Discussion in 'Civ4 - Succession GOTM' started by AlanH, Apr 23, 2020.
Espionage, Demo, SB screenshots.
There’s a formula around. Heaviest weights are against capital and size of city. Forget how much it’s random. We’ll find it in time. Basically your city choice needs to be the biggest outside your capital and then not sure if you can guarantee it. Maybe.
Will there be a test save?
I've update the city spreadsheet here: https://forums.civfanatics.com/threads/sgotm-26-home-slices.657330/#post-15740425
Does this look like our planned tech path:
Wheel (3) -> Pottery (4) -> Masonry (4) -> Meditation (5) -> PH (4) -> Writing (7) -> CoL (22)
The numbers in () are the number of turns at our current break-even 50% slider. Writing may not be taking into account the fact that we know 2 prerequisite techs.
Where would we slot in IW (11)?
EDIT: SH Fail gold should help us shave several turns off the above. We may get fail gold from the Great Wall too.
Yeah, what's the best technique to get beakers right? I'm thinking adjust slider to get what you want and then edit gold in the bank to match real game.
That's probably the best way to make it work this late in the game because it's hard to get it exact with mystery beakers appearing here and there.
The turn before the last you can WB coins, hammers and/or food onto worked tiles (e.g., add the appropriate improved or unimproved resource to the plains tile) to fine tune it, then WB the map back to the correct map.
Can also WB in multiplier buildings if helpful. (Library, monastery)
Or second-last-turn if it’s easier to count the beakers that way.
Nice work getting us to T45 WastinTime
I like the tension this game is giving.
Waiting on fail gold or trying to produce fail gold on a needed wonder will be hard to bear.
Best way I've found to adjust test game is to take 2 turns to force the test game to be like the real game.
I add a cottage or village to a tile to fix the beakers.
Then next turn I add different tile improvments to fix food and hammers.
Then final turn I adjust the gold supply directly.
As far as I recall, holy city is rather random.
I think I got within 1 beaker
I think our next techs might be Wheel, Pottery, Writing.
Stone is a good 20 turns away and we won't need masonry until The Great Lighthouse or stone powered mids.
Once we explore more, we can make a better decision on Iron Working.
With a religion spread, we can have a Friendly Sitting Bull fairly easily around T110.
Do we need to bulb math?
We need to start a quarry in 15 turns.
Our test mapmaker gave marble to an AI, so let's assume ToA and Oracle went early and plan for Oracle, risky as it may be.
My plan for after Oracle->CS + Mids
Is to bulb Education and get Oxford up.
Canal (with library) runs 2 sci every turn (since this city has no silver/fur/gems, etc)
17 turns to bulb Edu
Or double bulb Edu?
Silver & Canal
(don't wait for Oracle/Mids to get started, just get a library and grow...but that may take til T90)
34 turns later. 2nd GS (Canal does #2).
x=（10+pop+ rand_int(0,9) /（# of religions in that city +1)
if capital x=x/8
x= max (x,1) pick city with largest x
In short, quite random for the 1st religion
I suppose it picks the first city tested in case of a tie. So to guarantee it our choice has to be 10 pop larger… I guess we could whip all the other cities the turn before we get Confucianism as one way to increase the odds.
Or if Confucianism goes elsewhere, we spread it to all the other cities and then Bulb philosophy.
I forgot Math (16 turns at 50%) which we might have to bulb. (thanks for the reminder, Kait!!)
I also put Mediation and PH before Writing to get the extra 20% bonus beakers and to allow us to start the Oracle a bit sooner.
Medetation allows us to put excess hammers into Schwedagon Paya if we have nothing better to build. Poly is more expensive and opens up Parthenon and ToA (both marble wonders).
But getting Libraries up and running sooner should make up for the lost 20% bonus and who knows, we might get luck and get Meditation/PH in trade if we meet an AI that has early Alphabet (unlikely).
So are we looking at: Wheel (3) -> Pottery (4) -> Masonry (4) -> Writing (7) -> Math (16) -> Meditation (5) -> PH (4) -> CoL (22)? That seems like a risky, long tech path without bulbs and some fail gold to run the slider at 100%. I guess getting libraries and scientists will also speed things up too.
Any best guess estimates on how many turns the above path will take in our game?
So does this post from Sunday look familiar Mitch
Yeah, 45 turns. (T90)
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