Silk02 - Passive Aggressive Pangeaic Cultural Domination

Right now we have enough EPs towards SB we can change his civics, religion but need to get some buddha spread to him to switch religion. to bad we can't run spy missions and make him think washington done it.

The only way we can achieve that is by changing religion to Buddhism ourselves first.

One other thing: will we continue to settle GAs in newly created cities, or are we better off now culture bombing in cities that already exert a lot of influence (Munich, Lagash).
 
One other thing: will we continue to settle GAs in newly created cities, or are we better off now culture bombing in cities that already exert a lot of influence (Munich, Lagash).

After reading about how culture bombs work, I'm convinced that they are best used in newly captured cities to quell rebellion, and to start exerting cultural influence where there is none (such as when trying to get a foothold in another continent).

In our case, when we take over a city, half the cities tiles are already ours - so there isn't a huge lack of tiles to work (as there is when you invade another continent). Compared to what we can put out with theaters, settled artists and other tools at our disposal, the 4000 or 6000 :culture: provided to outlying tiles by a culture bomb pales in comparison after a surprising low number of turns.

Settling GA's are definately a good move. In some cases, maybe not the absolute best option, but I think its one of those moves that is solid enough (especially in a border city) that it is always viable.
 
looking at where they are now in culture, i'd say bomb them. I think add +6000:culture: would be better benefit.

Yes, I tend to agree with this. Especially with our more developed cities, we can use the bomb to flip the border cities. This may be more difficult with new cities, because the culture bombed may only extend to the first and second rings. A stronger city's culture bomb extends further.

Also remind me what the effect of the culture slider is when bombing. Is it still true that we'll have more effect when turning the slider to 100%, then bombing, and then turning the slider back the next turn, or has this been fixed?
 
This is what I found in the excellent discussion of DerangedDuck

One last source of culture is the great artist. When added as an artist superspecialist, he merely contributes to the city's cultural (and science) production like any other specialist. However, when the artist is used to create a great work (often called a 'culture bomb'), it gets interesting. Of course, the 4000 culture points are instantly added to the city's culture. Guess how many of those 4000 points are added to the plot culture of the surrounding squares. The answer is zero. Of course, those familiar with culture bombing will be surprised by this, because they will remember using great works to take control of territory as well boost the city culture, so clearly something more complex is going on. Here's what actually happens:
First, the city is brought out of revolt, if it is currently revolting. Then, the 4000 points (or whatever the value of the great artist happens to be) is broken up into 20 equal groups. The first group is added to the city's culture. The city's cultural level and radius are recalculated. Then, one turn worth of the city's current cultural output is added to the surrounding squares, including the 20 point bonus for each ring below the outermost ring. Repeat this process for the other 19 groups of great work culture.
So, let's walk through what this does. Suppose a great artist creates a great work in a city that has no culture. The first of the 200 point groups of culture is added. This brings the city's culture level immediately up to 3. Now, although a turn worth of the city's culture is now delivered, the city has no culture and is producing no culture. So, the only plot culture gained is from those 20 point bonuses. The city plot and 8 surrounding squares thus get 40 points of plot culture. The next ring gets only 20 points in each square. Now, we repeat. The next 200 points is added. City's cultural level stays at 3. Same amount added to nearby squares. Third 200 points added. This brings the city's cultural level to 4, where it will stay for the remainder of the cultural delivery as we're only giving 4000 points and it needs 5000 for the next level. So, the innermost ring gets 60 culture each of 18 times, the next ring gets 40 culture 18 times, and the third ring gets 20 culture 18 times. Or, to sum it up, The first ring gets 1160 points of plot culture, the second ring gets 760, the third ring gets 360 and the fourth ring, although within the city's cultural radius gets nothing. This may seem like a lot, but consider if you sat on the city for a mere 20 turns, you'd double it. Of course, if the city also had any cultural production, that amount would be delivered 20 times to every square in the first 3 rings, and 18 times to the fourth ring.
Note that when the city's culture is delivered, it is the amount that the city produces at that instant, not that turn. This should raise some mental red flags as possibly abusive, because yes, you can set your culture slider to 100, assign everyone to artist specialist, deliver your culture bomb, then set them back before ending your turn. Knowing this, you can get a great deal of benefit at no cost, if you know the trick. Well, actually, there is some cost, because to use this trick to say add another 1000 to all your squares' culture, you'd need first need to build the city up to where it can produce 50 CPT.
 
