Posts: 1,261
Threads: 5
Joined: Nov 2011
(August 16th, 2013, 23:20)DMOC Wrote: By the way, how do you post your saves here? When I do the "add attachment" I get an error saying that my Beyond the Sword save is not allowed? You need to zip the file first. Ironic that a site devoted to Civ doesn't allow you to post the game saves.
Global lurker  ; played in Civ VI PBEM 4, 5, 15; DL suboptimal Civ VI PBEM 17
August 17th, 2013, 13:40
(This post was last modified: August 17th, 2013, 13:41 by DMOC.)
Posts: 1,508
Threads: 6
Joined: Oct 2009
(August 17th, 2013, 01:21)TeddyKGB Wrote: I have time. I'd like to be 3rd member of your team, but there is some nuances.
(1) I was spoiled before, as you know. I am rereading every of my posts here twice before post reply to avoid spoilers. In fact, there is not much to avoid: I've read most of players treads diagonally (is that a right word in english?), most of that I forget or don't remember exact details.
So far noone say NO to me as your DL, but only one team say OK. If you announce me as a 3rd team member, someone could say NO and I can't argue. We can play till T50-60 or something like that and my knowledge wouldn't matter, imo.
(2) I have a time now, but I'm not a person you can rely on, honestly. I can dissapear for some time. I'll do my best and stay with our team untill our glorious victory.
(3) Its kinda your and Dick76 game. And its really my 1st MP expirience, so I'm happy with a DL role.
(4) Of course, if you both can't play some turns with real life or whatever reasons, I would be happy to move some units.
Quote:By the way, how do you post your saves here? When I do the "add attachment" I get an error saying that my Beyond the Sword save is not allowed?
I've tried post saves here, didn't work, files size is too big, probably. So I ZIP it and put it as an archive.
Thx for the excel file. I'll look into it.
Okay, I guess a ded-lurker role is fine. I agree, it would be great if you could play some turns if dick76 and I are not available. Note: If I'm going to be away for some time, I'll make sure to let you all know in this thread.
I have another excel file that will provide a turn-by-turn overview. So that's 2 files: one for technology, one for turn overviews (e.g. Civ X founded a city on turn Y, etc.). I think that's fine; too much stuff, and we'll get bogged down with boring calculations instead of actually playing the game.
(August 17th, 2013, 13:19)CFCJesterFool Wrote: (August 16th, 2013, 23:20)DMOC Wrote: By the way, how do you post your saves here? When I do the "add attachment" I get an error saying that my Beyond the Sword save is not allowed? You need to zip the file first. Ironic that a site devoted to Civ doesn't allow you to post the game saves.
Yeah, I'm just too used to Civ Fanatics where I can just put the save up in the post easily.
Anyway, I'll post up some stuff later once I get back home from work.
Posts: 1,574
Threads: 20
Joined: Aug 2013
Gday DMOC, I have a non-Pitbooss 14 question to ask you.
In PB2, in your thread, early in the game you spent quite a bit of time talking about future production and commerce cities. My question to you from a relative Civ newbie - how do you tell the difference between terrain good for a production city, good for a commerce city, good for a specialist city, and good only for a hybrid? And what improvements go on each tiles for such a city? Obviously a production city gets mines on hills, but what goes on flat land? And does a commerce city still get mines at all, or does it get windmills (later)?
Posts: 772
Threads: 0
Joined: Jul 2012
(August 16th, 2013, 19:55)DMOC Wrote: I have another excel file that will provide a turn-by-turn overview. So that's 2 files: one for technology, one for turn overviews (e.g. Civ X founded a city on turn Y, etc.). I think that's fine; too much stuff, and we'll get bogged down with boring calculations instead of actually playing the game.
In general, I kinda like boring calculations. Would be happy to do some if it helps. Though, I have none expirience in C&D so far except reading other guys master it in previous games. Another excel file would be great to have, thanks.
Btw, I can't find info in the rules about turn timer. Is it 24h per turn and 48h for the first turn?
Is it decided that we move scout 1-7 and reevalute where to settle depends on whats in the fog?
August 17th, 2013, 21:41
(This post was last modified: August 19th, 2013, 08:08 by TeddyKGB.)
