December 29th, 2016, 01:13
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Some thoughts:
As a general policy suggestion, we still need workers. The West, and Madrid and Zaragoza in particular, need worker attention - Zaragoza needs farms (it actually has pretty good land if we can get it up to size) and Madrid should start building and working mines sooner rather than later.
Even though the South is poor, some worker love would also go a long way if we can spare the builds (maybe build a round of workers in our core and send them down?) Hanseatic league needs farms, Big N Large could be an almost respectable city if we farmed its triangle, and Laissez Faire would be the same if we choped two of the three forests near it into the aquaduct. (T200ish chops are powerful.)
We should hold onto our envoys for now. Containment isn't that far away, and it's basically a free envoy doubler. Switch into a government that differs from the targeted city state for a turn, double your envoys (I usually have 4-5 for an instant +10 envoy bomb), research a super cheap skipped civic (naval tradition is good for this), switch back the next turn. Or just get a second civic to 1 turn away before you do the switcheroo.
Replaceable parts was a good call. I wonder if we're not exploiting Eurkeas enough - at our tech rate wiping a few turns of techs probably linearly brings our finish date earlier.
December 29th, 2016, 01:21
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(December 28th, 2016, 13:03)Gaspar Wrote: As expected, that warmongering penalty has pretty much ruined our relationships with everyone. Its so absurd.
I agree that this is ever so slightly trying. I like to think of it as a counterweight to the ease of conquering the unimproved AI.
(December 28th, 2016, 13:03)Gaspar Wrote: Also, is there a good Great Admiral? Doubtful.
There are a couple that are ok. Zheng He gives you an envoy. Leif Erikson gives you ocean movement without the tech, which could probably let you hit someone unawares if you ever play MP. Hopper gives you a Eurkea and Lisboa is a very nice 25% less war weariness.
In general, outside of MP the military stuff doesn't really have a chance to shine. (Although the fact that sacrificing a GG/GA gives you *one* unit really gives you a sense of the scale of army that they were going for.)
December 29th, 2016, 10:07
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(December 29th, 2016, 01:13)Ruined Everything Wrote: Some thoughts:
As a general policy suggestion, we still need workers. The West, and Madrid and Zaragoza in particular, need worker attention - Zaragoza needs farms (it actually has pretty good land if we can get it up to size) and Madrid should start building and working mines sooner rather than later.
Even though the South is poor, some worker love would also go a long way if we can spare the builds (maybe build a round of workers in our core and send them down?) Hanseatic league needs farms, Big N Large could be an almost respectable city if we farmed its triangle, and Laissez Faire would be the same if we choped two of the three forests near it into the aquaduct. (T200ish chops are powerful.)
We should hold onto our envoys for now. Containment isn't that far away, and it's basically a free envoy doubler. Switch into a government that differs from the targeted city state for a turn, double your envoys (I usually have 4-5 for an instant +10 envoy bomb), research a super cheap skipped civic (naval tradition is good for this), switch back the next turn. Or just get a second civic to 1 turn away before you do the switcheroo.
Replaceable parts was a good call. I wonder if we're not exploiting Eurkeas enough - at our tech rate wiping a few turns of techs probably linearly brings our finish date earlier.
Yeah, I built/bought several workers on my turnset (which admittedly I didn't report well.) At our current gold acquisition rate, we get a worker roughly every 3 turns if we don't need to spend gold on anything else. I think I bought the tile to put BPs campus on and one other thing that was relatively cheap, so I probably cost us 2/3 of a worker. But I definitely wanted to get more going than I did.
Envoy trick sounds pretty solid, though if we avoid teching Mass Media for a while we're going to have something like 10 saved up by the time we get Containment, I guess we can snipe a pair of CS from Greece, not sure which one beyond Toronto is smart, maybe Jakarta.
RP is still early enough in that if someone wants to build 2 musketmen and upgrade the swordsman, we can get the Eureka without wasting beakers. In this case, I figured the number of farms we've laid down was worth getting it sooner, particularly since we don't really have any need for the muskets and they're going to tie up a pair of build queues for 8t. There probably is some logic to that approach though since generally speaking, our production is better than our science generation right now, especially once Ruhr completes.
I've got some dirt on my shoulder, can you brush it off for me?
December 29th, 2016, 15:31
(This post was last modified: December 29th, 2016, 15:41 by Ruined Everything.)
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(December 29th, 2016, 10:07)Gaspar Wrote: Envoy trick sounds pretty solid, though if we avoid teching Mass Media for a while we're going to have something like 10 saved up by the time we get Containment, I guess we can snipe a pair of CS from Greece, not sure which one beyond Toronto is smart, maybe Jakarta.
It's not completely clear to me that we want to avoid Mass Media for a while. The scout trick is the cheapest way to get happiness into cities (seriously - a zoo - ignoring the entertainment district and arena for a second - costs 405 production. You could build 13 happy scouts for that.) but once we have zoo coverage everywhere we could probably transition away from retainers - we're not exactly struggling for happiness now. As we get a second district up in our smaller cities, liberalism will also become more and more effective.