And this is from a post by Grogs:

I made a short study of this last week. I might dig it up and post it over on the strategy articles if there's some demand. From what I can tell, it works like this:

Once another civ has a higher % of the city than you do (i.e., they have 50%, you have 49%) the city has ~10% per turn chance of going into revolt (mouseover the bar that shows population percentages to see the number.) The actual number will be slightly less than 10% (9.7-9.9 usually), but 10% seems to be the max. This (starting) number is (approximately) the same, whether your population is 49% or 0%.

Each combat unit you garrison in the city will lower the revolt percentage. The stronger the unit, the more the revolt chance is lowered. I determined this empirically, but I'm guessing that the xml data you found is behind it.

The amount that each garrisoned unit (of a certain strength) lowers the revolt % is affected by the following:

- city size (larger city = less effective garrison)
- population % (higher % foreign = less effective garrison)
- state religion (a city with the *state* religion doubles the effectiveness of each troop stationed there)
- war (if you're at war with the civ with higher population %, the effectiveness of each troop stationed there is doubled)
- revolt (the effectiveness of each garrisoned unit is lowered; also, it's now a *flip* percentage, rather than a *revolt* percentage)
- maybe other factors (roads to capitals and such) I haven't had a chance to test

If you put enough troops in the city, the % chance of revolt will disappear. It doesn't read 0%, it simply doesn't show up at all, the same as for a city that you own 50%+. I'm pretty sure that at that point the city is flip-proof, at least until circumstances change.

Of course actually getting that many units into a city may be easier said than done. A size 1 town with state religion and nearly equal %'s (i.e. 50-49) can probably be controlled by 2-3 warriors. A size 12 city at 0% would require 100+

This means that we can turn revolt chances into flip chances by using spies to foment unhappiness.
 
This means that we can turn revolt chances into flip chances by using spies to foment unhappiness.

I'm not quite sure I'm understanding what you are getting at here. If you are talking about using spies to foment revolt (the one turn revolt thingie) - I dont believe that effects anything, as that just eliminates defensive bonus.

I dont see anything in that list indicating that the amount of :mad: changes the flip percentages at all.
 
Turn 410
- move GArtists to Meddle. I dont think we need him in animals, because we own > 50% of hamburg, and we dont care too much about dortmund. By putting the artist in Meddle, which is 2 squares away from 2 AI cities, I think we get more mileage out of him.

Turn 411
- Granary is echoes destroyed by infiltrators
- start broadway in philly. I'm not too sure of this - but my thinking is that many of the tiles near philly are about to become ours, so its production should increase before too long.

Turn 412
- water supply of echoes poisoned
- freddy demands steam power. Nah
- zimbir: customs house > market
- culture bomb in Meddle. Try the trick of upping culture slider to 100%, hiring all artists (making it put out 102 :culture:/turn), then bomb and reset slider and specialists.

Before:
Spoiler :


After:
Spoiler :
Well, that didn't seem to change jack $#!^. Unfortunately, I didn't get an idea of what the tile %'s were under frankfurt and seattle beforehand.



