[BTS] SGOTM 26 - Home Slices

We can make decision between t13 cowboy and t14 cowboy at t4 instead.
at t0 0%+9g t1~t3 100%-3g + 12bpt
Compatible with both t12 and t13 ah plan. 3 extra turns can give enough info on whether there is a good spot nearby. If we find 1, I would prefer t13 cowboy plan.
btw what is MM?(other than Massmedia)
Exactly. This sort of thinking is what I was looking for. :goodjob:

I’m busy this morning so I’ll get back to this this afternoon and put together a pre-play plan (PPP).
 
Gems will be our useful production city most likely, producing work boats and maybe a galley if we need to settle offshore.

An extra cows worker needs 4t just to get to gems. The rice farm will be 3t late for pop2. Building the extra wkr slows growth even more, doesn’t it?
 
I don't think we've settled on a 3rd worker yet and even if we do, WT will likely veto it again. ;) Let's get to the completion of AH and our first two workers before we figure out if we need another.

As a side note, calling cities Gems and Cows is fine now but we'll need to re-name them to Science, Prophet, Engineer, etc. just to keep everything straight with the required builds/wonders for each city. I think it's too early to know what these first two cities will be anyway. Just be prepared for a name change down the road. ;)
 
Are we doing that research trick where you don't pick anything for a few turns-- four turns I think, but we'd have to test-- we can't screw that up.
I don't think it will help this game because it works best if you are researching something that the AI has (and you meet several AI).
But if the AI has AH then we could make out. Or maybe it works anyway just because of rounding.
Anyone follow what I'm saying?
 
Are we doing that research trick where you don't pick anything for a few turns-- four turns I think, but we'd have to test-- we can't screw that up.
I don't think it will help this game because it works best if you are researching something that the AI has (and you meet several AI).
But if the AI has AH then we could make out. Or maybe it works anyway just because of rounding.
Anyone follow what I'm saying?

This is the bonus you get for researching a tech that the AI already know. The odds of the AI already knowing AH is pretty small. In fact, does anyone have access to the thread that lists the soldier value for each tech? If AH has a value, we can possibly predict if the AI already know it.
 
Yeah, I think it will be awesome.
So you UNSELECT research on T0 and every turn.
0% for 3 turns
100% for 1 turn (still UNSELECTED)
On T4 you select AH and on turn 5 you have.
40/156.

So this works even if you don't meet any AI. Hmmm.... I never knew that. It must be due to rounding that doesn't happen until the end of T5 rather than each turn.

EDIT: Running some tests now...
 
OK, I ran this test:

Work tiles for +9 gpt on T0 at 0% research.
Switch to 100% research at -3 gpt working those same tiles.

When I select AH on T0, I had 56/156 in AH at the start of T5.
When I select AH on T4, I had 57/156 in AH at the start of T5.

So it appears that you gain 1:science:

WT, I'm not sure what test you were running to get 40. Were you only settling one city?
 
OK, I ran this test:

Work tiles for +9 gpt on T0 at 0% research.
Switch to 100% research at -3 gpt working those same tiles.

When I select AH on T0, I had 56/156 in AH at the start of T5.
When I select AH on T4, I had 57/156 in AH at the start of T5.

So it appears that you gain 1:science:

WT, I'm not sure what test you were running to get 40. Were you only settling one city?
This very much in play because we’re teching ah with a 40% bonus. I always do it until T5 (not just to T4). After <enter> on T5 is when Sid picks a tech for us...
 
This very much in play because we’re teching ah with a 40% bonus. I always do it until T5 (not just to T4). After <enter> on T5 is when Sid picks a tech for us...
Let's not get confused here because the 1st turn is turn 0 and the 5th turn is T4.
If we call the 1st turn T0. IIRC, T5 is too late.
When I select AH on T0, I had 56/156 in AH at the start of T5.
When I select AH on T4, I had 57/156 in AH at the start of T5.
I think you have 57 on turn 6.
 
I think you have 57 on turn 6.

This screenshot is the test where I picked AH on T0. I have 56 on T5, not T6. I ran 0% on T0, 100% on T1 to T3, 0% on T4 since I was out of cash.
Spoiler :
civ4screenshot0002-jpg.554146


This is with the first turn being T0.
 

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hmm.
1 + 1 + 1 + 13 + 13 = 29
29 x 1.4 = 40

You musta changed to 100% on T2. You only have 9 gold. You need to change on T3.

So if we could get 1 more beaker, we'd get +2 (42), right?
 
I ran 0% on T0, 100% on T1 to T3, 0% on T4 since I was out of cash.
Oh, OK. I missed this ^^, we're doing 2 different things. I thought we were testing 27g to start.

So yeah, Mitch, you were doing the smart thing. Testing how much we can squeeze out of it.
 
Right. We might as well get the bonus 40% on 3 turns at 100% instead of 2 turns.

In fact, it might even make sense to run at break-even slider (70%??) for the full 5 turns to maximize the benefit and minimize loss to rounding, right?

EDIT: or 0%, 100% for 3 turns, ~70% break even slider
 
I don't think it will matter. We get 40% no matter what so it comes down to rounding. If we can get 2 extra beakers over 5 turns that's probably the mathematical limit, but we may only manage one.
 
5-Turn Delay

1. Works till game reads 5/500.* THEN you select your tech and hit <enter>.

2. The multiplier is applied to two sums:

SUM(t1-5)*mult + t6*mult

3. A 40% multiplier jumps on multiples of 5. It also jumps on 3s and 8s, but at a 33% value for those three coins. 4s give you a 20% value, 1s and 2s, no value added.
1–>1
2–>2
3–>4
4–>5
5–>7

4. Best to think of the value on each coin. The free beakers get no value added at 0%, but if we run the first 5t at 0%, then run ah for 13base-b at 100%, we score 7 + 18 = 25. 2 extra beakers! Those 0% free beakers had values of 1.4b.

Conclusion: If we quickly find a third city site, we probably should run 5t at 0%. Then we could get ah in 7t!!!


* Starting at 0/500
 
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