(December 29th, 2016, 10:07)Gaspar Wrote: RP is still early enough in that if someone wants to build 2 musketmen and upgrade the swordsman, we can get the Eureka without wasting beakers. In this case, I figured the number of farms we've laid down was worth getting it sooner, particularly since we don't really have any need for the muskets and they're going to tie up a pair of build queues for 8t. There probably is some logic to that approach though since generally speaking, our production is better than our science generation right now, especially once Ruhr completes.
The 'is it better to spend production on short term Eurkeas or on long term growth' question is actually pretty interesting. I certainly think there's a strong argument that cities like Madrid (which have all their districts/science buildings) should be devoted to Eurkea chasing after they improve their land. I would be tempted to Eurkea RP - having a core of a modern army is nice for security reasons - Tomyris probably can't do anything to us long term, but having two or three muskets will prevent us from diverting builds if she gets frisky.
EDIT: Conservation is actually a very tempting tech goal. Especially in the south and west, steel lumbermills could really inject production into our smaller cities.
December 29th, 2016, 16:25
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(December 29th, 2016, 15:31)Ruined Everything Wrote: (December 29th, 2016, 10:07)Gaspar Wrote: RP is still early enough in that if someone wants to build 2 musketmen and upgrade the swordsman, we can get the Eureka without wasting beakers. In this case, I figured the number of farms we've laid down was worth getting it sooner, particularly since we don't really have any need for the muskets and they're going to tie up a pair of build queues for 8t. There probably is some logic to that approach though since generally speaking, our production is better than our science generation right now, especially once Ruhr completes.
The 'is it better to spend production on short term Eurkeas or on long term growth' question is actually pretty interesting. I certainly think there's a strong argument that cities like Madrid (which have all their districts/science buildings) should be devoted to Eurkea chasing after they improve their land. I would be tempted to Eurkea RP - having a core of a modern army is nice for security reasons - Tomyris probably can't do anything to us long term, but having two or three muskets will prevent us from diverting builds if she gets frisky.
EDIT: Conservation is actually a very tempting tech goal. Especially in the south and west, steel lumbermills could really inject production into our smaller cities.
Also, for a point in conservation's favor, it would let us use worker labor into forests into national parks would help with amenities as well right? Those cities would no longer take up resource-based amenities freeing them up to be distributed to our bigger ones?
I agree that cities like Madrid, which will not build space projects, have all their economic/science boosters, can probably spend their hammers chasing Eurekas (Prod -> Sci). Do the district projects even compete with those activities by the numbers?
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December 29th, 2016, 17:18
(This post was last modified: December 30th, 2016, 03:03 by Ruined Everything.)
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(December 29th, 2016, 16:25)Sareln Wrote: I agree that cities like Madrid, which will not build space projects, have all their economic/science boosters, can probably spend their hammers chasing Eurekas (Prod -> Sci). Do the district projects even compete with those activities by the numbers?
From this thread: https://forums.civfanatics.com/threads/f...ad.600534/
(December 29th, 2016, 16:25)CFC - Formula Thread Wrote: Project yields (GPP, other yields, etc.)..from Lord Yanaek and elitetroops
Apparently
Cost=25*(1+14*Larger of [100*(Number of Techs/67 OR Number of Civics/50)])
GPP yield=10 ....[5 for Theater+Carnival projects... they give multiple types of GPP]
=10or5*(1+7*Larger of [100*(Number of Techs/67 OR Number of Civics/50)])
others are per turn yields 15% of production as
Industrial, Harbor, Encampment=gold
Theater=culture
Holy site=Faith
Campus=Science
Carnival gives 1 Amenity
Commercial Hub gives 30% gold as production
Defense repair project.. cost unknown
..all other projects (space race, nukes) are fixed cost.
Carnival Districts give an immediate 1 turn bonus to your accumulated GPP (all kinds)
I assume he's gotten the formula slightly wrong.
Cost=25*(1+14*Larger of [100*(Number of Techs/67 OR Number of Civics/50) ])
Is a ludicrous cost, but:
Cost=25 * (1 + 14*max [(Percentage of Techs completed, Percentage of Civics completed) ]) (where percentage scales from 0.0 to 1.0, not 0 to 100, if you see what I mean.)
Scales from 25 up to 375 production, which is about right.
Assuming that CFC is right about the 15% hammers to beaker transfer, we're getting ~56.25 beakers for 375 hammers. For contrast, building 3 musket men costs 240 * 3 = 720 hammers and gives 900/2 = 450 hammers, for an efficiency of 62.5%. Glancing through the Eurkeas, they seem to be between 40% and 70% efficient - so chasing Eurkeas is strictly better - unless we really want the GSP to speed ahead to the space race scientists - which I suppose is a genuine possibility.
December 30th, 2016, 10:24
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I should hopefully pick this up and play it tonight guys
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Just politely poking this now that the holiday season is over. Does the team need a break or a skip?
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(January 2nd, 2017, 18:01)Ruined Everything Wrote: Just politely poking this now that the holiday season is over. Does the team need a break or a skip?
Sorry I am actually in the middle of finishing it on the bank holiday end. Apologies I haven't been able to get to it sooner and I probably should have suggested a skip earlier in hindsight.
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Oh cool, I just got home from all the holiday travelings so it's perfect, looking forward to the report.
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