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Mooooooo.... wait, wrong animal. Neeeigghhh

Mardoc Wrote:Now *that* would have been a mapmaker mistake worth a restart!

Yeah, he's intended to be a guardian so the Sepulcher can't be popped until its neighbors can deal with the fallout.

I was going to pop it myself and not deal with fall out. wink

This is a neat solution although it will take us a qhile to get enough withdraw HA's to tackle that bad boy.
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Square Leg Wrote:I was going to pop it myself and not deal with fall out. wink

Well, *surely* you also didn't want anyone to say you only won because of a lucky popped Great Prophet on T3 or some such wink. You want to beat them fair and square!
EitB 25 - Perpentach
Occasional mapmaker

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Another decision-free turn passed. Warrior in 3. Pop increase in 4.

Two observations: our pop (of 1) is 6.25% of overall pop, making the global pop 16. That's exactly the sum of top 5 cites' pops + ours, so there are no barbarian cities yet, neither preplaced nor spawned spontaneously.

Lowest (=Illian) Approval Rate is 46% which corresponds with 6 unhappy and 5 happy faces. Warrdoa have an unhappy citizen at size 6 despite the Enchantment Mana from the Palace. An event?
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Hmm - It could be that Serdoa has had an event to create 1 frown but I can't think of any off the top of my head...

Maybe he is without a garrison temporarily? I don't know why you would do that though...

With the 2nd warrior completing in 3t, do you think it is time to move the scout out again and see if we can't find a neighbour or another hut if we are lucky?

We haven't really seen any barb activity so far so I don't think the risk is that high - if 2 lizardmen turn up next turn I'll change my mind though! smile

Secondly - what are your feelings on what the worker should be doing after he finishes the farm on the wheat? I think it is worth wasting a turn and moving to the FP's to build another farm rather than plantationing the silks. We don't need the commerce right now as getting crafting and mining sooner really isn't that important imo however, growing as quickly as possible is important so that we can start on another worker or a settler at size 3 or 4.
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Continuing our chat from PBEM 5:



Quote:Square Leg yes - although I am tempted to not sign any naps after we get horses secured - except with Illians and perhaps Sheaim
Just need to avoid those rushes
Iskender yes
11:03 Square Leg That game is going to be pretty violent i think! wink
Iskender i have a few ideas how to proceed with the early-mid game. i'll post them in the thread once I manage to make them clear enough
it is! smile
11:04 btw could you send me the sanbox when you have it at hand? i'd like to try out a few tech paths
after mining
Square Leg sure - sorry about not doing it sooner - I keep forgetting!
11:05 it is on my laptop
Iskender i haven't updated the spreadsheet yet, but w/o contact I can't make use of the tech bonus for c&d anyway
Square Leg needs updating too as I created it before we found that gold city site
11:06 I'd like to get the scout out and exploring again next turn -what do you think?
Iskender sure
south or east?
Square Leg heading south rather than east
Iskender yeah
11:08 Square Leg Seeing as our first city is going to the south it would be better to know the general area
goblin forts, lairs barrow etc...
oh and opposition!
Iskender i'm looking at a screenshot. he could move S (hill), then SE-S (plains) then SS on what seems to be a forest
Square Leg just a sec
11:09 1W of the gold
11:10 Iskender yes
that's the safest tile south i think
has a peak 1W
11:12 Square Leg yeah - the tile 1E of the forest is well protected by the river too but I can't see an elegant way of getting there! wink
duh
1E of the sepulcher....
11:13 Iskender yes, it's safer with 2 peaks but wastes one move
11:14 Square Leg yeah
Griffon's don't care much for peaks however - thats how i lose most scouts!
11:15 Iskender true. bloody griffons
Square Leg i hate them
A great unit to capture
Iskender going back to the tech
11:16 i was thinking, after mining:
edu, mist, AH, HBR
something like this. for early horses
a subdue animal one for capturing
and others to make pressure on neighbours
11:17 not necessarily by pillaging but sending a message between the lines that if they want to rush us they might have some trouble at home
Square Leg upgraded scout -> Horseman
Iskender yes
brb
11:18 Square Leg k
11:19 If we can source another calender/mining special for our 3rd city I would consider skipping Edu... it means we lack app experience though.... meh not sure - needs sandboxing
Iskender gotta go, sorry
11:20 cheers
Square Leg np - laters
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T26:

The scout embarked on a journey to find out if the Illians are our southern neighbour and the Clan is on the east or if it's the other way around. rolleye

[Image: civ4screenshot0900.jpg]
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I did some sandboxing trying to compare improving the Silks vs the FP next and building the settler at various city sizes. Below are the milestones (2nd city, 2nd worker, tech)

The tech patch was Crafting -> Mining -> Mysticism.


Variant A: the worker improves the Silk, then both FP, then moves to improve 2nd city.

