who should i attack, (saved game attached)

elephant - could you give me an estimate of how many total scientists you are using to get flight in 5 turns. that is awesome.
 
Flight costs 5760 beakers to learn. Over five turns, that is 1152 beakers per turn. Each scientist/geek/Sheldon Cooper produces 3 beakers per turn, so that breaks down in 384 science specailists. As a rough guess, Tusker probably has about 100 science farm cities.

There is a lot of prime science land down in the southwest.

The utility CivAssist II (CivAssist II) gives the breakdown of the cost of technology (in beakers) and a lot of other helpful things.

MapStat, part of CRpSuite : Playing aids and game analysis utils, is also a helpful tool that uses less resources than CivAssist II.

Both of them are free downloads, developed by people here at the forum. They are spoiler free. They don't give you any information that is not available in the game.

For instance, both tools will let you know which of your cities that will go into shutdown next turn if you don't do something this turn. That is much easier than cycling through your cities each and every turn to check for that.

I use MapStat more than CAII. My older machine could not handle Civ3 and CAII at the same time so I had to use MapStat and got used to it. CAII is prettier but most of what I need in-game I can get from MapStat (city counts, cranky cities and trade deals). Also, I can Alt+Tab between MapStat and Notepad and Civ3. With CAII, I cannot Alt+Tab from CAII directly into Notepad; I have to go to Civ3 first from CAII and then into Notepad.

Anyway, that is what worked for me.

They can be used with Hall of Fame submissions.

Neat Trick with MapStat
I keep my saves in seperate folders. If I point MapStat to a saved game in that folder, it will open the most recent save. If I save a new game into that folder, MapStat will update itself with the latest data; I don't have to do anything but save the game. I think CAII works the same way but I have not used it in-game enough to know for sure.

EDIT:
CivAssist II (Thread and Download) and CRpSuite : Playing aids and game analysis utils (Thread and Download)
 
@CB;when I click on the website listed in the thread you linked us to I get a 404. I'll look in the forum's DL section. Yes it is there.
My bad. I did not check the download links, only the thread links.

I updated my signature include both.
 
As of 1760, I have about 60 size-12 science farms and another 40-50 smaller ones (either locked at size 6 or growing at 7-9...I had a lot of aqueduct builds going on). Size 12 farms have 6 scientists on average; the smaller ones have 2-3.
 
As of 1760, I have about 60 size-12 science farms and another 40-50 smaller ones (either locked at size 6 or growing at 7-9...I had a lot of aqueduct builds going on). Size 12 farms have 6 scientists on average; the smaller ones have 2-3.

That is one reason why I mod the game and boost the resource yields along with changing the town and city size. Then I do not have to worry about science farms, and get my research done in the minimum time possible with no problems. Generally, I am doing that with about 10 or so cities, max. Much easier to keep track of things too.
 
This is my fifth turnset, ending at 1730 AD.

We have just started learning Flight. At 0% science, it is 13 turns away. We generate 444 beakers per turn, a long, long away from Elephantium's 1000+ per turn.

For some reason I have had more fun making Zululand into a geek paradise than the southwest corner of Maya. I think the real reason is that it was much easier to do that in Zululand than the homeland. In Zululand almost everyone is building wealth. In the great southwest, citiies are making settlers because we still need them. I think I need to look at that this next turnset.

Turn Log
Spoiler :


web25-2
Turnset CB05 1680 AD

Republic at Regent
30% Tax
70% Science
00% Luxury

4204 gold, +56 gpt

Steel in 5


Military
006 Settler
092 Worker
213 Slaves
003 Sword
001 Pike
001 Longbow
007 Musket
007 Knight
092 Cavalry
039 Infantry
002 Artillery
003 Artillery (English)
009 Frigate
011 Galleons
001 Army (Cavalry)
014 Mace
006 Crusader

Current Units: 291
Allowed Units: 204
Support Costs: 174 gpt



0 1680 AD

Zulus are almost gone.
England is holed up in some city far away.
Byzantines have two cities left.
Arabia is the next closest target, just NE of Merry Olde England and five water tiles away. That means ship-chaining. Transports could make that in one move, but that tech is about 10 turns away.
[IBT]
Get Pre-boot from Arabs because of bad navigation.

