pasture
t29worker2 finished, then scout/worrier ->worrier -> worrier , worker2
move to the pasture
t34 2nd pasture finished, 1 worker move to south->GM, then both of the
worker take 2 turns to build road(the road will get cow and let a
worker go to the gold mine without waste of movement)
t35 pop2
t39 pop3, change worrier to worker
t41 gold mine finished
t42 BW finished and 2 workers will decide where to go, 2 turns to the
3rd worker
One thing need to discuss: shall we start the 3rd worker at t35? it
will makes the 3rd worker 3 turns early, but pop3 comes later and use
the gold mine later.
On Sep 8, 9:43 pm, kossin wrote:


...
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dingding

Sep 9, 4:19 am
Hi I'm here :)
I change my mind to accept SIP cause I prefer early production to
early food due to low happiness cap. ( based on the assumption that
game designer won't let us give up a food for nothing)
When SIP is decided, the macro for the first 42t is easy, basically
like hydraculas suggested.
2-workers first strategy is OK for me, as well as tech path: Agri =>
AH => TW => Fishing/BW and 3 pop settler.
I feel obligation to mention that GLH is not yet justified: it
depends
on the landmass we have.
The choice of Oracling is basically among MC, Currency and CS. This
can be discussed later.
About Tech path in the later game:
I made a mistake in my previous posts in kossin's thread, the beeline
to UB is even shorter than that:
Physics => Electricity, Biology => Refrigeration, Superconductors
I hope for libering Superconductors, which is the most expensive tech
at this path, and one of the most expensive tech we can get from
Liber.
Duck's path (AL ->Medicine -> Railroad) seems very production-
prioritized (and corporation-oriented, if I understand correctly) to
me. Nevertherless as I see it, this SGOTM 12 is quite similar to
SGOTM
11, a race for beakers instead of production. A beaker-prioritized
choice seems better.
About roster:
I'm Ok to be put there.
On 9 sep, 04:00, Duckweed wrote:



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BIC

Sep 9, 5:46 am
The roster is ok with me ; I don't have any preference.
No complaints about SIP.
I didn't consider unhealthiness at first... We gain 6 turns which is a
lot and your argument about a better lategame capital is fair (10
water tiles is a waste, right).
I won't have time to run a test before next week. As a matter of fact,
I'll be away until sunday at least.
Anyways...
Do you plan to farm the rice early on ?
I'm wondering whether researching Agriculture first is truly needed.
Maybe it is better, since it's a tech we can't skip forever, but maybe
it isn't :
If we skip Agriculture, we can start researching Sailing/Masonry or
Priesthood earlier. Sailing may be key here. Besides the GLH, there's
also the instant connexion between cities. Not having to clear fallout
+road to cities before settling would save a lot of worker turns
(altough we'd want to road at some point, anyways).
About workers...
3 workers allow to build 1 improvement every 5 turns (1 turn for
moving, 2 turns for clearing, 2 turns for improving&roading).
That seems pretty crucial to get early but I don't see the problem if
the 2nd city is settled before the gold mine is done. It can work a 2H
tile for 3 turns... we wouldn't lose a lot and that would still be the
fastest way to get a workboat.
About capital city...
If we want to grow it to size 5+... We may want an early Pottery. We
don't have super food resources, which makes a Granary more attractive
than normal.
I'd be happy at first with a size 4 capital (maximum) but between size
3 and size 4, what do we gain ? A non irrigated rice, probably. So I
can see the advantages of a settler @ size 3. Especially with 2 cows
and being imperialistic.
Good fun discussing the opening,
See you next week,
BIC.
On Sep 9, 10:19 am, dingding wrote:


...
read more »


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Bugg123

Sep 9, 7:42 am
Hi!
I'm here, but totally swamped with work atm, so I don't feel I have
much to add. The SIP plan seems good to me.
As for roster, it's probably ok for me to do the first set when the
time comes (I probably can't lose us the game those turns anyways, I
hope :)).


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BIC

Sep 9, 8:03 am
A few additions before leaving :
1- Delaying Agriculture.
I'm confident you'll dismiss that idea easily enough.
Agriculture is a prereq to both Pottery and AH...
2- Settling the 2nd city asap.
If it is connected to our trade network, the 2nd city is a net gain in
production, sure, but also in beakers, provided it works a 1C tile. If
we have fishing and a road, I can't see a reason to delay it.
3- AIs start at war with us.
They also start without a military force. I don't think we need to be
overly cautious.
Because we start at war, it is likely that strategic resources will be
easily accessible.
What would be really nice is to have horses in the 2nd/3rd city to
send 1-2 chariots out. Stealing workers won't get us any diplomatic
minus and the no barbs setting means we won't need to escort stolen
workers back to our territory.
BIC.


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kossin

Sep 9, 9:26 am
So far we have 6 in favor of SIP, awaiting a vote from nishant1911.
Therefore it is a no brainer to decide that we will SIP.
Now as for the testing, there are 2 suggested approaches:
1) worker>worker>warriors to 3>settler>worker/settler
2) worker>worker>warriors to 3>worker>warriors/something else to 5>settler
Each having its own advantages.
The merits of 1) compared to 2) are mainly that we will have a second/third
city up sooner.
The merits of 2) compared to 1) are mainly that we will have a better
capital in the short run and that worker micro will be easier.
Just looking at it on paper is hard for me to tell which is better, but I
suspect that pushing back the settling of the second city is bad as it
leaves the capital with too much to do in the expansion phase. Anyway, I
personally need to run tests with both approaches to see where they land us
but anyone putting up the math being the approaches could easily convince me
and probably everyone else.
So far everyone agrees with the roster - don't hesitate to ask for swaps if
you find that you are unavailable in the coming days/week. Remember,
*communication
is the most important part of a team.*
The other thing I want to mention is Research path, mainly skipping
Agriculture. In my tests, I didn't improve the Rice for a long time as it is
too cumbersome for little added benefit.
Skipping Agriculture would give us AH on t12, compared to t19... meaning 7
turns earlier. What I mean is that it gives us Bronze Working 7 turns
earlier as well, with the possibility of 7 more turns of working a copper
mine early on. As early commerce isn't a trouble here with 2 gold mines, I
think it might be worth it. It is a gamble though as with 7 resources in the
BFC it might be asking for too much :)
This would mean that growing the capital to size 5 would be out of the
question most likely as it would take too much time.
On Liberalism:
It is still early to tell. Maybe it will be decided by the GPs we get and
the resources available on the map, we will have a clearer picture after 100
turns.



Duckweed

Sep 9, 9:30 am
On Sep 9, 8:03 am, BIC wrote:
> A few additions before leaving :
> 1- Delaying Agriculture.
> I'm confident you'll dismiss that idea easily enough.
> Agriculture is a prereq to both Pottery and AH...


Adding more, we definitely need to farm the rice after 2cows and 2
mines.
> 2- Settling the 2nd city asap.
> If it is connected to our trade network, the 2nd city is a net gain in
> production, sure, but also in beakers, provided it works a 1C tile. If
> we have fishing and a road, I can't see a reason to delay it.

Yes, I have been think of whether to start the settler at size 2 or 3.
I think size 3 is slightly better, although it delays the settler by 3
turns, the capital produce more hammers and the 2nd city can work on
the improved gold mine from the turn it settled.
> 3- AIs start at war with us.
> They also start without a military force. I don't think we need to be
> overly cautious.
> Because we start at war, it is likely that strategic resources will be
> easily accessible.
> What would be really nice is to have horses in the 2nd/3rd city to
> send 1-2 chariots out. Stealing workers won't get us any diplomatic
> minus and the no barbs setting means we won't need to escort stolen
> workers back to our territory.

I guess either horse and/or Copper in capital culture border.

On Sep 9, 4:19 am, dingding wrote:
> Hi I'm here :)
> I change my mind to accept SIP cause I prefer early production to
> early food due to low happiness cap. ( based on the assumption that
> game designer won't let us give up a food for nothing)
> When SIP is decided, the macro for the first 42t is easy, basically
> like hydraculas suggested.


It seems that hydraculas advocated 3 worker start.
> 2-workers first strategy is OK for me, as well as tech path: Agri =>
> AH => TW => Fishing/BW and 3 pop settler.
> I feel obligation to mention that GLH is not yet justified: it
> depends
> on the landmass we have.
> The choice of Oracling is basically among MC, Currency and CS. This
> can be discussed later.


Either CoL or CS since Buero is huge in this game.


Right, production, especially production in capital is extremely
important because there's no doubt we will do wonder spam in capital
again. Levee + factory + power doubt the production. We will probably
start continuous GAs at that time, the production will be huge across
entire empire at that time. Think about this way, how many hammers can
you gain from early AL? plus earlier access to wonders. My play in
BOTM33 gave me a deep impression how an empire with 10% sustainable
science slider turned to 100% sustainable science slider with building
wealth and GA.
BTW, I think my performance in BOTM 29 was one with less mistakes, I
achieved a 1650AD space victory. There should be no problem of
achieving pre-1600AD victory if not pursuing gold at the same.

