February 22nd, 2010, 20:50
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If we discuss the 43EP, then we probably need to make it clear that we haven't met anyone else yet, since if we don't meet anyone by T55, we'll be forced to spend over 44 EP on them. I have no problem with letting them know we have no outside contacts, but it's up to you two.
For ending the turn:
Could one of you two check in about 2 hours (11PM EST), and if India's played, go ahead and end turn, then do the next one? Gulliver's movement should be obvious, we can still move The Unready One to escort our settler, regardless of their actions. What I was worried about is a Woody II warrior poaching Doc on T46 before we can move him off after the chop. I don't think they're going to do anything, but it can't hurt to be prepared.
Also, please check their warrior's promotions. And the diplo screen tells us their 2nd city's name, which would be nice to have just because.
February 22nd, 2010, 21:51
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So Cyneheard and I were having a conversation about waiting the turn out incase of Woody2. We were talking about pulling Doc away incase of random stupid war declaration. Can't be too safe but I doubt that they'll try it.
We didn't end up changing out plans since it would require:
-A blind declare as he can't see anything but our borders(Creative + late contact = epic)
-A promotion
Also Mali's second city is called Uberfish.
February 22nd, 2010, 23:28
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Sorry for not being around more today, guys. Crazy busy at work, and then a big snowstorm hit Toronto and had to struggle home through heavy traffic.
Have we sent a reply yet to Mali? We should send them something, just to communicate. I do not think we need to go into much detail yet about EP or anything, just a friendly greeting.
We do not really need to say anything about exceeding 43 EP (or whatever it is) until we reach that point. I think more contacts are likely by then, so no need to reveal anything just now.
They should not be able to see Doc at the moment, so I am not worried. If they move further north, then our worker at Animal Farm may need protection. But we will see.
What is the per-civ-which-knows-tech bonus for this map and number of players? Probably not large enough to notice for just one civ, but they do know the Wheel. Any sign of an extra beaker?
February 22nd, 2010, 23:36
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The tech bonus is 30% * # of civs who know the tech / total # of civs. I don't know if that's 15 for the number of living civs, or 16 for the number of civs we started with. Either way, it's 2% or slightly less per civ: We'd need contact with 4 civs who know it to gain an extra beaker at this point.
Your message that you wrote is fine, although I don't see a problem with starting NAP negotiations.
February 23rd, 2010, 00:02
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I'll send Hap's greeting. We should designate a letter sender so we don't send repeats.
I added something about wanting to start with a NAP agreement.
Quote:Greetings from England to the illustrious leaders of mighty Mali!
We congratulate your courageous warrior Keef on battling through the predator-infested wilderness. The ever-hungry wildlife has taken an occasional bite out of our brave warriors as well.
We look forward to building a strong relationship which will benefit both of our glorious peoples. Perhaps some sort of NAP agreement would be a good place to start .
Team CHASM
PS. Our Team is on Central Standard Time(-6?) and Eastern Standard Time(-5?) so apologies for delayed responses if we are at work or something.
@Cyne - We can be all business but it might be better to go with the flow to start out with. If they want to be all business then we can do that too. I think that it'll be better if we let the other teams set the tone for the diplo so they feel more comfortable with us. Also, people who are all business can come off as being more distant to some people.
February 23rd, 2010, 08:26
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Demos!
Gulliver moved 1 SW and saw a grassland tile and the edge of a flood plains tile. Nothing particularly useful so I didn't post it.
Unready moved 1 N onto the indicated tile and the Mali have not moved yet.
February 23rd, 2010, 10:32
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Cyneheard Wrote:The tech bonus is 30% * # of civs who know the tech / total # of civs. I don't know if that's 15 for the number of living civs, or 16 for the number of civs we started with.
It's the number of starting civs. Civ 3 was the other way around (count living civs only). It was changed in response to complaints that you "had" to completely kill civs to stop them from dragging down research speed.
http://forums.civfanatics.com/showthread.php?t=146163 (though the explanation of the 20% prereq bonus is slightly off)
February 23rd, 2010, 12:03
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Thanks, T-Hawk.
Swiss Pauli's response:
Swiss Pauli Wrote:Hi Team CHASM,
Message received with thanks.
We'll discuss an initial NAP and get back to you.