Turn 413
- zzz

Turn 414
- zzz

Turn 415
- Uruk: WS > jail
- gumma: university > forge

Turn 416
- eridu: rifleman > aquaduct
- kish: bank > colosseum
- meddle: hindu temple > hindu mandir
- lincoln renounces washington and becomes a vassal of SB

Turn 417
- zzz

Turn 418
- radio in , tech mass media (for broadcast towers)
- stuttgart: rifleman > university
- switch darkside to eiffel

Turn 419
- Munich: aquaduct > bureau

Turn 420
- Lagash: market > observatory
- Ur: sec bureau > jail
- bantu: taoist temple > library
- bad T: start building palace
- Gumma: queue forbidden palace after current forge produciton
The thought here is that Uruk is too centrally located. Bad T being on one end of our land, and Gumma being on the other - most cities maint should be decreased

Turn 421
- water supply of echoes poisoned

Turn 422
- Uruk: jail > zigg
- Umma: granary > harbor

Turn 423
- Eridu: aquaduct > colosseum
- atomheartmother: hindu temple > library
- animals: theater > library

Turn 424
- zzz

Turn 425
- mass media in, tech communism (for intelligence agency)
- GM born in bad T!
- found sids in Uruk
- trade bio to freddy for steel, WM and 100 bucks (I know we dont need steel for tiself - but its a prereq for a lot of modern techs)
- trade medicine to churchill for divine right (eh), communism (what I was really looking for), WM and 190 gold
- now that we have communism, switch tech to RR (nothing else really helps us)
- queue up some execs in uruk


Stop here


Things that pop to mind:
- we need to start making more :espionage:, I think - because we are being out-teched. OTOH - it doesn't matter too much since we're not going for space race. HOWEVER, the AI will - so we'll need espionage to slow down their production and research
- the culture bomb in meddle didn't do too much - at least visibly.
- we're getting more and more :mad: because we dont have emancipation
- WE HAVE SID'S! Spread it to the border towns.
- I also set Bad-T to build a new palace, and GUmma to build the FP. Hopefully that'll cut down on maint expenses, having a palace on both ends of our borders.
 

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  • Silk02 Gilgamesh AD-1830.CivBeyondSwordSave
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OK, nice to have that GM and Sid's. Mission accomplished.
I guess I will just spam execs to all border cities. And create a lot of spies? Looks like Echoes is getting a lot of spy flak from Bismarck, so we need to get anti-spyware there.

Tonight is the only time I can play until April 5, so please give me some directions on teching, spying or whatnot.
 
OK, nice to have that GM and Sid's. Mission accomplished.
I guess I will just spam execs to all border cities. And create a lot of spies? Looks like Echoes is getting a lot of spy flak from Bismarck, so we need to get anti-spyware there.

Tonight is the only time I can play until April 5, so please give me some directions on teching, spying or whatnot.

best thing is to hire spies specialists in the cities we don't need artists in as they still give +4:science:, work the :espionage: slider and adjust the EPs to whichever AI. Get bureaus first in Echoes and any city that are getting hit, bureau's offer +50% defense and help thwart spies. Put a spy in each city to sleep, that'll help against getting hit by spies. Also running all those spy specs, getting a GSpy we can do infiltration (although the Scotland Yard +100%:espionage: in a city (Uruk with agancy)) with max spies will produce a lot of EPs.

Getting a Sids to Stuttgart, because of the :hammers: it's producing, will help with building Sids execs. I was hoping that culture bomb would've helped somewhat. Didn't see what the percentages of the tiles were around before and after, oh well something to remember next time.
 
Note that once a bureau is in place, there is no addt'l protection from enemy spies from having a spy unit in the city. In other words, pre-bureau you put a spy in a city - after bureau's are built, you have an army of spies to send out to pillage and plunder.

Other than that -I agree with hiring spies in the back cities.

It occured to me that there isn't really any other techs we need at this point - aside from ones that give us wonders which may be useful, such as internet (although we are so far behind ithe prereq's for that, I dont see us getting it). So we may want to switch the slider from mostly :science: to mostly :espionage: so that we can start having some spy fun.
 
Lots of micromanagement and some nice results.

