SGOTM 12 - Plastic Ducks

The build and tech path seems obvious next.

Tech:
Fishing->Sailing->Writing->BW

Build:
Capital:warriors to size 3->settler->worker->worker->lib
Fish city: WB->LH

The worker sent to remove the fallout should stay there and improve the cow->Ivories next. workers in and from capital improve Cow->2 gold mine->rice and we should send another worker to 2nd city at some point.

Looking forward to dingding's plan next.
 
Yes most of them don't have it.
For example (I forget who) has Constitution, no Ecology.
Similarily Mao has Communism, no Ecology.

From what I can tell only Stalin might have Ecology... Not Fission.

I tried matching the civ points in the 4000 BC save knowing what civics they went into.
I gave Biology to Roosevelt as that was the first tech I tried that made the scores match.
 
I fixed the REG problem and assetschecker showed something error.

BTS: Shaders\FXO\Civ4Bloom.fx,<-- Error: Files do not Match
BTS: Shaders\FXO\Civ4FlagDecal.fx,<-- Error: Files do not Match
BTS: Shaders\FXO\Civ4Leaderheadshader.fx,<-- Error: Files do not Match
BTS: Shaders\FXO\Civ4Mech.fx,<-- Error: Files do not Match
BTS: Shaders\FXO\Civ4SkinningTeamColor.fx,<-- Error: Files do not Match
BTS: Shaders\FXO\Civ4TorusFur.fx,<-- Error: Files do not Match
BTS: Shaders\FXO\Civ4Wave.fx,<-- Error: Files do not Match
BTS: Shaders\FXO\ContourShader.fx,<-- Error: Files do not Match
BTS: Shaders\FXO\CultureBOrderShader.fx,<-- Error: Files do not Match
BTS: Shaders\FXO\PlotIndicator.fx,<-- Error: Files do not Match
BTS: Shaders\FXO\River.fx,<-- Error: Files do not Match
BTS: Shaders\FXO\Symbols.fx,<-- Error: Files do not Match
BTS: Shaders\FXO\Terrain_splatTile.fx,<-- Error: Files do not Match

Anyone upload these files? All in file FX0
 
Well that's a possibility, I'll give it a try to see how it feels. Other option is to grow the capital to 4 before doing another worker - however I need to try it before proposing it I suppose :D

@hydraculas

Yea gimme 1 minute.
 
Very strange, still error: files do not match

Is it AssetsChecker v2.2.2? Have you run it ?
 