Cheers
Swiss
PS: I'm on CET, broker is EST, but I'm not sure about dsplaisted but he's definitely in North America somewhere
DSP's stepping down from PB1, where he's invested a lot more, so I doubt he's going to be taking a prominent role on their team.
February 23rd, 2010, 15:34
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Ok, T46 has rolled.
After moving everyone, I noticed something with Gulliver:
There's purple borders down there. That isn't Mali.
I'm not worried about fighting a wolf while being on a hill: That's 2.7 to 1.0. SE to head for India (maybe?) (that would be the rego/sunrise/etc. team)? I wish I'd caught the borders beforehand: I think we want our next city (not sure when we want to build it) should go down to the GH pigs.
Demogs report from the last three turns:
I hate to say this, but I'm going to have to close down the C&D shop. I'm at guess-work at this point on just about everything, and don't have time to figure it out. I've messed up population completely, and can't really do power if I don't have good population and tech data. Also, tech data becomes direct once Alphabet comes in, which isn't so far away, another 40-ish turns.
February 23rd, 2010, 16:01
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WALL OF TEXT to follow. Sorry, it's the only way to lay out the micro options, as I see them.
Micro plan for the next dozen turns or so:
I'm assuming we're getting Pottery at EOT56 or 57. Once Beaver Rock's settled, and we see maintenance costs, I'll check the numbers on that.
Cities themselves:
London:
T46: Warrior.
T49: Finishes another warrior, grows to size 4. This was the approved plan a while back, I see no reason to change it.
At size 4:
Workers are 4t builds, a chariot can be a 3t build at max hammers (Sheep, 3GHMs, at +1fpt: Doc and Grumpy are currently building a GHM for lack of a better option), or a 4t build at max growth (rice, sheep, 2GHMs for +5fpt).
Horses come online on T51.
A settler is an 8t build (13food + hammers a turn). While we could build a settler, I think we need to have more than 1 worker and 1 warrior per city.
My suggestion:
Worker + chariot, timed to finish with the discovery of Pottery (so max hammers if T56, max growth if T57). We can either finish the worker T53, and the chariot T56 or 57, or switch once horses come in, and get the chariot T54/55, and the worker T56/57. I think the latter option's superior: the worker could build a road or 2 before Pottery comes in, but roads to Animal Farm are rather useless with all the rivers around.
Animal Farm:
With just Grumpy, the horses come online T51, and the Wheat on T57.
At max growth, on T51, we can be size 3, having just completed a warrior, with pigs + horses online (well, max growth + 1t of working the unimproved horse over the grass forest).
Build options:
T55: Worker finishes, 5 hammers of overflow
T55: Size 4, chariot finishes. No overflow.
Either way, a warrior or the start of a barracks can tide us over until Pottery comes in. If we build a chariot, then at size 4 we could double-whip the barracks, have the overflow go into the granary, and knock both of them out in a few short turns. Double-whips with our rather low happy cap...
Beaver Rock:
Warrior to start (unless we want a barracks)? The warrior would finish T56, I think.
Worker actions:
Grumpy's are set. Improving the 3 resources will take him through the discovery of Pottery, and then we can have him build some cottages or chop, probably cottage.
Doc + Happy:
If we send both of them to Beaver Rock, then here's what happens:
GHM #3 at London will finish T48.
Road to Beaver Rock will be done T52.
T53: Borders pop @ Beaver Rock
T55: Wheat comes online (5/1/1)
T58: Sheep comes online (5/0/1)
T60: Both resources can be roaded, or we can have them start chopping. The health isn't needed for quite some time, and there will be roads 1W and 1S of the Wheat (free worker turns: When moving a worker 2 tiles across clear flatland, it's more efficient to move 1 tile, road (cancel if it's a single worker), then move the next turn and start improving the tile.)
The other option:
Both Doc and Happy road to Beaver Rock. Then, one of them turns back and can begin chopping one of the 2 remaining forests, to make the granary finish instantly: chop + max hammers = 1t granary, regardless of overflow. And the chop can be timed for T57 or T58. With 2 workers, each cottage can finish in 2t instead of 4t.
This would mean that Beaver Rock would:
T57: Wheat comes online
T62: Sheep comes online. 2 half-built roads will be 1S and 1W of the wheat, instead of finished roads.
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