I am once again asking for the quote of the month to be changed as it is now a new month - Mjmd

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[Spoilers] Shallow Old Human Tourist Hit the beach!

Nothing to say yet, except to welcome shallow_thought to the team.  jive

Edit:

And Hitru! hammer

Password is 38

The Good Guys

8) Shallow Old Human Tourist - Augustus (Imp/Ind) of Persia (Immortal/Apothecary)

The Enemy

1) dtay - Genghis Khan (Agg/Imp) of Celtia (Gallic Warrior/Dun)

2) superdeath - Churchill (Cha/Pro) of the Native Americans (Dog Soldier/Totem Pole)

3) Mr. Cairo - Saladin (Pro/Spi) of Russia (Cossack/Research Institute)

4) B4ndit - Zara Yaqob (Cre/Org) of Sumeria (Vulture/Ziggurat)

5) Rusten - Cyrus (Cha/Imp) of Arabia (Camel Archer/Madrassa)

6) Donovan Zoi - Pacal (Exp/Fin) of Maya (Holkan/Ball Court)

7) Gavagai - Mehmed (Exp/Org) of Egypt (War Chariot/Obelisk)

9) GermanJoey - Charlemagne (Imp/Pro) of Mongolia (Keshik/Ger)

10) Dreylin - Roosevelt (Ind/Org) of the Vikings (Berserker/Trading Post)

11) OT4E and Chumchu - Qin Shi Huang (Ind/Pro) of Carthage (Numidian Cavalry/Cothon)

12) Dark Savant - Joao (Exp/Imp) of Byzantium (Catephract/Hippodrome)

13) 2metraninja - Napoleon (Cha/Org) of the Aztecs (Jaguar/Sarificial Altar)

14) Mackoti - Suleiman (Imp/Phi) of France (Musketeer/Salon)

15) The Black Sword - Pericles (Cre/Phi) of Zulu (Impi/Ikhanda)

16) AdrienIer - Mao (Exp/Pro) of Mali (Skirmisher/Mint)

17) Pindicator - Hammurabi (Agg/Org) of China (Cho-ko-nu/Pavilion)

18) WilliamLP - Tokugawa (Agg/Pro) of Japan (Samaurai/Pagoda)

19) Commodore - Kublai Khan (Cha/Cre) of Rome (Praetorian/Forum)

20) naufrager - Julius Caesar (Imp/Org) of Germany (Kanone/Assembly Plant)

21) plako - Justinian (Imp/Spi) of Inca (Quechua/Terrace)

22) elkad - Shaka (Agg/Exp) of Korea (Hwacha/Seowan)

23) spacetyrantxenu - Hatshepsut (Cre/Spi) of Greece (Phalanx/Odeon)

24) Boldly Going Nowhere - Boudica (Agg/Cha) of Khmer (Ballista Ele/Baray)

25) Aretas - Ragnar (Agg/Fin) of Holy Rome (Landsknecht/Rathous)




Table of contents

How to win a culture victory?
Analysing our potential traits
Analysing everyone else's traits
- Turn 0
Tier list part 1
Tier list part 2
Tier list part 3
Tier list part 4
Tier list part 5
- Turn 15 - The known world
Alpha Centauri
Baldur's Gate
- Turn 39 - Wars #1 and #2
Foreign news
Colonization
- Turn 49 - War #3
Dragon Age by Katinka and by Shallow Thought
- Turn 51 - Losing Stonehenge
Elite
- Turn 54 - The world as we know it
The ministry of information
- Turn 57 - The phoney war turns real
- Turn 58 - Warning signs? And war #4
- Turn 60 - Now this is how you attack someone
- Turn 61 - Stupid RNG
Fall From Heaven 2
- Turn 64 - Independence day
Conflict analysis
- Turn 69 - The boot is on the other foot
- Turn 72 - War #5 and all our cities
Goldeneye
Harrier Attack
Astronomy plans
- Turn 77 - OT attacks GJ smile
Ivan "Ironman" Stewart's Super Off-Road
Fall From Heaven 2 2
- Turn 84 - OT4E beats us to the Colossus. frown
- Turn 87 - TBS gets the Hanging Gardens
Fintourist's analysis
- Turn 94 - Making enemies and spreadsheets
- Turn 96 - We lose out on the northen island but we have a political map of the world to make up for it
OT4E takes a city from GJ
- Turn 100 - Two new cities and a world map
- Turn 101 - Elkad and OT have a little skirmish
- Turn 107 - We get a great scientist instead of engineer, so the attack on Toku won't be quite as powerful as we'd like. Also some world-map analysis.
- Turn 108 - We land the Mausoleum of Mausolus twirl
Reply

