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Shoot the Moon Wrote:Anyway, I wanted to run something past you guys just to get some quick input: I'm thinking of running 100% culture this turn and next to pop the second city's culture. I'll work a coast this turn in the second city and the corn next turn to get 5 commerce out (and only lose one food to pop the borders). Doing so will let me work that 3f2c lake tile for the next seven turns and make back the commerce lost while also having the clam available once I get the workboat out (which I am thinking at this point will be whipped right when I get to size two). The reason I want to bring this up for discussion though is whether it might be more effective to wait for the religions to be assigned to see if that city happens to get a holy city. If it does get the holy city obviously running the culture slider was a waste, but also each turn we would wait to run the culture slider costs commerce from delaying working the lake. What way would you guys play it?
It'll still be another 4 turns before religions are decided, and there's only a 1 in 3 chance of Vij being picked in the first place. Even if Vij is a holy city, you'll still have 3 turns of working the lake that you wouldn't otherwise have, so you'll be ahead 4 commerce total (you do lose 1 food as well, but this is all assuming that Vij gets picked). I'd say go for it.
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WarriorKnight Wrote:It'll still be another 4 turns before religions are decided, and there's only a 1 in 3 chance of Vij being picked in the first place. Even if Vij is a holy city, you'll still have 3 turns of working the lake that you wouldn't otherwise have, so you'll be ahead 4 commerce total (you do lose 1 food as well, but this is all assuming that Vij gets picked). I'd say go for it.
Actually I'll still be behind on commerce. Remember that I have to also run culture in my capital for two turns, so the net beaker cost is 20 beakers. What turn exactly are religions decided on? I was under the impression that it was 5t in, but I may well be wrong on that.
August 22nd, 2011, 00:06
(This post was last modified: August 22nd, 2011, 18:00 by Shoot the Moon.)
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Scouting from this turn:
A little scarce for food, but the gold and floodplains are nice. I'm thinking of sending my scout NE next turn to try to go back and scout the area north of my capital for potential city sites.
Also trying to finish up my simulations before the turn rolls, as I need to decide this turn whether to pasture the sheep or start another chop this turn. I've attached what I've done so far (although the work is still rough and needs more work -- which I plan to do tomorrow before the turn rolls) if anyone takes a look at it.
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So, pasturing the sheep came out ahead -- which makes sense, as I only have 6 forests to chop between the two cities, so those hammers won't change, whereas starting the whipping cycles earlier by getting food hooked up does provide more hammers.
Dave, I have attached my simulation plan. Feel free to do you own simming to see if you can't improve on it. Regardless of whether you do that, we should make sure we both are playing off the same sim plan when we play these turns. Obviously the plan will need to change depending on when Bureau comes in, but it's what I have for now. For the others, here is the stats on where it stands so far:
Workers built on t85, t88, t93, and t102, and can have another built on t97 or can have 39 hammers go into a third settler.
Settlers built on: t96, t99 (with 39 hammers in another one potentially as above).
By t100 all 6 BFC-forests chopped, sheep and rice improved at capital; corn, rice, and copper improved at second city. On t100, capital is at size 2 and second city at size 4. I also have between 6-10 worker turns dedicated to roading toward new city sites (that will be fixed down later once I know where new cities are planted and what food resources need to be hooked up there, etc.)
August 23rd, 2011, 13:02
(This post was last modified: September 13th, 2011, 11:11 by oledavy.)
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First off, thanks for designing the save for the sim, makes things a lot easier
Am a little bummed out over that land to the west, no city site is leaping out at me. Whenever I can long into the game again and we get a little more scouted, I'll use GES's dot-mapping powerpoint and start posting potential dotmaps.
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oledavy Wrote:First off, thanks for designing the save for the sim, makes things a lot easier 
I actually just copied WK's that he posted in the Rome thread, so thank him not me =)
oledavy Wrote:Am a little bummed out over that land to the west, no city site is leaping out at me. Whenever I can long into the game again and we get a little more scouted, I'll use GES's dot-mapping powerpoint and start posting potential dotmaps.
I don't know, I'm generally pretty happy with what I've seen so far. It is unfortunate that we've only gotten 4-food food resources so far, but other than that it looks alright, especially if there is a food resource or in the fog around those northern horses. Keep in mind those sugar are each 4-food, and that also we can have another city use one of our capital's food resources, as with only two hills in the BFC having a food surplus of 6 instead of 8 would be fine for our capital.
Also, feel free to rename our cities if you so see fit.
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Shoot the Moon Wrote:I actually just copied WK's that he posted in the Rome thread, so thank him not me =)
Your welcome.
Anyway, as I played T87 for you I may as well report here. Most interesting part of the turn:
Trade route! Only worth 1cpt, but better than nothing.
I imagine it's due to sailing, since a complete coastal route is now defogged (although there's a land break near the corn, although that apparently doesn't matter...). I don't think this allows trading resources yet, as your capitals are still isolated, but that's not too important right now anyway. dazed can probably get a trade route too once he plays.
Also there's a potential stone + corn + crab site around here, while it's in the back lines it does allow stone if we go for HG or something.
And since I can't think of anything else to put here:
Equal or above average in everything important, and you already have a 2nd (fast) worker.
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Well, big news on the interturn was this:
Good thing I waited to run culture to see where that would land. Now the question is when do I want to revolt. I'm thinking I will wait until the first settler (maybe the second as they are so back-to-back) is en-route, as that is a pretty normal time to revolt and Pata has no buildings being built to get the OR bonus. That also allows me to not have to go through and totally rework my simulation to account for a turn of anarchy, which is nice. However, does adopting the religion have an effect on random spreads, or is it mostly just the presence or lack thereof of a shrine?
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Shoot the Moon Wrote:However, does adopting the religion have an effect on random spreads, or is it mostly just the presence or lack thereof of a shrine?
For spreads, it doesn't matter whether you've adopted the religion or not. The only way you can increase the odds are by building the shrine.
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SevenSpirits Wrote:For spreads, it doesn't matter whether you've adopted the religion or not. The only way you can increase the odds are by building the shrine.
So no reason to adopt the religion until I either need the happiness or the OR bonus.
Note to self: get an archer back to Pata around t92-93 to avoid unhappiness.
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