Yes, I installed BUFFY-3.19.003
In fact, the mod itself showed error.
BTS Files - Path: E:\Sid Meier's Civilization 4\Beyond the Sword
-----------------------------------------------------------------------------------------------------------------------------
BTS: Assets\CvGameCoreDLL.dll,<-- Error: Files do not Match
BTS: Mods\BUFFY-3.19.003\Assets\CvGameCoreDLL.dll,<-- Error: Files do not Match
BTS: Mods\BUFFY-3.19.003\Assets\Python\Contrib\RandomNameUtils.py,<-- Error: Files do not Match
BTS: Mods\BUFFY-3.19.003\Assets\Python\Contrib\TechWindow.py,<-- Error: Files do not Match
BTS: Mods\BUFFY-3.19.003\Assets\Python\Contrib\TechWindowWide.py,<-- Error: Files do not Match
BTS: Mods\BUFFY-3.19.003\Assets\Python\Screens\CvCustomizableDomesticAdvisor.py,<-- Error: Files do not Match
BTS: Mods\BUFFY-3.19.003\Assets\XML\Text\Advanced Combat Odds Options.xml,<-- Error: Files do not Match
BTS: Mods\BUFFY-3.19.003\Assets\XML\Text\AdvancedCombatOdds_CIV4GameText.xml,<-- Error: Files do not Match
BTS: Mods\BUFFY-3.19.003\Assets\XML\Text\Autolog_CIV4GameText.xml,<-- Error: Files do not Match
BTS: Mods\BUFFY-3.19.003\Assets\XML\Text\AutoSave Options.xml,<-- Error: Files do not Match
BTS: Mods\BUFFY-3.19.003\Assets\XML\Text\BUFFY_CIV4GameText.xml,<-- Error: Files do not Match
BTS: Mods\BUFFY-3.19.003\Assets\XML\Text\BuffyOptions_CIV4GameText.xml,<-- Error: Files do not Match
BTS: Mods\BUFFY-3.19.003\Assets\XML\Text\BUG_CIV4GameText.xml,<-- Error: Files do not Match
BTS: Mods\BUFFY-3.19.003\Assets\XML\Text\BUGHints_CIV4GameText.xml,<-- Error: Files do not Match
BTS: Mods\BUFFY-3.19.003\Assets\XML\Text\BUGOptions_CIV4GameText.xml,<-- Error: Files do not Match
BTS: Mods\BUFFY-3.19.003\Assets\XML\Text\BULL Actions Options.xml,<-- Error: Files do not Match
BTS: Mods\BUFFY-3.19.003\Assets\XML\Text\BULL City Bar Options.xml,<-- Error: Files do not Match
BTS: Mods\BUFFY-3.19.003\Assets\XML\Text\BULL Misc Hovers Options.xml,<-- Error: Files do not Match
BTS: Mods\BUFFY-3.19.003\Assets\XML\Text\BULL_CIV4GameText.xml,<-- Error: Files do not Match
BTS: Mods\BUFFY-3.19.003\Assets\XML\Text\Civ4lerts Options.xml,<-- Error: Files do not Match
BTS: Mods\BUFFY-3.19.003\Assets\XML\Text\Civ4lerts_CIV4GameText.xml,<-- Error: Files do not Match
BTS: Mods\BUFFY-3.19.003\Assets\XML\Text\CIV4PlotListEnhancementsInfo.xml,<-- Error: Files do not Match
BTS: Mods\BUFFY-3.19.003\Assets\XML\Text\Colors_CIV4GameText.xml,<-- Error: Files do not Match
BTS: Mods\BUFFY-3.19.003\Assets\XML\Text\CustDomAdv Options.xml,<-- Error: Files do not Match
BTS: Mods\BUFFY-3.19.003\Assets\XML\Text\CustDomAdv_CIV4GameText.xml,<-- Error: Files do not Match
BTS: Mods\BUFFY-3.19.003\Assets\XML\Text\EventSigns_CIV4GameText.xml,<-- Error: Files do not Match
BTS: Mods\BUFFY-3.19.003\Assets\XML\Text\GlobalWarming_CIV4GameText.xml,<-- Error: Files do not Match
BTS: Mods\BUFFY-3.19.003\Assets\XML\Text\GovernorWorkers_CIV4GameText.xml,<-- Error: Files do not Match
BTS: Mods\BUFFY-3.19.003\Assets\XML\Text\MapFinder Options.xml,<-- Error: Files do not Match
BTS: Mods\BUFFY-3.19.003\Assets\XML\Text\MapFinder_CIV4GameText.xml,<-- Error: Files do not Match
BTS: Mods\BUFFY-3.19.003\Assets\XML\Text\MoreCiv4lerts Options.xml,<-- Error: Files do not Match
BTS: Mods\BUFFY-3.19.003\Assets\XML\Text\MoreCiv4lerts_CIV4GameText.xml,<-- Error: Files do not Match
BTS: Mods\BUFFY-3.19.003\Assets\XML\Text\SentryActions_CIV4GameText.xml,<-- Error: Files do not Match
BTS: Mods\BUFFY-3.19.003\Assets\XML\Text\Sevopedia_CIV4GameText.xml,<-- Error: Files do not Match
BTS: Mods\BUFFY-3.19.003\Assets\XML\Text\Shortcuts_CIV4GameText.xml,<-- Error: Files do not Match
BTS: Mods\BUFFY-3.19.003\Assets\XML\Text\StrategyOverlay_CIV4GameText.xml,<-- Error: Files do not Match
BTS: Mods\BUFFY-3.19.003\Assets\XML\Text\TraitsPedia_CIV4GameText.xml,<-- Error: Files do not Match
BTS: Shaders\FXO\Civ4Bloom.fx,<-- Error: Files do not Match
BTS: Shaders\FXO\Civ4FlagDecal.fx,<-- Error: Files do not Match
BTS: Shaders\FXO\Civ4Leaderheadshader.fx,<-- Error: Files do not Match
BTS: Shaders\FXO\Civ4Mech.fx,<-- Error: Files do not Match
BTS: Shaders\FXO\Civ4SkinningTeamColor.fx,<-- Error: Files do not Match
BTS: Shaders\FXO\Civ4TorusFur.fx,<-- Error: Files do not Match
BTS: Shaders\FXO\Civ4Wave.fx,<-- Error: Files do not Match
BTS: Shaders\FXO\ContourShader.fx,<-- Error: Files do not Match
BTS: Shaders\FXO\CultureBOrderShader.fx,<-- Error: Files do not Match
BTS: Shaders\FXO\PlotIndicator.fx,<-- Error: Files do not Match
BTS: Shaders\FXO\River.fx,<-- Error: Files do not Match
BTS: Shaders\FXO\Symbols.fx,<-- Error: Files do not Match
BTS: Shaders\FXO\Terrain_splatTile.fx,<-- Error: Files do not Match