Posts: 772
Threads: 0
Joined: Jul 2012
Update:
8. Team Eagles & Condors - Kurumi / HBHR (with Oxyphenbutazone dedlurking)
Pacal II (Fin/Exp) || Native America (Dog Soldier (Axe) and Totem Pole (Monument); Fish/Agri)
10. Team Dinosaurs - Whiteye / Raptorous
Darius I (Fin/Org) || English (Redcoat (Rifle) and Stock Exchange (Bank); Fish/Mining)
3. Team Master and Margarita - Slaze / Maga_R (with Jovan Kukic dedlurking)
Willem (Fin/Cre) || Ottoman (Janissary (Musket) and Hammam (Aqueduct); Wheel/Agri)
6. Bowsling / Aivoturso
Mansa Musa (Fin/Spi) || Zululand (Impi (Spear) and Ikhanda (Barracks); Agri/Hunt)
1. Team Orgynized - Lord Parkin / Arkipeller / Magno_uy (with WilliamLP and Dp101 dedlurking)
Huayna Capac (Fin/Ind) || Netherlands (EastIndiaman (Galleon) and Dike (Levee); Fish/Agri)
2. Team Blame Caledorn - YossarianLives / Caledorn (with Scooter, Old Harry and Cheater Hater dedlurking)
Isabella (Spi/Exp) || Inca (Quecha (Warrior) and Terrace (Granary); Myst/Agri)
4. Team Care Bears - Yuufo / Bisons
Victoria (Fin/Imp) || India (Fast Worker (Worker) and Mausoleum (Jail); Myst/Mining)
7. Dick76 / DMOC -
Suryavarman II (Exp/Cre) || Byzantium (Cataphract (Knight) and Hippodrome (Theatre); Myst/Wheel)
5. Team My Little Marathon Cannibal Pony - Classical_Hero / Halvgud
Napoleon (Org/Cha) || Sumeria (Vulture (Axe) and Ziggurat (Courthouse); Wheel/Agri)
9. Barteq / Geo (with Harami dedlurking)
Ragnar (Fin/Agg) || Rome (Praetorian (Sword) and Forum (Market); Fish/Mining)
Posts: 3,143
Threads: 21
Joined: Oct 2009
Good luck, DMOC! Always cheering for my PB2 teammate!
Posts: 772
Threads: 0
Joined: Jul 2012
Here some improvement for PH plant sim.
Techs researched one turn faster now so its basicly compensate T0 wasted on moving settler to PH.
Techs: Hunting(T7) > AH(T20) > Mining(T27) > BW(pretty sure T41 is doable)
Settler also ready 1 turn faster on T32 after 1 Worker and 2 Warriors. First warrior on T17.
Micro set up to grow size 4 (after settler is done) in 3 turns with 3rd Warrior ready, but we can build 2nd Worker in 4 turns instead.
Of course, improvements made as fast as possible with our research:
Deer(T15) > Pig (T23) > Mine(T30)
Worker has enough *free* turns to road to the west instead north to insta trade routes if our 2nd city goes like in your sim.
He can work on 2nd mine like on screenshots above, or move to improve 2nd city tiles if there is good resource.
Problem is our defenition of good resource at the moment doesn't include crops.
I've quick sim two workers first, settler ready on T37.
August 18th, 2013, 08:56
(This post was last modified: August 18th, 2013, 20:42 by DMOC.)
Posts: 1,508
Threads: 6
Joined: Oct 2009
(August 17th, 2013, 19:41)Dhalphir Wrote: Gday DMOC, I have a non-Pitbooss 14 question to ask you.
In PB2, in your thread, early in the game you spent quite a bit of time talking about future production and commerce cities. My question to you from a relative Civ newbie - how do you tell the difference between terrain good for a production city, good for a commerce city, good for a specialist city, and good only for a hybrid? And what improvements go on each tiles for such a city? Obviously a production city gets mines on hills, but what goes on flat land? And does a commerce city still get mines at all, or does it get windmills (later)?
Well, that depends on way too many factors to explain easily, but I'll try to go over some general rules. If I see a whole bunch of riverside grasslands with a food resource, I immediately think of "cottage city." Hills mean production early (and farms on grasslands, not cottages), and GP cities are usually the capital or other coastal cities that have at least one seafood and one inland food or 2 seafoods. I tend to prefer Globe Thetares in coastal cities as well, since it means when we draft we're not losing out on some valuable land tiles. Commerce cities should get some mines for production. Windmills are garbage until late game, which means we won't be building them.
I'll try to explain a lot about city placement and planning in this thread. In the meantime, I've posted about 7 or 8 detailed game write-ups over at CivFanatics, (e.g. this one) where I (think) I discuss these things. If not, you can always tell by the kind of improvements my workers make.
(August 17th, 2013, 19:41)TeddyKGB Wrote: (August 16th, 2013, 19:55)DMOC Wrote: I have another excel file that will provide a turn-by-turn overview. So that's 2 files: one for technology, one for turn overviews (e.g. Civ X founded a city on turn Y, etc.). I think that's fine; too much stuff, and we'll get bogged down with boring calculations instead of actually playing the game.