Size 4 settler:
  • Three warriors (total) when the settler is out
  • Second city on T48 (end of turn)
  • Second worker on T47
  • Worker starts improving 2nd city on T48
  • Mysticism on T49


Size 5 settler:
  • Four warriors when the settler is out
  • Second city on T48
  • Second worker on T48
  • Worker starts improving 2nd city on T49
  • Mysticism on T49


Size 6 settler:
  • Five warriors when the settler is out
  • Second city on T50
  • Second worker on T50
  • Worker starts improving 2nd city on T50
  • Mysticism on T50

Size 5 seems to be the winner here. It allows to get 2nd city as early as with size 4 due to the fact that the worker, after finishing the 2nd FP, can chop the forest SE of the capital making the way for the settler. With size 4 the worker is one turn late on the forest for that. Size 6 is considerably worse, even delaying Mysticism by 1 turn, because of the -1gc maintenance that appears with the settler.



Variant B: the worker first imroves the FP then the Silk then moves on to the 2nd city

Size 3 settler:
  • Two warriors when the settler is out
  • Second city on T45
  • Second worker on T48
  • Worker starts improving 2nd city on T47
  • Mysticism on T53

Size 4 settler:
  • Three warriors when the settler is out
  • Second city on T46
  • Second worker on T45
  • Worker starts improving 2nd city on T47
  • Mysticism on T53

Size 5 settler:
  • Four warriors when the settler is out
  • Second city on T48
  • Second worker on T47
  • Worker starts improving 2nd city on T49
  • Mysticism on T53

Among these three I prefer Size 4 - second worker is out early enough to aid production with chopping allowing us to have 5 warriors by T50. Compared to Variant A Size 5, second city is founded and improved 2 turns earlier and second worker is out 3 turns earlier, but Mysticism gets discovered 4 turns later.

Now which one to choose? I'm inclined towards FP first, size 4 - early second worker and having improved Gold two turns earlier seems worth delaying Mysticism 4 turns. One less warrior (compared to Silk first size 5) is risky, but so is revolting to God King right before T50. The worker moves on T28.

Of course the above recklessly assumes that barbs won't ruin it all (I had to delete about 10 barbs on average in each test run, fortunately they kept approaching neatly one after another).


Here's the test notes (kind of gibberish):

27: size 2, warrior, Crafting

Silk route:

T30 (means EOT with production/growth/tech) size 3
T31 plantation
T32 size 4, warrior

Settler size 4 subroute:
T37 FP farm
T39 Mining (free 6 beakers)
T42 2nd FP farm
T44 settler
T47 2nd worker. 1st worker idle
T48 2nd city, 1st worker starts building farm S of 2nd city, 17 beakers/turn
T49 Mysticism


Settler size 5 subroute:
T34 FP->plains forest switch
T35 size 5. 4th warrior
T37 FP farm
T39 Mining
T42 2nd FP farm worker to chop the passage
T45 settler
T46 chopped forest
T47 worker SE-SE
T48 2nd city. 2nd worker.
T49 Mysticism. 1st worker starts farm S of 2nd city

Settler size 6 subroute:
T35 size 5
T36 4th warrior
T37 FP farm. FP-> plains forest switch
T38 5th warrior (still no maintenance), size 6
T39 Mining
T42 2nd FP farm
T44 worker on SE forest
T46 forest chopped
T47 farm T1, settler (mainenance -1)
T50 2nd city, S farm started, 2nd worker, Mysticism




FP route:
T30 size 3

Settler size 3 subroute:

T33 FP farm
T38 2nd FP farm
T41 settler (only 2 warriors)
T42 size 4, Mining
T43 plantation
T44 size 5, 3rd warrior
T45 2nd city, worker at forest
T47 worker starts 3rd farm
T48 2nd worker
T50 3rd farm
T53 Mysticism

Settler size 4 subroute:

T31 FP->plains forest
T32 size 4, 3rd warrior
T33 FP farm
T38 2nd FP farm
T42 settler, Mining
T43 plantation
T45 2nd worker
T46 2nd city
T47 worker starts 3rd farm
T53 Mysticism

Settler size 5 subroute:

T32 size 4
T33 3rd warrior, FP farm
T34 size 5, FP->plains forest
T35 4th warrior
T38 2nd FP farm
T42 Mining
T43 plantation
T44 settler
T47 2nd worker
T48 2nd city
T49 worker starts 3rd farm
T53 Mysticism
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My instinct was FP first as the value of food in the first few turns is massive. Especially seeing as we have agrarianism already. After your sims I tend to agree although I'm a little concerned about the number of warriors we have.

Did you build your own sandbox or update mine? Could I use it too if you have done your own?
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Turn 27

Growing like a weed:

[Image: T27%20%281%29.JPG]

Eot we completed the warrior and crafting. Mining will be next and is currently showing 16t.

[Image: T27%20%282%29.JPG]

Next turn the worker will move over towards the FP's.
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Just popping in as head cheerleader to say, KUTGW!
Travelling on a mote of dust, suspended in a sunbeam.
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