Ah, think I got it now. Didn't have it in the public folder, so it showed up for me, but no one else. Should be visible now.
[SPOILERS] scooter - Zara Yakob
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Little update just for fun. Borders popped, which threw me for a loop since it was turn 1. Definitely not used to quick speed + creative. Here's the demographics and a few minor things to go with it:
First, can anyone explain how GNP is calculated? I am listed as the GNP max of 21, someone else is 18 which I'm guessing is Sandover since he's the only creative civ that founded on Turn 0, and the +2 culture would put him above everyone else. What I can't figure out is how I'm at 21. I have 10 base commerce - 8 from capital, 1 from starting tile, 1 from floodplains. Also have 4 culture and 4 EP's, which would all add up to 18. Since Sandover has 18, I'm guessing he's working similar tiles, but I can't figure out what jumped me to 21. Could it be that I'm researching Animal Husbandry with a prerequisite? I note that I'm top in land area by 1,000, which I guess means Sandover has two water tiles in his fat cross, while I have one. The "Rival Worst" shows that someone else has a water tile too, so I'm guessing we all have a 1 tile lake by our capital and Sandover has a second in his fat cross. Someone is pulling in 4 hammers/turn. Pretty much they must have founded on a plains hill and are working a plains hill. That's all I can think of at least. Any other explanation? Expansive trait boosting a worker maybe? I probably won't be doing demographic stuff like this all the time, but when your turn consists of moving a scout twice and hitting enter, there's not much else to do. The scout did move NE-NE onto the hill, but didn't see anything of note besides some more nice looking land.
I think on highlands maps you sometimes get peaks in the BFC. Not 100% sure, though .
GNP gets buffed by culture and espionage, unfortunately. T-Hawk had a post somewhere on how bad the GNP metric really is, but I can't find it on his website. Must have been an RB article... Darrell
http://www.civfanatics.com/civ4/strategy...aphics.php
You're missing 1) Your "free" beaker that you get no matter what 2) 2 bonus beakers from researching AH with a pre-req So it's 8 palace commerce 1 FP 1 City Center 1 Free Beaker 4 Espionage 4 Culture 2 Bonus beakers =21
My GNP writeup is here, buried at the end of an Epic report. This was back in vanilla 1.61 and became the foundation for changing the behavior in BTS.
http://www.dos486.com/civ4/epic9/page7.shtml
Actually Darrell now that I think about it, you're probably right about the peaks... There goes that theory. And thanks for the GNP clarification guys, I was totally forgetting about the free beaker.
Well I'm an idiot. So I finally got around to working out my tech path, and it looked something like this:
AH - Agri - BW - Wheel - Pottery - Writing I realized researching Agriculture before Animal Husbandry would give me a discount on Animal Husbandry... And here I was hoping that playing a slower-paced game like this would help me avoid mistakes... Guess not. I went ahead and switched the two this turn, so that will gain me a couple bonus beakers when I get back to AH, though it doesn't make a huge difference. Agriculture is due in 5, worker in 7, Animal Husbandry in 9. Instead of getting food running asap I'm going to mine the gems first, which will allow me to power through these ancient era techs quickly. By then I'll have Agri and AH, and will probably get the wheat and then the cows. The rest of my tech path is about the same as above I'm thinking. I'll skip archery for the moment, though if I can't find horses OR copper very close by, then I'll fall back on archery to help handle the first barbs around turn 40 or so. Here's a picture of the land to my north. Not seeing any food resources, but the land itself is pretty green: I'll probably scout clockwise around my capital, just trying to get as much terrain info as I can before my scout gets eaten. I think my scout will auto-win it's first combat on Noble, so that might buy me some time.
Since the last post I've played 2 turns, moving the scout SE and then E on the next turn. No new resources showed up, so I won't bother with posting a screenshot until there's more to see. That's an awful lot of space with no resources up there (including the stuff I've now defogged to the east), so I've got to think there's some sort of strategic resources up there. Preferably it'd be horse, as I'd really like to just use chariots, but copper would be nice too.
I don't really care much for C&D kind of stuff, but I'll do a little bit... So far, we've had the following score increases: Bob: +6 Sandover: +6 SleepingMoogle: +5 I know absolutely nothing about what translates into points, can anyone point me to somewhere that has a chart or something if you've got one bookmarked? My guess is +5 correlates to a population point and +6 to a tech, but I really have no idea. Also, is there anything I haven't explained or given my thoughts on that you'd like to see? scooter Wrote:Bob: +6 I've not much idea about points myself, but iirc pop points scale with the size of the pop, but also start out lower than those values - 2pts/pop at the beginning I think. I think that 5/6pts is likely to be early techs (note that this is only the second thread I've dipped into and so have no idea if that's the case). FWIW; my solution to running a large screen is to scale the screenshots in Paint after having cropped off what is extraneous. 75% is sometimes enough, but I often end up going 67% to get it down to ~8-900 wide; I've found that any further has a tendency to render any text unreadable. |