Still nothing to say. Just in a different post.

Edit - info about stuff and things.
(March 3rd, 2014, 13:00)Fintourist Wrote: Reserved for useful links that I always have to double-check tongue

Great People Tech Preferences
Soldies Points of Units/Techs + other demo stuff
When do Barbs Enter Our Borders
When do Barbs Appear

Barb spawning mechanics (stolen from SevenSpirits):
Barbs are spawned for each landmass individually. The game will spawn barbs up to a max of one barb per 50 (on prince) unowned tiles on the landmass. This is why islands (smaller than 50 tiles) won't get barbs.

At other difficulties, unowned land tiles per barb unit:

Noble: 60
Prince: 50
Monarch: 40
Emperor: 35
Immortal: 30
Deity: 25

Also: how many barbs spawn per turn on a landmass? It's one, plus one more for every four missing units. So if a landmass supports 20 barbs, and there are currently 4 on it, then there are 16 missing, so 1+4=5 will be created.

Inflation
War Weariness Mechanics

Edit - Final Playerlist, presented in TaoTao Tier (TTT) order:
1) The Black Sword
2) Mackoti
3) Old Harry + Fintourist + shallow_thought + TheHumanHydra + Hitru
4) Dtay
5) GermanJoey
6) Commodore
7) Gavagai
8) OT4E + chumchu
9) plako
10) Mr. Cairo
11) Dark Savant
12) 2metraninja
13) AdrienIer + TruthBehindTheLies
14) WilliamLP
15) Boldly Going Nowhere
16) Pindicator
17) Dreylin
18) spacetyrantxenu
19) Donovan Zoi
20) Rusten
21) elkad
22) B4ndit
23) superdeath (1st time player)
24) naufrager (1st time player)
25) Aretas (1st time player)

Edit - The Mod thread is here:
http://www.realmsbeyond.net/forums/showt...p?tid=8572

(January 7th, 2017, 07:19)Krill Wrote: Full change log found below:

Change log: Change log 2.0.8.3

Traits:

Financial: +1 commerce on all non-river tiles that have 2+ commerce. +100% production of Bank.

Expansive: +2 health per city. +35% production of Worker, Work Boat. +100% production of Market, Aqueduct, Grocer, Harbor.

Creative: +2 culture per city. +100% production of Theatre. +35% production of Library, Observatory.

Charismatic: +2 happiness. +1 happiness from Broadcast Tower. -25% XP needed for promotions. +100% production of Colosseum, +35% production of Library.

Protective: Free City Garrison 1, Drill 1 promo for archery and gunpowder units. +100 production of Granary, Walls.

Imperialistic: +50% production of Settlers. +100% Great General points. +100% production of Custom Houses.

Aggressive: Free C1 promo for melee and gunpowder units. -25% city maintenance [Not shown in trait description. Bonus not shown in interface. Bonus is multiplicative with other maintenance modifiers. Final displayed city maintenance value is correct and includes this bonus.] +100% production of Barracks, Stable, Drydock.

Philosophical: +150% Great Person production, +100% production of University

Organized, Industrious, Spiritual: No change from BtS


Civs:

America: UU is now Minuteman a Rifleman replacement with free Guerilla 1 and Woodsman 1. Mall is now a Grocer replacement that gives +1 happy from Deer, Sugar, Hit Musicals, Hit Movies, Hit Singles.