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dingding

Sep 9, 10:42 am
@ Duckweed:
On 9 sep, 15:56, Duckweed wrote:
> On Sep 9, 4:19 am, dingding wrote:
> Right, production, especially production in capital is extremely
> important because there's no doubt we will do wonder spam in capital
> again. Levee + factory + power doubt the production. We will probably
> start continuous GAs at that time, the production will be huge across
> entire empire at that time. Think about this way, how many hammers can
> you gain from early AL? plus earlier access to wonders. My play in
> BOTM33 gave me a deep impression how an empire with 10% sustainable
> science slider turned to 100% sustainable science slider with building
> wealth and GA.
> BTW, I think my performance in BOTM 29 was one with less mistakes, I
> achieved a 1650AD space victory. There should be no problem of
> achieving pre-1600AD victory if not pursuing gold at the same.


Yes Factory+Coal Plant+GA's bonus is huge. It also ignores SM which is
quite annoying.
Beeline to Superconductors afterwards works well as well to me.
Medicine is likely to be unnecessary since Recycle centre is already
available.
Don't think we'll have all the resources to wonder-spam this time.


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kossin

Sep 9, 10:45 am

On Thu, Sep 9, 2010 at 10:42 AM, dingding wrote:
> Yes Factory+Coal Plant+GA's bonus is huge. It also ignores SM which is
> quite annoying.
> Beeline to Superconductors afterwards works well as well to me.
> Medicine is likely to be unnecessary since Recycle centre is already
> available.
> Don't think we'll have all the resources to wonder-spam this time.


Medicine would be for Sid's Sushi, provided enough seafood/rice.



kossin

Sep 9, 11:02 am
Some tests:
3-workers approach
t35 start 3rd worker
Improve cow-cow-rice-gold-gold
t48 totals: 72F (size 4), 244H
City #2 comes in at t55
2-worker approach
t40 start settler (the overflow from the 3rd warrior makes the settler take
1 turn less so it comes out on the same turn as starting on t39)
Improve cow-cow-gold-gold
t48 totals: 52F(size 3 with 6 stored), 267H (counting settler as 75H as 1/4
of the cost is made from food conversion)
City #2 comes in at t48
Without a granary, 3-worker option seems to come out behind about 10 hammers
worth. It will only catapult from there as the earlier second city will add
to commerce, food and hammers.



hydraculas

Sep 9, 12:49 pm
About 2-worker approach(3 pop settler) and 3-worker approach(settler
later), we can see like this:
As u said, the earlier second city will add to commerce, food and
hammers, that's true. However, it will make no production benefits to
the capital, which is the only settler factory at beginning. 7 turns
ahead of City#2 , for example, will gain 7 turns of production from
gold mine in city#2 , while lose 4 turns of the production from pop4(a
very powerful pop4, maybe copper/gold/rice) and numerous turns of
worker3. Although it can gain city2 faster, it will delay city3(unless
u wanna make city3 at pop3 either) and 3rd, 4th, 5th ... worker.
Without the support of enough workers, a fast expansion is not so
efficient. Just like I said before, u need double workers or more to
clear the fallout and catch up the speed of growing speed of
population.
Whether we have copper may differ a lot. I lean to a 5 pop settler/
worker booming with the copper(2 pastures,1 copper,1 gold,1 rice/mine)
and a 4 pop booming without the copper.(2 pastures,1 rice/mine, 1gold)
With a 3-worker start, we can even chop 2 forest to speed up the
settler/worker later when healthy.
On Sep 9, 10:02 am, kossin wrote:



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kossin

Sep 9, 3:17 pm
4th pop on Rice is kinda weak, it only adds 2H towards settlers/workers per
turn. However you need it to have a reasonable growth time to 4 pop.
With the possibility of Horses or Copper, growth to size 4 is more
interesting, that's certain.
If there is a good site for city #3 (as Duckweed mentioned, 3S1E if seafood
is present) then again yes the earlier it is made the better but it does
start to stretch workers quite a bit by then.
Presumably we'd have city #2 build a wb for the Fish, grow to 2 and then
build a worker to help.
If we all agree on Ag>AH>TW then there is no problem making tests from t27
when research is done.
I like the 3 worker approach, it feels more in control - but I'll trust the
math more than my instinct.
I will try comparing the numbers from t48 and on with and without copper
(I'll pick the worse tile to be conservative) in a few hours.
On Thu, Sep 9, 2010 at 12:49 PM, hydraculas wrote:





Duckweed

Sep 9, 8:54 pm
It's good that kossin is willing to run tests to see the difference
with math.
2nd city as soon as possible is a rule of thumb in most situations,
that's why I have thought about whether to start settler at size 2 to
gain 3 turns. Settling of good city (i.e more than 1 good tile) has
the snowball effect on hammer and commerce gain since you can start to
work on more good tiles earlier). The fish city also could be the site
for GLH, 7 turns could be critical.
To get a good chance of CS sling from Oracle, we can only settle no
more than 4 cities (possibly 3 cities) before that. Therefore commerce
is still a limited factor before the oracle gamble. There also the
schedule of 1st GS -- either from capital or or fish city. I'm still
wondering about the tech path -- do we want to try both oracling CS
and GLH (extra techs of sailing and masonry) or focus on oracling CS.
It will be good to find out the possible completion date.
@dingding
I agree that GLH won't contribute that much as last game, but it's
still a good gain as I can see the possibility of quite a few number
of coastal cities.
On Sep 9, 3:17 pm, kossin wrote:



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dingding

Sep 10, 5:28 am
My first idea is also to settle the first city ASAP, especially it can
use the gold immediately upon settlement. There seems to be no doubt
that it’s the best beaker-prioritized solution, which is crucial for
oracling CS.
Opening requires Agriculture, AH, TW, BW, Fishing, Pottery(712B)
Oracling CS requires Mysticism, Meditation(or Poly), PH, Writing,
Maths and CoL (1417B)
In addition to GLH, two more techs required: Sailing and Masonry
(280B).
Considering our economy can be 24-28gpt with 2 cities , so around
26bpt (before Library) and 32bpt (after Library). GLH will costs about
8 turns of our Oracling to our CS.
Options are:
1. Oracling CS and build GLH at the same time. (ideal one, but the
most risky one)
2. Oracling CS and build GLH afterwards (second optimum option)
3. Oracling CoL and build GLH.
4. Oracling CS and don’t build GLH.
For the 1st and 2nd ones: need tests and AI information to justify the
feasibility.
To compare the 3rd option to the 4th one:
- GLH: suppose that GLH is built at t80, we have 6 coastal cities (3
built after t80: at 90t, 100t and 110t). GLH gives each city 2cpt at
average. And GLH is obsolete at t200 and I suppose 1 beaker in t N =
1.018 beaker in t N+1. GLh gives a “discounted beaker flow” = 805
beakers.
- CS: Gains 702 beakers by oracling CS instead of CoL. Accelerate CS
at least by 20 turns. Gains from CS: 15cpt = 23 bpt. So “discounted
beaker flow” = 702 + NPV(1.8%; 23 during 20turns) = 1085 beakers.
Not to mention the cost of GLH and the production bonus of Bureau in
the cap. Clearly Oracling CS is superior to GLH. (GLH needs double
coastal cities or more foreign traderoad to beat oracling CS.)





I'll edit the reserved posts with actual content tomorrow.

For now, any further discussion should move here!

Please let us know you've found the thread by posting anything you'd like to. Otherwise I'll pm you in 24 hours and write angry letters that I will burn before anyone can read it!
 
Check in.

The answers to BIC's question, feel free to ask as I might not describe clearly.

0) 2 workers vs 3 workers start.
I have a slight preference for.... hmmm.... I have mostly questions on
this point since I can't see the "better" option yet, I can see the
trade offs.
2 workers comes ahead in commerce. If we want to Oracle CS, this will
have my preference.
On the other hand, 3 workers comes ahead in production (REX, macro/map
control, military). It is also very flexible to have that early size 5
capital. Depending on the quality of the 3rd site, it may be the
better choice. Also, what would be the importance of an early war/
choke ? If it is important, 3 workers may be better.
3 workers allows for more options but maybe it is too "fair" for a
SG...

Here is the conclusive support for 2 worker start I posted.

"2nd city as soon as possible is a rule of thumb in most situations,
that's why I have thought about whether to start settler at size 2 to
gain 3 turns. Settling of good city (i.e more than 1 good tile) has
the snowball effect on hammer and commerce gain since you can start to
work on more good tiles earlier). The fish city also could be the site
for GLH, 7 turns could be critical."

To explain more, the settling of new city usually increases the maintenance fee and hence lower your science slider, in another word, you gain hammers from the new city but lose beakers due to maintenance fee. However, 2nd city is an exception in most cases, because if the second city is settled close to the capital and has trade route available, then it will add at least 3 commerce (2 from trade route and 1 from city center, which does not counting the yield from the 1st citizen) to the empire. 3+ commerce is usually more than the maintenance fee except that you settle the 2nd city too far away, which is a very rare case. Therefore, 2nd city is an absolute gain in either hammers or commerce. There's more -- the snowball effect -- if we settle the fish city 6 turns earlier, then it will grow to size 2~5 (happy cap) 5~6 turns earlier, which means the yield from 5 citizens 5~6 turns (imagine how many hammers and commerce). My last reason stands for itself, remember how we struggled to gain 3 turns earlier of GLH with 2 pop whip in SGOTM11. Hydroculas emphasized the earlier worker and later settler from capital. It's true for 3rd worker and that's all. As I mentioned, if there's seafood in southern coast, I prefer another settler immediately. Since we want CS from Oracle, we could not settle more than 3 cities before Oracle (the exception is that there's another gold site nearby), so what's the good of earlier settler after 3 cities?

