(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.

(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.

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.