Arabia: Starts with Mysticism/Agriculture, instead of Mysticism/The Wheel. Madrassa cost decreased to 70 hammers from 90.

Byzantium: Starts with Mysticism/Fishing, instead of Mysticism/The Wheel. Cataphracts are 11 strength instead of 12, and are first strike immune (like normal knights).

Carthage: Cothon cost decreased to 80 hammers from 100 (now costs same as Harbor). Numidian Cavalry changed to a HA replacement with free C1.

Celts: Dun now gives G2, not G1. Dun civilopedia updated to list unit classes that recieve G2 promotion.

Egypt: War Chariot: Egyptian Unique Unit: chariot replacement: Strength 5. +100% attack against axemen, -25% attack against archers. Cost 30 hammers, require horse, Wheel.

France: Salon +1 free specialist, -1 free artist.

Germany: UU is now the Kanone, a Cannon that costs 80 hammers instead of 100. Assembly Plant now available at Steam Power.

Inca: Terraces now give +1 culture instead of +2. Quechua loses combat 1.

India: Starts with Mysticism/Wheel instead of Mysticism/Mining. The Fast Worker now has Mobility (-1 Terrain Movement Costs), but does not get an extra movement point compared to normal workers.

Japan: UB is now Pagoda, an Observatory replacement with +10% hammers. Samurai: Japanese Unique Unit: strength 8, starts with Drill 1, 2 free strikes, +50% against melee, +25% against cities, cost 70 hammers, requires Civil Service, Machinery, iron.

Korea: Starts with Agriculture/Minging, instead of Mysticism/Mining.

Portugal: Feitoria now costs 120h, from 180h.

Rome: Praetorian changed to a Swordsman replacement with +1 strength. Forum increased to +35% GPP generation from +25%.

Russia: UB is now Research Institute, a university replacement with +1 scientist specialist.

Vikings: Trading Post: Lighthouse replacement, +25% production of naval units, cost 60 hammers, requires Sailing.

Zulu: Impi: Zulu unique unit: spearman replacement: Strength 4, 2 movement points. +100% against mounted units, -40% against archers. Cost 35 hammers, requires Hunting, copper or iron.


Leaders:

Kublai Khan: Leader traits are now Charismatic, Creative, changed from Aggressive, Creative.


Civics:

Police State: Available at Military Science. Medium cost. +25% production of Military Units. -50% War Weariness.

Vassalage: Now provides free support for military units as well (meaning Pacifism is cheaper), and is Medium Upkeep.

Slavery: 30h for the 1st pop, 20h for the 2nd pop and subsequent pops. So, 30/50/70/90. On Quick speed, that's 20/33/46/60.

Serfdom: +75% Worker Speed, +1h for Watermills and Windmills.

Mercantilism: +1 free specialist, Medium Cost, requires Banking.

Free Market: No longer provides -25% Corporate Costs. Now provides +25% Trade Route Yield.

Environmentalism: No longer provides +25% Corporate Costs, or +2 commerce to windmills. Provides +1 gold per specialist, +1c to farms and pastures, +2c to forest preserves, and Low upkeep. Swapped with Free Speech. Now available at Liberalism.

Free Speech: +1 commerce from villages, +3 commerce from towns, +100% Culture, Low cost, requires Economics

State property: Now Medium upkeep


Wonders, Projects:

Wonder Resource Doublers: All wonders that had +100% production with a specific resource now only have +50% production with that resource.

Rushmore: Now -50% WW, (from -25%).

Red Cross: 200h.

West Point: 550h, +5XP. Now requires a lvl 5 unit (17XP/13XP for Charismatic).

Great Lighthouse: Now +1 trade route instead of +2 trade routes, enabled at Masonry, but needs lighthouse and Sailing (no functional change in the tech requirements but makes F6 look less cluttered).

SoZ: no WW effect. Now +3XP, 200 hammers, no building prerequisites. No longer gets +100% production from Ivory.