First pollution strikes.


1 1685 AD

We visit the Zulu capital.
We get a great gift; *CavalryOfUmtata 1685 AD* and, well, we don't know since Umtata had only one defender.
Umtata is ours but nobody wants to live on tundra so it we raze it.

Zulu are dead.

We got two slaves from Umtata.

Eighteen Rabbit is our MGL. He gets shipped back to the mainland, along with 3 eCavalary, and becomes Second Army 1685 AD.

No More Zulu, Zulu Go Bye-Bye and Zulus in Tutus are founded on the Zulu east coast. This is really going to frustrate the Arab settler pair that snuck ashore on the IBT.

Blue Banner will be just another science farm.

It will take about four to five more turns to get enough Galleons into Dyrrachium, a former Byzantine city.

Right now we have 37% of the land area and 57% of the population.
[IBT]
Palace Expansion: second floor connecting hallway on stage right.

2 1690 AD

In Zululand, Coal is connected. Iron is already connected. Zululand can build its own railroads.

Rush some settlers.
[IBT]
Build Market in our capital.

3 1695 AD

Zulu Dreams, Zulu Memories, Zulu Stardust and Zulu est Morte are founded in Zululand.

MM Quirigua to complete Magellan's in 4 not 5.
[IBT]
Rome offers us a cup of coffee. World Map for World Map. Caesar isn't really happy with us but we don't need his WM as much as he needs ours. We decline his request, after we finish the coffee.

4 1700 AD

Blue Bayou, Blue Jeans, Blue Skies, Blue Spandex and Blue Bell of Brenham on the mainland.
All the Dead Impis in Zululand.

Talk to Portugal. Tell them we have four gifts for them. Two eKnights and two eCavalry. Enjoy.
Bombard two Dromons lurking around the three island nation of Portugal, just to send them away.

We have eight cities that could flip to Portugal. It is time to erase that threat.

Nottingham, captured in 1525, maxes out at size 12.

Rush some settlers on the mainland and Zululand.

Drop science to 0%, Steel in 1, +852 gpt, 2785 gold.

Magellan's Voyage will complete the turn before we invade Arabia.
[IBT]
Steel -> Combustion (Transports) in 16 turns at 0%.

Build Library in our capital.

5 1705 AD

Alcacer do Sal, the capital of Portugal, is defended by an rSpear.
We fear a trap, but let an eKnight take the lead. Spear dies.
Second rSpear appears, eKnight attacks and rSpear dies.
Alcacer do Sal is now an island territory of Maya, a great place for summer vacations. Unlike the Byzantines, the ladies of Portugal are friendly, so we spare the city.

Portugal is dead.

Blue's Clues and Blue Hawaii

Zulu Zombies, Zulu Silks and Zulu Time Zone are geek factories in Zululand. Lots of grassland in Zululand.

Raise science slider back up to 70%, Combustion in 5, +36 gpt, 3664 gold.

Magellan's Voyage in 2.
Universal Suffrage in 7.
[IBT]

6 1710 AD

Zulu Skanks
Blue Book, Irony Blues (sits on Iron), Blue Banannas, Singing the Blues, North Blue Lake, Southeast Blue Lake and Southwest Blue Lake claim a lot of the jungle belt that defended England. Not all of that jungle is cleared but it is half gone by now. All of the Blue jungle belt cities start on Courthouses, since I think they will be somewhat productive.

The Byzantine capital of Septum is a one tile atoll 5 tiles away (2E-3NE) of Alcacer do Sal, our latest tropical paradise.

Rush four more Zulu settlers. It looks like it will take a total of seven settlers to geek-out the grasslands here.

Rush four more Blue settlers.

Magellan's Voyage in 1.
Universal Suffrage in 6.
Combustion in 4.

May wait to invade Arabia after we upgrade our Galleons (4 move, 4 units) to Transports (6 move, 6 units). From Dyracchium to Khurasan (Arabia) is six tiles, harbor to harbor.
Still need to think about this, however.
[IBT]
Incas demand Saltpeter. We say No. So they declare War on us.

Inca has 22 cities and are not close to us anywhere. They are the second largest civ.This could be interesting.

Magellan's Voyage in Quirigua. Extra movement for all our ships.