* * * BTS: 50 Errors have been found * * *
 
After some tests, I can say the apparency of the Horse is irrelevant to our micro.

- It may accelerate the settler by 1 turn but the 2nd city is hence less developed.
- Also tried 3-worker opening with horse improved prior to gold, but with a delay of 4 turns of the 2nd city. 2nd city is pretty good, it should be settled down ASAP.
- The 3rd city: with the info we have, we don't have a very good site for it so it can be delayed.

From longer tests, Oracle=>CS can be done around 800BC.

Will submit the plan later. basically no big change from the initial one.
 
Nice play, DingDing !
I'm a bit worried we don't see many health resources. Maybe we will have to go 2x workboat in the 2nd city to get the clams.

@The Horse : good news to have it but if we improve it right now, then we won't be able to improve the gold and clear the fallout before the settler is on the spot.
3rd improvement should remain the riverside gold, I guess.

@Next set : until when does it last ?
On T42 our 3 improvements are done and both workers are available. Settler ready in 4 turns.

When we settle the 2nd city, it has -2 food from fallout with 12 fallout tiles.
It doesn't matter as long as we're building the workboat but that would only last for 8 turns.

--> Improving the rice is a priority. We should also consider clearing 2 fallout tiles so that the city can be healthy when it reaches size 2.
--> 3rd worker at size 3 is a must. The capital is at its health cap at size 3 but clearing the fallout on the rice will give +1 health (9 fallout tiles atm).
--> Do we clear the fallout on the desert tile between the capital and the 2nd city asap ? That tile + the cow tile north of the 2nd city would give +1 food to the 2nd city. And it would ease the workers movement a bit.
Overall, I guess 1 worker should remain by the 2nd city and the other should head back to the rice.


@ Tech path :
Fishing -> Sailing -> Writing next suits me.
BW... maybe yes, maybe not. If we aren't in a position to whip and the land doesn't reveal many more forests and we don't meet face to face with some AIs, then it would "only" reveal the copper resources.
Do we have any other techs to get in priority ?
Masonry : would that be premature ? Maybe yes.

Related : Are the religion dates in the testgame the real ones ? If Judaism was founded in 2480 BC (brutal !), then we may want to revise our ambitions regarding the Oracle...
Then skipping BW and going for Priesthood instead might make sense.


EDIT : edited. This post is a mess...
 
No I did not monitor AI teching at all as there's not enough info available and removing a tech from an AI doesn't do much as they can get it back in 1 turn... I tried in the last SGOTM but couldn't understand why some AIs kept getting a tech I had removed.
 
CS from Oracle feels risky by 800 BC ... Even for Agg AI. In my games Gandhi has gotten it around 900 BC several times. We will need to monitor his tech path to decide what we select from Oracle, no other choice.

GLH is a slow build in second city. With the capital tied with GS spawning whipping in the second city will be useful I think. However without the granary it's not great... With granary you lose research (Oracle) and hammers that would go in GLH otherwise.

I know bulbing Mathematics isn't optimal by any means but it's the best shot at securing CS via Oracle... However we might as well Oracle something else than bulb Mathematics for the long run.

Say we Oracle Currency, build GLH and start REXXing while focusing on CS the good old way? There are several advantages with this.
 
I fixed the REG problem and assetschecker showed something error.