Taj Mahal: Triggers Golden Age, +2 Great Artist points/turn, requires Nationalism (No production bonus from marble)

Mausoleum of Maussollos: +50% Golden Age length. Cost 450 hammers. Requires Calendar. Obsoletes at Nationalism (No production bonus from marble)

The Internet: Now a wonder. 2k cost, +15% beakers in every city, +2 scientist gpp, double production speed with copper. No longer a project.

Cristo Redentur: +100% SPI production, -50% Anarchy instead of -100%.

SDI: Removed from the game


Base unit changes:

Scouts: Require no tech. Every player starts with a scout instead of a warrior.

Swordsman (and all replacements): +50% city attack

Archer (and all replacements): +30% defence against Swordsmen.

War Elephants: Now 7 str, +50% vs. Mounted units.

Trebuchet: Now requires Machinery, instead of Engineering.

Crossbow (and unique units): +25% defence against macemen

Maceman: Melee unit, strength 8, +50% against melee, +25% against cities, cost 70 hammers, requires Civil Service, Machinery, [copper or iron].

SAM Infantry: 75% interception chance (up form 40%)

Destroyer: Now enabled at Artillery (not Combustion) (requires Oil OR Uranium)

Transport: Now enabled at Artillery (not Combustion) (requires Oil OR Uranium)

Mobile Artillery: Can now load guided Missiles and Tac Nukes (as Submarines and Missile Cruisers do). No longer require oil.

Gunships decreased to 3 moves.

ICBM: No longer unlimited range, but long enough so that they will out distance your army and navy easily, and they can be rebased. Loses the nuke tag. Does not need Manhattern project to be built.
  • iCost: 450h
  • iAirCombatLimit: 75
  • iAirCombat: 160
  • iCollateralDamageLimit: 75%
  • iCollateralDamageMaxUnits: 12
  • iAirRange: 36

Tactical Nukes: Now S80 1shot units that can bombard units, cause collateral damage to 5 units, cannot be intercepted. Loses the nuke tag. Does not need Manhattern project to be built. Full list of changes:
  • iCost: 200h
  • iAirCombatLimit: 75
  • iAirCombat: 80
  • iCollateralDamageLimit: 75%
  • iCollateralDamageMaxUnits: 5
  • iAirRange: 4

Guided Missiles: Can bombard units, tiles and cultural defence, cause collateral damage to 2 units, cannot be intercepted. Full list of changes (underline means original stat, for comparison):
  • iCost: 60h
  • iBombRate: 16
  • iAirCombatLimit: 75
  • iAirCombat: 40
  • iCollateralDamage: 100
  • iCollateralDamageLimit: 50%
  • iCollateralDamageMaxUnits: 1
  • iAirRange: 4


Flanking: Flanking strength (used to calculate damage from flanking strikes) or all units reduced by 50%.


Buildings:

Barracks: increased cost to 60 hammers, +1 culture.

Colosseum: +1 happy, +1 happy per 20% culture slider, +1XP to melee, archery, mounted and seige units. Cost 80 hammers, requires Construction. Bonus XP applies to all Colosseum UB.

Jails: now -50% War Weariness.

Castles (and replacement UB): no longer decrease bombardment rate of catapults or trebuchets.


Technology:

Known tech bonus no longer scales with total player number. Scales depending on the tech era of the most advanced player in the game:

Ancient: No bonus
Classical: +2% per met player with tech, max +60% (no further bonus after 30 players)
Medieval: +4% per met player with tech, max +60% (no further bonus after 15 players)
Rennaissance: +6% per met player with tech, max +60% (no further bonus after 10 players)
Industrial: +8% per met player with tech, max +80% (no further bonus after 10 players)
Modern: +8% per met player with tech, max +80% (no further bonus after 10 players)
Future: +8% per met player with tech, max +80% (no further bonus after 10 players)

Hunting: Enables pastures, cost increased by 50% from 40 to 60. No longer enables camps.

