Short fun game (immortal)

Well, if we go with the GA route, it'd be GA revolt to Hindu and adopt pacifism + caste + bureau. Crank out lots of 2-3 GP (I hope) even by starving cities. Then revolt to OR + slavery at the end of the GA. I think it's doable but I'd have to check the save to look at the math...
 
:D With fast fingers, maybe we can bulb and GA the same scientist...

Though, in continuation to the slight hitch in the GA plan bbp already brought up, we should also use that same dark magic to spread Hinduism to St. Pete and Novgorod at least.
 
Maybe I could just play to CS, to keep it moving. That's 7-8t, and we can still debate the GS.

Edit: agree on Hindu spread, Silu. I'll see into it, but I'm guessing it needs to wait a bit.
 
^ Yeah deffo no manual spreading right now... I just thought if we were using dark magic anyway we could fit that in as well.

EDIT: Fun fact of the day: cottages are better on Quick since the maturing thresholds are halved instead of multiplied with 0.67 compared to Normal speed :)
 
Fun fact of the day: cottages are better on Quick since the maturing thresholds are halved instead of multiplied with 0.67 compared to Normal speed :)

Not true, it's 6-13-26 vs. 10-20-40.
 
Played 7t. Not very eventful. We captured Sarma this turn, losing a sword and an axe. Gandhi got CS and Mao got Philo. I did work some dark magic - we have Hinduism in St. Pete and Novgorod. :D I got started on some CH's, as we have enough troops now IMO, and not much else to build. The GS was just born, and I haven't done anything with it. I'll post some screenies and some more notes in an hour or so.

EDIT:
Bismarck has silk + 2gpt available for trade as of this turn, and we have an extra ivory. We'll have the second gem relatively soon, but I'd make an ivory trade here. I think we should adopt Hindu now that it's spread quite a bit. Churchill has another missionary on the way, too. In religion news, AP (Christian) was BIDL. I guess one of DG or Roos beat Gandhi to it.

GS: It's a hard call. Philo trade value went down, so I'm against bulbing it now. An immediate Golden Age would let us do some revolts for free, and push another GS, maybe even two with Caste. I'm generally against settling at this stage in the game - I'd rather store it for Renaissance bulbing personally... Don't know.

We could try a Currency trade (maybe for HBR?) I wasn't sure about it. I think we definitely want Cale and MC soon, I guess CS trades. Paper next?

Cities: we can afford to leave some axes for HR happy now. I whipped a library in Novgorod to kill two unhappy, and I whipped one in Yeka for border pop. I know we have 7 now, but Novgorod has plenty of food for scientists and lib beats monument in Yeka. I chopped sugar and banana so we can work 3fpt tiles in those cities. Gem was worked for a turn, but we should grow to 3 before working it again IMO.

There's actually not much to show in screenshots...
Civ4ScreenShot0963.JPG

Civ4ScreenShot0964.JPG

Civ4ScreenShot0966.JPG
 

Attachments

^ Sup with only now researching CS? Even without the pillage gold it seems it could have been gotten at least 2 turns earlier.

We could take MC now with Currency + 165g which would leave us enough $ to still get CS in 3 turns. Though that would probably only be good if he's currently researching Currency, have you checked if that is the case (trade values over consecutive turns)? If not, then IMO we should try to tech a turn into MC (after CS) and then trade Currency for that, checking every turn if he's researching it and if he is then make a trade right away. If we go for GA (look below) then IMO take MC right away with Currency + $, it's insanely good with 2happy half price Forges.

We shouldn't give Ivory to Biz IMO, he's the one guy that could damage us with it and he already has Cons+HBR. Just trade Copper instead, I see no reason not to.

EDIT: About the GS, I'm fine with almost any use to be honest. Now that we got religion spread the GA looks much more enticing, after all religion convert hurts more on Quick and so do normal 1-2 civic switches. If we go for GA we obviously should go Masonry + Mono right after CS.

EDIT2: On the off chance that Church should DoW us instead we should keep at least 1-2 Axes in St. Pete, losing that would be disastrous and after all it is possible we're the target.

EDIT3: We'll have 12 Workers after the Stone barb city, should for once be enough even for the jungles and shoppin' and millin' FPs. :)

EDIT4: Tiny worker micro issue, not sure why there's a desert mine inc (with 2 workers no less) in Moscow instead of a cottage on the last unimproved FP (and on the farm).
 
Not without pillage gold, and I wasn't sure I could take the city this turn (two more archers showed up during the set, but then suicided stupidly). Maybe I should've put in a couple of turns just in case...

Trading copper: didn't think of it. That's better.

EDIT: I was assuming Gandhi would be the target for sure... We can definitely leave some units in St. Pete, though, and should for happy anyway.
 