1830.
Found Cirrus Minor 2N1E of Essen > Theatre.
Put SecBur in queue for Echoes
Fire proest and hire artists in Lagash.
Fire merchants in Bad-T hire 1 Spy + artists
Micromanage in DarkSide. Eiffel in in 19 (was 21)

The situation around Seattle:
Spoiler :

xxx 40%
25% 39%


Houston:
Spoiler :

13% 39%
xxxx
26%


Philly
Spoiler :

46% XXXX
43%
40% 44%


Cologne
Spoiler :

ours 43%
XXXX 10%
6%


Essen
Spoiler :

xxxxx 48%
35% 14% 13%


Dresden
Spoiler :

32%
9% xxxx


Hamburg
Spoiler :

45% 42%
ours xxxx 49%


Frankfurt
Spoiler :

xxxx 32%
48% 38%


Eridu Hindu Miss in queue for Cirrus Minor
Kish: Colosseum ready in 3, Hindu Miss in queue for Animals

1832.
Hostile takeover. We need crab. Look at map and it is impossible. Forget it.

1834.
Washington wants RR for medicine;decline
Mine dstroyed in Bad-T, send 3 workers and replace with windmill
Trade Whale for Iron w Bismarck for extra :)

1836
Churchill wants Electricity for Artillery +110 gold; decline
Kish: Colosseum > Market for extra :)
Market in Zimbir > workboat
Fire 3 priests in Uruk fr 3 spies
Fire 2 spies and 1 engineer for 3 artists in Munich

1838
Churchill wants defensive pact; decline
Eridu: Hindu Miss -> Cirrus Minor > Hindu Miss. Queue Hindu Temple in Cirrus Minor
Nibru: Customs House > Intell Agency > Stagnate growth, fire merchants, hire 4 spies

1840
Sumerian spy near Mound City is caught. Didn't realize we had him there...:confused:
Uruk: Jail > Pagoda

1841.
Zimbir: WB. Hire 2 spies > Spy
Stuttg: Uni. Hire 2 spies. Hindu-T
Suddenly realize that Nibru will create next GP. Best chances now for GM. Fire 4 spies and hire 4 artists
Cancel sheep for 8 gold with GW
Renegotiate dye for 13 gold
Cancel cow for 6 gold with Bis
Renegotiate cow for 0 gold
Send workers to develop coal mine near Animals

1842.
Railroad > Refrigeration
Eridu: Hindu miss (-> Animals) > Tao T
Bantu Library > Jail
Uruk Exec (-> Ur) > Exec
WB farms clams E of Zimbir. Culture from Sid's goes up with 2 cpt to 14 cpt before multipliers. Keep checking F4 to see if we can get more seafood or rice.
Cancel copper for 4 gpt w Lincoln
Renegotiate Ivory for 6 gpt
Cancel dye for 3 gpt with Churchill
Renegotiate dye for 5 gpt
Automate 6 workers to build trade network now that we can build railroads.
@Dual: cancel automation at your convenience.

1843. Library in AtomHeartMother (56 cpt). Hire 2 artists, stagnate growth and build culture: now 84 cpt.
Miss spreads Hindu in Animals. Hindu-T in queue

1844.
AP vote: abstain
Sid's sushi in Ur: now +42 cpt aftre multipliers

1845.
Nothing

1846
SB will trade fish for Ivory. Sid's now at +16 cpt

1847
Eridu Tao Temple > Spy
Stuttg Hindu-T > Spy

1848
Lagash: Observ > fire 2 priests, hire 3 artists, produce culture.
Uruk: Exec for Philly > Exec

1849
Refrigeration > Superconductors
Zimbir: Spy > Spy
Nibru creates GA for Philly. Next GP in Bad-T (GA 89%)

1850
Stuttg: Spy > Spy
Trade Radio for Military Tradition, Combustion, WM 190 gold with GW
Cancel clam for 2 gpt (SB)
Corp now +18 cpt
Cancelmpig for 7 gpt w SB
Renegotiate stone for 11 gpt