7 1715 AD

We embassy up.
Rome's costs 64 of 2945 gold. Rome is building a vKnight.
China's cost 73 gold. Beijing is building an rLongbow.
France's cost 88 gold. Paris is building Shakespeare's Theater. Let them.
Cannot build embassy with Inca.
Now at 2720 gold.

We get on the phone and start calling the various world leaders.

Call up Byzantines. Peace for Peace. Done.
Military Alliance on Inca for Iron. Done.
Bzyantines (2 cities) declares War on Inca (22 cities).
Call Rome.
MA vs. Inca for Spices and Wines. Counter offer 20 gpt. Done for 20 gpt.
Rome (21) declares War on their neighbor Inca.
Call China.
MA vs. Inca for Horses. Done.
China (10) declares War on their neighbor Inca.
Call Korea.
They are willing to join for free. We let them.
Korea (9) declares War on their neighbor Inca.
Call France.
MA vs. Inca for Horses. Done.
France (12) declares War on Inca, which is south of China from France.
Call England.
MA vs. Inca for Physics. We counter we 7 gpt. They accept.
England (1) declares War on Inca.

All of the world, except Arabia, is now at war with Inca. Enjoy the excitment, Pachacuti.

Our own excitement begins. We load up 6 Galleons with First and Second Cavalry Armies, 4 vInfantry and 12 vCavalry. Three more Galleons will sail next turn.

I think we can stagger our upgrades from Galleons to Transports without greating hindering our shipping.

Call up Arabia. They are broke.
We (120 cities) declare War on Arabia (12 cities).

Before we invade we must get rid of the Arabs inside and next to our borders.

Yamama is autorazed.

*MaceOfZulusInTutus 1715 AD* and Cauac-Sky, who becomes Third Army 1715 AD. Third Army will be shipped over next turn.

Now our fleet sails from Dyrrachium to Arabia, landing our forces outside of Khurasan.

Zulu Ponies (on Horses), Zulus for Maya, Zulus Need Love, Too and Zulus on the Coast.


Okay, let us see what the IBT has in store for us this turn.
[IBT]
Arabs land something in the deserts of NW England.

Pentagaon? (Since we have 3 Armies in the field.)

8 1720 AD

Arabs landed a settler pair; eKnight deals with them.
China landed a settler pair also, on the ruins of Yamama. Well, we can't do anything about that.

Rome landed a settler pair on tundra of northern Zulu.

Khurasan is overpowered. We retain the Barracks, Market, Aqueduct and Harbor. We gain 6 resisters.

Ship Third Army, 4 vInfantry and 4 Workers to Arabia. Should have sent across a Mace or Longbow to disband for an Arab slave.

Galleons 02 to 07 return home.

Land area: 41%
Population: 60%
Combustion in 2.
Universal Suffrage in 4.
[IBT]
China wants to abuse our "friendship". ROP and MA vs. Rome, whom we already have an MA in place. Sorry, no deal.

9 1725 AD

Resistance ends in Khurasan. We had 20 units in the city; we need to keep 9 to make the flip risk go away.
We rush a slave for 36 gold.

Zulu Fishies and Zulu Zeros

Mecca, the Arab capital, was defended by 3 Spears. We keep it to get past the Arabian mountains.

Ship across 4 vCavs, 1 eCrusader, 3 eKnights, 2 workers, 1 vMace and 1 vLongbow.

Drop science to 0%, Combutsiton in 1, +859 gpt, 2378 gold.
Universal Suffrage in 3.
[IBT]
Combustion -> Flight in 15 turns at 0%.

10 1730 AD

We lose 2 vCavs but Damascus is acquired.

Ship across 7 eCavs, 1 vCav that was an eKnight and 4 vInfantry.

Upgrade 7 Galleons to Transports.

Arabia is good geekland, too.

Flight in 13 at 0%, +872 gpt, 2360 gold.
Universal Suffrage in 2.

We are producing 444 beakers per turn, all from geeks.

Blue Cheese



Military
005 Settler
098 Worker
231 Slaves
003 Sword
001 Pike
000 Longbow
007 Musket
007 Knight
116 Cavalry
047 Infantry
004 Artillery
003 Artillery (English)
011 Frigate
008 Galleons
007 Transports
003 Army (all Cavalry)
014 Mace
006 Crusader

Current Units: 337
Allowed Units: 265
Support Costs: 144 gpt

And the save is attached.
 