BTS: Shaders\FXO\Civ4Bloom.fx,<-- Error: Files do not Match
BTS: Shaders\FXO\Civ4FlagDecal.fx,<-- Error: Files do not Match
BTS: Shaders\FXO\Civ4Leaderheadshader.fx,<-- Error: Files do not Match
BTS: Shaders\FXO\Civ4Mech.fx,<-- Error: Files do not Match
BTS: Shaders\FXO\Civ4SkinningTeamColor.fx,<-- Error: Files do not Match
BTS: Shaders\FXO\Civ4TorusFur.fx,<-- Error: Files do not Match
BTS: Shaders\FXO\Civ4Wave.fx,<-- Error: Files do not Match
BTS: Shaders\FXO\ContourShader.fx,<-- Error: Files do not Match
BTS: Shaders\FXO\CultureBOrderShader.fx,<-- Error: Files do not Match
BTS: Shaders\FXO\PlotIndicator.fx,<-- Error: Files do not Match
BTS: Shaders\FXO\River.fx,<-- Error: Files do not Match
BTS: Shaders\FXO\Symbols.fx,<-- Error: Files do not Match
BTS: Shaders\FXO\Terrain_splatTile.fx,<-- Error: Files do not Match

Anyone upload these files? All in file FX0

folder inside shaders is FXO? maybe its just supposed to be FX.
 
After I updated NET Framework, some problems are fixed. Now seems that no errors were found in BTS.

There are errors found in Vanilla Files and Warlords Files. Does it have something to do with the issue? Anyone please upload these files, under these folders:
Sid Meier's Civilization 4\Assets\Python
Sid Meier's Civilization 4\Assets\XML\
Sid Meier's Civilization 4\PublicMaps\
Sid Meier's Civilization 4\Warlords\Shaders\FXO\

Here are my check report:
Vanilla Files - Path: E:\Sid Meier's Civilization 4
-----------------------------------------------------------------------------------------------------------------------------
Vanilla: Assets\Python\CvEventManager.py,<-- Error: Files do not Match
Vanilla: Assets\Python\CvUtil.py,<-- Error: Files do not Match
Vanilla: Assets\Python\EntryPoints\CvAppInterface.py,<-- Error: Files do not Match
Vanilla: Assets\Python\EntryPoints\CvOptionsScreenCallbackInterface.py,<-- Error: Files do not Match
Vanilla: Assets\Python\pyWB\CvWBDesc.py,<-- Error: Files do not Match
Vanilla: Assets\Python\Screens\CvInfoScreen.py,<-- Error: Files do not Match
Vanilla: Assets\Python\Screens\CvIntroMovieScreen.py,<-- Error: Files do not Match
Vanilla: Assets\Python\Screens\CvMainInterface.py,<-- Error: Files do not Match
Vanilla: Assets\Python\Screens\CvOptionsScreen.py,<-- Error: Files do not Match
Vanilla: Assets\Python\Screens\CvWorldBuilderDiplomacyScreen.py,<-- Error: Files do not Match
Vanilla: Assets\Python\Screens\CvWorldBuilderScreen.py,<-- Error: Files do not Match
Vanilla: Assets\XML\Art\CIV4ArtDefines_Leaderhead.xml,<-- Error: Files do not Match
Vanilla: Assets\XML\BasicInfos\CIV4BasicInfos.xml,<-- Error: Files do not Match
Vanilla: Assets\XML\GlobalDefines.xml,<-- Error: Files do not Match
Vanilla: PublicMaps\Archipelago.py,<-- Error: Files do not Match
Vanilla: PublicMaps\Continents.py,<-- Error: Files do not Match
Vanilla: PublicMaps\Fractal.py,<-- Error: Files do not Match
Vanilla: PublicMaps\Great_Plains.py,<-- Error: Files do not Match
Vanilla: PublicMaps\Highlands.py,<-- Error: Files do not Match
Vanilla: PublicMaps\Ice_Age.py,<-- Error: Files do not Match
Vanilla: PublicMaps\Inland_Sea.py,<-- Error: Files do not Match
Vanilla: PublicMaps\Lakes.py,<-- Error: Files do not Match
Vanilla: PublicMaps\Oasis.py,<-- Error: Files do not Match
Vanilla: PublicMaps\Pangaea.py,<-- Error: Files do not Match
Vanilla: PublicMaps\Shuffle.py,<-- Error: Files do not Match
Vanilla: PublicMaps\Terra.py,<-- Error: Files do not Match