Animal Husbandry: Enables camps. No longer enables pastures.

Archery: Base tech cost decreased by two thirds, from 60 to 40.

Astronomy: Requires Code of Laws as mandatory prerequisite in addition to Calendar and Optics. No longer requires Paper.

Metal Casting: Cost reduced to 300.

Alphabet: No longer enables tech trading, allows Open Borders. Cost reduced to 250.

Writing: Enables Map trading, no longer enables OB.

Paper enables Tech Trading. Requires Metal Casting as mandatory prerequisite.


Renaissance era technology prices increased by a percentage of base BtS tech cost as follows:

  • Education: +25%
  • PP: +25%
  • Nationalism: +25%
  • Gunpowder: +25%
  • Astronomy: +25%
  • Economics: +50%
  • Liberalism: +50%
  • Replaceable Parts: +50%
  • Military Tradition: +50%
  • Constitution: +50%
  • Chemistry: +50%
  • Democracy: +75%
  • Rifling: +75%
  • Corporation: +75%
  • Military Science: +75%
  • Steel: +75%
  • Steam Power: +75%
  • Artillery: +100%
  • Assembly Line: +100%
  • Scientific Method: +100%
  • Railroad: +100%

Cost of all subsequent techs increased by 100%

All medieval and earlier techs are untradeable:

The untradeable techs are as follows: Fishing, The Wheel, Agriculture, Hunting, Mysticism, Mining, Sailing, Pottery, Animal Husbandry, Archery, Meditation, Polytheism, Masonry, Horseback Riding, Priesthood, Monotheism, Bronze Working, Writing, Metal Casting, Iron Working, Aesthetics, Mathematics, Alphabet, Monarchy, Compass, Literature, Calendar, Construction, Currency, Machinery, Drama, Engineering, Code of Laws, Feudalism, Optics, Music, Philosophy, Civil Service, Theology, Divine Right, Paper, Guilds, Banking


Espionage:

Active missions removed.

Spies now spawn with "Secretive", and cannot see tiles except the one they're standing on.

The No Espionage game option now works properly:
  • GSpy points are converted into Great Merchant points.
  • Espionage no longer gets converted into culture.
  • Cultural expansion now happens at normal values.
  • Spies cannot be built.
  • Graphs are always visible on contact.


Tile Changes:

Lumber Mills: Available at Machinery. +1 hammer, +1 commerce, +1 commerce from river (not corner plots)
Watermills: +1 base hammers, no longer receives +1h at Rep Parts.
Workshops: +1 base hammers, no longer receives +1h at Chemistry.
Mines: +1h at Rep Parts.
Quarry: +1h at Rep Parts.
Whaling Boats: Enabled at Sailing, not Optics. Otherwise unchanged.


Game Mechanics:

The Draft: Rifles now cost 2 pop to draft. A city must now end a draft at size 6 instead of size 5 (So size 8 to draft a rifle, size 7 to draft a musket).

Corporations: Completely removed from the game.

Culture required to achieve legendary border pop on Quick Speed changed from 25000 to 33000

Events:

The following events have been removed from the game:

Negative Events:
1. Forest Fire
5. Washed out
10 Careless apprentice
11. Famine
12. Slave revolt
15. Farm Bandits
18. Fugitive
19. Pestilence
21. Faux Pas
22. Joyous Wedding
23. Wedding Feud
24. Left at the Altar
26. Tornado
29. Looters
30. Brothers in need
31. Hurricane
32. Cyclone
33. Tsunami
34. Monsoon
35. Blizzard
36. Volcano
37. Dust Bowl
42. Clunker Coal
43. Sour crude
50. Mining accident
52. SetbackS
54. Great depression
55. Bermuda triangle
70. Influenza
71. Solo Flight
77. Ancient olympics
78. Modern olympics
80. Earth day
92. Cigarette Smoker
93. Heroic Gesture
94. Great Mediator
99. The Huns
100. The Vandals
101. the Goths
102. The Philistines
103. The Vedic Aryans
104. Holy ritual
132. Spoiled grain
135. Industrial fire
155. Slave revolt warning
160. Defecting agent
161. Jail
162. Spy discovered
163. Nuclear protests
165. Broken Dam
169. Toxcatl
170. Dissident Priest
172. Rogue station
174. Impeachment