1) What tech do we want from Oracle?
Say we want to Oracle CS... What do you build in the capital while
teching Maths/CoL ? Bear with me, I've never Oracled CS.
This is kinda related to point 2. The build could be the GLH, or could
be the Pyramids... What if it is not ? Isn't there a risk we will just
build units, especially if we skip Pottery ?
After SGOTM11, I remember that DingDing was suspicious about OSS way
to bulb Mathematics and then to Oracle CS. Maybe they bulbed Maths
precisely because they lacked some cool stuff to build ?

Overall, I don't feel super enthusiastic to plan to Oracle CS on turn
0. I feel we lack some map knowledge, whick makes the move very risky.

There's lot to build in capital -- Lib, Oracle itself, worker, settler, barrack and units, or even wonders for cash. CS is huge in this map. Just name a couple of reasons:
1. 2 gold mines become 3 gold mines
2. dry rice becomes wet rice (our capital is screaming for food)
I don't know what kind of map knowledge can help you make the decision?

2) Do we want GLH and how's the plan?
I'd want it, yes. However, same as for the Oracle, I'd rather have
some info on the map before carving this choice in stone.
If we want it, I'm not sure we would need to rush. If we go for
Oracle-->CS, then I guess we could build either the Pyramids/GLH while
researching the Classical techs.

GLH won't be that powerful as last game, probably only half or 1/3, but still a good gain. The major question is whether we want a better chance of GLH at the cost of higher risk of oracling CS?

3) Tech path :
Last SG, we delayed Pottery until... late. Given our food poor/
production heavy capital, I may be in favour of an early Granary.
Especially if there's a lot of land to settle, but we can't know that
yet.
"Agri->AH->TW" is ok with me. Fishing next depends on point 0
(2workers vs 3workers start).

Pottery is good, but it's not necessary in the route to CS. Our capital is food poor, hence it's not good to whip it. Also remember the happy cap is 6 before we have Monarchy or mids (if we can find stone). Capital has many good tiles to work and it's no good to whip away citizens working them.

I'm not giving you any clear answers right now... I'll try to get a
better understanding of point 0 by tomorrow. This is where all choices
spring from, right ?

Not exactly, point 0 stand alone for itself.
 
Pre-Game discussion continued...
Spoiler :

Opening, Part III
Spoiler :
dingding

Sep 10, 5:33 am
In addition to the first GS:
The 2nd city can easily build a Library. If food is enough (1 fish
seems a bit insufficient though), GS can be born here if needed. Early
CS+ Academy+2 golds in the cap is terrifying.


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kossin

Sep 10, 7:29 am
Nice analysis.
I think we can count on opening borders with a few AIs at some point
though, which would augment the value of GLH. Or even settle 3~4
islands to double its yield.
Another thing to consider is the usefulness of early Sailing, allowing
to disregard a lot of roads. The cost might not justify the benefits
but with fallout we need to keep new cities healthy. The hammers saved
on extra workers can go on libraries.
My estimate would land us Oracle>CS around 800BC, give or take some
turns. It is kinda late for normal Emperor but if the AIs are plagued
by fallout, it is good enough.
I haven't had the time to look at the math beyond t48 yet but I'll do
that today or tomorrow.
On Sep 10, 5:28 am, dingding wrote:





dingding

Sep 10, 8:08 am
The foreign traderoads will be limited in this game because AI's slow
expansion + diplo minus + war mode + uncertainty of contact
(difficulty of OB and intercontinental contact). I think at the early
stage, 2 traderoads (+ Currency) can cover all the international TR so
the extra 2 from GLH will be domestic TR.
Sailing can certainly not pay for itself if only for linking cities.


kossin

Sep 10, 8:14 am
I agree with everything in your previous post, I just wanted to point out
that there was a likelihood that the actual benefit would be slightly higher
overall. Even if there's only 1 extra trade route worth 2 commerce instead
of 1, that's ~100 commerce over 100 turns.





Duckweed

Sep 10, 8:45 am
Pottery is not necessary in the path to CS, we could skip it.
If we skip Sailing and Masonry now, the chance to get GLH will be
greatly decrease. Even the fish city can start LH and GLH right after
WB, the estimated time to complete it is ~500BC, that also depend
whether there's another productive tile. GLH might contribute more to
the empire if there are islands to be settled.
I am still unclear of the tech path after Fishing, If we want to take
the risk for both CS and GLH, then I think Sailing->Writing->Masonry/
BW seems better. Sailing is worthy to go as the reason kossin pointed
out and LH also empowers the fish city. I don't like to produce more
than 3 warriors as they will just eat cash later on. It would be best
if the timing of research can let the fish city start LH right after
WB and capital start Lib after the 3rd worker and 2nd settler.
On Sep 10, 5:28 am, dingding wrote:



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kossin

Sep 10, 8:55 am
Just tried a few tests:
-2 workers opening
Ag>AH>TW>Fishing>Writing>BW. Writing BW as you'll grow from size 3 to size 4
on the library.
-3 workers opening
Ag>AH>TW>BW>Fishing>Writing
Assuming no Bronze
we have
t48
2worker : capital 2 cows, 1 silk (4F2H,4F2H,2F1H1C) + second city 1 gold
(3H,8C, 2F1H1C from city+2C trade route) vs. 3worker: capital 2 cows, 1
rice, 1 gold (4F2H,4F2H,4F,3H7C)
12F8H12C/turn vs 12F7H7C (maybe 12F7H8C if you can manage to get the
riverside gold improved instead)
During the next 6 turns 3workers yield doesn't improve in either food or
hammers [working on settler], only commerce on t52 when the second gold
comes online adding 7/8 commerce. Meanwhile 2-workers opening grows to size
4 by t54.
2-workers is already ahead in hammers+commerce by t54 and 3-workers will
never be able to catch up as both have the same growth potential from then,
with the addition of 2-workers already having 6/7 turns ahead of a second
city.
Without Bronze 2-workers is better (unless I did something wrong and we want
to chop early).
With a Bronze tile, I suspect it becomes trickier where we will be comparing
hammers to commerce. Writing>BW is faster than BW>Writing of course if we
finish the library before BW is done.
Anyway, no time to check the numbers if there is bronze present, anyone can
do it :)



dingding

Sep 10, 8:57 am
Just to make it clearer:
I didn't use the notion of "Total beakers" this time but "Discounted
beakers", which is based on the assumption that 1 beaker in Turn N =
1.018 beakers in Turn N+1. (Why 1.8%? It's another theory that I'll
talk about another time. Around 1.8%-2.0% is appropriate to me)
So maybe 100 commerce during Turn N and Turn N+100 is like 47 commerce
in Turn N.
This theory promotes the short-term / middle-term interests (Snowball
effect) and disadvantage the long-term ones. I think it's quite valide
for a "boost tech" like CS. (And remember in SGOTM 8, MW oracled CS
instead of Electricity?
It's true that if we can settle one offshore city, GLH is quite close
to Oracling CS; two will be better. But quite doubtful that we'd have
the chance this time.
On 10 sep, 14:14, kossin wrote:



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kossin

Sep 10, 9:14 am
Ok, fair enough :)
I suggest we examine the t0 position carefully and t25 for any hints
of islands but we were probably going to do that anyway.
We can probably get traderoutes without Sailing simply from culture
connections over water. Regardless, it is hard to decide without
knowledge of the map so all we can do is establish the various options
open to us.





kossin

Sep 10, 9:17 am
I also think skipping Pottery might be in order. Regarding fish city
second build, we could put another wb for exploration if we want to
delay Sailing.
On Sep 10, 8:45 am, Duckweed wrote:





dingding

Sep 10, 9:21 am
Anyway discussing the tech path is quite premature now.
I hope we could check the save now. At least we agree to build
worker=>warrior=>worker right? Then we'll discuss the following.
Hate to wait for another 1 week.
On 10 sep, 15:17, kossin wrote:



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kossin

Sep 10, 10:03 am
I've been doing worker>worker>warriors.
Don't know which is better but I think we get unhealthy by growing to 2 early?
I'll try to run the numbers from memory to see what is better as I
don't have Civ with me for some hours (at University!)





dingding

Sep 10, 10:07 am
Sorry my bad, it's worker, worker, warrior.
On 10 sep, 16:03, kossin wrote:



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kossin

Sep 10, 11:06 am
Alright. We can "update" the test game to start from turn 27, which is the
place where The Wheel is complete (it diverges between Fishing and BW
there).
I can't do it until tonight so if anyone wants to run tests in the next 6
hours or so, feel free to upload your test game from t27.





kossin

Sep 10, 4:45 pm
I've uploaded 2 test games from t27, for each of the 2 suggested
approaches (2-workers, 3-workers).
2-workers has Fishing selected and the eastern Cows improved (cow-cow-
gold)
3-workers has BW selected and the northern Cows improved (cow-cow-rice-
gold)
Feel free to submit CS dates (basically, how early can you complete
Mathematics+CoL as I haven't nerfed the AI capitals so getting Oracle
done late isn't easy) and how you went about it. Brownie points to
include the GLH in the plan.
With an ambitious Oracle slingshot, early beakers is more important
than early hammers I believe -> getting the Academy up and running
ASAP will be huge.




hydraculas

Sep 10, 4:54 pm
One question, where will u settle the 2nd city? Beware that W3N3 is
covered in fallout.

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kossin

Sep 10, 5:24 pm
Sending 1 worker there by himself after the gold is improved does it in time
in my tests (I improved the riverside gold)
On Fri, Sep 10, 2010 at 4:54 PM, hydraculas wrote:





hydraculas

Sep 10, 5:33 pm
So u wanna keep a pop3 for a long time?
On Sep 10, 5:24 pm, kossin wrote:



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kossin

Sep 10, 5:41 pm
Well it's the choice...
A 3rd worker at size 2 or a 3rd worker at size 3 when gathering extra
commerce.
On Fri, Sep 10, 2010 at 5:33 PM, hydraculas wrote:





hydraculas

Sep 10, 5:44 pm
I got it. I will run a test for this.
On Sep 10, 5:41 pm, kossin wrote:



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hydraculas

Sep 11, 12:22 am
I have made simulation for both 2-worker and 3-worker opening. There's
a few things I need to mention about the simulation.
Suppose that there is no copper or horse in visual.
Suppose that city2 have not a health problem ( fallout tiles in dark
no more than 5)
Both of the two simulation didn't start the 2nd settler until
capital's population is 5. I think keep a 5-pop settler/worker booming
is very efficient. 5 pop can take 2cows, 1gold and 2 mines, with a
strong 16 hammer output and no food remain. Moreover, with a pop 5 and
3 health resources, we can have +2 health and chop 4 forests to speed
up hammers.
The difference is, 2-worker start settler1 at pop3 -> worker3 -> pop
growing to 5(library) -> settler2 -> worker4
3-worker start worker3 at pop3 -> pop growing
to 4 -> settler1 ->pop growing to 5(library) ->settler2 -> worker4
2-worker's tech route: TW -> BW -> Fishing -> Writing -> Alphabet
3-worker's tech route TW -> BW -> Writing -> Fishing -> Alphabet
in 2-worker, I put BW before Fishing because in a real game I don't
know if we have copper and we still wanna try, and this will not
influence the city2's workboat.
I put Alphabet at last in order to compare the two simulation's
financial output. In a real game, Alphabet would also be a good
choice, but it depends.
Here's the simulation until turn 66:
2-worker opening:
t49 city2 settle
t51 worker3 born
t60 library finished
t61 capital pop5
t65 settler2 born
t66 city1 pop5 producing worker4 27/60 barrack 38/50
city2 pop2 producing library 34/90 food 16/24
workers chopped one forest and will chop another in t67
153 gold left, Alphabet 270/468
3-worker opening:
t44 worker3 born
t48 capital pop4 start making settler
t55 city2 settle
t58 capital pop5
t59 library finished
t63 settler2 born
t66 worker4 born
city1 pop5 produing worker0/60 barrack 18/50 with a overflow 22
city2 pop1 producing library 16/90 Food 10/22
workers chopped the second forest in t65
133 gold left, Alphabet 251/468
As we can see, at turn66, city1 of 3-worker has made 18+22+60-27-38=35
more hammers than the 2-worker, which means about 2 turns ahead of
2nd, 3rd...settlers and 4th,5th,6th...workers(As we can see above).
City2 of 3-worker has made 18 hammers less than the 2-worker, and 1
population smaller.
About the financial situation, because of the early trade routes and
early city2, 2-worker has about 33 more coins in total than 3-worker.
For a general view, the main difference between these two simulation
is, 3-worker opening settle the 2nd city 6 turns later, but the 3rd
worker 6 turns earlier and all the cities and workers begin from the
3rd city 2 turns earlier. I think this 2 turns earlier are just as
critical as 2nd city 6urns later, even more.
There are additional good points for 3-workers opening. More roads. At
turn66, a better road network which makes the travel from city1 to
city2 one turn faster.
Another thing we should take in consider is, if there exists a copper
or horse, 3-worker opening will surely benefit more(own the resource
earlier), as 2-worker opening will only have 1worker working for a
long time( another goes to clean the fallout of city2).

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hydraculas

Sep 11, 12:39 am
t66 of the both simulation uploaded
u can have a comparison
On Sep 11, 12:22 am, hydraculas wrote:



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dingding

Sep 11, 4:21 am
Good job, hydra!
If I understand correctly:
You seems to reverse the output in the 2nd city: it has more output in
the 2-worker approach than 3-worker approach.
Besides one more tree is chopped in 3-worker opening compared to the
former one. The production output in capital is only 5 hammers of
difference.
Total output should be taken into account:
3-worker is 18+22+60-27-38-30(tree)-30(1 more pop in city 2)-6(more
food in city 2, 1 food = 1 hammer)-34/2(library in city 2) = 48
hammers behind 2-worker opening.
Also the research output speaks for itself: nearly 32-33 commerces of
difference in 2-worker approach are crucial for a CS opening.
Seems the first option has an overwhelming advantage compared to the
second one.
On 9月11日, 上午6时22分, hydraculas wrote:



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Nishant

Sep 11, 4:39 am
sorry for the delay
i vote for SIP (1 clam isn't worth crucial early 10 turns)
also 3 worker start looks good , provided workers come from woods.
(early settler wouldn't have trade routes instantly)
roster is fine by me.
not commenting on anything else right now. (depends on the map)
happy discussing.

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Nishant

Sep 11, 6:04 am
sorry, i meant 2 worker start not 3.
there is no edit option in groups


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kossin

Sep 11, 8:02 am
On Sat, Sep 11, 2010 at 6:04 AM, Nishant wrote:
> sorry, i meant 2 worker start not 3.
> there is no edit option in groups


You can delete posts if you really wish and re-type.
Nishant to Plastic
> show details 4:39 AM (3 hours ago)

sorry for the delay
i vote for SIP (1 clam isn't worth crucial early 10 turns)
also 3 worker start looks good , provided workers come from woods.
(early settler wouldn't have trade routes instantly)
roster is fine by me.
not commenting on anything else right now. (depends on the map)
happy discussing.
The early settler DOES get trade routes up immediately, you connect from the
river to the coast inside the culture which is a connection.
@dingding/hydraculas
Looks good in both cases. I'll run settler @size 3 and size 2 tests to
compare hammers and research by t66.



kossin

Sep 11, 8:43 am
settler at size3 followed by worker-library (grow to 5)
Fishing>Writing>BW>Alphabet (for comparison's sake)
settler 1 done t46
city 2 settled t48
worker 3 done t51
capital size 5 t58
library finishes t58
settler 2 done t63
t66 we have 3 cities done
Capital size 5 at 0F, 27 hammers invested in worker/settler - running
scientists! One of the goals of CS slingshot is to get it ASAP meaning
earliest Academy possible without stretching hammers too much. = 2
settlers+1 worker+1 library+27H = 75*2+60+45+27=282H
City 2 size 2, 1 fishnet and working on Library 50/90, 17/24F = 39F55H
City 3 size 1 working on Library (would be a workboat presumably) 8/22F,
4/90H = 8F2H
Alphabet: 374/468 ; 70 gold left (*I forgot to binary* at the start while
the library was coming up)
Total:
35F339H
I've attached the save - please not I screwed up my workers and they could
be doing some much more useful stuff. My city3 was settled 1 turn late (or
2, I forget) because I didn't do the right thing with 2 workers. Worker 3
has been putting down farms for apparently no good reasons :S
Comparing the 3 games, I think it means one of 2nd/3rd city must be good
financially and the other production-wise (+good food) -> if our goal is to
secure Civil Service via Oracle and have a shot at GLH.



hydraculas

Sep 11, 12:15 pm
It's just a problem that a 6 turns earlier city2 vs 2turns earlier of
the upcoming workers and settlers
For now, if there is not a copper or horse, 2-worker start would be
ok. If there is, 3-worker start should be take in consider.
On Sep 11, 4:21 am, dingding wrote:



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kossin

Sep 11, 6:17 pm
As I see it, hammers aren't the problem to land CS from Oracle but
research.
Moreover, research is going to be the limiting factor in reaching space fast
- when faced with the choice of production and research I might lean a bit
on the research side for this game. At least, early on.


Duckweed

Sep 11, 8:22 pm
The map for the game or at least the test map is horrible as my laptop
started to lag ~ T50, which usually happens ~T100. I won't run any
test before my new computer arrives in a week.
Could bugg123 put forward a plan 1st? so that we can get it revised to
optimal before 17th and get the game going immediately. Better not to
put too much time in the beginning and rush at the end. Some middle
game decisions are also very important, which made my BOTM33 result at
least 10 turns slower.
As I said earlier, the timing is very tense for this game. I spent 32
hours on BOTM29 for a space race victory and less than 10 hours on
BOTM 27 and 28 for a domination and conquest victory. I am pretty sure
that the issues to be discussed for this game would be doubt or
tripled as last one. It's best that if everyone in the team could
agree on everything, however it's close to impossible. Everyone,
especially good players have formed own playing style and it's very
hard to change one's mind on something that they have been using for
years and have thought it's right. I am very glad to see different
opinions and especially some good outbox ideas, but we can't afford to
tangle on anything for too long. My suggestion is that divergent
points with good supports (i.e. with careful consideration and tests
with math) would make it easy for others to have a better view to make
a judgment and give it a vote in short time. Good job on testing,
hydraculas!


