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[spoilers] The what goes where?

Turn 10 - 3600BC:

Here is what Peter Pond got up to ... all by himself ...

[Image: pb18-00017.jpg]

You'll notice that Paul isn't where he was told to go. Why?

[Image: pb18-00016.jpg]

Yep - the barbarians are coming. And Logan has fish to eat.
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(October 22nd, 2014, 10:52)Caledorn Wrote: And ruff is officially banned from playing in my games as a reward for ruining my big surprise by posting silly and correct theories in the PB18 tech thread.
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Can someone explain this to me ...

T8 ... I have 83 beakers invested into Mining (85 required). That is 5 turns of 10 beakers and 3 turns of 11 (after moving to the silk when Boston's borders pop.

On T9 I generate 10 natural beakers, plus the 1 free one ... so mining moves to 94. That completes the tech and gives me 9 overflow beakers. I set the tech to BW (207 required, +20% prerequisites modifier.

On T10 I have invested 23 beakers into BW.

I am unsure if overflows get the prerequisites modifier so the formula is either ...

(10 + 1) x 1.2 rounded down + 9 = 13 + 9 = 22
(10 + 1 + 9) x 1.2 rounded down = 24

Neither works. Lurkers ... what am I missing?
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(October 22nd, 2014, 10:52)Caledorn Wrote: And ruff is officially banned from playing in my games as a reward for ruining my big surprise by posting silly and correct theories in the PB18 tech thread.
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(March 29th, 2014, 07:14)Ruff_Hi Wrote: On T10 I have invested 23 beakers into BW.

I am unsure if overflows get the prerequisites modifier so the formula is either ...

(10 + 1) x 1.2 rounded down + 9 = 13 + 9 = 22
(10 + 1 + 9) x 1.2 rounded down = 24

I think I have it. The rounding down part applies separately to the overflow. So the formula is actually

(10 + 1) x 1.2 rounded down + 9 x 1.2 rounded down = 13 + 10 = 23.

To test this, I went back in my sandbox game and changed the overflow to 10. Then I got ...

(10 + 1) x 1.2 rounded down + 10 x 1.2 rounded down = 13 + 12 = 25.

... which matched what I got in-game.
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(October 22nd, 2014, 10:52)Caledorn Wrote: And ruff is officially banned from playing in my games as a reward for ruining my big surprise by posting silly and correct theories in the PB18 tech thread.
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I finally have a game plan that I like for the first 34 turns.

T0-T4
Build Worker, work unimproved corn
Research Mining

Situation at end of T4 ... worker 25/60, Mining 50/85

T5-T8
Build Worker, work forest silk
Research Mining

Situation at end of T8 ... worker 45/60, Mining 94/85 (9 beakers overflow)

T9-T11
Build Worker, work forest silk
Research Bronze Working

Situation at end of T11 ... worker 60/60, BW 49/207

T12-T15
Build warrior, work unimproved corn
Research Bronze Working
Worker farms corn

Situation at end of T15 ... warrior 8/15, BW 97/207

T16-T17
Build warrior, work improved corn
Research Bronze Working
worker moves to plains hill, mines for 1 turn

Situation at end of T17 ... warrior 12/15, BW 121/207, Boston grows to size 2

T18-T22
Build warrior, work improved corn, unimproved claims
Warrior #1 finishes, starts another
Research Bronze Working
Worker completes mine on T21, moves to riverside grass (1E of Boston), farms for 1 turn

Situation at end of T22 ... warrior 7/15, BW 191/207, Boston grows to size 3

T23
Build warrior, work improved corn, 2 x unimproved claims
Research Bronze Working
Worker moves to forest, plains hill

Situation at end of T15 ... warrior 9/15, BW complete (207/207)

T24-T26
Build warrior, work improved corn, 2 x unimproved claims
Research Mysticism
Worker mines

Situation at end of T26 ... warrior #2 complete, Myst 42/85
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(October 22nd, 2014, 10:52)Caledorn Wrote: And ruff is officially banned from playing in my games as a reward for ruining my big surprise by posting silly and correct theories in the PB18 tech thread.
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And the balance ...

T27
Build workboat
Work improved corn, 2 x unimproved crabs
Worker mines

End: Myst (56/85), Boston grows to size 4

T28
Build settler
Work improved corn, plains hill mine, 2 x unimproved crabs
Worker mines

End: Myst (71/85), Settler (12/100)

T29
Build settler
Work improved corn, plains hill mine, 2 x unimproved crabs
Worker mines

End: Myst complete (86/85), Settler (24/100)

T30
Revolt to slavery
Worker completes mines

T31
Build Stonehenge
Work improved corn, 2 x plains hill mine, silk
Worker moves to grassland hill

End: Wheel, Stonehenge (48/120), Settler (24/100)

T32
Build Stonehenge
Work improved corn, 2 x plains hill mine, silk
Worker chops

End: Wheel, Stonehenge (66/120), Settler (24/100)

T33
Build Settler, double whip
Work improved corn, plains hill mine
Worker chops

End: Wheel, Stonehenge (66/120), Settler completes (116/100)

T34
Build Stonehenge
Work improved corn, plains hill mine
Worker completes chop

End: Wheel, Stonehenge (120/120)

Attached is a sandbox from T0 if you want to play along.