Attachments

This is my sixth turnset, ending at 1762 AD.

We learn Flight this IBT, all of the learning done by geeks.

Zululand is fully settled and we getting a few geeks from it.

Arabia is also turning into another geek haven.

Incan war is going well.

Turnlog
Spoiler :


Republic at Regent
100% Tax
000% Science
000% Luxury

2367 gold, +877 gpt

Flight in 13


Military
005 Settler
098 Worker
231 Slaves
003 Sword
001 Pike
000 Longbow
007 Musket
007 Knight
116 Cavalry
047 Infantry
004 Artillery
003 Artillery (English)
011 Frigate
008 Galleons
007 Transports
003 Army (all Cavalry)
014 Mace
006 Crusader

Current Units: 337
Allowed Units: 265
Support Costs: 144 gpt



0 1730 AD

Rome built some little podunk tundra city on the north tip of Zululand last turn. There is an Oil resource up there and they ignored it. Rinky dink city with the overly pompus name of Caesragusta.

TIP:
It really bugs me that when slaves are 'birthed' out of cities they look like real/native workers. Same graphics. And my flaky PC has provided me with an answer them.

My PC, at various times of the year, likes to just freeze up. I think it is because something in it gets too hot. It is a second hand box I have had since late 2005. It is time for a new box. Anyway, this unexpected shut down feature of my little black box means that I save many times during the turn. At the start and at the end and at milestones inbetween (lot of worker tasks done, capture a city or a lot of units moved). If I just reload the game after one of those saves, the graphics for those non-native workers corrects itself.

Not exactly earth shattering, but it is helpful to me, so it might be helpful to someone else.

Still need about three settlers to finish out Zululands geekfests.
[IBT]


1 1735 AD

See that Inca took Cheju from Korea. This is good, since Cheju is closer to Maya than the other coastal cities of Inca. Frigate bombard the Knights defending in Cheju.

Blue Danube, Blue Eyes Crying in the Rain (next to a volcano, but it is just a place for geeks), Baby Blue Contiental (Billy Joel lyrics).

Kufah, the capital of Arabia, costs us an eKnight but it finally falls to us.
Medina gets lucky and kills the first eCav that attacks. Then the luck turns our way.
Anjar also claims first kill on the first eCav it sees. *KnightOfCoventry 1550AD* promotes from vCav to eCav as it captures the city.
We lead off the attack on Baghdad with a mere vCav. It survives so we send in an eCav, who routes the other Pike.
Fustat's two spears are stampeded by 2 vCavs.
Basra has different defenders but suffers the same fate.

Ship across 4 workers, 2 Mace and 6 vCavs.
Narjan, an Arab capital, knocks off a vCav.

Upgrade 3 Galleons to Transports.
Disband 3 vMaces into Arab slaves.

Zulu Zingers, Zorking Zulus and Zorro of Zulu.

Rush some settlers.

Universal Suffrage in 1.
Flight in 11.
[IBT]
Universal Suffrage is built in Ek Balam.

2 1740 AD

Upgrade four Galleons to Transport.
Do not ship any units to Arabia.

Rushed some Arab settlers.

Blue Blood, True Blue, Blue Light Special, Ocean Blue, Big Blue Marble and Jazzy Blues.

Flight in 11.
[IBT]

3 1745 AD

Aden. the Arab capital for two turns, is captured.

And the Arabs are dead.

Blue Bunny, Blue Grass
Arab 01 and Arab 02.

Load up eCavalry, 2 Armies and an Arab settler into Transports and set sail towards Inca.

Flight in 10.
Land area: 46%
Population: 67%
[IBT]

4 1750 AD

Korea lost another city to Inca.

The jungle belt of England is gone.

Arab 03 and Arab 04.

Rush more Arab settlers.

As Transports pass our capital we load them up with troops and send them on their way to Inca. First transport arrives near Cheju in three turns.

Korea has lost three cities in the Incan War.
Rome and China have each gained one city.
Inca has gained three, to 25 cities. These seem to have come from Korea.

