SGOTM 22 - Xteam

I read the AI_buildingValueThreshold function I could find no such code.
 
I have heard this rumour many times... and I have tried to prove it with testing, but I could not. The results were random.

Are we taking a risk: for sure! but the payoff is huge.

2160bc is not a terrible date for GW on Monarch. I know that some AI start with great hammers but I doubt they will having Masonry (or probably even Mining)
 
Live the LEGEND!

Seriously though, do we need/want Agriculture early for the bonus on AH and Pottery or do we skip it? If we skip it, there is no reason to not go Masonry 1st and get some hammers into GW early just because it is the 3rd build we want to complete.
 
Also, if we work the riverside grass hill until the border pop we get the WB sooner and gain 3 extra coins while growing to size 2.
 
For what it is worht, leader traits in the first test game
Financial Charismatic
Spiritual Creative
Aggressive Philosophical
Expansive Industrious
Protective Spiritual (Saladin)
Charismatic Protective is Churchill who built the GW the only 3 times I lost it. Several times when I built the GW Churchill built Stonehenge.

Leader traits in the current test game
Protective Spiritual (Saladin)
Spiritual Charismatic
Imperialistic Protective
Aggressive Financial
Creative Organized
Industrious Spiritual
 
Do we have some sort of consensus on build order and tech path?
 
Back from NZ....

As we have discussed, the options are:

1) Build a worker before GW, best empire infra
2) Build GW immediately after WB, empire infra lagging 1)
3) Not building GW at all, with Raging barbs & need for 7 wonders in Cap, this seems dangerous

If we do 1), then there is no difference to the time we finish GW if we get Agr before AH, but we do get about an extra 30 hammers beakers.
If we do 2), then we need Masonry first, and by the time we have our first worker we have finished AH, Pottery & Wheel.
If we do 3), we need horses or Archery.

All of the testing indicates WB first is not in doubt, it works out best no matter what our other plans are.

With no tech trading there is no advantage in skipping early techs, unless skipping them gives us a shortcut somehow, and if we build GW then by the time we finish it we can have a variety of choices for building 3. Granary/Library seem most likely.

1) Agr, Masonry, AH, Wheel, Pottery, Writing
2) Masonry first
3) AH, Archery if no horses.... Wheel, Pottery, Writing, Agr?

I kind of thought we had broad consensus around 1).... take the risk and go for gold by setting up our empire the best we can
 
Yes, 1 is the option to aim for. Also screenshots of demographics from turn 1 and 4 can be useful to determine which AIs we are playing against.
 
What is our placeholder build to grow to size 2 after the WB?

Also, tile use for building the WB before the border pop?

The grass hill allows for quicker completion of the WB. This leads to few more coins around T14. But it slows growth by those same turns. Completion of the follow along worker is not affected either way. What is affected is the intermediate build where hammer decay may be a problem.

Option 1 for me also.
 
What is our placeholder build to grow to size 2 after the WB?

Also, tile use for building the WB before the border pop?

The grass hill allows for quicker completion of the WB. This leads to few more coins around T14. But it slows growth by those same turns. Completion of the follow along worker is not affected either way. What is affected is the intermediate build where hammer decay may be a problem.

Option 1 for me also.

We start WB and firstly use a river grass tile (2F1C) until we pop borders and switch the the pigs.
When we hit pop 2 (we do this with 0 overflow food) we switch both tiles to forested grass hills (1F2H) which mean we pop the WB in another 5 turns.

Joe and I tried pretty much every combination of WB or Worker first with various micro and this start was always best.

Worker is then started using 1t of Pigs & GH, then Pigs and netted fish. Worker finishes 3t before AH so it mines the hill first, at first I thought this would be slower, but Joe proved it was faster for GW. It was at this time we realised Agr first saved beakers but did not slow growth or GW.
 
Playing now....

t4 - we meet Zara Yacob

t5 - we meet Darius & Hannibal

t6 - we meet Brennus

They were all scouts in a conga line to our south

t11 - we meet Gilgamesh (also from the south)

t12 - t26 - Our warriors defeat a few bears and a panther (no easy wolves or even lions) but thankfully all 4 make it back alive.

There are horses far to the east by dry plains corn, the map looks rather unappealing considering we have a limit on how many cities we can settle. Jungle.... as far as the eye can see going north... and no hint of anyone else's culture.

Raging barbs will be a real pain

Images:
Spoiler :

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Upload log:
Spoiler :

Here is your Session Turn Log from 4000 BC to 2920 BC:


Turn 2, 3920 BC: Caput Mundi has been founded.

Turn 9, 3640 BC: Hinduism has been founded in a distant land!

