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Astronaut without sin confounds press, invites trio to control civilization

Got it.
I have to run.
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Turn 40 played. Six player game, two turns a day. bow

In our southeast, the barb warrior reappeared. I didn't fancy our spearman's odds:

[Image: Civ4ScreenShot1396.JPG]

So I fortified the spearman and also moved up a warrior as backup.

[Image: Civ4ScreenShot1397.JPG]

In our northwest, we're sending a warrior scouting, with YNL barbbusting in front of us. Look, there's our stone:

[Image: Civ4ScreenShot1398.JPG]

Scout in Luddicator's lands:

[Image: Civ4ScreenShot1399.JPG]

And here's a micromanagement study from Callisto:

[Image: Civ4ScreenShot1402.JPG]

The city only completed a granary this turn, but it will still be at 9/16 food next turn. The 5 food surplus will fill up the granary, and the 4 food overflow will be added on top when the city grows.

After ending turn, three of our cities grew, one of them while building a settler. Nice.

[Image: Civ4ScreenShot1405.JPG]

Demographics and top 5 cities:

[Image: Civ4ScreenShot1403.JPG]

[Image: Civ4ScreenShot1404.JPG]

Oh and Luddicator are also at 4 cities now. YNL are still at 2, they double-whipped their capital this turn. I assigned our EPs to YNL this turn to regain their graphs, next turn we can put them back on Luddicator.
I have to run.
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Reposting the rest of the micro plan so I don't have to keep hunting for it.

t41: Ganymede works copper, furs, rice, and a 2/1 forest and completes the axe. Callisto works rice and cows. B completes chop that completes obelisk in Callisto. Titan works 2xFP, mine, deer, fish and continues lighthouse, grows in 1. A mines gold. D moves to forest hill 1NE of Titan. Settler moves SE-SE-SE to Europa spot. Spear goes back to Ganymede unless needed in Europa. Warrior 1SE of Ganymede moves to Titan.

t42: Max sci on Masonry. D mines. A mines gold. B moves to forest 1N of Callisto and chops, then cancels. C is still farming corn. Ganymede works Rice, Cows, Copper, Furs, builds one turn worker. Callisto works Rice and priest, starts work boat. Io whips granary. Found Europa, work oasis, start Granary. Titan works 2xFP, 2/1 forest, deer, mine, fish to get lighthouse to 19/40. Spear back in Ganymede. New axe moves towards Callisto.

t43: B moves SE-NE and roads. New worker E moves SE-SE and roads, then cancels. A completes gold mine, work it in Europa. Io Granary->Galley. Titan puts another turn into settler, works Copper, Furs, Deer, Fish, Forest, Mine. Ganymede starts a spearman, works Cows, Rice, 2xFP, grows in 1. Callisto works rice and two priests. Io starts Galley. Europa works gold.

t44: Masonry->Monotheism. A moves NE and finishes road. E then moves N-NE-E to forest 1SE of Titan. C roads corn, then cancels. Titan whips lighthouse, works Copper, Deer, Fish, Mine. Ganymede builds spear, works 2xFP, furs, lake, rice. Callisto works Rice, cows, lake, grows in 1.

t45: Complete Monotheism at 70%. A moves to E. E chops. C moves S-SE to plains forest. B moves back to forest 1N of Callisto, chops. Titan whips settler, works Copper, Deer, Mine, Fish. Ganymede works Rice, lake, 2xFP, furs, grows in 1. Callisto works Rice, lake, Cows, priest, completes work boat.

t46: Tech 0% on Priesthood. Adopt OR. E & A finish chop. D finishes mine/chop. C completes chop on plains forest. B completes chop. Io works fish, corn, 2/1 forest, grows in 1. Workboat in Callisto to clams. Callisto starts Settler because it can get to 25/65 this turn to be double-whippable. Can grow to 5 next turn on galley to be whipped. Callisto works rice, lake, cows, priest. Settler in Titan moves NW-NW-NW, can go on galleys in Io or Callisto, or settle spot 3W of Io. Europa still works gold. Titan works 2 mines, deer, fish, builds GLH. Ganymede works copper, furs, 2xFP, rice, 2/1 forest and completes spear.

