As a French person I feel like it's my duty to explain strikes to you. - AdrienIer

Create an account  

 
picklepikkl embarks on the Fool's Journey

I'm having an attack of insomnia, so it's time for a Mid-Turn Thoughts Update! ™

Yesterday we managed two turns, so when I woke up with the save today, I was hoping we'd do another such round. Alas, it seems that by the time the save got to Jowy, it was too late local. I therefore decided to do some thinking and analysis.

Major Thought 1: I hadn't internalized, until I went back and looked at the setup for this game, that tech trading was off. This is kind of annoying: literally everyone else has incentives to take the bottom of the tech tree relatively early (two HC/Malis obviously want Oracle plays and start with Mysticism, Jowy has a Monument UB and from there hopping to religion opportunistically seems easy enough), I have incentives to get Code of Laws ASAP, so I was hoping I could trade my way to Priesthood down the line and take the faster route. No dice, it seems, so I'll have to either go through three techs that don't offer me much (but which do open the way to Monarchy, which I certainly will want) or tech the much more expensive Currency. Obviously we're a long way off from me having to make this call, but given that I was hoping to focus the middle of the tree for a religion and my "UB," the forced detour is frustrating. Better know now than later, I guess.

Major Thought 2: I opened up an old save to check how many land tiles there are; about 200 per player, which works out to squares of unit 14 and starts 13-15 tiles apart. However, I've spotted this inland water thing (assuming NW is in fact toward the center of the map and not a safe backline peninsula, which I could also see as an interesting design choice), which implies an inner sea, which probably implies islands because I imagine "islands in the center people can duke it out over" would be another interesting map feature (and it would be an ideal spot for the wonder-strategic resources REM mentioned existed but were not accessible early). Though I guess, since I've been cautioned not to assume that this is a Donut map, this could be some sort of Lakes-style map instead, a la that one PB where Sullla and Speaker were smurfing (which I skimmed back when I had more time for reading these forums). Anyway, if it is in fact an inner sea with islands, that'd imply that capitals are closer than a naive calculation would estimate. I wonder whether that will make for early aggression, or whether the lushness of this map prompts sufficiently dense city placement that border conflicts don't arise until later? Better for me if the latter; I'm up against three opponents with strong Ancient UUs!
Civ 6 SP: Adventure One 
Civ 4 MP: PBEM74B [3/4] PBEM74D [3/4]
-Dedlurker: PB34
Reply

Jowy and greenline both got techs since last turn. I attempted to C&D this from the demographics and have concluded only that I am very bad at C&D lol.

EDIT: Wait, I'm a moron, global Soldiers went up 4k, not 2k. So both of them got Hunting like sane people and everything is fine. I was previously thinking that only one of them had gotten Hunting and trying to figure out why presumably-Jowy had picked up Fishing.
Civ 6 SP: Adventure One 
Civ 4 MP: PBEM74B [3/4] PBEM74D [3/4]
-Dedlurker: PB34
Reply

Another two-turn day! Calloo, callay! dance

...also, today I learned why pw protecting your civ is important, because my first email to greenline was of my own save file. Whoops. Glad the passwords are there to prevent accidents.

Boy there isn't a lot to say at this stage of the game, is there? neenerneener In all seriousness, a feature from nu-MOO that I like a fair amount and would like in the eventual Civ 6* is the fact that you begin the game with a bunch of pop at your start and a colony ship 1t away from completion. These early turns aren't all that interesting!

*That said, I am very psyched for Stellaris's science ships and the whole survey/special project mechanics; now there's something to do during peacetime! Once I get my hands on it, I imagine EU4 will seem horribly boring by comparison...
Civ 6 SP: Adventure One 
Civ 4 MP: PBEM74B [3/4] PBEM74D [3/4]
-Dedlurker: PB34
Reply

Nothing interesting is going on in-game at the moment -- I'm not even revealing new tiles, because my scout is looping down to investigate my west -- but I was reading a report thread from another BTS-quick PBEM and ran across the following:

(March 8th, 2015, 16:19)Fintourist Wrote: Not saying you should do it, but you could do more or less the same move we did in PB18 (In PBEM45g I did basically the same thing, in PB13 I can't remember).
1. Produce a Great Person ASAP, tech CS and grow your capital
2. Start a GA, swap into Caste, (+ convert into religion)
3. Run scientists during the GA in at least one city and tech Monarchy (+ Monotheism/Theology?)
4. Use your new GS and get academy in your Buro-capital and swap into HR + your chosen Reli civic at the end of GA (and back to slavery probably)

The above is just one possible scenario, which has some logic in it. Other routes have merits as well and you need to take into account your conflict with Mardoc too.