We could take MC now with Currency + 165g which would leave us enough $ to still get CS in 3 turns. Though that would probably only be good if he's currently researching Currency, have you checked if that is the case (trade values over consecutive turns)?

No, I always forget to do that. I have multiple saves, though, so I could check...

EDIT: Same value 2t ago.
 
Not without pillage gold, and I wasn't sure I could take the city this turn (two more archers showed up during the set, but then suicided stupidly). Maybe I should've put in a couple of turns just in case...

CS in 3 turns costs 3x 68 = 204g, we have 397g and the pillage yield was 102g, without that we'd have 295g, so we grinded 91g too much at 0%. Or am I missing something?

EDIT: I was assuming Gandhi would be the target for sure... We can definitely leave some units in St. Pete, though, and should for happy anyway.

Well there's no "for sure" in AI DoWs as I'm sure we all know :) Does anyone (hi bestsss, how's the leg!) know if diagonal neighboring tiles count towards the threshold of 8 tiles to be a land target? If not, then we weren't a land target at the time and the chance he's going for us is very very low. If yes, it's actually not that much more probable he's going for Gandhi than us.

Since Church isn't researching Curr I think we should try to get partial MC+cash with it. He's not likely to get it in a trade as far as I can see.
 
CS in 3 turns costs 3x 68 = 204g, we have 397g and the pillage yield was 102g, without that we'd have 295g, so we grinded 91g too much at 0%. Or am I missing something?

I've already teched it for 2 turns.

EDIT: Sorry, that's obviously not it. I think it sped up by a turn or something. I needed 5t @ 65+, and saved 350g roughly.

EDIT2: Yeah, I screwed up in retrospect. We needed 4t and a bit, I should've calculated it carefully, but I just assumed it would be 5t. We could've had it 2t earlier without pillage, even sooner otherwise. Sorry, guys.
 
Does anyone (hi bestsss, how's the leg!) know if diagonal neighboring tiles count towards the threshold of 8 tiles to be a land target?
It's recovering... no fracture, so I was lucky.
For the question: this is the code for land target. One of the reasons the game runs so damn slow is code like that (the function is called relatively often)
It loops every damn plot on the map. Beautiful!

Code:
int CvTeamAI::AI_calculateAdjacentLandPlots(TeamTypes eTeam) const
{
	CvPlot* pLoopPlot;
	int iCount;
	int iI;

	FAssertMsg(eTeam != getID(), "shouldn't call this function on ourselves");

	iCount = 0;

	for (iI = 0; iI < GC.getMapINLINE().numPlotsINLINE(); iI++)
	{
		pLoopPlot = GC.getMapINLINE().plotByIndexINLINE(iI);

		if (!(pLoopPlot->isWater()))
		{
			if ((pLoopPlot->getTeam() == eTeam) && pLoopPlot->isAdjacentTeam(getID(), true))
			{
				iCount++;
			}
		}
	}

	return iCount;
}

And then there is an inner loop for "isAdjacentTeam" which loops all the DirectionType.
Code:
bool CvPlot::isAdjacentTeam(TeamTypes eTeam, bool bLandOnly) const
{
	CvPlot* pAdjacentPlot;
	int iI;

	for (iI = 0; iI < NUM_DIRECTION_TYPES; ++iI)
	{
		pAdjacentPlot = plotDirection(getX_INLINE(), getY_INLINE(), ((DirectionTypes)iI));

		if (pAdjacentPlot != NULL)
		{
			if (pAdjacentPlot->getTeam() == eTeam)
			{
				if (!bLandOnly || !(pAdjacentPlot->isWater()))
				{
					return true;
				}
			}
		}
	}

	return false;
}
//// and direction types enum
enum DirectionTypes					// Exposed to Python
{
	NO_DIRECTION = -1,

	DIRECTION_NORTH,
	DIRECTION_NORTHEAST,
	DIRECTION_EAST,
	DIRECTION_SOUTHEAST,
	DIRECTION_SOUTH,
	DIRECTION_SOUTHWEST,
	DIRECTION_WEST,
	DIRECTION_NORTHWEST,

#ifdef _USRDLL
	NUM_DIRECTION_TYPES,
#endif
....
}
What pains me, they never cache the results, not owned tiles, nothing.

And to answer the question: yes the diagonal tiles count. (if you have 8, you are a land target IF the primary area is the same)
 
^ Okay, in that case we actually were a land target at the time (we had exactly 8 tiles, the minimum, he had 9 but as far as I can see from the rest of the war code only our tiles matter, not that it would matter here anyway since he also has over 7 :lol: ) so it's surprisingly probable he's heading for us. About a 25% chance with his personality, give or take half a dozen percents. Should definitely modestly garrison St. Pete and send a Chariot or something to check out where his troops are concentrated at.
 
Wow! I just assumed we didn't have enough of a border with him, without even bothering to look that way... It's ok, though, we have plenty of units now.
 
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