Remove (Too good):
9. Hymns and sculptures
20. Marathon
28. Bards tale
64. Federal reserve
139. Partisans
167. Golden Buddha

Quests (Too good):
13. Blessed sea
121. Harbomaster
125. Sports league
149. Guns Butter
151. Overwhelm
152. Corporate expansion
153. Hostile takeover

Late Era start games:

Era starts: (Changes from base BtS, found in CIV4EraInfos.xml)

Classical: 2 settlers, 100% tech cost
Medi: 80% tech cost
Ren: 40% tech cost
Industrial: 35% tech cost
Modern: 30% tech cost
Future: No changes


Miscellaneous:

Coastal Blockade now has a range of 1 square around the blockader, instead of 3 squares.

AP Resolutions: Declare War (on a non-member), Force Peace (between two members), Religious victory, and Assign City are no longer eligible resolution actions.

Fail-gold: You never get fail-gold if you also completed the wonder somewhere else (so no National Wonder fail-gold, or doubling up on a wonder to guarantee yourself a paycheck. The game still informs you that you received "0 gold" from your hammers).

Hut techs: Can only gain techs from the first three rows of the tech screen:

Fishing, Sailing, Wheel, Pottery, Agriculture, Animal Husbandry, Hunting, Archery, Mysticism, Masonry, Priesthood, Mining, Bronze Working, Writing.

Toroidal maps: Now return city maintenance as if the map were Cylindrical.

Maximum number of players is now 40, up from 18.


Included additional bug fixes:

Trade route turn order bug.

Foreign trade route cities lost permanently when your city using those routes is destroyed (fix is taken from BTS unofficial patch).

Build culture double production.

Build wealth/research/culture + production automation double production.

Proposed trades including cities, where the cities no longer exist to be trades, are not cancelled (note: I consider this a bug because proposed trades are already cancelled if a player lacks the requisite e.g. resources/gold. could be considered not a bug).

Production decay counter on a type of build (e.g. axeman) is not reset after completing one if the next item in the queue is of the same type (fix is taken from BTS unofficial patch).

Feature growth/disappearance rates, and bonus discovery (mine pop) rates, do not scale with game speed.

Diplomacy Pausing: Diplomacy windows do not occur on game login whilst the game is paused.

Autosaves: Autosaves are generated at login and log out; log out saves are saved to a folder specified within the global defines XML file. Default location is C:\temp.

Observer mode

Observer mode is enabled and functional. Requires pitboss logging enabled, and for the host to  run the observer program. Observer mode is then accessible at a preset web address. Only available in Pitboss, additional server side applications required for functionality, available from teh following links.

Pitboss Observer: https://github.com/novice-rb/observer
Pitboss Portal: https://github.com/novice-rb/pitboss-portal
Reply

Oh god, my name is in the thread title. I suppose I have to take this seriously now crazyeye .
It may have looked easy, but that is because it was done correctly - Brian Moore
Reply

Ack - double post. Never mind.

So, there's been some discussion in chat about whether Cultural Victory is the best way to actually win a PB of this size. This leads me to ask basic questions like "How do you actually win a CV?", followed by lots more (I'm not so good with answers, I'm afraid).

Over in the FFH PBEMs, there was some very detailed analysis (by Mist, I think) of what the best way was to get a fast CV. It's a very different mod, particularly in this area, but the result was that conventional wisdom - "it's all about the culture slider" - was wrong. I was wondering if anyone has done a similar analysis for RtR? Or even for MP BTS?

You need culture in three cities. You don't actually give a damn about the rest of the empire, so long as these three are still standing as the last goes legendary (I don't even know the number off the top of my head - 50,000?). So how do you pack culture into them as efficiently as possible?