(March 8th, 2015, 16:27)Krill Wrote: That's essentially the same plan everyone should use for their first GA. It's the go-to tactic for building a mid game tech lead if you can get to Bureaucracy first (although usually doing it with the second GP is better, getting the early Academy with the first GS is often what gets a player into position to be the first to Bureaucracy).

These seemed like useful tips which I'd not encountered anywhere before, so I'm putting them here for reference. Reading these old threads while I have train-downtime is proving very handy for heuristics like these!
Civ 6 SP: Adventure One 
Civ 4 MP: PBEM74B [3/4] PBEM74D [3/4]
-Dedlurker: PB34
Reply

Worker complete! Time to unveil my naming scheme for those: Worker A is Amduscias!

[Image: 529px-Amduscias.jpg]

Amduscias is a demon listed in the Ars Goetia and Pseudomonarchia Daemonum. He's in charge of much of Hell's "music" (hence the trumpets scattered about), but notably is capable of making trees bend to his will. As our civilization prizes forestry over all other things in these early days, it seemed very fitting smile
Civ 6 SP: Adventure One 
Civ 4 MP: PBEM74B [3/4] PBEM74D [3/4]
-Dedlurker: PB34
Reply

I've begun camping the deer, Sian finished another tech (probably Agriculture, since Soldiers didn't change?), my Scout is swinging south to finish exploring my first ring... and Bronze Working is in!




All I can say is... this place is PRETTY METAL \m/ band \m/

(Also, I'm pretty sure the correct spot for The Magician is 777 of The Fool, for first-ring cows and copper, defensible on a hill, and able to share The Fool's corn. The obvious downside is a lack of effective cottage-trading for efficient growth during whip cycles. Will see what the south holds for me.)
Civ 6 SP: Adventure One 
Civ 4 MP: PBEM74B [3/4] PBEM74D [3/4]
-Dedlurker: PB34
Reply

The turn has been really cracking today (it's already back around to Sian, who is just ahead of me in turn order). I should sim out my tech path (there are four techs I want -- Agriculture, the Wheel, AH, and Pottery -- and time to get about two and a half of them before my second city) to see what synchs up best with worker labor availability, but I'm tired and don't wanna update my sandbox...
Civ 6 SP: Adventure One 
Civ 4 MP: PBEM74B [3/4] PBEM74D [3/4]
-Dedlurker: PB34
Reply

I got over my whining and played around a bit. My ideal sequencing is probably Agriculture -> AH -> The Wheel -> Pottery, but it's still awkward and uncomfortable; I waste a bunch of worker turns because I can't road, but that's probably preferable to slowing down my high-yield tiles? On the plus side, 777 The Magician will be a nice military pump while I wait for Pottery (relevant, since all my neighbors have excellent Ancient Age UUs), and I also noticed that The Fool will get its second border expansion right around when I'm working on Settler #2, meaning that I can place a dynamite city to my southwest (114 of the capital) around t33 which will claim first-ring cows and grass wheat and have its other grass cow claimed by capital culture.

From a mapmaking perspective, I've got to hand it to REM for making an interesting situation where almost all of the food in the surrounding area is AH or Fishing, techs which aren't useful in your initial BFC. Like I said in my last post, I want four techs all at once to deal with this, and the fact that I can't have them all forces interesting decision-making. Nicely done!
Civ 6 SP: Adventure One 
Civ 4 MP: PBEM74B [3/4] PBEM74D [3/4]
-Dedlurker: PB34
Reply

Turn pace is really ripping over the weekend -- I played the turn when I woke up this morning, went out for groceries, came back an hour later, and it was back to me!




Here's an overview shot. My second scout is going to explore the strip of land to my northwest while my original continues to defog potential city sites. Once I grow to size 2 I'm switching onto Worker->Settler.
Civ 6 SP: Adventure One 
Civ 4 MP: PBEM74B [3/4] PBEM74D [3/4]
-Dedlurker: PB34
Reply

Holy crap -- THREE turns in one day! I bet this has done a lot to erase the lead 74A had over us neenerneener.

(Funny story: I was so sure I was done with Civ for the day that I went for a walk after playing around with the new Europa Universalis patch without first checking the tracker. I come back and, uh, I've had the turn for two hours lol. Sorry guys!)

Anyway, turn report follows: there's GOLD in them hills!




(Also, uh, I've been talking to myself for a default-length page. In the words of 1776's General Washington: Is anybody there? Does anybody care? My ego needs hugs! alright)
Civ 6 SP: Adventure One 
Civ 4 MP: PBEM74B [3/4] PBEM74D [3/4]
-Dedlurker: PB34
Reply



Forum Jump: