The guarded choke point guarantees no barb troubles in our lands.
Glad I put finally forth an useful idea (and super thanks for explaining it so fast!), not those idiocies I triggered as tech beaker OF from the last tech are kept along discounts when a test blew it away at once. God...how I wasted people's time an entire page.
Ah yes, lesson learnt.
If we find Copper in our homelands and can get an Axe out quickly, we can also try to go for the double-gift with in-between barb conquest. Therefore I'd like to allow some barb spawning in the NW area. The guarded choke point guarantees no barb troubles in our lands.
Good idea. Usually easier in a raging barb environment, but the NCR option enabled eases it...as long we forbid the barb to camp in the virtual BFC of that city gift I guess.
If I'm not mistaken growing to 5 a turn earlier would mean no Warrior before Settler, right? I believe the consensus was not to take that risk.
Also, the TGW fail gold turn after the Settler (2080 BC) might already be too late...
Indeed, this little micro proposed by you in the very last moments was there to push further from 24 fail
to 30 fail
from TGW while finishing the warrior to ensure us a sure path to the easter city settling. At that time, we didn't know for sure if Toku had settled exactly there the city, fogbusting a big chunk of that area. Finishing the warrior was an almost consensus lest the hammers decay after 10 turns (or 4 turns? after the second trained settler).
Research
BW=>Wheel=>PH
Binary research.
At the end of BW, you will run out of
in bank. Try to bank a little more
than for the whole wheel tech given there is no discount for that tech. PH in the other hands has Poly 20% discount. In any case, this should dovetail with PH done in right time for Oracle construction.
If we have a map full of Tokus, or oceans to cross, we will need caravels. Even if we don't have a map full of Tokus, and they are all accessible by galley, getting the successive OB agreements that we would need in order to use caravels will be tedious and slow - if possible.
I suspect this map is not full of Toku or else how a Toku may hate another Toku under same religion enough to stop putting EP on us. Even the random three modifiers diced at the start of a game is not enought to make a Toku abhors another Toku.
I take a dip on the supposition
Neilmeister just wanted to escort team player to the victory with the best acquaintance possible.
If you find a mistake I made somewhere or can think of an even better way, please let me know!
And please
Tachywaxon, don't take this as any sort of criticism for your turn set. I wasn't aware of the overflow mechanics until now, the modifier situation for BW was unclear, and well, after all it's just a handful of beakers ...
Never I would take badly any help from you. You are steering us rightly in term of CIV mechanics.
Unless you start trolling everyone, repeating everyone is noob and failaxis is fail...then I might start a browbeat...
In fact, I think it is great to move on new grounds to see where we might fail...despite how small the impact it may.
I haven't looked in deep details if the results are clearly correct or wrong, but I guess, in the loss column, red means "Ouch, we missed a beaker by so few", white means "so so, but may becauses a loss or not depending of slider manipulations" and at last green means "in any case, the loss is so small no place for a loss qualification".
Glad to know the free beaker is included in the formula. Then, I made an mistake 50% of 12 is 6 because the freebee is hidden IIRC.
As you can see in the spreadsheet, the optimal(?) management would have brought us to 10 in the bank and 1 invested in the next tech, i.e. a gain of 9 for the cost of 4 (or 5 if next Modifier>=120).
is a superior winner with all the beaker multipliers (over the neatly fewer gold multipliers) including the natural ones from the techs.
Although wheel is the next tech in the row, PH would have benefitted from this. And less turns on gold turns during wheel.
mabraham mentioned grasping a future calculator, but I think it is vividly hard project.