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hydraculas

Sep 11, 9:36 pm
Yes u are right. Better not to put too much in the beginning and rush
at the end.
For now, we just have too limited information. In a real game,each
turn we will gain a lot more information and we will make feedback and
change the original strategy to the new information. Maybe we should
not make such a detailed layout, especially SGOTM12 is so special.
Maybe a few finding in the game will make some of our previous
preparation pointless. If we need a layout urgently, I prefer an
adaptable one.
On Sep 11, 8:22 pm, Duckweed wrote:



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kossin

Sep 12, 8:49 am
While I agree strongly (and yes, excellent testing/suggestions hydraculas!!!
It's really hard to choose between the two) I'd still like a general plan
(#of cities, tech path) to grab Civil Service from Oracle. The more time we
spend now while we're not sure, the less time we spend on the opening when
the game starts -> more time later on when it matters.
I think we've got a good idea of how to go about from the start but a few
things remain to be decided. This can be decided after turn 25 etc. when we
start playing the map for real :)

Duckweed

Sep 12, 7:13 pm
Well, I guess that in previous post I failed to present my opinion
clearly - "I hope our discussion can move forward more efficiently."
Let me give an overview of what we have discussed and try to make them
clear for vote.
1. Solved debating point -- capital site -- SIP
***************************************************************
2. Debating point with some tests available
i) 2 worker opening -- here's my original proposal --
"
My trial went with
Tech: Agri->AH->TW->Fishing->(BW->Sailing->Writing???)
Capital build:
Worker->2nd Worker->warriors to size 3 ->Settler->finish 3rd warrior-
>3rd worker or settler

2nd city -- Fish/Gold (WB on gold mine->LH)
"
ii) 3 worker opening -- here's hydraculas's 1st proposal
"Here is a simulation for the early 42 turns, whether the PH south to
SIP have copper or not will decide the next move.
turn1 SIP build city, make worker, tech AGR->AH -> TW -> BW ( I put TW
foword the BW in order to obtain the health resources, if not, the
city will get a unhealthy penalty since pop2 )
t15 worker1 finished, then worker2. worker1 move to the right pasture
( After finished the 2nd pasture, it's closer to the gold mine)
t26 1st pasture finished, worker1 move to the north pasture, pop1 work
on pasture
t29worker2 finished, then scout/worrier ->worrier -> worrier , worker2
move to the pasture
t34 2nd pasture finished, 1 worker move to south->GM, then both of the
worker take 2 turns to build road(the road will get cow and let a
worker go to the gold mine without waste of movement)
t35 pop2
t39 pop3, change worrier to worker
t41 gold mine finished
t42 BW finished and 2 workers will decide where to go, 2 turns to the
3rd worker
"
Test results and analysis were done by hydraculas, kossin and
dingding.
Myself have thought the information was enough for a vote, however it
seems still not enough for hydraculas and kossin.
So far the vote or preference for this issue is:
2 worker opening -- Duckweed, dingding, nishant
3 worker opening -- hydraculas
?? -- BIC, Bugg123 and kossin (looking for more tests maybe)
Let's give it a vote and move on.
**************************************************************
Issues to be determined and/or without clear preference.
1. What tech do we want from Oracle? My vote goes for CS. It seems
that dingding and kossin are also willing to take the risk. What about
others?
2. Do we want GLH and how's the plan? I don't have a very strong
preference for GLH, but I think I will vote yes to give it a go. We
can probably get more information for this issue after T25.
3. Tech path after "Agri->AH->TW->Fishing", it somehow depends on
whether we want GLH. However, as there are still some days before the
save is available, can we try to make it clear? If no GLH, then
Writing->BW? otherwise Sailing->Writing?
4. Capital and 2nd city build and worker micro -- the plan. Bugg123
seems pretty busy recently, I do hope he could draw some time to post
a plan for revision.
I think after the team thread is opened, the active player better
takes the responsibility of organizing issues and calling for vote on
those debating points before proposing the detailed plan.
Note to all -- please check your .ini file to set the autosave
interval to 1 before playing the game. For unknown reason, my
configuration file was automatically reset some days ago. @hydraculas
and nishant, please take special note on this issue and take a look at
the rule and disciplines for playing SGOTM.


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hydraculas

Sep 12, 8:26 pm
I still can not make a decision on a 2or3 worker start. We need more
information about:
a) If there exists a copper or horse?
b) If the fallout of dark tiles around city2 are less than 5? If not,
when we settle down city2 it will achieve a health penalty.
c) If there exists a very good place for city3 and city4?
About the issues u mentioned:
1. Agree. Goes for CS.
2. I'm against to make a try for GLH. The effect of GLH may be limited
in this map, considering the war status. Our first task is to ensure
oracling CS. If we have extra hammers, it's better to take them into
settlers and workers.
3. I prefer Agri->AH->TW->BW -> Fishing, it will be fast enough for
city2 to start wb. Anyway, we need to know the copper position asap.
Then writing->alphabet, (set tech contribution 0->1when the library
finished) we can get a general view of the techs of AIs, and we may
have a chance exchange for pottery. Considering the tech speed of
Emperor, it's better to research alphabet by our self.
On Sep 12, 7:13 pm, Duckweed wrote:



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kossin

Sep 13, 12:12 am
Ok here is my position:
SIP
2-worker opening.
Tech:
After Fishing it depends on what the map has to offer. City 2 might
require another wb for all we know!
Grabbing Sailing this early will delay the Academy which delays CS.
Regarding GLH: our decision shall be based on seeing more of the map.
For all we know we could have only 2-3 coastal cities. I'd like to get
it, but only if the reward is efficient to the cost.
Worker-worker-warriors to size 3-settler-worker-?library?
Worker micro: east cow, north cow.
2nd worker goes straight to riverside gold to road then pasture 2nd
cow.
Unless horse pops after AH...
We might need to add in Archery at one point...
@hydraculas
I don't think Alphabet is an option this early if we want CS from
Oracle... The cost is too high and trade opportunities unlikely but
it's too early to tell in any case.
@all
Yes do check your ini files as well as the various Rule threads. To
summarize:
No reloads from previous point, ever!
No reading of other team threads. The best way to resist temptation is
to use the Subscribed threads tool under quick links! Similarily, do
not download other team saves.
When looking at the save, do not perform any irreversible action! You
can't trade, whip or move units.
If the game crashes, stop and pm AlanH with details of what happened.
Wait for instructions.
Suggested:
save often manually
do stop if an opportunity becomes available or something goes wrong.
Pause the game before uploading/examining it.
When testing the game, make sure you're using the test game! Markers
will be added here and there to help.
Let us know when you can't make a deadline or RL becomes busy.
Have fun :) threads should open soonish!
On Sep 12, 7:13 pm, Duckweed wrote:





Bugg123

Sep 13, 7:14 am
Hi guys!
Sorry for dropping of for a few days. Just too much happening on the
RL front right now. Can't keep up with all the "fun stuff".
As is, I would like to be skipped for the initial turnsets. I don't
really have the energy to go all in on testing and making sure I don't
mess up the start. I'll try to kick my ass back in gear sooner rather
than later and try to make a comeback.
Again, I'm really sorry.. it's just the way it has to be :(

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kossin

Sep 13, 8:27 am
Alright, take your time Bugg. We'll have a nice set waiting for you
down the line ;)
Thanks for the heads up and good luck!


kossin

Sep 13, 8:51 am
Does anyone want to take the first set? Or shall we go by the roster?




Gah I started a post but CivFanatics ate it.

Just to make the voting clear:

You can and should change your mind. A saying in French says that "Only fools don't change their minds!"

:)

  • Majority+1 is all that is needed to decide on a course of action. Since we are 7, majority is 4 and +1 is 5. Unanimous is hard to get and not always worth the extra time.

  • It might happen that we reach a minor majority (4v3). In that case, we will leave twelve (12) hours for further arguments to try and sway a few votes to either side.

  • In the case of a tie due to blank votes (and after 24 hours have passed), the decision will fall in the hands of the person playing the set.

  • In the above case, should the player not want to make a choice, the decision falls to the Team captain (that's me).

Sounds fair? We have about 48~60 hours to agree on the rules we'll abide with for the next 3 months :D

Going by the above, we had:
-5/7 players in favor of 2-worker opening PASSED
-4/6 players in favor of Oracle>Civil Service [minus 1 blank vote as I assume Bugg will not participate for some more time - same for below] Needs discussion
-3/6 players in favor of GLH, 1 against, 1 uncertain, 1 blank Needs discussion
-Tech path (Ag>AH>TW>Fishing) is forced up to and including Fishing due to 2-worker opening PASSED
-worker micro: no complete plan has been put forward yet NEEDS TO BE PUT TOGETHER IN 1 POST, COHERENTLY
-other things: warriors, stop points Needs discussion

For now, the items in Orange aren't exactly pressing as we can decide to change our mind once we see the save (for example AIs aren't crippled by fallout at all, with monster capitals). However the item in RED would be required within the next 24! hours so that we can leave some time for review by everyone.

More from me tomorrow. G'night!
 
@ Kossin :
Those rules would fit me.


@ Duckweed :
Thanks a lot for taking the time to explain those points in detail.

3 cities to Oracle CS makes sense and is the kind of relation I had not grasped yet.

- Regarding the 2workers vs 3workers start, I got confused with the maths... Not sure how it happenned but it happens regularly...
2 workers is ok with me.

