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[spoilers] Pindicator and Regoarrarr - Bismark of Ethiopia

Next turn played -

Commodore took our world map trade, and our silver for gems deal.
Nobody wanted to trade us tech though.

I set our research to get Constitution in 2 turns at break-even. Queuing up a lot of IAs, but some rifles as well.

We are #2 in all demographics. Krill is #1. Did I mention that he is not in a golden age while we are? Krill is also shooting up in power again. My guess is that either our mainland holdings or Nakor is not long for this world. If he every cancels our open borders, we need to get ready fast, but until then we'll have a few turns warning thanks to the sentry net set up earlier.

Is it time to offer concession yet? Or do we try to take out Commodore and gain more land?

Or do we attack Krill?
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Well the conventional wisdom says that if you want to attack a runaway then you should do it as soon as possible. Every moment that you delay just widens the gap.

I do think that's accurate, but one thing that we have countering that is that this is a tech-trading game. So in theory, if everyone, ya know, STOPPED TRADING WITH THE RUNAWAY LEADER(!), the rest of us might have a chance....

Anywho Nakor did take our trade but I forgot what it was :-D
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(October 15th, 2012, 08:00)regoarrarr Wrote: Anywho Nakor did take our trade but I forgot what it was :-D

I traded him Sci Meth & 750g for Steam Power. So time to build some levees!
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Ducked in to take a look at T236. Was greeted by the following

[Image: Civ4ScreenShot0465.JPG]

I accepted.

With Steam Power, we have 3 sources of Coal. One on the western continent, one on Apathy Island, and another one on the western continent underneath United Way (our northernmost city of ex-Nakorville). Krill, Commodore, Nakor and Scooter are also all fine for coal.

Yes, that would be our proposed National Park city smoke

Queued up a levee in Hanukkah Song. By my count it has 13 river tiles.

Krill has still not infiltrated us with that Great Spy, so perhaps he is not going to? Saving it for a golden age is a good move too, but I would think that the intelligence gathered from a spy bomb would be pretty potent.

Tech-wise, Krill now has Steel yikes Also my spreadsheet is a lot cleaner now that Cyneheard has been eliminated (since he was the only civ missing quite a few techs which I have now hidden).

Beaker counts
Us: 98385
Krill: 94650 (up Steel, Music. Down Drama, Monotheism, Theology, Divine Right, Steam Power)
Nakor: 86149 (Down Drama, Theology, Divine Right, Communism)
Scooter: 77698 (up Music. Down Horseback Riding, Divine Right, Steam Power, Communism)
Commodore: 70049 (down Drama, Theology, Divine Right, Philosophy, Liberalism, Communism, Steam Power)
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Scooter is now showing Steam Power (51)
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[Image: Civ4ScreenShot0466.JPG]

And this is the city that Pindicator didn't want to keep from Yuris lol
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Played T237. We discovered Constitution and nobody else teched anything.

Scooter offered 1200g for Communism + Steam Power.

Commodore offered 800g for Steam Power

Based on our new "no tech whoring" policy, we laughed at the first one and declined them both. As I was mentioning over chat, it would be nice if this could somehow indicate to Nakor that he could join us in not tech trading, but tragically I think Nakor has kind of checked out of this game.

2 turns to what is hopefully a Great Artist in Guido Sarducci (should have been a Great Prophet here, right? :-) ), and then a few turns after that a merchant out of The Golden Rule and a scientist from Church Lady. Those would go for our 3-man Golden Age, when it's time.

Currently we have research parked on Steel, at min research. I think that the plan though is to go to Corporation (for the trade routes) and then Assembly Line (for factories, infantry and the Pentagon). I'm sure Krill will beat us there by a turn of course but hey what can we do....

Other than that we're mostly building infra (Intelligence Agencies and now Jails).

In 2t we will use the end of our GA to swap

Hereditary Rule -> Representation
Pacifism -> Theocracy

along with State Property, Environmentalism and Caste System.
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Okay Pindicator reminded me that we probably need to adjust our GP generation, since The Golden Rule is a much weaker GP generating candidate

[Image: Civ4ScreenShot0469.JPG]

Guido Sarducci is currently the leader to get a GP out. We are hoping for an artist. The scientist points are from the first turn of the GA when we mistakenly put Scientist points in. It has 702 points and is currently at 12 artists, making 36 * 200% = 108 GPP/t

[Image: Civ4ScreenShot0468.JPG]

Here's The Golden Rule - at 699/900, mostly merchants, and running 7 merchants, making 21 * 200% = 63 GPP/t

[Image: Civ4ScreenShot0467.JPG]

And last it's Church Lady, our National Epic city who just birthed our most recent GP. It's at 548/900 and is the only one of the 3 that is not running a death camp. It's running 8 specialists, and making 24 (+3 from Hagia Sophia and National Epic) * 300% = 108 GPP/t

So that's the data. Some thoughts coming up soon.
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My first thought is that we may want to swap Golden Rule over to a non death camp, either this turn or next.

We have this turn, T237, and then next turn, T238 to run Pacifism. T239 will be the last turn of our golden age, so we will need to swap out of Pacifism. We're agreed that TGR should be the first one to pop the GA, since it's the smallest and the only reason it's even competitive in this race is that it had 300-400 GP points banked before we started this GA.

So here's TGR, if we do nothing
T237: 699 / 900, +63 GPP/t
T238: 762 / 900, +54 GPP/t, size 6 (we lose one merchant due to starvation)
T239: 816 / 900, +30 GPP/t, size 5, swap out of Pacifism but keep GA bonus
T240: 846 / 900.

Now we're out of GA and at size 4, meaning that we run the fish and 3 specs, making 9 GPP/t, meaning that the GP would pop on T246. So we just need to delay Guido and Church Lady till after that. I assume we probably want to pop Guido 2nd, so we can get it to 899 GPP by T246. We probably should even turn off the death camp - we can still run 5 or 6 artists at breakeven food.

But let's run the numbers on if we stop the death camp at TGR. We can run 4 merchants at +1fpt.

T237: 699/900, +36GPP/t
T238: 735/900, +36GPP/t
T239: 771/900, hire one more merchant at -2fpt, but lose Pacifism - last turn of the GA, so +30GPP/t
T240: 801/900. Now we're at size 7 and can run 4,4,5 merchants for 12, 12, 15 GPP/t.

Great Person born on T248, 2 turns slower.

One other option - that's running one more turn of death camp, starving down to size 6, at which point we can run the fish (6fpt), crabs (5fpt), city center and 4 merchants at +1fpt.

T237: 699 / 900, +63 GPP/t
T238: 762 / 900, +36 GPP/t, size 6, now run 4 merchants
T239: 798 / 900, +24 GPP/t, swap out of Pacifism
T240: 822 / 900.

Now we run 4 merchants / turn for 12 GPP, which gives us the GP in 7 turns, or T247, one turn slower than the original plan. BUT, we can shave that turn off by running the death camp on the last turn, hiring 2 more merchants and getting the last points we need. There will be 3 food in the box on T241 (we run +1fpt surplus starting T238)

T241: 834 / 900, 3 food in the granary
T242: 846 / 900, 4 food in the granary
T243: 858 / 900, 5 food in the granary
T244: 870 / 900, 6 food in the granary
T245: 882 / 900, 7 food in the granary, fire the 2 fishermen and work 6 merchants for 18GPP/t
T246: GP born at BOT.
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Nice work smile

Sorry I wasn't clear about this earlier, I should have been talking about it from the start of the GA
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