1851
Eridu Spy > Supermarket. Hire 4 more artists
Ur: Pagoda > Tao T
Meddle: Mandir, hire 2 artists > Library

1852
GA settled in Philly

1853
Gumma: FP > Colosseum. Hire 4 artists
Stuttg : Spy > Spy

1854
Darkside: EIFFEL TOWER!!!! (Bc tower in all cities for +100% cpt)
Uruk: Exec
Spy spreads culture in Frankfurt but is caught
Spy slider to 30%. Reallocated to Bis and Fred

1855
Zimbir: Spy > Spy
Munich: Culture Bureau, hire 1 more artist, > culture
Stuttg: Spy > Spy
Exec founds branch in Echoes

1856. Ur; Tao T > culture
Darkside: Rifleman (from queue) > IntellAgency
Random event: coal plant will yield 4 hammers in Darkside
Stopped here.

The situation around Seattle:
Spoiler :

xxx 40%
25% 39%

now

xxx 44%
25% 41%


Houston:
Spoiler :

13% 39%
xxxx
26%

now
14% 42%
xxxx
30%


Philly
Spoiler :

46% XXXX
43%
40% 44%

now

ours XXXX
46%
42% ours


Cologne
Spoiler :

ours 43%+1%
XXXX 10%+1%
6%+1%


Essen
Spoiler :

xxxxx 48%
35% 14% 13%

now
xxxxx ours
37% 16% 15%


Dresden
Spoiler :

32%
9% xxxx

now
38%
16% xxxx


Hamburg
Spoiler :

45% 42%
ours xxxx 49%

49% 47%
ours xxxx ours


Frankfurt
Spoiler :

xxxx 32%
48% 38%

xxxx 37%
ours 42%


We're getting there!

Dr Yes is now off to Florida for some work and some very serious golfing. Back on the 5th, but on-line for lurking.
 

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  • Silk02 Gilgamesh AD-1856.CivBeyondSwordSave
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Not much of a report as not much is happening. Looks like we're doomed to failure though. No chance of reaching dom limits before the AI heads for space.

A very successful start to my save, as I managed to grab the correct save.

T446 - Why are we researching superconductors? AL could at least be useful.

T450 - Superconductors>AL

T451 - Broadway built by Washington

T455 - Rock N Roll built by Washington

T456 - GA born, currently awaiting orders in Philly

Ended with completion of AL. Not sure what turn it was.

Ran espionage missions, built stuff, etc. One enemy city revolted (should flip soon). Overall didn't try to hard as there is no way we will win. The AI is not too far from space and we are a long long long way from domination.

Save attached.

I guess cripp is up, if we want to continue to defeat.
 

Attachments

  • Silk02 Gilgamesh AD-1869.CivBeyondSwordSave
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Wow, some good progress. Why superconductors, for the labs? I think after that kill the :science: and just work the :culture:/:espionage: sliders. Maybe try to sneak in R&R and Hollywood in somewhere, maybe DarkSide & Gumma. Keep pumping rifles to keep our power rating up, SB is getting up there don't need to get jumped on. Looking at the Glance screen, still looks like a happy bunch though.
 
I think our chances are success are pretty slim as well.

Maybe the next logical step would be for us all to take the most recent save, play the game out single player, and reconvene in a few days with a report of what we did, and see who was most successful.

Any interest in pursuing that direction?
 
Sounds good to me. I really don't know where it went wrong in the beginning, maybe should have used the culture slider better sooner. I've got an idea for silk03 though, a no culture domination. Where you can't build any buildings that produce :culture:, which means cities have to be 4 tiles a part. Only culture is produced by religion. I forgot where I saw this kind of game done before, but it was intresting to say the least.
 
I think we could have done a couple things differently (most of these were mentioned a couple weeks ago):
- pick some AI that would actually go to war
- try another leader. We kinda thought we would be a constant target, and so we chose protective as our secondary trait.
- our initial cities probably should have been closer to AI cities. Means better scouting at first, and a very scattered empire.
 
Also, not having started on the end of the continent would have been helpful so that we could culturally expand in all directions, instead of just one.
 
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