* * * Vanilla: 26 Errors have been found * * *


Warlords Files - Path: E:\Sid Meier's Civilization 4\Warlords
-----------------------------------------------------------------------------------------------------------------------------
Warlords: Shaders\FXO\Civ4Bloom.fx,<-- Error: Not Found
Warlords: Shaders\FXO\Civ4FlagDecal.fx,<-- Error: Not Found
Warlords: Shaders\FXO\Civ4Leaderheadshader.fx,<-- Error: Not Found
Warlords: Shaders\FXO\Civ4Mech.fx,<-- Error: Not Found
Warlords: Shaders\FXO\Civ4SkinningTeamColor.fx,<-- Error: Not Found
Warlords: Shaders\FXO\Civ4TorusFur.fx,<-- Error: Not Found
Warlords: Shaders\FXO\Civ4Wave.fx,<-- Error: Not Found
Warlords: Shaders\FXO\ContourShader.fx,<-- Error: Not Found
Warlords: Shaders\FXO\CultureBOrderShader.fx,<-- Error: Not Found
Warlords: Shaders\FXO\PlotIndicator.fx,<-- Error: Not Found
Warlords: Shaders\FXO\River.fx,<-- Error: Not Found
Warlords: Shaders\FXO\Symbols.fx,<-- Error: Not Found
Warlords: Shaders\FXO\Terrain_splatTile.fx,<-- Error: Not Found
Warlords: Shaders\FXO\Water.fx,<-- Error: Not Found

* * * Warlords: 14 Errors have been found * * *


BTS Files - Path: E:\Sid Meier's Civilization 4\Beyond the Sword
-----------------------------------------------------------------------------------------------------------------------------

* * * BTS: No Errors were found * * *

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

* * * 40 Errors have been found * * *
 
Most of the files don't even matter as they are graph related by the looks of it :confused:

I'll upload them in a moment, but if it's still not working maybe you might want to uninstall/reinstall in the original location (C:\) if you have enough disk space.

EDIT: here are the 26 vanilla files. I don't have the Warlords files so they shouldn't matter as it works for me (and they show up as missing when I run the check as well).
 
Hurray!

Great to hear, now we can focus on the task at hand :D
Well, not so much for me today, I'm leaving in half an hour for the rest of the day but I'll check in from my mobile when I can.
 
1) CS from Oracle feels risky by 800 BC ... Even for Agg AI. In my games Gandhi has gotten it around 900 BC several times. We will need to monitor his tech path to decide what we select from Oracle, no other choice.

2) GLH is a slow build in second city. With the capital tied with GS spawning whipping in the second city will be useful I think. However without the granary it's not great... With granary you lose research (Oracle) and hammers that would go in GLH otherwise.

3) I know bulbing Mathematics isn't optimal by any means but it's the best shot at securing CS via Oracle... However we might as well Oracle something else than bulb Mathematics for the long run.

4) Say we Oracle Currency, build GLH and start REXXing while focusing on CS the good old way? There are several advantages with this.

1) Yes, monitoring Gandhi's research would be nice. Hmmm... There's a "however", though.
Overall, it would be much more secure, but we need at least Meditation/Polytheism to know whether he has Priesthood or not from the "trade techs" screen. If we have espionage superiority over him, then it would be a different story.
If we research Med/Poly (with really little benefit since we're CRE), then it will slow us on the path to Maths/CoL, incurring a reversed snowball effect :crazyeye:

2) Yep, Granaries would be cool to REX. However, if we do stick to the Oracle --> CS plan, then it is unreasonable to tech Pottery, imho. If we all agree to lower our ambitions, then maybe we can afford Pottery (we have 2 gold mines to fund our research, after all). It should be decided before this turnset if we want Pottery before Writing (discount !).

3) Agreed. Bulbing Maths to Oracle CS makes me eeek... But maybe I don't see the benefits well enough.

4) Maths + Oracle Currency is fast and allows to expand without any limit. I won't complain if we go this way, especially if we build axemen.
I feel CoL + Oracle Philosophy would be more potent, though. It wouldn't add to our commerce but would give us very easy GPs, despite not being Philosophical (which, in the end, is the same as adding to our commerce ; it would come at the cost of some expansion, though, granted). We would also gain 2 religions in the process, which is nice with the Always war setting (we wouldn't care to run a different religion than that of Stalin, right ?). Finally, getting Confucianism "blocks" the AIs on their path to Civil Service, while Taoism "blocks" them on their path to Liberalism (less priority on those techs after the religion is founded). This would give us more flexibility in the mid game, I believe.
(There are other advantages to Maths + Currency but I guess you're better aware of them than I am, so I won't try to develop on that point.)
 
The problem with Philosophy is we don't have enough food to run specs. The capital is just too good at production/commerce to run specialists... second city is pretty similar. If scouting reveals a potent 3rd city location as a good GP farm that can be settled soonish then maybe.
 
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