LowtherCastle
Deity
- Joined
- May 18, 2005
- Messages
- 23,642
What will the Shanghai slave do?
Not sure I understand you. I still see the Kremlin completing on T32 (after hitting Enter on T31).
T30 2whip sword
T31 sword
T32 Kremlin
Okay. The Shanghai slave could go to help improve the Beijing rice and fp watermill, and so on. Sounds good. I think we should seriously consider building a pavilion in Beijing asap and growing it to work as many tiles as we can improve, running the cultural slider for happies. Unorthodox but who cares. We have it, let's use it.It is possible to complete the Kremlin after hitting enter on T31, but it requires working Iron Mine on T30 and T31.
A few are lost to overflow limit when 2-pop whipping the 6/40 Sword and then producing 11 base in Beijing.
By building the Kremlin 1 turn slower, Beijing can work more food and regrow faster.
The whips I'm eying all happen on Turn 33.
Do we need +2 Spy GPPs?
Might be able to work Kremlin in Yanan for 1 turn for 12 fail.
On the road at Manchou-1w on T32, right? SHould be able to get 2 chariots there unless the T31 Man-2s1w chariot needs to chase workers, which is the goal anyway.
Maybe even 16h failgold in Yanan. Did you hold growth last turn?
Okay. The Shanghai slave could go to help improve the Beijing rice and fp watermill, and so on. Sounds good. I think we should seriously consider building a pavilion in Beijing asap and growing it to work as many tiles as we can improve, running the cultural slider for happies. Unorthodox but who cares. We have it, let's use it.
Even better. Just keep watching workers with Spy, just in case they go somewhere weird, like chopping Man-NW.How about:
T31 - Archer 2W1S Manchou, Sword+Choko 2W2S of Manchou, 2 Chariots 1W2S of Manchou, 2 Chariots on Rice. Bomber blasts Iron Mine
T32 - If LB attacks Archer, Bomb LB and kill with Sword, 2 Chariots 1E of Manchou, Sword+Choko 1W1S of Manchou, 2 Chariots 1W2S of Manchou.
If no attack, Bomb LB and move Archer 1W1S of Manchou.
T33 - Manchou falls, 2 Chariots 1E of Manchou can grab any Workers that didn't get scared into Manchou.
Manchou keeps 20% defenses in all scenarios.
That's Gua's fish being stolen by HK as far as I'm concerned. Gua gets it whenever required.Gau stealing the Fish for 1 turn would also be very beneficial getting Settlers and Workboat out a bit faster.
Shanghai and Gua are both great for GP spamming, if we so choose. Do we want one for a pure Artist? With Kremlin, SP and a forge, TGL whips at about 30h/pop, so that's something to consider too. Chops are useful but could be kept for AP* or something else. Partly a question of where we want to put the worker-turns right now. Later our workers might be more idle. Yanan and Beijing are desperate for wkr-ts and Mongolia, (Manchou, 2Gold) and roads west are too. You decide. I often decide based on what accelerates us the fastest right now. I think that's Beijing and Yanan.Was thinking Library or Pavillion 2-pop whip into Forge to get borders moving, then Forge whip into TGL, followed by enough chops to finish TGL.
The formula ZPV gave to me, which works all the time as far as I can tell is:There is currently 15 turn of whip anger in Yanan.
We will experience an angry citizen next turn on T31, but since we are building Settler, there won't be any food losses.
Oh!
The free +1, ya I forgot about that.
Yes, that clears up the math perfectly.
So no AI knows Horseback Riding yet.
Extra Credit math homework:
Spoiler :Making a test game where I know no one has Civil Service, the various slider settings produce the following numbers:
Civil Service - 1352 to finish.
Preqreq bonus, 20% for knowing Code of Laws.
No bonus for not knowing Theology.
0 per turn, 1352 turns
1 per turn, 676 turns
2 per turn, 451 turns
3 per turn, 338 turns.
4 per turn, 226 turns
5 per turn, 194 turns
6 per turn, 169 turns
7 per turn, 151 turns
8 per turn, 136 turns
9 per turn, 113 turns
10 per turn, 104 turns
Having no per turn means Civil Service should never complete, but it does.