Flight in 8.
[IBT]
Seoul falls to Inca.
Rome took a city from China.

5 1752 AD

Arab 05, Arab 06, Arab 07, Arab 08, Arab 09, Arab 10, Arab 11 and Arab 12.

Our MAs on Inca run for another 12 turns.

Flight in 8.
[IBT]

6 1754 AD

Moving transport, irrigating Arabia and MM cities.

Flight in 6.
[IBT]
We lost our supply of Furs.

7 1756 AD

No one is too upset about not having Furs from France.

Flight in 4.
[IBT]

8 1758 AD

Inca had a city razed, probably by Rome.

Flight in 3.
Land area: 47%
Population: 70%
[IBT]
Inca (25) and England (1) make peace. We get our 7 gpt back.
Which is why we didn't trade techs for our Military Alliances. England wasn't going to be much help to us anyway. Signing them up was done just to put pressure on Inca.
I do expect England not to just make peace with Inca but to declare war on us as well.

But England does not.

9 1760 AD

We tease Elizabeth with gold. For 7 gpt she will sign a new MA vs. Inca.
She burned us once, she'll do it again.
We walk away from that deal.

We invade Inca near Cheju,landing on a hill next to the city.
We land 2 Cavalry Armies, 1 Arab Settler, 6 Artillery, 9 eCavs, 18 vCavs, 10 Infantry, 6 Workers, 6 Mace and 2 Swords.
Ten transports full.

Cheju is defended by an rPike.

ElectraGlide in Blue

Flight in 2.
[IBT]
Inca grabbed Namp'o from Korea.

10 1762 AD

Only one vCav is needed to make Cheju ours and not part of Inca.
It is razed.
Incan Invasion Point is built nearby.
Ivory is connected.

Four eCavs brush aside the Musket, 2 Pikes and Longbow in Pyongyang.
Two eCavs flush out the Pike and Spear in Ica.

Unlike Zululand and Arabia, the Inca cities are not closely packed together. And it will be two full turns before the first reinforcements show up.

Solo eCav routs the Pike at Wonsan.

*CavalryOfNamp'o_1762AD* and Leader. Inspired name, Leader. Shows lots of Mayan character. Leader. Reminds me of fishing line, Leader.

This awe-inspiring personage, Leader, trudges back to Incan Invasion Point and becomes The Pentagon.
Next turn we can load 4 units into our armies. And all three of them are on Incan soil and won't be leaving it.

That was our last eCav attack.

Namp'o is taken by vCav.

Seoul skins 2 vCavs before it is taken.
The Statue of Zeus is under our control.

Longbows defend Pusan but not for long.

Disband our Maces to make Settlers in Pyongyand and Ica.

Transports are at New Tikal; we load three of them and send them back. Those three will be ship-chained next turn.
The others will take two turns to make the trip.
Sent across 6 vCav, 6 vInf and 6 Workers.

Seven turns left on the MAs vs. Inca. Inca's core will be gone by then, but the isolated cities will survive.


City Count[/B]
172 Maya
023 Rome
019 Inca
012 France
010 China
004 Korea
002 Byzantines
001 England


Military
007 Settler
100 Worker
244 Slaves
003 Sword
001 Pike
007 Musket
005 Knight
142 Cavalry
057 Infantry
008 Artillery
003 Artillery (English)
011 Frigate
000 Galleons
016 Transports
005 Destroyers
003 Army (all Cavalry)
005 Mace
006 Crusader

Current Units: 376
Allowed Units: 322
Support Costs: 108 gpt

Beakers per turn: 819

And the save is attached.
 

Attachments

question about settlers. im about to take out the Zulu island and i want build settlers from the zulu cities, will they be zulu or mayan, i read somewhere you can decide somehow, but dont know how.
 
If you allow a city to grow and add Mayan citizens, then they will be part of the first worker/settler created. So, if took Intombe and let it grow in size during the 10 turns it takes to make an un-rushed worker, it would be a normal (Mayan) worker and cost you upkeep. If you fiddled with the citizens and set Intombe to not grow any, or grow very slowly, then it would produce a Worker (Zulu), a slave, and cost you no upkeep.