- The Oracle :
Overall, CS feels very late to get with the Oracle. I can see how good CS will be (didn't notice the irrigated rice, though), however if we Oracle something smaller but earlier (CoL, Calendar, Currency), it may have the same impact.
- If there aren't any religions on our continent and we start at war with the AI, CoL has its own merits beyond enabling Caste System.
- If there is Marble around and 1-2 resources, then Calendar may be sound. We will want golden ages enhanced by the MoM, right ? (Oracling Calendar and building the MoM right away may be premature, though).
- Researching CoL, then Oracling Philosophy, then revolting to Caste/Pacifism and self researching CS could have some merits too. It would probably take longer to reach CS this way than researching CoL + Maths and Oracling, though. But it would mean another religion (happy) and a civic secured. The civic switch would also be "obvious" since we could revolt back to Slavery when CS is Oracled (hence benefitting from Caste System). Finally, there would be a reward of 1-2 GP to make up for the later CS.

In general : the later we build the Oracle, the more we will hamper our expansion. So we need to consider that as the opportunity cost of Oracling CS (maybe you did, but I didn't yet).

That said, I will trust you all and agree to aim for Oracle -> CS. I guess I'll see the advantages when I'll have time to run some tests. And if I don't, I will raise this point in time.

- Wipping and happy cap :
The capital will have 4-5 specials but we don't know whether the happy cap will be 6 or more. We could have ivory somewhere close. We will also probably get Confucianism to raise the happy cap.

2pop whips in the capital may be possible if we have a Granary.

- Sidenote :
There's a possibility that Stalin isn't swamped in fallout and starts wonderspamming on this map. We will see from SH/TGW dates.
I'm not sure what kind of wonders he prioritizes, though.
 
Plan for the first 40turns:

Spoiler :

First turn check:
Demographics: Pop (before and after settlement), Land Area, Life Expectancy (see the effect of the fallout pollution to AI.
Diplo borad: City numbers, contacts, diplo minus.

Every turn:
Try to put the same amount of EP on the other 6 AI. Then we can guess their distance from the EP +% to them.

Tech: Agri=>AH=>TW=>Fishing/BW/Writing (to be discussed, depends on environment)

t0: SIP, start worker on 2F1H1C
t3: Border expanded, see environment
t15: Worker 1 out, goes to eastern Cow to Improve; Moscow starts 2nd worker.
t26: Cow improved, put 1 pop on
t27: Worker 1 goes to northern Cow to improve
t29: Worker 2 out, goes 1N1W to road; Moscow starts warriors
t33: Worker 2 finished road, goes to northern Cow to improve
t35: 2nd Pasture finished; workers road
t36: 2nd pop on Cow, workers go to riverside Gold
t39: 3 pops on 2F1H1C
T40: 3rd warrior out, starts settler.


Explanations:
Spoiler :

In terms of 2nd worker's first roading, we have 2 options: 1N1W and 1N1E (then Worker roads the eastern Cow directly.)

The second one can save one turn by moving the worker to the northern cow after the fallout is removed. So the Gold can be used 1 turn earlier accordingly (after t40). But the next settler has to lose one turn to cross the NW forest so the 2nd city is delayed by 1 turn.

1 turn earlier of the 2nd city vs. 1 turn earlier of Gold mine. I vote for the first one.

About the next tech after TW, it seems Fishing is OK but we have an option to insert another tech (BW or Writing) here if needed.
 
@BIC
There are many things that depend and we will adjust as we see the map. If it becomes clear that Oracle>CS is too risky then we'll decide if we still want to gamble before jumping ahead :)
About expansion: being Imperialistic, each pop is worth 45H on a worker settler. It will be very easy to expand once we decide to do so. With Bureaucracy it is even better at 60H! We will have to choose a balance between tech and land grab at some point, but early on in this setting I believe tech>land (as are most games until you hit Writing/Pottery otherwise you crash the economy and can't recover).

@dingding

A simple solution to your dilemma to eliminate a wasted worker turn: have the worker put a road first on the second cow so the new worker joins him without penalty.

Spoiler :
t28: first worker roads on cows
t29: Worker 2 out, goes 1N1W to road; Moscow starts warriors
t30: first worker clears fallout, 2nd worker roads
t32: second worker joins first to clean fallout


The workers finish the cow improvement the same turn the city grows to size 2.

You get the best out of both worlds, earlier gold and earlier second city.

Three further things:
  1. If horses appear after researching Animal Husbandry, we'll probably have to alter the plan.
  2. We might want to give a view of the 2nd border pop to the team at t25 before moving on
  3. We will likely need to stop at t32 to decide on BW or Writing

In the first case, we'll need to run a few tests to figure out what's best for our intentions. There is still a strong case to be made about sticking to the original plan but depending on its location (for example, the plains tile between both cows), it can be easy to improve.

In the second case, it is not crucial but it will reveal some information about the land in our surroundings.

In the third case, warriors will have been out for a few turns and more information will be available. Moreover Writing vs BW becomes more or less a decision between two distinct paths of research vs hammer at that point.
 
@BIC
I guess the most dangerous opponent that can go for Oracle is Gandhi but not Stalin since he considers PH as a low priority tech. I hope Gandhi be our neighbor.:devil:

@dingding
Could you also describe all the actions (including road, remove fallout, pasture, and etc.) of worker explicitly in your plan? Such as 1st worker road the north cow 1st, then remove fallout, pasture. 2nd worker join in after road the forest. Also do you road the riverside desert?

You can save in T1(for the statistics), T25(for more ocean tiles) and upload them to the thread (NOT the S&P page)

@kossin

1. If horses appear after researching Animal Husbandry, we'll probably have to alter the plan.
2. We might want to give a view of the 2nd border pop to the team at t25 before moving on
3. We will likely need to stop at t32 to decide on BW or Writing

1. I think 2 Cows>2 Gold mine>Rice>Horse/copper (when not producing worker/settler), so the appearance of horse/copper won't affect the micro early on.
2. right
3. Yes, but my opinion is sailing/writing > masonry/BW
 
Pre-Game Discussion continued...
Spoiler :

Opening Part IV
Spoiler :
Duckweed

Sep 13, 9:14 am
On Sep 13, 12:12 am, kossin wrote:
> Ok here is my position:
> SIP
> 2-worker opening.
> Tech:
> After Fishing it depends on what the map has to offer. City 2 might
> require another wb for all we know!


2 warriors can scout along the coast, WB for scout is not urgent, but
it is needed to claim the clam sometime.
> Grabbing Sailing this early will delay the Academy which delays CS.

As long as we can have Writing ready after the 3rd worker and/or 2nd
settler, capital can start lib and then hire 2 scientists immediately.
The GS probably won't help the Oracle date, but still very important
for research.
> Regarding GLH: our decision shall be based on seeing more of the map.
> For all we know we could have only 2-3 coastal cities. I'd like to get
> it, but only if the reward is efficient to the cost.

Without seeing the rest of the map, I can tell that it's no doubt we
can settle 10 or more coastal cities in this continent if we want. For
me, the only concern of going for GLH is that it slow down the
Oracling CS and increase the risk.
> Worker-worker-warriors to size 3-settler-worker-?library?
> Worker micro: east cow, north cow.
> 2nd worker goes straight to riverside gold to road then pasture 2nd
> cow.
> Unless horse pops after AH...

I roaded the NW Forest instead of gold mine (settler can travel 1 turn
faster and worker can go back faster with another road on riverside
desert), 2 workers then finish the pasture of the northern cow
together. After that, I worker go to clean the fallout on the tile for
city 2. There's a choice, do we want o road the riverside desert? it
costs 3 turns, but save the time of units traveling later on).
> We might need to add in Archery at one point...

I doubt that there is neither horse nor copper in culture border.
> @hydraculas
> I don't think Alphabet is an option this early if we want CS from
> Oracle... The cost is too high and trade opportunities unlikely but
> it's too early to tell in any case.

Add more to that, building science is no use when currency is
available. If Ekon add the nuke modification in the game, we can never
trade with those furious AIs. The only ways to get techs from AIs are
from peace treaty and spy mission. I do think we will and can twist
some techs from our neighbor.
Who is willing to take the opening then.
@ Bugg123
Take it easy for now. :) You'll get a nice test intensive set later.


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kossin

Sep 13, 10:29 am
On Sep 13, 9:14 am, Duckweed wrote:
> On Sep 13, 12:12 am, kossin wrote:
> > Ok here is my position:
> > SIP
> > 2-worker opening.
> > Tech:
> > After Fishing it depends on what the map has to offer. City 2 might
> > require another wb for all we know!
> 2 warriors can scout along the coast, WB for scout is not urgent, but
> it is needed to claim the clam sometime.


Clams is in the test game, we have no clue about the real game.
> > Grabbing Sailing this early will delay the Academy which delays CS.
> As long as we can have Writing ready after the 3rd worker and/or 2nd
> settler, capital can start lib and then hire 2 scientists immediately.
> The GS probably won't help the Oracle date, but still very important
> for research.


An Academy will shave off a few turns of the total research I think.
Especially with 2 golds available the bonus will be significant.
> > Regarding GLH: our decision shall be based on seeing more of the map.
> > For all we know we could have only 2-3 coastal cities. I'd like to get
> > it, but only if the reward is efficient to the cost.
> Without seeing the rest of the map, I can tell that it's no doubt we
> can settle 10 or more coastal cities in this continent if we want. For
> me, the only concern of going for GLH is that it slow down the
> Oracling CS and increase the risk.


