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Except that I wonder what research power Ruff has. I doubt he will have built many science buildings.
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Just realized I didn't send any diplo to Krill. I guess he'll take our silence for an answer, though.
I have to run.
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Did we start a bank in Speed Limit? Uni in Gut Shot? Or bank?
Thinking about city sites now we've moved things around in the west. Perhaps 1S of the clams now. Need something to link up to the front - I don't want a stretch city. We could also settle 1SE of the sheep still, although it's vulnerable to boat attacks of course. Not when we get rifles, though.
I also thought about putting one city 1SE of the cows rather than having two there. There's no rush to settle but we may as well spread out if we're going to steal a lot of land. Although that gives the workers more to do, I guess.
Anyway, after dyes, could settle crabs, then western cows, then western iron?
Finally, Krill will be able to see our stack from the landing point hill with a sentry chariot so we could perhaps retreat one square for now.
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novice Wrote:Just realized I didn't send any diplo to Krill. I guess he'll take our silence for an answer, though.
Yeah, we're gonna take a while to think on it...
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spacemanmf Wrote:Did we start a bank in Speed Limit? Uni in Gut Shot? Or bank?
Didn't realise there was no market in Gut Shot - that's a better option. (And just realised you posted EOT shots.)
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Does any lurker have anything on how a culture bomb works post-BTS patch?
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OK, so my protracted calculations suggest that we might have around 2,000 culture on that key square and Krill might have around 2,500. Time to WB test what effect a culture bomb has.
On a separate note, we should accumulate any new troops on the square behind the staging tile so that Krill can't see them. In particular, the mounted units.
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Post spam alert.
So I've done some testing on WB with the help of Debug mode - crucial for this purpose.
There is a useful article here but it's out of date since it doesn't allow for the BTS patch.
Planting a Great Work in Speed Limit, which is at about 600 culture, will add:
1220 to the first ring
820 to the second ring
420 to the third ring <--- this is the level for that crucial square
20 to the fourth ring
This is independent of the culture being produced (that was the patch change I think).
If we did it in Big Slick, that would take it to 5000 culture, which means it's slightly different.
1260 to the first ring
860 to the second ring
460 to the third ring
60 to the fourth ring <--- this is the level for that crucial square
2 to the fifth ring
I don't really know what's going on here exactly, but the second one is complicated by the fact that it takes the city to the next culture level (I think it also depends *when* that is done - I think I set the culture here to 1200 or something - I should perhaps test that). EDIT: I think this works with the formula below if you assume that it had 18 goes at 500 cultlure and 2 goes at 5000 culture, which makes sense if the culture was a bit over 1200 (which it was).
This is what happens if the city is already at 5000 culture:
1620 to the first ring
1220 to the second ring
820 to the third ring
420 to the fourth ring
20 to the fifth ring
Definite pattern. It equates to 81x, 61x, 41x, 21x and 1x 20. Or, since it seems that the 4000 for a culture bomb is divided into 20 chunks of 200, it is probably: 20 x (standard cpt + 1) for each level, where standard cpt is unadjusted by actual cpt. If that makes sense.
Given that we might need 500-600 culture, 420 isn't going to be enough.
The bottom line is that I don't think we have enough culture to steal that square.
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According to this, it's less effective than in vanilla civ4.
Seems to corroborate your findings.
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Actualy is very hard to steal a tile with a culture bomb, if the city has already 60 % culture.
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