In general, I kinda like boring calculations. Would be happy to do some if it helps. Though, I have none expirience in C&D so far except reading other guys master it in previous games. Another excel file would be great to have, thanks.
Btw, I can't find info in the rules about turn timer. Is it 24h per turn and 48h for the first turn?
Is it decided that we move scout 1-7 and reevalute where to settle depends on whats in the fog?
Yeah, I think the scout 1-7 is fine, but let's get the real game in first so we can do some real tile-bleeding analysis.
I have no idea about the turn timer either; I assume 24 hours, but don't know what happens on the first turn. Regardless, I'm free for most of next week so timing shouldn't be too much of an issue.
(August 17th, 2013, 21:41)TeddyKGB Wrote: Update:
6. Bowsling / Aivoturso
Mansa Musa (Fin/Spi) || Zululand (Impi (Spear) and Ikhanda (Barracks); Agri/Hunt)
Thanks for the update. The Zulu are definitely a strong Civ, though it probably would have been better to have an Aggressive Civ to cut down on ikhands. There are in fact no unique buildings sped up by the Financial or Spiritual traits anyway.
Once all leaders are set, I'll post a detailed analysis, including justifying our leader.
(August 18th, 2013, 03:09)Nakor Wrote: Good luck, DMOC! Always cheering for my PB2 teammate!
Thanks, good to see you around here.  This thread will get a bit more organized once the game gets going.
(August 18th, 2013, 07:50)TeddyKGB Wrote: Here some improvement for PH plant sim.
Techs researched one turn faster now so its basicly compensate T0 wasted on moving settler to PH.
Techs: Hunting(T7) > AH(T20) > Mining(T27) > BW(pretty sure T41 is doable)
Settler also ready 1 turn faster on T32 after 1 Worker and 2 Warriors. First warrior on T17.
Micro set up to grow size 4 (after settler is done) in 3 turns with 3rd Warrior ready, but we can build 2nd Worker in 4 turns instead.
Of course, improvements made as fast as possible with our research:
Deer(T15) > Pig (T23) > Mine(T30)
Worker has enough *free* turns to road to the west instead north to insta trade routes if our 2nd city goes like in your sim.
He can work on 2nd mine like on screenshots above, or move to improve 2nd city tiles if there is good resource.
Problem is our defenition of good resource at the moment doesn't include crops.
I've quick sim two workers first, settler ready on T37.
Will look into this after a quick workday today (in ~7-8 hours), thanks.  I still think having just 1 worker before the settler is fine, especially since our starting techs mean that even our first worker may have to spend a few turns building roads before he can build a food improvement.
Just a quick thought: I definitely think that we should research Agriculture after Bronze Working, by the way, (assuming settling on plains hill) just because we're going to need crops anyway.
August 18th, 2013, 16:52
(This post was last modified: August 19th, 2013, 07:32 by TeddyKGB.)
Posts: 772
Threads: 0
Joined: Jul 2012
(August 18th, 2013, 08:56)DMOC Wrote: Will look into this after a quick workday today (in ~7-8 hours), thanks. I still think having just 1 worker before the settler is fine, especially since our starting techs mean that even our first worker may have to spend a few turns building roads before he can build a food improvement.
Just a quick thought: I definitely think that we should research Agriculture after Bronze Working, by the way, (assuming settling on plains hill) just because we're going to need crops anyway.
With 2 workers first it'll help us put 2nd city online faster so this opening could be same or better overall by the T45-50 compared to 1 worker > Settler opening. We have to scout 2nd city location around T20 to decide. Good thing AH ETA is T20 for both of our sims.
I can see we go Agri before BW in certain situations. Such as good crop resouce(s) for 2nd city; Horses easy and fast to connect. Again, need scouting first, but we have time to decide with Mining ETA: T27.
Here improved sim with 2 workers before settler and Agri after Mining, before BW. PH plant.
- 2 Warriors on T17 and T26
- 2 Workers on T12 and T28
- Settler on T36. 2nd city could be planted same turn if 3 tiles away and preroaded.
- Agri on T37 and BW on T49. Could be T36 for Agri probably, if we lucky with specific contacts early. I'm sure BW due T48 is doable regardless.
Btw, here is the link to spreadsheet you've posted. I did add tech costs and formulas to calculate total beakers count by each team.
Posts: 772
Threads: 0
Joined: Jul 2012
Update:
3. Team Master and Margarita - Slaze / Maga_R (with Jovan Kukic dedlurking)
Willem (Fin/Cre) || Ottoman (Janissary (Musket) and Hammam (Aqueduct); Wheel/Agri)
Two more teams left.
|