You obviously want as many multipliers as possible. That means you definitely want Cathedrals (of various types) stacked as deep as you can get them. I guess you may even want to build the Hermitage in the weakest city. There's also Free Speech - it's almost certainly something we'd want for CV (it's a little sad it clashes with Mercantilism, I'm just glad it doesn't clash with Caste).

Sources of raw culture are:
 - Buildings
 - Wonders (isn't there some mechanism that increases culture with time?)
 - Artist specialists: particularly Sistine Chapel boosted ones
 - Great Artists
 - The culture slider
 
In FFH, it turned out that the key was to have as many specialists as possible - they were far more efficient than putting commerce from towns through the slider. GArts were also nice, particularly for helping balance out the three cities, but they were more of a side-effect of the mass of specialists than an aim in themselves. This meant farms, farms, farms at all three cities. 
 
If this is also true for RtR, this has some potential impacts on early game planning.
  - We may want to space our core slightly more than normal - shared food is bad for maxing city size later.
  - We may want to focus on the "food" part of foodhammers at the core. This is not clear - both are good, slavery is slightly nerfed in RtR, we want hammers for key wonders anyway.
  - We may want to build farms everywhere around the cities in the mid/late game. Worth bearing in mind that villages and towns are about to become unpillageable.
 
However, RtR may be totally different:
- FFH had food boosting civics;
- in RtR Free Speech boosts commerce from towns as well as boosting culture;
- FFH had civs with special abilities that let them could build enormous cities (30+ pop).

I have no idea where to start in analysing the difference right now. I guess I could  dig out Mist's work and try to replicate it for this platform. Just don't bet on me having got anywhere before the game is finished anyway...

Everyone seems to agree that the important culture is generated after you go full bore for it, so there's no huge pressure to get individual culture sources and multipliers up early. I've not seen any maths to back this up for BTS/RtR though.

Going back to conventional wisdom for a moment, most posts about CV online suggest that PHI is a good trait. It's been buffed in RtR. Is it worth another look? (OH and FT had some traits analysis in chat that kind of threw it out, without even bothering to open the window first). You might only get one extra GPers out in a "normal" game, but in one where you're spamming specialists, you might get more. Even two GArts might actually make a difference.

Of course, this largely "SP"-style analysis. Even if we go for CV, we've got to survive long enough to make the attempt. Having three slightly-suboptimal cities surrounded by a nice size core is far better than having been killed by Mackoti before even getting to Economics scared .
It may have looked easy, but that is because it was done correctly - Brian Moore
Reply

I remember that from Mist!  I think you've missed the biggest differences between FFH and regular/RtR civ, though.

- FFH does not have much in the way of culture multiplier buildings.  IIRC, temples are worth all of +10% - a far cry from a cathedral's +50% - and FFH temples aren't nearly as stackable as civ cathedrals are.  +50% culture per building, stackable theoretically up to 7x, makes a huge difference in the effectiveness of the slider, but crucially, not to the artists.  I think BtS has smaller multipliers available too.  Granted, in a big Pitboss it's a challenge to acquire all the religions, but even half of them add up to a huge effect on slider commerce.
- FFH has wonders that add culture to either Bards or to all specialists.
- FFH games are generally shorter, and FFH towns are worse, than BtS towns.  So it's a lot harder to get raw commerce in a city in FFH to begin with.
- FFH farms can produce commerce, so all-farm cities are a viable strategy for non-culture victory attempts, which means all-farm cities don't raise eyebrows.
EitB 25 - Perpentach
Occasional mapmaker

Reply

(December 21st, 2017, 15:01)Mardoc Wrote: I remember that from Mist!  I think you've missed the biggest differences between FFH and regular/RtR civ, though.