Right but we might prefer to go inland if the land is favorable
compared to the coast.
> > Worker-worker-warriors to size 3-settler-worker-?library?
> > Worker micro: east cow, north cow.
> > 2nd worker goes straight to riverside gold to road then pasture 2nd
> > cow.
> > Unless horse pops after AH...
> I roaded the NW Forest instead of gold mine (settler can travel 1 turn
> faster and worker can go back faster with another road on riverside
> desert), 2 workers then finish the pasture of the northern cow
> together. After that, I worker go to clean the fallout on the tile for
> city 2. There's a choice, do we want o road the riverside desert? it
> costs 3 turns, but save the time of units traveling later on).


Road on the forest sounds good, nice catch. I wouldn't road the desert
just now as I think workers will be too busy elsewhere.


I would but I'll be pretty busy from 16-18 Sept with little time to
test/play as I won't be home.





kossin

Sep 13, 10:32 am
By Clams I meant the one in the Fish city BFC, not the visible one.





dingding

Sep 13, 11:31 am
I don't mind taking the first turnset which is relatively simple.
If no objection I'll make within the day a plan in details with:
1) SIP
2) till the cap hit pop 3 (2 workers => warriors)
2) Agri => AH => TW => Fishing
Will try a longer test till the 1st settler.


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kossin

Sep 13, 12:16 pm
Sounds good dingding. If no one posts within a few hours go ahead.
I'll update the roster to reflect the first round in a few hours as well.





kossin

Sep 13, 2:41 pm
The updated roster as of the swap.
dingding
hydraculas
nishant1911
Bugg123
BornInCantaloup
Duckweed
kossin
Please keep in mind that this may change due to availability of
players. IF YOU THINK YOU WILL NOT BE ABLE TO TEST/PLAY COME YOUR TURN
SAY IT AHEAD SO WE CAN TRY SWAPPING YOU EARLIER/LATER!
:)
@settler starting time
From what I remember of my tests, as the capital grows to size 3 the
warrior is 1 turn from completion. Starting the settler then does not
make him come out any earlier (overflow hammers from warrior) but I
think it might affect the next worker. However starting the settler
before the warrior is done can lead to losing hammers in the warrior
after 10 turns.
I usually finished the warrior for the extra scouting - what do you
think?




Duckweed

Sep 13, 6:09 pm
On Sep 13, 10:29 am, kossin wrote:


I referred to the visible clam as we might need the health bonus.


With GLH, I am in favor of more cities than less and better cities in
our continent.
> > > Worker-worker-warriors to size 3-settler-worker-?library?
> > > Worker micro: east cow, north cow.
> > > 2nd worker goes straight to riverside gold to road then pasture 2nd
> > > cow.
> > > Unless horse pops after AH...
> > I roaded the NW Forest instead of gold mine (settler can travel 1 turn
> > faster and worker can go back faster with another road on riverside
> > desert), 2 workers then finish the pasture of the northern cow
> > together. After that, I worker go to clean the fallout on the tile for
> > city 2. There's a choice, do we want o road the riverside desert? it
> > costs 3 turns, but save the time of units traveling later on).
> Road on the forest sounds good, nice catch. I wouldn't road the desert
> just now as I think workers will be too busy elsewhere.


The road will save 1 turn when the worker goes back to capital, so the
cost is 2 turns at that moment but it will facilitate the later
improvement in fish city. By the time when we start to settle further
west, we might want to road that tile, therefore it's a save of worker
force eventually.
On Sep 13, 2:41 pm, kossin wrote:
> @settler starting time
> From what I remember of my tests, as the capital grows to size 3 the
> warrior is 1 turn from completion. Starting the settler then does not
> make him come out any earlier (overflow hammers from warrior) but I
> think it might affect the next worker. However starting the settler
> before the warrior is done can lead to losing hammers in the warrior
> after 10 turns.
> I usually finished the warrior for the extra scouting - what do you
> think?


Which tile did you let he 3rd citizen work? I remember I let it on the
silk tile to favor growth and finish 3rd warrior after settler (or it
might be possible to delay it after 3rd worker without losing the
decay hammers). IMO the 3rd warrior will be used for happiness in
capital instead of scouting and we will produce a chariot or axe
before settling further west.

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kossin

Sep 13, 7:01 pm

> I referred to the visible clam as we might need the health bonus.


Yea, I figured that after I hit 'send' =D
> With GLH, I am in favor of more cities than less and better cities in
> our continent.


Yea, makes sense... we save how powerful that is!
> The road will save 1 turn when the worker goes back to capital, so the
> cost is 2 turns at that moment but it will facilitate the later
> improvement in fish city. By the time when we start to settle further
> west, we might want to road that tile, therefore it's a save of worker
> force eventually.


Sure, as long as it doesn't delay an important improvement when we need it.
> Which tile did you let he 3rd citizen work? I remember I let it on the
> silk tile to favor growth and finish 3rd warrior after settler (or it
> might be possible to delay it after 3rd worker without losing the
> decay hammers). IMO the 3rd warrior will be used for happiness in
> capital instead of scouting and we will produce a chariot or axe
> before settling further west.


I've run a quick test:
The forest road works great. First worker starts road on Cows and second on
Forest then they clear and pasture just as city grows to size 2.
We can push back the warrior after the 3rd worker, it won't lose any hammers
(barely, 1 turn more and it would!).
However, *this does not affect the settler/worker dates*, they still get out
at the same moment.
The road on the desert seems to affect the rice and second gold improvements
by 1 turn each however.



BIC

Sep 14, 4:23 pm
Hi guys,
I'm back from a long week end and reporting. I've read the maths but
didn't look at the saves yet. It seems you did a great job at clearing
the path.
I'll follow Duckweed's points to give my opinion.
0) 2 workers vs 3 workers start.
I have a slight preference for.... hmmm.... I have mostly questions on
this point since I can't see the "better" option yet, I can see the
trade offs.
2 workers comes ahead in commerce. If we want to Oracle CS, this will
have my preference.
On the other hand, 3 workers comes ahead in production (REX, macro/map
control, military). It is also very flexible to have that early size 5
capital. Depending on the quality of the 3rd site, it may be the
better choice. Also, what would be the importance of an early war/
choke ? If it is important, 3 workers may be better.
3 workers allows for but maybe it is too "fair" for a
SG...
1) What tech do we want from Oracle?
Say we want to Oracle CS... What do you build in the capital while
teching Maths/CoL ? Bear with me, I've never Oracled CS.
This is kinda related to point 2. The build could be the GLH, or could
be the Pyramids... What if it is not ? Isn't there a risk we will just
build units, especially if we skip Pottery ?
After SGOTM11, I remember that DingDing was suspicious about OSS way
to bulb Mathematics and then to Oracle CS. Maybe they bulbed Maths
precisely because they lacked some cool stuff to build ?
Overall, I don't feel super enthusiastic to plan to Oracle CS on turn
0. I feel we lack some map knowledge, whick makes the move very risky.
2) Do we want GLH and how's the plan?
I'd want it, yes. However, same as for the Oracle, I'd rather have
some info on the map before carving this choice in stone.
If we want it, I'm not sure we would need to rush. If we go for
Oracle-->CS, then I guess we could build either the Pyramids/GLH while
researching the Classical techs.
3) Tech path :
Last SG, we delayed Pottery until... late. Given our food poor/
production heavy capital, I may be in favour of an early Granary.
Especially if there's a lot of land to settle, but we can't know that
yet.
"Agri->AH->TW" is ok with me. Fishing next depends on point 0
(2workers vs 3workers start).
I'm not giving you any clear answers right now... I'll try to get a
better understanding of point 0 by tomorrow. This is where all choices
spring from, right ?


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Duckweed

Sep 14, 5:09 pm
The team thread is opened, I'll try to explain your questions there
after kossin setup the header. You may take a carefully look at the
result analysis from dingding's post. 2 worker start beats 3 worker
start even at hammer production.
On Sep 14, 4:23 pm, BIC wrote:



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kossin

Sep 14, 6:13 pm
I've reserved 3 posts so go ahead. Everyone should switch exclusively
to CF forum from now on.
@BIC
Most if your points are actually answered in the previous page. I'd
say more but it's kinda hard from a mobile to copy and paste. No doubt
Duckweed can tell it.
As far as my own tests showed, 2-worker seemed to come out ahead in
every department but improvements, of course.
On Sep 14, 5:09 pm, Duckweed wrote:





kossin

Sep 14, 6:23 pm
http://forums.civfanatics.com/showthread.php?t=379350
here's the game thread in case you can't find it.



I'd put my money on Mao or Churchill to be our neighbor.
AlanH has been hinting that the game was fairly difficult (more than Emperor) so I don't think they'd be nice enough to put Gandhi next to us :)

About horses: that was my gut feeling especially considering the research we need.
About tech: the reason why I like Writing next is to allow the capital to grow on a Library. However to include GLH in plan you are right, there isn't much choice but to start early unless there's a bunch of trees available that we can't see.
 
I've updated posts #2 and #3 with some information. Please tell me if something is out of place/missing so I can fix it. You only need to read it once and most of the relevant information is in evidence so it shouldn't be too long.

A lot of it is repeated from SGOTM 11 but I made some minor modifications.
 