I also made a minor modification on T41: In Ganymede I'm working a 2/1 forest instead of a 1/2 forest. With a 1/2 forest, we get 41/40 hammers into the worker on T42, and the overflow is rounded down to zero due to the removal of the expansive bonus. So by working the 2/1 forest on T41 we still get 40/40 into a worker on T42 and we come out 1 food ahead.

Note also that the warrior 1SE of Ganymede MUST move to Titan next unless we have very urgent need for it elsewhere.
I have to run.
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novice Wrote:I also made a minor modification on T41: In Ganymede I'm working a 2/1 forest instead of a 1/2 forest. With a 1/2 forest, we get 41/40 hammers into the worker on T42, and the overflow is rounded down to zero due to the removal of the expansive bonus. So by working the 2/1 forest on T41 we still get 40/40 into a worker on T42 and we come out 1 food ahead.

Heh. I got midway through testing out your plan yesterday and this is the one bug I found in it, but I figured there was no way we'd get to t41 overnight so I didn't say anything yet (having not had time to finish the playthrough).

I guess I needn't have worried, you're too on the ball. lol
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OK, played through the whole thing, looks very nice!
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It's looking like the two mountain-accessible islands are much more bountiful than the close-by one we can reach from the other coast. Therefore I think we should prioritize getting a galley + settler + unit + WB to each of those.

I also think we'll want to settle a city on the northern stone.
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Got it.
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t41: Some good news, some pretty bad.

Bad is that Mackoti (pretty sure) got masonry last turn. I think he also 2-whipped his capital (I assume the lighthouse). It's now size 3 - was 4 last turn. I'd assume he got at most 28 overflow (9 max production in Deer + copper at size 2 before growing back to 3, plus 19 max overflow from a single item). To get more than 28 overflow he'd have had to chain it like we're going to, and what are the odds of that?

Say he has 4 available forests, for 52h (80 cumulative so far). He produces 12h/turn at size 3 (adding a mine). He has 5 turns to beat us (41-45), that makes 140h.

So it seems quite likely to me that he beats us by a turn. I don't think we could possibly speed up a turn at this point. (Research alone (OR) is getting us 26 hammers, and our chops would have to be accelerated somehow too.) We do have one advantage over him, which is he doesn't know we're racing him for it. (He can't check tech multipliers because we're getting them after him.) He might see us found Judaism on the penultimate turn, but at that point all he can do is whip and it's frankly very unlikely that he could, if he wasn't finishing it that turn anyway.

[Image: pbem23t41_1.jpg]
[Image: pbem23t41_2.jpg]
[Image: pbem23t41_3.jpg]
[Image: pbem23t41_4.jpg]

Good news:

Hindu spread in Io! toast I hereby deem our warrior sacrifice, which primed the RNG thus, to be worth it. wink

and:

Our spear takes the 99.1% shot on the warrior(on the Oasis) and wins flawlessly. smile 2xp, whee.

Followed the micro plan regardless of the Mackoti threat. Unit movements look like they will work, though the axe towards Callisto will be a turn later since the spear's a turn later coming back.

My thought with leaving the scout where it is was it could sneak past the barb city next turn.
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Do you happen to have a more advanced sim save? (Current-turn, or start of t46, for testing situations where GLH is built by someone else.) I had some autosaves but I lost them.

Also, argh, I wish we'd declared on Mackoti earlier so we'd have vision on his capital now and be able to check his hammer count.
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novice Wrote:Turn 39 played. Here's an updated sandbox, though. It's a few beakers behind the real game, since we've gotten known tech boni on Bronze Working and Sailing in the real game.
I have to run.
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