Must be a secret +1 per turn bonus!
10 per turn gets things done in 104 turns.
10 * 1.2 * 104 turns = 1236
That is far short of 1352 that Civil Service costs!
Let's add in the +1 that I thought only came with 0% slider.
(10+1) * 1.2 * 104 = 1372.8
That is close, but can't be right.
If the math worked that way, Civil Service would be done in 103 turns, not 104.
As always when I'm stumped by civ 4 math, there is a round down somewhere, or Floor().
Floor((10+1)*1.2)*104 = 1352, exactly what Civil Service costs!
Now we need 1 final test.
Is the formula Floor((10+1)*1.2)*104?
Or is it Floor((10*1.2)+1)*104?
Plug in all 11 values from 0 per turn to 10 per turn into both formulas, and see which gives 11 correct answers!
Floor((??+1)*1.2)*x turns = 1352
Plug in 0 Science, get x=1352/[Floor((0+1)*1.2)]; x=1352 turns. So far so good.
Plug in 1 Science, get x=1352/[Floor((1+1)*1.2)]; x=676 turns. So far so good.
Plug in 2 Science, get x=1352/[Floor((2+1)*1.2)]; x=451 turns. So far so good.
Plug in 3 Science, get x=1352/[Floor((3+1)*1.2)]; x=338 turns. So far so good.
Plug in 4 Science, get x=1352/[Floor((4+1)*1.2)]; x=226 turns. So far so good.
Pug in 5 Science, get x=1352/[Floor((5+1)*1.2)]; x=194 turns. So far so good.
Plug in 10 Science, get x=1352/[Floor((10+1)*1.2)]; x=104 turns. Great!
Floor((??*1.2)+1)*x turns = 1352
Plug in 0 Science, get x=1352/[Floor((0*1.2)+1)]; x=1352 turns. So far so good.
Plug in 1 Science, get x=1352/[Floor((1*1.2)+1)]; x=676 turns. So far so good.
Plug in 4 Science, get x=1352/[Floor((4*1.2)+1)]; x=271 turns. WRONG
Plug in 5 Science, get x=1352/[Floor((5*1.2)+1)]; x=194 turns. So far so good.
So take the visible from your slider, add +1, then multiply by prereq bonus, then round down to the nearest integer.
That should be the true per turn.
That makes me really want to tech Horseback Riding as our 1st tech!
The Kremlin means our cities with Libraries and coastal cities can make 2 Horseback Archers every whip!
I've lost my vigor for Currency.
We can tech it once we get Alphabet and that nice +20% research bonus.
OurDistance > HisCulture/OurCulture*HisDistance, where 0c => 1c.
Except for the offshore bit, which doubles the score for the one not offshore. Also, it presumably means if we're both offshore (a city on the other island to the east), it's back to what you typed above.
I was going to say, why not settle right next to clam, but your clever way of settling means the recaptured clam city (ours would have no border pop) will have 2 forests, of which one can be handed off to the fish city. (like you said) Just pointing out how well thought out that was.2W of the clam.
I don't think the AI normally attacks empty, uninjured galleys with a single galley. Not sure how they know if it's empty (cheaters)It could attack our Fishing boats in Gao, attack our Galley
Is this because is only other city is off-continent? cus otherwise, I find the AI doesn't disband workers very often. Even if they have no escape.If we don't grab those Workers the same turn the city falls, they will likely be disbanded by Toku.
Yanan is gonna do 1 turn of fail gold, then settler whip, then library.Is Yanan still planning to build a worker?
Okay, I guess that's the one I remembered. Do we need it?Yanan is gonna do 1 turn of fail gold, then settler whip, then library.
Mongolia is the only city scheduled to build a worker.
Is this because is only other city is off-continent? cus otherwise, I find the AI doesn't disband workers very often. Even if they have no escape.
Okay, I guess that's the one I remembered. Do we need it?
Of course they vaporize if you kill an AI. Unless you use the 'require complete kills' game option.I'm sure I've killed off Deity AI with 1 units and not 1 Worker was captured!
Of course they vaporize if you kill an AI. Unless you use the 'require complete kills' game option.