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[SPOILERS]Novice, Spacemanmf and Athlete4life10 are HUYANA CAPAC OF CHINA

Noted.

It's just that if you do it in the morning, it doesn't work...
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Got it.

That barb warrior is toying with us. I switched NFD to an axe, as novice kindly gave me the opportunity to. I also switched to full research. We can almost get to Maths at 100%, but not quite. So I switched to 100% for now, but we can switch back later. Founding new cities is going to delay things somewhat.

[Image: Civ4ScreenShot0182.JPG]

I switched EPs to split between TT and ad hoc (rather than ad hoc alone) since TT has started putting full EPs to us. Pegasus got a jump in power:

[Image: Civ4ScreenShot0178.JPG]

T60 demographics:

[Image: Civ4ScreenShot0179.JPG]

I sent the messages as planned to Ruff and ad hoc, and Seven moved without incident.

And that's all the weather.
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Ok then, nothing happened for Ruff or ad hoc.

Pegasus got a city growth to go to 4, 4, 2. Nice formation. It gives the top population of 102k. That gave him a 3 score boost and a 1k power increase. He also built an axe, I reckon. Sorry, a vulture. This takes him to top power at 56k.

TT managed to get a 9k score boost, which seems to be another tech plus his second city growing to size 3. Didn't he get a tech last turn? Anyway, he got a 1k power boost from the city growth.
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Oh and that barb warrior re-appeared so I left the axe on the gold hill. I wasn't sure the new choreography given NFD is also building an axe (and can whip for one next turn), but it said T61 for moving towards the gems/stone so I figured the axe would be ok there for another turn. Plus we need to hook up the gold for happiness in the capital, it looks like.

The other axe went to the next city's location. I renamed the worker, but we should perhaps rename the axes.

Right, the power anomaly. I think it must go something like this:

Players end turn
Demographics measured for graph
Barbarians move(/kill/maim/pillage)
Demographics measured for summary stats
Next turn

So, if you lose a warrior to barbarians on the inter-turn, the graph does not show it until the following turn, whereas the summary stats show it immediately.

If you build a warrior the turn after losing a warrior to the barbs then the graph effectively measures warrior loss + warrior gain = zero effect. Hence TT's graph only shows one dip (where he did not immediately build a warrior), whereas we were pretty certain that he lost more than one warrior, so that reflects that fact that he replaced the lost warrior immediately.

And ad hoc's recent power spike makes sense, since the stats kept his max power at 55k, allowing for the loss of a warrior to barbs, but the graph did not record the warrior loss until the following turn, hence showed a power spike at 57k (on the graph, but not the stats), falling to 55k the turn after.

Really, this is going to improve our game by not a lot, but I had to figure it out for my peace of mind. I don't like unsolved puzzles!
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Bored, so post-spamming. Really should get my day started.

Current power ratings at T60:

Us: 44k = 20k (Mining, BW, TW, AH, MC) + 18k (3 wars/2 axes) + 4k (5,2,2 pop) + 2k (forge)

Ruff: 36k = 18k (Mining, BW, TW, AH, Hunting) + 6k (3 wars) + 2k (4,1 pop) +10k (Great Wall)

ad hoc: 54k = 14k (Mining, BW, TW) + 36k (3 wars/5 axes) + 1k (3 pop) + 3k (barracks)

TT: 38k = 18k (Mining, BW, TW, AH, Hunting) + 14k (1 war/3 impis*) + 3k (3,3 pop) + 3k (ikhanda)

Pegasus: 56k = 18k (Mining, BW, TW, AH, Hunting) + 30k (6 wars/3 vults) + 5k (4,4,2 pop) + 3k (barracks)

* might be a chariot (or conceivably two) in there.

Pegasus has built a lot of warriors (according to me, anyway), but perhaps he has set up a sentry net to deal with barbs.

Ruff can afford to run a skeletal army with the Great Wall shielding from barbs and, presumably, NAPs with his immediate neighbours (certainly a long one with us, anyway). TT is no longer a threat and Pegasus is shielded from him by us.
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Great work, Spaceman.

spacemanmf Wrote:Oh and that barb warrior re-appeared so I left the axe on the gold hill. I wasn't sure the new choreography given NFD is also building an axe (and can whip for one next turn), but it said T61 for moving towards the gems/stone so I figured the axe would be ok there for another turn.

I haven't really choreographed our axes' movements much. I guess we'll have to - *gasp* - play it by ear. We want to settle our gems city on T72, T74 at the latest.
I have to run.
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Got it.
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Main events of the turn. Firstly, ad hoc confirmed that he didn't have AH as expected, plus that he lost a warrior, but also that he lost an axe, so must have built one at the same time. He also asked about Ruff:

[Image: Civ4ScreenShot0189.JPG]

You might notice in the shot above that we can see TT's borders. It looks like he settled on the plains hill by the stone, so if we move our warrior 1N next turn we will catch sight of it.

The warrior showed up again, next to the gold tile, so I took the opportunity to strike him down.

[Image: Civ4ScreenShot0187.JPG]

Here is our empire.

[Image: Civ4ScreenShot0188.JPG]

I switched the capital to a settler as planned. I noticed that your microplan has our capital work two grassland cottages, but there is only one currently developed. It's only missing out on a bit of commerce for a couple of tiles, so it's not biggie, just thought I would mention.
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Incidentally, the axe was knocked down to 3.8/5 health, but now has a promotion ready thanks to slaying an animal earlier, so he can get Combat I next turn. I renamed our flood plain axe 'Ten Of Clubs'.

Demographics:

[Image: Civ4ScreenShot0185.JPG]

Power graph:

[Image: Civ4ScreenShot0190.JPG]

Ruff got a 3 point score boost, and a 1k power increase, from his second city growing to size 2.

Pegasus got a 4 point score boost. Not sure how you get one of those! His capital grew to size 5, giving him a population of 144k, so that's 3 of the points. But how do you get just 1 point?

It looks like TT settled a new city (his third), since he got a 3 point score increase and I reckon his population is now 49k (otherwise I am 1k short). The new city could well be the one near our warrior - we will find out shortly.

So, a recap on cities and sizes:

Us: 5, 2, 2
Ruff: 4, 2
ad hoc: 2
TT: 3, 3, 1
Pegasus: 5, 4, 2

Ad hoc's confirmation on not having AH and losing a warrior does tie in with my expectations, so my totals for T60 are still ok. (Naturally, building and losing an axe doesn't change much.)

What it does mean is that the timing of the demographics is different from previously thought, in that the demographics for the graph must be measured at the end of the individual player's turn, rather than the collective players' turns. Anyway...
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spacemanmf Wrote:Pegasus got a 4 point score boost. Not sure how you get one of those!

On this map, a pop point is worth 5000/1617 = 3.09 score points, which means that every 11th pop will yield 4 and not 3 score points. (Score from population is calculated and rounded separately from other score components.)

Basically the game calculates, based on the map terrain, how many pop points the map can sustain. In this case 1617. The reasoning is then that on any map, you should get 5000 score for reaching your full population potential.

You have similar arrangements for land points, on this map there are 1630 land tiles, so each tile gives 2000/1630 = 1.23 score points. So reaching your full potential in land area is valued at 2000 score points.
I have to run.
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