The last added citizen in a city becomes the first citizen used to determine the nationality of the next worker/settler created by that city. Workers are pretty easy to determine. For settlers it is a bit more compicated and I am not sure how the nationality is determined when a Mayan and Zulu citizen make a settler. I think it goes to the last citizen added, which here would be Zulu. (A Last-In First-Out inventory system).

Building settlers from large captured cities can be a problem if that civ is not eliminated. A Settler (Zulu) from Intombe will still pine away for the good old days before the Mayans came. So a new city started by that settler will have a slight flip risk. Once the Zulus are destroyed, the remaining Zulu citizens in the cities suddenly realize that the Mayans aren't such bad guys after all. Once the last rebellious are quelled there is no flip risk. Well, not back to Zulu anyway.

So, capture the cities. If you want Workers (Zulu) or Settlers (Zulu) do not let the cities grow in size.
 
thanks, looks like i will be making a lot of slaves, i like the no upkeep.
 
thanks, looks like i will be making a lot of slaves, i like the no upkeep.

I think that the faster work of the regular workers more than compensates for the upkeep cost. I do not like using slaves at all.
 
I think that the faster work of the regular workers more than compensates for the upkeep cost. I do not like using slaves at all.

IIRC you heavily mod your game to suit your preferences though...that doubtless affects unit valuation.

Besides, you're still better off using the foreign workers in accounting terms. Two slaves do the work of a single native...and cost less than half the price. That ignores moral considerations of slavery, though.
 
thanks, looks like i will be making a lot of slaves, i like the no upkeep.

IIRC you heavily mod your game to suit your preferences though...that doubtless affects unit valuation.

Besides, you're still better off using the foreign workers in accounting terms. Two slaves do the work of a single native...and cost less than half the price. That ignores moral considerations of slavery, though.

I have already gotten into trouble once here with respect to discussing the moral consideration of Slavery, and have no desire to deal with that again. I again state that I refuse to use slaves. And yes, I do modify the game a bit. Against that, the AI has full use of my modifications as well.
 
All that is fine; I'm not looking to get you into trouble or anything. I do think it's worth noting that your advice on the game comes from a slightly different perspective because of your mods, that's all.
 
All that is fine; I'm not looking to get you into trouble or anything. I do think it's worth noting that your advice on the game comes from a slightly different perspective because of your mods, that's all.

I think that even in the standard game the faster work compensates for the upkeep cost. A standard worker can road or railroad a square twice as fast as a slave, so you get the additional gold benefit earlier, and you do not have to micromanage twice as many units. To me, time saved in micromanaging is also a factor in the game.

As for my modifications to the game, most of them involve unit combat ability, and resource yields, along with terraform changes. I do modify worker job time with some taking longer and some taking shorter.
 
I think that even in the standard game the faster work compensates for the upkeep cost. A standard worker can road or railroad a square twice as fast as a slave, so you get the additional gold benefit earlier, and you do not have to micromanage twice as many units. To me, time saved in micromanaging is also a factor in the game. . . . .
Yeah, but a standard worker is not any faster than 2 slaves, but two slaves still cost no upkeep. If slaves cost some upkeep, but less than native workers, I'd find your position more convincing. With slaves costing zero upkeep, though, I don't see how natives can possibly stack up against them, in terms of utility. I will concede though, that I can certainly understand if you just don't want to manage hordes of slaves. In terms of turns, 300+ slaves can rail an empire in pretty short order. In terms of my playing time, it takes FOREVER!
 
Yeah, but a standard worker is not any faster than 2 slaves, but two slaves still cost no upkeep. If slaves cost some upkeep, but less than native workers, I'd find your position more convincing. With slaves costing zero upkeep, though, I don't see how natives can possibly stack up against them, in terms of utility. I will concede though, that I can certainly understand if you just don't want to manage hordes of slaves. In terms of turns, 300+ slaves can rail an empire in pretty short order. In terms of my playing time, it takes FOREVER!

I cannot even think about micromanaging 300+ workers. I do not have that much time to waste.
 
I cannot even think about micromanaging 300+ workers. I do not have that much time to waste.
It's been quite some time since I had any free time at all to "waste" on Civ. However, I figure that in terms of real-life duties, time spent playing Civ is just as productive (or just as much of a waste) with 300 slaves as it is without.
 
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