Attached Files
.zip   Augruffus Testing BC-4000.zip (Size: 18.82 KB / Downloads: 0)
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(October 22nd, 2014, 10:52)Caledorn Wrote: And ruff is officially banned from playing in my games as a reward for ruining my big surprise by posting silly and correct theories in the PB18 tech thread.
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T0-T10 summary

As with most games, the first 10 (or is it 11?) turns of this game were spent building a worker and teching towards BW. The scout I started with pulled his weight by popping hunting (pastures unlocked in this mod!) and defogging some very nice land.

Here is a link to the first turn, introducing Boston (my capital) and highlighting the differences between my leader / civ combo.

The Boston theme is still going strong (you wouldn't expect it to have grown dull by T10 would you) ... that reminds me ... I have a worker to name. I wonder how long it will actually take me to name that worker given that I will probably forget by the time I have the game up.

There was plenty of fog gazing, scout moving instructions ... I got great help from mostly_harmless (I have designated hut popping responsibilities to mh as he gets some very nice results) with the few times that I was out of pocket.

I even spent some time generating a T35 Stonehenge / Settler plan ... and then some more time improving it to a T34 plan. We'll just have to see how that turns out.

There was the usual non understanding of the game mechanics only to work it out while driving to Long Island (nothing better to think about during the trip).

Finally, here is a summary of the lands that I know ...

[Image: pb18-00019.jpg]
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(October 22nd, 2014, 10:52)Caledorn Wrote: And ruff is officially banned from playing in my games as a reward for ruining my big surprise by posting silly and correct theories in the PB18 tech thread.
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Turn 11 - 3560BC:
The first religion fell (last turn). I wonder how many people were chasing it? Paul also survived his lion encounter ...

[Image: pb18-00022.jpg]


Battle stats for Paul ... he really took a hammering from that lion.
[Image: pb18-00018.jpg]

Peter (NE) moved to find a hut and a potentially nice city site.

[Image: pb18-00023.jpg]

Paul (on his way back home for medical attention) found ...

[Image: pb18-00024.jpg]
I have finally decided to put down some cash and register a website. It is www.ruffhi.com. Now I remain free to move the hosting options without having to change the name of the site.

(October 22nd, 2014, 10:52)Caledorn Wrote: And ruff is officially banned from playing in my games as a reward for ruining my big surprise by posting silly and correct theories in the PB18 tech thread.
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Ruff_Hi Wrote: The rounding down part applies separately to the overflow.

that is correct. nice land you've got there, good luck!
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Turn 12 - 3520BC:
I have completed my first worker. He moves to farm the corn. All other tech, build, city tile action as per plan above. I have put in some in-game notes so that we can check the progress of the plan.

Paul moves to the wheat ...

[Image: pb18-00021.jpg]

... his next moves will be forest (1SW) and then either 1NE and then back again or pop the hut, return to capital to heal up. Any input on that option?

Peter Pond (who was standing next to a hut last turn) ... popped the hut. I know that I said I should get mh to do that ... but it wasn't so bad. I got a map. What was on the map? I think that is bad news.

[Image: pb18-00020.jpg]

My neighbour to the east is Commodore. I am playing a always war pbem (4 players) and he is one of them. I know I am coming dead last and I think he is coming first. I will have to deliver my best to stay competitive with him.

My scout is currently on the red circle tile. I am planning on moving him to the red dot tile. That will 'met' commodore. Hopefully it will also make him think that I am in the north west (instead of the south west).

Other bad news ... he is Byzantium so you cannot see his borders. I will have to check very closely for them.

You can also see some of my city placement sites ... the 'if I can' one is an outrageous pink dot. The 'C?' one next to the crabs is a better pink dot. I think I will stretch for the northern 'C?' one.
I have finally decided to put down some cash and register a website. It is www.ruffhi.com. Now I remain free to move the hosting options without having to change the name of the site.

(October 22nd, 2014, 10:52)Caledorn Wrote: And ruff is officially banned from playing in my games as a reward for ruining my big surprise by posting silly and correct theories in the PB18 tech thread.
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Er. I'm the mapmaker, and playing for Q this weekend. wink
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