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Okay. From the eponymous thread on the subject.
Factor 1: Nobody has 2 pop points, so everyone has 0 for that
Factor 2: Techs - Hunting, Mining are 2K, and the Wheel is 4K. No other starting techs have soldier points.
Factor 3: Warriors and Quechuas are 2K and Scouts are 0:
So.
shadyforce (Willem): Hunting - 2K
Broker (Zara): Hunting - 2K
Krill (Joao): Quechua - 2K
dsplaisted (Sury) - Mining, Wheel, Warrior - 8K
Dreylin (Cathy)- wheel, warrior - 6K
m_h (Louis) - wheel, warrior - 6K
Imhotep (Genghis) - Hunting - 2K
sunrise (Mansa) - Warrior - 2K
Ruff (Kublai) - Mining, Warrior - 4K
ZPV (Washington) - Mining, Warrior - 4K
Me: Mining, Warrior - 4K
So, not counting me, that's a total of 38K, or average of 3800. And I am in 6th (well, tied for 4th but it seems to give you the lowest ranking - i.e. 6th (of 11 in this case) says that there are 5 rivals lower than me, which is right.
So soldiering looks good and we'll see how useful it can be over the next few turns.
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Moved the warrior NE. Is it me, or does it look like coast to the NW of the warrior?
Not sure if this means this area is my back lines (i.e. I'm in the NE of this continent) or if it leads towards an isthmus and another player (or the spoke of a wheel map)
So where to next - NW, N or NE?
Next turn, my borders will expand. We may also be able to tell some things from the land score on the demographics, but it will be harder since there are so many Creative leaders
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Looks like a hill to me *shrug*
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On my way to work - will comment in a bit.
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Okay. Not a whole lot to comment on. shadyforce, broker, ruff, dsplaisted, dreylin and my borders all expanded. The other creative leader, m_h - settled a turn later, so his borders should expand next turn.
ZPV, Krill, and sunrise should expand in 2 more turns after that (regular 2 culture per turn) and Imhotep's will be last, on Turn 6.
But without being able to tell which leaders have which land areas, not a whole lot of useful info. We should be able to start telling that on T20, when everyone (except the 2 late settlers) gets the land points, which will show up in the score.
Also interesting is that someone is now at 22 GNP. It has to be one of the other creative leaders. Here is how that is calculated, according to that thread I linked back in post #21.
GNP = Total commerce + total culture + total espionage + (total research * research bonus) â expenses.
So, when I think of "total commerce" I think of the raw stuff that you get from city plots, but I believe what it is referring to is coins.
So for me, that's 0 coins, 4 culture, 4 espionage and 13 beakers (my 10 raw beakers + my 1 free one, all * my 1.2 research bonus from knowing a pre-req tech). Adds up to 21, which is what I got.
So 22 must be a creative leader (non-Creatives have 2 culture instead of 4), and must be working a 2 commerce tile. And since before the max was 21, I am going to assume it was a border pop revealed tile, maybe Oasis, or river wines or something like that.
Seems the most likely scenario for working high GNP tiles would be shooting for a religion, so I am going to make the prediction that Broker33 or m_h (or both) are shooting for a relgion. They're the only 2 Creative civs that start with Mysticism (Besides me).
Should see on T9 (for Med) or T11 (for Poly).
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Oh - I talked all about the demos but failed to mention the screenshot. So, as you can see, the border expansion indicated that I am in somewhat of a narrow neck of land. Without o/b, nobody can go past me. Also looks like the desert to the NW is on the coast as well.
It makes me think of a wheel or hub and spoke type map. Anyone have familiarity with those maps as far as what a huge one of those would look like? I took a look at Sirian's map guide and it definitely looks like it could be based on hub or wheel.
@Lurkers - anyone know how forts work, as far as sailing through them? I had a thought to put a city 1W of the clams to get sheep / clams, and if I forted the desert, does that mean I could sail through?
Finally - most of you probably knew this already, but I confirmed yesterday that the fast worker uses all 3 of his movement going to forested hills. It can go to regular hills or flat forests and still chop on the same turn, but a forested hill consumes all movement. Useful to know as I try to plan out what my workers will be doing over the next few turns.
And finally for real - I need to remember to check both the east and west seas if they are fresh water or not.
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Re : Forts
Afair, you can 'sail' through fort only if they are directly next to the water (but you can come from another fort -with the same restriction- or city).
In your example, it should work (if there is water NW, which I can't be sure with my screen)
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@Jabah - thanks for the info
@All - So here's something interesting. I was checking out the civstats page
and it has listed that this game is Continents map type, Temperate Climate and High Sea Level.
So I don't know how useful that information is. I know that in the other game threads, Sullla said that if a game was started from a Worldbuilder save then F8-Settings just shows the name of the WB file it was loaded from. So I don't know if this info is from the same place, or somewhere else. I will investigate with F8 when the turn rolls over (and I get home).
@Lurkers - am I providing useful information / thoughts / commentaries? Hopefully nobody minds my kind of stream of consciousness rambling posts. I am also trying to use this thread to kind of document my thoughts and ideas, so I have them all in one central place in case I want to try and find it later on. Any comments / suggestions on what I can improve or what additional information I could provide is always wanted
@Dantski (or anyone else that wants to comment) - Warrior N on to the hill or NE towards more open space? I was thinking NE
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If I have the choice I almost always pick the hill for extra sight.
"We are open to all opinions as long as they are the same as ours."
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Dantski Wrote:If I have the choice I almost always pick the hill for extra sight.
Well.... I didn't see your message
I do like going for the hills but in this case I wanted to move more NE, so I went NE. Revealed some more land. I will post a pic tonight as I think that the turn is going to get back around to me before I go to bed.
Only thing of note from the demo screen is that the average land area went up 1000, signifying that m_h's borders popped and had 10 tiles. That would seem to indicate that he had a coastal capital. Another option would be a landlocked capital but 1 off the coast, which seems unlikely since they spent an extra turn to move. I could see them thinking that being on the coast would be useful in finding more people (which I think will be important for sure).
I did check F8-settings and it did give just the name of the WB save, so I am unsure as to where CivStats is getting that info. It doesn't seem like any kind of Continents map, which I verified by rolling up a few. Unless it's heavily modified, which I'm sure that it is. But anyways....
@Lurkers - how do you check if something is fresh water or not? Both lakes (seas) give 1/0/2 for coast.
A few other things. I saw that I am at 0.47% of land area, with 13 tiles, so I can calculate that there are about 2766 land tiles, which means each civ "should have" about 250 land tiles in their area, which is 10-12 cities I guess.
@Lurkers again - how is the land domination threshold calculated? I thought that it was a factor of # civs and # of land area, but I couldn't find it over at CivFanatics. The limit is 56% for this game.
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