Turn 10, 3600 BC: You have discovered Agriculture!
Turn 10, 3600 BC: Saladin converts to Hinduism!
Turn 10, 3600 BC: Barbarian's Bear (3.00) vs Julius Caesar's Warrior (3.90)
Turn 10, 3600 BC: Combat Odds: 23.1%
Turn 10, 3600 BC: (Animal Combat: +20%)
Turn 10, 3600 BC: (Plot Defense: +75%)
Turn 10, 3600 BC: Julius Caesar's Warrior is hit for 17 (83/100HP)
Turn 10, 3600 BC: Julius Caesar's Warrior is hit for 17 (66/100HP)
Turn 10, 3600 BC: Barbarian's Bear is hit for 22 (78/100HP)
Turn 10, 3600 BC: Barbarian's Bear is hit for 22 (56/100HP)
Turn 10, 3600 BC: Barbarian's Bear is hit for 22 (34/100HP)
Turn 10, 3600 BC: Barbarian's Bear is hit for 22 (12/100HP)
Turn 10, 3600 BC: Barbarian's Bear is hit for 22 (0/100HP)
Turn 10, 3600 BC: Julius Caesar's Warrior has defeated Barbarian's Bear!

Turn 12, 3520 BC: Barbarian's Bear (3.00) vs Julius Caesar's Warrior (3.90)
Turn 12, 3520 BC: Combat Odds: 23.1%
Turn 12, 3520 BC: (Animal Combat: +20%)
Turn 12, 3520 BC: (Plot Defense: +75%)
Turn 12, 3520 BC: Barbarian's Bear is hit for 22 (78/100HP)
Turn 12, 3520 BC: Barbarian's Bear is hit for 22 (56/100HP)
Turn 12, 3520 BC: Barbarian's Bear is hit for 22 (34/100HP)
Turn 12, 3520 BC: Julius Caesar's Warrior is hit for 17 (83/100HP)
Turn 12, 3520 BC: Julius Caesar's Warrior is hit for 17 (66/100HP)
Turn 12, 3520 BC: Barbarian's Bear is hit for 22 (12/100HP)
Turn 12, 3520 BC: Barbarian's Bear is hit for 22 (0/100HP)
Turn 12, 3520 BC: Julius Caesar's Warrior has defeated Barbarian's Bear!
Turn 12, 3520 BC: Barbarian's Panther (2.00) vs Julius Caesar's Warrior (3.90)
Turn 12, 3520 BC: Combat Odds: 1.0%
Turn 12, 3520 BC: (Animal Combat: +20%)
Turn 12, 3520 BC: (Plot Defense: +50%)
Turn 12, 3520 BC: (River Attack: +25%)
Turn 12, 3520 BC: Julius Caesar's Warrior is hit for 14 (86/100HP)
Turn 12, 3520 BC: Julius Caesar's Warrior is hit for 14 (72/100HP)
Turn 12, 3520 BC: Barbarian's Panther is hit for 27 (73/100HP)
Turn 12, 3520 BC: Barbarian's Panther is hit for 27 (46/100HP)
Turn 12, 3520 BC: Barbarian's Panther is hit for 27 (19/100HP)
Turn 12, 3520 BC: Julius Caesar's Warrior is hit for 14 (58/100HP)
Turn 12, 3520 BC: Barbarian's Panther is hit for 27 (0/100HP)
Turn 12, 3520 BC: Julius Caesar's Warrior has defeated Barbarian's Panther!

Turn 13, 3480 BC: Buddhism has been founded in a distant land!

Turn 14, 3440 BC: Brennus converts to Buddhism!

Turn 18, 3280 BC: You have discovered Masonry!

Turn 24, 3040 BC: Saladin adopts Slavery!

Turn 25, 3000 BC: Saladin is the worst enemy of Brennus.

Turn 26, 2960 BC: You have discovered Animal Husbandry!
Turn 26, 2960 BC: Saladin has founded Medina in a distant land.



Link to save
 
Good Luck! :thumbsup:

edit -
So did all our opponents come from the south, from between those mountain ranges?

If so, perhaps we should found our first city near the Gems and Deer to block things from coming north? :hmm:
Of course, they could go around it by sea... :p
 
Yes, they all came from the south. According to the map coordinates, so is the bottom of the map, so I am sure that they are all just planted scouts.

We met the 1st on t1 and we cannot see anyone elses city culture
 
Well done!

Clearly planted scouts.

Many settling options, few that look very good in the short term, imo.

Horse, Crab, Corn, Wine....or 2*Elephant+food in the NE. But the latter is jungle infested, and former is quite some distance. :(
 
Well played. Note our warriors won three battles. Were they all with bears?

Might be wise to pause the game before Saving in the future.

Why were the scouts planted? We can't trade techs with anyone, and we can't trade resources until we have trade routes. Is it just so we have to deal with their demands, or is it so they will know where to come conquering?

We're going to want BW.
 
2 bears & 1 panther, blow by blow details in the Upload log in the game report post I made. Sorry for not pausing.

Agreed that no city location really stands out. Calendar & IW are clearly high priority techs for us. Our original thought of phants/banana is still probably best as it has lots of river grass tiles and a GH without a forest that we can mine.

Don't know why scouts were so obviously planted... they are not obviously a group that will split into 2 factions. It could have been done to try protect us from barbs if we are truly isolated... 6 scouts wandering around will prevent a lot of spawning.


I am happy to carry on to end of GW.... I think the only real decision is tech path:

Do we want Archery before Pottery/Writing as a backup to not getting GW?
 
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