- FFH does not have much in the way of culture multiplier buildings.  IIRC, temples are worth all of +10% - a far cry from a cathedral's +50% - and FFH temples aren't nearly as stackable as civ cathedrals are.  +50% culture per building, stackable theoretically up to 7x, makes a huge difference in the effectiveness of the slider, but crucially, not to the artists.  I think BtS has smaller multipliers available too.  Granted, in a big Pitboss it's a challenge to acquire all the religions, but even half of them add up to a huge effect on slider commerce.
- FFH has wonders that add culture to either Bards or to all specialists.
- FFH games are generally shorter, and FFH towns are worse, than BtS towns.  So it's a lot harder to get raw commerce in a city in FFH to begin with.
- FFH farms can produce commerce, so all-farm cities are a viable strategy for non-culture victory attempts, which means all-farm cities don't raise eyebrows.

Your second sentence is eminently plausible.

The big surprise for me here is that multipliers don't affect the culture from specialists. That's huge. May well make the whole issue moot. Which is a good thing!
It may have looked easy, but that is because it was done correctly - Brian Moore
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Thanks shallow & Mardoc, definitely a lot of topics to dive into. To give lurkers some context why we already talk about the culture victory:

PB18 taught us many things and one of the findings is related to RtR end game dynamics. I think for a good while we felt with OH quite good about our position as tech leaders and our chances to convert it into a space race win. However, our (or at least my) intuition was somewhat off, and in the end if we had not been able to raze one TBS's original culture cities, we would have lost the race by ~15 turns. And even razing that city led to.. whatever the ending was.

Anyways, I went back to my PB18 tech model and with our tech path to space, RtR tech cost increase meant that we had to research 250k extra beakers compared to base BTS (counting since renaissance era). Even with our commerce-focused economy and 100+ cities this meant in practice a delay of 32-33 extra turns (just calculating our actual beaker output backwards - true impact is at least somewhat bigger as we would have gotten tech rate boosting stuff earlier as well). If we simplify a bit, that's 30-40 turns compared to base BTS the player going for CV win can put into researching military techs or whatever he feels useful, before finally turning the slider on.

Consequently, for this game our hypothesis is: If we can again get ourselves into a competitive position, it might well be a winning strategy to try to convert it into a CV instead of building a spaceship. (At least I have to still take a look at the mod and see how it look nowadays + see what the settings are, so things might look a bit different nowadays)

I don't expect our CV thoughts to change too much our approach during the first 100 turns so in that sense this is very early speculation. But the above will be something that we will keep in mind when evaluating our leader and civ options.
Finished:
PBEM 45G, PB 13, PB 18, PB 38 & PB 49

Top 3 favorite turns: 
#1, #2, #3
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(December 21st, 2017, 16:32)shallow_thought Wrote: The big surprise for me here is that multipliers don't affect the culture from specialists. That's huge. May well make the whole issue moot. Which is a good thing!

I'm pretty sure. May want to confirm that by testing, though, or at least ask a vet.
EitB 25 - Perpentach
Occasional mapmaker

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I'm probably blind, but where is the thread with the link to the summaries of previous multiplayer games? I want to see what proportion of games have been won via each victory type.

I've never actually played a game of RtR, even in single-player. I probably need to do that.

@shallow_thought: Yes, at least in BtS, all buildings, including wonders, produce doubled culture after 1 000 years (unrelated to turns). So, yeah, wonders finished by the 700s-800s might have an effect on endgame culture production.
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(December 21st, 2017, 18:41)TheHumanHydra Wrote: I'm probably blind, but where is the thread with the link to the summaries of previous multiplayer games? I want to see what proportion of games have been won via each victory type.

It's buried in the Civ General Archives now for some reason.

On specialist culture: Multipliers absolute do apply to Artist culture (and Sistine Specialist culture of all varieties). Mardoc may have been thinking of building culture, which goes through the usual hammer multipliers, but not through any of the (much more powerful, at least for a serious CV attempt) culture multipliers. Some other considerations for FfH that differ heavily from BtS: FfH gets +1f to farms at Sanitation (a relatively early tech) while BtS doesn't get the same bonus until Biology. An early FfH civic, Agrarianism, grants additional food to farms as well, so growing onto absurd numbers of artists is easy.
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