Posts: 4,664
Threads: 36
Joined: Feb 2013
Culture from creative is counted into GNP.
May 28th, 2013, 13:39
(This post was last modified: May 28th, 2013, 13:42 by Bacchus.)
Posts: 3,537
Threads: 29
Joined: Feb 2013
Some observation from demos:
Crop yield tells definitively that Sian is not working seafood. If he had started with workboat and 1f2h tile, he should be by now, unless the seafood is faraway. From both early and late demos we see, though, that he appears to be working 2f1h, with a possible later switch to 3f. 2f1h, however, makes no sense at all if one is building a workboat. So maybe he isn't building a workboat. This also doesn't make any sense, given the Fishing/Mining civ pick, and he chose third, with just Egypt and Ottomans picked before him. But maybe he saw coast and didn't immediately see what his food is, so he decided to hedge. Then there's a matter of his research. Timing suggests Mysticism, but surely you don't research Mysticism if you are going worker-first on a Fishing/Mining start. If I picked Fishing/Mining to hedge, and then decided not to build a WB, I must have seen a crop. If I have seen a crop, I would be researching Agri. So maybe what he has is a native source of commerce, like a riverside calendar resource in the city tile.
So here are our options:
Code: .
---- building a worker ---- not researching Mysti ---- has a way to speed up Agri ---- we should relax
|
Sian is working 2f1h --------------
|
---- building a WB ---- WB will arrive on the scene on T14, preceeded by growth on T11 ---- we will know what to do on T11
Posts: 4,664
Threads: 36
Joined: Feb 2013
We have no idea what GNP 22 can possibly mean, by the way. No creative civ has fishing and a financial civ working coast and researching a tech with 1.2 bonus should have GNP 21. Also, we know from crop yield that no one has a WB out and it is highly unusual to work unimproved coast this early in a game. A financial civ with additional commerce in the capital tile or non-financial creative civ working a lake would fit but we have no one who fits these conditions.
And on a completely different topic: we don't show you screenshots of our civ because there is nothing new: we are moving our scout back to the north.
May 28th, 2013, 14:29
(This post was last modified: May 28th, 2013, 14:31 by Bacchus.)
Posts: 3,537
Threads: 29
Joined: Feb 2013
Actually, if we research a tech with two prereqs without working coast we get GNP 20, supposedly any creative civ would get 22. All the creative civs now have the Wheel and Agri (I think Slowcheetah just got it), so if any one of them is researching Pottery, there we are.
Interestingly, no-one, with the exception of Knightovech, is going to start their workers on chopping.
May 28th, 2013, 14:35
(This post was last modified: May 28th, 2013, 14:38 by Gavagai.)
Posts: 4,664
Threads: 36
Joined: Feb 2013
Knowledge of the Wheel doesn't give you an additional bonus to researching Pottery. Only those prereqs which have arrows leading to a researched tech give such a bonus.
Posts: 3,537
Threads: 29
Joined: Feb 2013
So Divine Right is a tech without any bonuses? Educational!
Posts: 4,664
Threads: 36
Joined: Feb 2013
Posts: 3,537
Threads: 29
Joined: Feb 2013
So Sian is slow-building a WB from 2f1h tile. Good for him. In terms of our micro choice, here is a little something commerce-heavy, that I knocked up. Stand by for comparison with the earlier micro:
Posts: 3,537
Threads: 29
Joined: Feb 2013
Comparison: we actually lose around 9 base commerce in this new set-up. The real sting is the not-working of the clam during worker-settler builds.
Posts: 4,664
Threads: 36
Joined: Feb 2013
For lurkers: this plan isn't supposed to be used in game.
|