SGOTM 15 - Kakumeika

How many other secrets are you hiding from the rest of us. ;)
I just learnt about the development unit (worker or settler) effect on first unhappy pop from VoiceofUnreason.

:lol:, we've all got our own little corners of expertise, I expect. bcool will remember those tricks from SGOTM13 (where we had no fresh water, and had a 6-tile 2-city island that we whipped the bejesus out of, so health and happiness were a perennial concern :eek:) - he found the national wonder quirk. They didn't come up in the early stages of SGOTM14, so you hadn't heard of them from us :)
 
Hmm. I forgot the arrival of the 4th warrior. That warrior may not go elsewere; he's a necessary MP I think. At pop 5, I think it is necessary. Will verify later.

Gold, Hinduism and palace should keep us happy at size five (at least) without an MP. Pre-scouting wherever the next settler will go will be a priority.
 
In the test game, beware if we get spontaneous spread of hinduism in a secondary city. I remove it so it doesn't alter the test. I find that it strips the holy city of it holy city status. Don't forget to put that back via world builder.
 
Tachy, your PPP looks great!

Sun Tzu Wu

P.S. I tried to send this earlier, but the server was busy.
 
In the test game, beware if we get spontaneous spread of hinduism in a secondary city. I remove it so it doesn't alter the test. I find that it strips the holy city of it holy city status. Don't forget to put that back via world builder.

I don't fully understand about holy city status robbing. :confused:
 
I don't fully understand about holy city status robbing. :confused:

I also don't understand why it happens, but it is pertinent for testing and in particular the timing of border pops in the capitol (i.e. marble in our cultural borders.
 
I also don't understand why it happens, but it is pertinent for testing and in particular the timing of border pops in the capitol (i.e. marble in our cultural borders.

After second thought, I suppose you meant some sort of a bug that takes down the 5 :culture: for one turn. Likely a bug in our test game.

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

Took a stab to latest micro that involves milking a bit more fail gold from GW and BW is not finished on time by one beaker! ...If I don't manage to get the one lost beaker from hunting. Let's see in the other case.
Reminder, we have to pray we have two AI's with BW, otherwise, most likely BW won't sync and we will lose one worker turn.
It's funny how I could've stolen next turnset given how rigid are the test games now.
 

Attachments

  • 1 beaker off!.jpg
    1 beaker off!.jpg
    158.2 KB · Views: 74
I am making the very last tests; I really doubt we finish BW in time. Unless the Tokus learn BW in ~ 10 turns, the 6% won't take effect in the real game. Indeed, 6% on 23 beakers mean 1 additional beaker.
I tried to force the AI to forget BW to see its impact to the timing; looks like once it has been learnt, the 6% is set in rock.

I know towards the end of BW, we have some spare :gold: we may use on a middle partial slider...perhaps with a loss of one beaker, but I really want during shulec's turnset to see BW times with the worker ready to chop.

Soon, I will play, but I need to clarify that point. BW in time is way more a good move than saving the last beaker from limbo.

BTW, :mad: on repetitive "busy server"!
 
Looks like the test game won't bring the answer.

Game on the way 5 to 10 minutes. Will note down research progress in test game beforehand to get a grasp in real game.
 
Will start the real game in a minute.
I will make decision to perhaps lose a beaker somewhere to rounding off (or perhaps not depending when I do it) because at the end of BW, we have 8 :gold: of surplus (took consideration of lower maintenance cost in real game ofc), which means, I may try to lower the gold slider somewhere in my 4 turns 100 % :gold: to ensure us BW in time.

As I said, chop one turn earlier for sure >>> 1 beaker more.
 
T30-31
- Those animals, all around ready to pounce onto me. Retreat north for sure.

T31 - I don't if this is common knowledge here, but I found a chokepoint against barb. Placing whatever unit on a chokepoint literally block any invasion because the asinine barb (who has mission target stuff thingy function?) will the unit just like a mountain unless being next to it. But with the amount of mountains, little chance.

T32 - PLEASE! Let me kill it! <=== OPINION asked.
Last screenshot.


Hammuragawa spotted. Will follow the river because Toku is likely to tech Sailing one moment or another starting with fishing AND automatic spread does not need OB.
 

Attachments

  • T30 - Goddamn animals #1.jpg
    T30 - Goddamn animals #1.jpg
    139.7 KB · Views: 66
  • T31 - Goddamn animals #2.jpg
    T31 - Goddamn animals #2.jpg
    155.3 KB · Views: 74
  • T31 - Chokepoint!.jpg
    T31 - Chokepoint!.jpg
    100.7 KB · Views: 67
  • T32 - KILL!!!.jpg
    T32 - KILL!!!.jpg
    153.1 KB · Views: 142
  • T32 - Hammuragawa.jpg
    T32 - Hammuragawa.jpg
    52.7 KB · Views: 74
If you sit an wait for him to attack with Combat 1 promotion, I think your odds are about 90%. If you upgrade to combat, you have better odds, but healing may need to be done in our culture, but that's fine isn't it?

I would promote first, then attack. Then run to our culture to heal.

There are no truly safe tiles and attacking gives better odds than sitting still.
 
If you sit an wait for him to attack, I think your odds are about %90. If you upgrade to combat, you have better odds, but healing may need to be done in our culture, but that's fine isn't it?

I would promote first, then attack. Then run to our culture to heal.

There are no truly safe tiles and attacking gives better odds than sitting still.

I think you are misunstanding; no surprise, I was ambiguous.
Look at the 4th screenshot. Lion with half power; 93% odd, the only adjacent tile (to the lion) which can has another another animal was the tile from which the lion came from. And considering stack of animals doesn't exist and animals move in a certain order, chance there is nothing there. Of course, we promote the warrior after.
 
T31 - I don't if this is common knowledge here, but I found a chokepoint against barb. Placing whatever unit on a chokepoint literally block any invasion because the asinine barb (who has mission target stuff thingy function?) will the unit just like a mountain unless being next to it. But with the amount of mountains, little chance.

Not sure I follow you. Are you saying that if we occupy the choke, barbarians to the NW that are looking for a city to target will choose one other than ours because their path is blocked?

If not, I'm still keen on sitting some warrior on the hill west of wheat to get about 7 turns warning of a barb unit threatening our second city.

Later on, looks like a useful wheat-n-mines city site for chopping out some caravels.
 
I think you are misunstanding; no surprise, I was ambiguous.
Look at the 4th screenshot. Lion with half power; 93% odd, the only adjacent tile (to the lion) which can has another another animal was the tile from which the lion came from. And considering stack of animals doesn't exist and animals move in a certain order, chance there is nothing there. Of course, we promote the warrior after.

If there's a low chance of a barb in the NE fog, then applying C1 now to get better combat odds (0.2 higher HP, higher multiplier) is even more likely to do better than risky combat now that's quite likely to need rather more than 0.2 heal from a single promo to be ready to face combat again. Healing with C1 before or after combat gets the same increase to final HP, but healing before gives better odds of being healthy after combat.
 
^
Yup about your question. Experience from my marathon games before joining CivFanatics. I loved put on Raging Barbs and see emperor AI's slowly die.
Sometimes, on highlands mapscript, I sometimes saw some chokepoints, and blocking it completely protected me against barb.

Regarding the lion, you sure we will still gain 2 XP's. That was the bait. I thought around 95% was fine for you.
I think some risk isn't bad seeing how advantaged we might be in regards to the OP, settling on stone. I looked the saves (includijng starting save for some teams) recordings on graph section (GOTM server) and many didn't take any chance and settle the first turn. Even the OSS.

Update in the same turn soon.
 
Back
Top Bottom