Spoiler :
@BIC
There are many things that depend and we will adjust as we see the map. If it becomes clear that Oracle>CS is too risky then we'll decide if we still want to gamble before jumping ahead :)
About expansion: being Imperialistic, each pop is worth 45H on a worker. It will be very easy to expand once we decide to do so. With Bureaucracy it is even better at 60H! We will have to choose a balance between tech and land grab at some point, but early on in this setting I believe tech>land (as are most games until you hit Writing/Pottery otherwise you crash the economy and can't recover).

@dingding

A simple solution to your dilemma to eliminate a wasted worker turn: have the worker put a road first on the second cow so the new worker joins him without penalty.

Spoiler :
t28: first worker roads on cows
t29: Worker 2 out, goes 1N1W to road; Moscow starts warriors
t30: first worker clears fallout, 2nd worker roads
t32: second worker joins first to clean fallout


The workers finish the cow improvement the same turn the city grows to size 2.

You get the best out of both worlds, earlier gold and earlier second city.

Three further things:
  1. If horses appear after researching Animal Husbandry, we'll probably have to alter the plan.
  2. We might want to give a view of the 2nd border pop to the team at t25 before moving on
  3. We will likely need to stop at t32 to decide on BW or Writing

In the first case, we'll need to run a few tests to figure out what's best for our intentions. There is still a strong case to be made about sticking to the original plan but depending on its location (for example, the plains tile between both cows), it can be easy to improve.

In the second case, it is not crucial but it will reveal some information about the land in our surroundings.

In the third case, warriors will have been out for a few turns and more information will be available. Moreover Writing vs BW becomes more or less a decision between two distinct paths of research vs hammer at that point.

The discussion above sounds good to me.
To add some point, if we decide go on BW after Fishing, why don't we put BW before Fishing? If we do that we can still get Fishing before turn48 and it won't affect the wb when we settle city2.
If we go Writing before BW, shall we discuss about the risk of loss from a potential copper?

If everything goes like we assumed, our former plan will be good enough.
What if there's something unexpected? For example, what if the fallout of dark tiles around city2 are more than 5? If so, when we settle down city2 it will achieve a health penalty.

And if we found a horse near the Capital, shall we link the horse ASAP in order to get a chariot? Due to the war status with AIs from the beginning, shall we take the chance to capture their workers?

There are too many possibilities and we should make preparations to a variety of situation.
 
um, does anybody has a good knowledge about how AI tech choices and production is affected by an early DOW?
i suppose they usually prioritize wonders less as in OCC AW thread everyone witnessed oracle going much sooner.
i was able to delay oracle by 20+turns because i met them earlier.
is it really the case or it's just RNG stuff?

edit: i say we go for oracle but leave GLH for now (additional map knowledge)
 
i am not sure but i think that would be to (hopefully) get research discounts if some other AI discover BW before us.

That's a reason.
The major reasons are --

1. the copper tile or even a horse tile does not have a chance to be worked early on.
3rd citizen on either silk/plain forest hill/gold (workers are still busy on improving 1st gold mine for fish city)
4th citizen on rice while building Lib
at size 5 hire 2 scientists

2. Writing has higher priority to BW since we want 1st GS as soon as possible

um, does anybody has a good knowledge about how AI tech choices and production is affected by an early DOW?
i suppose they usually prioritize wonders less as in OCC AW thread everyone witnessed oracle going much sooner.
i was able to delay oracle by 20+turns because i met them earlier.
is it really the case or it's just RNG stuff?

edit: i say we go for oracle but leave GLH for now (additional map knowledge)

I don't have the impression there's much difference of AI's tech choice with an early DOW. Their tech choice is affected by their build-in preference and the strategic resources layout -- for instance, they tend to go for IW immediately if no copper can be claimed nearby and go for Construction/HBR/Feudalism if no Iorn claimed. The risk of Oracle depends on 1. whether the AI like PH 2. whether the AI like wonders
 
@hydraculas
It is true that BW>Fishing is fast enough to start the workboat on t47 in the second city. I will get back to this issue in a moment.

:yuck:-related
Your concern about unhealthy second city is good but we will look at it: for the city to be unhealthy at size 1, it will require 10 fallout. However, the city at size 1 will be working the gold tile UNTIL the Fish is improved - meaning we have 9 turns to improve its health status.
In 9 turns, we will have: Rice +1:health: (t55) Fish +1:health: (t56). Therefore to actually have a problem growing to size 2 with unhealth, the city would require !13! fallout tiles. With several water tiles present in its BFC, I highly doubt that possibility.

Back to BW>Fishing.
We have to find a compromise here, there are many techs we need after TW:
-Fishing
-BW
-Writing
-Sailing
-Masonry​

Of all these, Masonry is arguably the lowest priority as we do not need it to start GLH until after the Lighthouse is built.

Similarily Sailing is low priority should the team decide to post-pone the GLH.

This leaves Writing/BW/Fishing. We've seen that BW>Fishing is fast enough to start the wb on t47. The question becomes: do we really want to work a copper this early and can we even afford to improve it? I will consider the BEST possible scenario (riverside grassland copper mine).

Let's first look at it from the worker standpoint.
On t41 BW finishes, meaning we see copper location on t42. The workers are just done improving the first gold by t41.
By t47 we need to remove the fallout from city #2, that's 2 turns moving (42-43) and 6 worker turns (44-44,45-45,46,47). So far we've had 6 turns with the knowledge of BW but no opportunity to do anything about it - provided there is even copper in our BFC. In the best possible scenario, the copper will be riverside on the grassland (2F4H1C). It is definitely an improvement over the Silk tile but at this point what's the most important? More hammers? More commerce? More food?

From the city standpoint:
By t53 we can have the riverside grassland copper improved, meaning we work that from t53 and on. t54 the capital grows to size 4 and is due size 5 in 5 turns while working the silk again. (5 turns is not enough time to improve the rice 6 fallout+5 farm+6 moving > 15 - it is done on t60 and capital grows to 5 on t59) ... etc.

If there is indeed a copper, then you want to get to size 6 the fastest to work 2 cows, 1 gold, 1 copper and 2 scientists for as early as possible Academy. Which brings us to
early Rice>Copper. This also supports the idea of having another city down there to use the rice and grow fast, provided some seafood is also present.

My conclusion therefore is we don't need BW before at least pop 5 or pop 6. In terms of turns, that's
t55 - size 4
t59 - size 5
t64/t66 - size 6 (t66 if we choose the second gold instead of the copper to improve -> more commerce less hammers).

In the best case scenario we need Bronze Working at the EARLIEST by turn 54 (the time required to move, remove fallout and then mine it before we hit size 5 on t59), however this means no Sailing or Writing. I can live with no Sailing if we find a better use than a LH in the second city (like say another workboat). Skipping Writing however is a big no-no for this long.

Let's examine it with Duckweed's GLH research proposition
Doing Ag>AH>TW>Fishing>Sailing>Writing>BW gives us BW on t60 if we do not run binary research. About in time for the pop 6 improvement.

With Binary research, we get it on t62, improve t63-t67.

The LOSS is 3 hammers per turn (we have a 2F1H1C tile available) for 8 turns (t67-t59) meaning 24 hammers compared to getting it improved for t59. The GAIN OTOH is 7 turns worth of binary research which is 6.25 beakers per turn with 2 golds, a palace, the city tile and the trade route.

That's 50 beakers vs 24 hammers. Even at a 2:1 ratio, the beakers come out ahead so this is a valid option, provided that city #2 has nothing better to do than a LH (Lighthouse).

EDIT: one more thing, we have Hunting so a connected copper means no more cheap warriors for Military Police.
 
@nishant1911
To add to what Duckweed said about techs, as far as I know AIs only make tech decisions of 2-deep (meaning they don't look further than 1 pre-requisite).

Furthermore, this is Aggressive AI so the regular Wonder dates are slower. And to add to that, only Gandhi starts with Mysticism (unless Erkon had fun there as well). I imagine we will have quite some time to build The Oracle and also the GLH.
 
The LOSS is 3 hammers per turn (we have a 2F1H1C tile available) for 8 turns (t67-t59) meaning 24 hammers compared to getting it improved for t59. The GAIN OTOH is 7 turns worth of binary research which is 6.25 beakers per turn with 2 golds, a palace, the city tile and the trade route.

That's 50 beakers vs 24 hammers. Even at a 2:1 ratio, the beakers come out ahead so this is a valid option, provided that city #2 has nothing better to do than a LH (Lighthouse).

U have a good point. I am quite surprised that u all put beakers so much forward to the hammers at beginning which is hard to imagine in my usual games. Maybe because it's Emperor and we won't face such a high pressure of expanding.
On t41 BW finishes, meaning we see copper location on t42. The workers are just done improving the first gold by t41.
By t47 we need to remove the fallout from city #2, that's 2 turns moving (42-43) and 6 worker turns (44-44,45-45,46,47). So far we've had 6 turns with the knowledge of BW but no opportunity to do anything about it - provided there is even copper in our BFC. In the best possible scenario, the copper will be riverside on the grassland
And that's one of the reason that if I'm sure we have copper I will go for a 3-worker start. However it seems that u are not interested in a fast expanding after city2 and I can surely understand your point. U just wanna keep a maximum of commerce in order to ensure oracling CS and although it's a quite extreme strategy, I accept it. :)

About the later library, I plan to run a 0 percents of science contribution and switch to 100% when it is finished so as to avoid the commerce loss. Since that u wanna go for a GS ASAP, it's a totally different style and I am not oppose to it either.

Just do it and I hope we will be able to oracling CS as schedule, after the cost of a fast expanding.
 
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