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Ministry of Silly Walks 2: Walk Sillier/Harder

(March 26th, 2013, 07:39)Shoot the Moon Wrote: Superjm, just to check what's the status with planning my capital? The spreadsheet (in addition to being basically unreadable for actually playing the turns) seems to be way off. My thoughts are building a worker since there's no point growing onto unimproved tiles and chopping the forest SE of the worker.

I'd agree that you should go ahead and do that. Shame AH is still 6t away, but not much you can do about that. You might want to mine the sheep or something afterwards if the eta is still too long.

For my capital, I think I'll build a settler at size 3 instead. It has the same eta as whipping the settler and also allows us to whip a pair of workers or granary shortly afterwards.
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I'll do what I can to fix up the spreadsheet before I leave today. Don't worry too much about it if it's difficult to use, I'm leaving it to you guys on such short notice after all.
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I think I've figured out the C&D problem. Apparently warriors are worth 2k (at least, that's my power rating when I start a test game with Agri/Fishing worth no points, so that should be right yes?) not the 1k I thought, so that solves some warrior build issues out there. I think I'm on top of everything so far regarding C&D. HAK, Commodore and mackoti do not have warriors (they all had a fishing start) while HAK and I are still size 1. HAK grew to size 2, then whipped 1pop last turn, presumably for a wb.

After you chop out a worker Shoot, I think you should have 1t to spare before AH comes in. Placing a road seems the best way to use it, presumably 1NW or 1N of cap enroute to the wheat. I'm not sure what you should do after that, probably build a settler at size 2? Growth is going to be a problem in your cap until you can work all 3 food.
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I found another source of copper 2NW of my wheat. My warrior is going up there to explore the area.
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(March 25th, 2013, 22:23)WarriorKnight Wrote: Also notice we have more EP's on 4H now, that means they've met someone else. Hopefully they are near my scout as well. We should keep our EP's on 4H until we have their graphs, I've changed our espionage preferences so we don't misplace EP's.

Wrong, Bismarck switched to slavery so that's why they lost 4EP's, and why we have a lead on them once we both play but before they do. That actually means we don't know if they've met anyone yet, but oh well.
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(March 26th, 2013, 22:20)WarriorKnight Wrote: I think I've figured out the C&D problem. Apparently warriors are worth 2k (at least, that's my power rating when I start a test game with Agri/Fishing worth no points, so that should be right yes?) not the 1k I thought, so that solves some warrior build issues out there. I think I'm on top of everything so far regarding C&D. HAK, Commodore and mackoti do not have warriors (they all had a fishing start) while HAK and I are still size 1. HAK grew to size 2, then whipped 1pop last turn, presumably for a wb.

Warriors should be 1k:

http://fastmoves.wordpress.com/2009/11/2...ographics/

Do team games perhaps combine the power scores or the scores from pop?
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Warriors are 2k smile Why the former link has wrong information regarding soldier points is explained e.g. here:

http://www.civfanatics.com/civ4/strategy...aphics.php

Hmm.. Am I actually as a global lurker allowed to say that much? I interpreted your discussion as a game mechanic question... This time it surely won't matter much, but of course correcting one game mechanic issue might have had a big effect for example in the last game of RMOG...
Finished:
PBEM 45G, PB 13, PB 18, PB 38 & PB 49

Top 3 favorite turns: 
#1, #2, #3
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(March 27th, 2013, 15:04)Fintourist Wrote: Warriors are 2k smile Why the former link has wrong information regarding soldier points is explained e.g. here:

http://www.civfanatics.com/civ4/strategy...aphics.php

Hmm.. Am I actually as a global lurker allowed to say that much? I interpreted your discussion as a game mechanic question... This time it surely won't matter much, but of course correcting one game mechanic issue might have had a big effect for example in the last game of RMOG...

Nah, you're fine I think. Interesting though, and good to know.
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Indeed, good to know.

LAM got a tech last turn, almost certainly BW. 4H should finish teching AH any turn now.
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So, where do I want to settle my second city? It determines whether I want to road 1N of the capital or 1E of it:

[Image: Civ4ScreenShot1071_zps4c9ea6c1.jpg]

[Image: Civ4ScreenShot1072_zpsa162a70c.jpg]

My thoughts are either 1S of the pigs (advantages: pigs!, floodplains, better commerce potential), SE of the copper (advantages: can share the wheat immediately, quicker to setup--only needs to get the deer and copper hooked up and then can become a pretty good settler or worker pump at size 3 or 4 without even needing borders popped. Disadvantage is it is seriously limited longer term), or on the copper (advantages: picks up the copper immediately, has the corn. Can't work the strong copper tile though). Thoughts?
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