Is that character a variant? (I just love getting asked that in channel.) - Charis

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[SPOILERS] Dazed and Whosit walk the line: Darius of Egypt

Yeah, I haven't tried to automate nearly as much as you have specifically because of all the conditionals that go into the game. Some things, like trade trade routes and expenses, I just ballpark and hope I get right or close. And I'm by no means complete in my formulas as you are with yours; often I need to just manually write over the formula for conditionals like growth with granary or using Avoid Growth or Building Wealth or Anarchy Turns. One thing that's giving me fits is overflow on turns when you finish a forge - because the modifier applies to the hammers of the overflow but not with the hammers that went into the forge the turn it was finished, I don't know if it's worth it to automate that for something that will happen so infrequently.

I've thought about using a table and VLookUp for tile values, because counting up yields is one of the most error-prone things in my calculations.
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That micro table is really something. I don't think it'd even matter what it said, it just looks too impressive.

Have we talked about what Warrior #2 is going to do? I personally would really love to do a little more scouting up north-east, but that may be too risky and I don't want to let someone else just waltz into our capital.
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I think warrior two (name?) should scout just briefly but needs to stay close enough to home to be at city 2 when it is founded. I don't think that city should be undefended when it doesn't even have borders popped and we won't be able to produce a warrior from scratch fast enough if someone decides to get aggressive. In my sims, we were able to get a few turns worth of new information before having to come home.
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Sounds like a plan. I believe Warrior 2 should be Sigloi. And Worker 1 will be Pound.

Actually, if I'm reading the micro plan right, Sigloi will only have just enough time to get to city #2, no time to scout, due to the switching back and forth between warrior/settler production.
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It may be a bit too early to bring it up, but are there any Wonders we may want to shoot for? The only one I could think of even considering early is the Hanging Gardens, since we're likely going to be expanding quite a bit, and we'll (hopefully) be grabbing a relatively early Math (because dazed and I are considering Beelining CoL for Confucianism and Courthouses once our core techs are researched). Of course, that'll be monumental pain if we don't have Stone.

I can't think of any other Wonders that are really worth going for. I do like me some Wonders, but I don't think our strategy would be well served by attempting to build too many. On the other hand, I imagine the Gardens are going to be one of the most desired Wonders. The fact that this is a Mirrorland map means that if we don't find Stone, it's unlikely anyone else has it, right? Or maybe we just didn't find it.
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Dazed, neglect that microplan. I made an error (the worker actions are one turn to early each). I redo it right now, but it will take some time. Maybe if you haven't played, wait a little bit.
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Current save hasn't been played yet, but I'll be getting to it in about 4 hours. I don't think our first worker is even built yet?

Also, we have unit and city names. Did we name our civ anything clever? We could name ourselves the Wonderhogs and then never build a single wonder (well, maybe one or two).
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New microplan, that is not really good. It should get the 2nd city settled earlier as in your microplan Dazed and cap will be size 4 instead of size 3. It still won't have a trade connection right away, but thats simply because the spot down at the pigs doesn't allow it. If we do find something better in the north it could be possible to get one (mainly via the river and not roads though). Also, 3 warriors in total, so scouting is possible wink

[Image: Microplan2.JPG]

Sorry for not coming up with something better today guys, but I did bump my head pretty heavily against a doorpost today and I am still feeling sick and to be honest it isn't much fun to do this right now. I'll try the next days before the worker is finished to see if I can refine it.
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Hey, hope you're alright! Don't worry about the plan, I'll see if I can find some time to mess around (though don't count on me to come up with anything better). Just one question: I'm still kind of confused on what the "worked tiles" column means. If you're not able to go into an explanation, don't worry. I'll probably figure it out.
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The table on the right side has a list of tile types and their yields. The first column in that table is an index. The "worked tiles" area references those indices - 2 means that the deer (unimproved) is being worked.
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