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[SPOILERS] Team EggHeads: DMOC and TeddyKGB (Now Lurker-Friendly!)

hopefully we can also pick up the spices/cow site and the dyes with a fifth and six city after Calendar. We're getting a bit ahead of ourselves there I suppose, for all we know we could be embroiled in a war by then, but I think that can be a rough outline of our intention. If our third city grabs the production site, our fourth city should probably go northwest, ssomewhere around the grassland cows. That spot would make an excellent hybrid production/commerce city - 4 hills at least, plus whatever is inside that 4 tiles of fog, and the rest is all grassland, mostly riverside.
mackoti Wrote:SO GAVAGAI WINNED ALOT BUT HE DIDNT HAD ANY PROBLEM?
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Simulation, turns 18 through 50, assuming we don't switch to slavery

Here's a suggested plan:

Turn 18: Worker A starts roading grass hill 4-7 of capital.
Turn 20: Worker A starts pasturing the pigs, and we finish Animal Husbandry. As we've discussed before, the capital needs to start on a settler now.
Turn 23: Pasture finishes and capital grows onto warrior.
Turn 24: Capital finishes warrior, and starts on another warrior. Worker A starts road.
Turn 25: Capital grows to size 3 with no food overflow and switches production to a settler.
Turn 26: I suggest that the warrior go on the cows tile as that will give us visibility for any 2-movers that might threaten worker A, who by the way is roading at the second city spoit.

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Turn 27: Mining done
Turn 28: Worker A moves to roaded grass hill to start a mine
Turn 32: With 99/100 production invested in the settler, worker A moves to the plains tile 9 of gold and spends 1 turn on a road.
Turn 33: MIT founded, worker A now moves to the cow tile and begins pasturing (i.e. does not finish road on that plains tile). The warrior should continue to be fortified on the cows tile, and should be accumulating some nice defensive bonuses. We finish Fishing and start on Bronze Working. With the settler finished, the capital begins production on a workboat. MIT will use the pigs, and the capital is set to work 3H and 1F3H tiles.

In summary:

MIT: Work pigs, build warrior
CM: Work deer, 3H tile, and 1F3H tile while building a workboat

Also on this turn I switched research to 0% but am going to increase it to 100% next turn.

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Turn 35: The WB will be done next turn, so switch off 3H tile to work 2F 1H for faster growth (we still get the WB out).

Turn 36: Workboat out, improves pigs, and Worker A finishes the cows. We need our warrior to move 1 tile south this turn so that he can move on the gold tile the following turn. The capital now switches production to a warrior and works the 3 highest food tiles, taking away the pigs, but MIT can work the pastured cows.

Turn 37: MIT grows to size 2. Warrior and worker A both move onto the gold tile, as MIT's borders will pop next turn.

Micromanagement:
MIT now takes control of the pigs, and works that along with the cows. The capital takes control of the 1F 3H tile. The result is shown below (I did another switch to 0% this turn):

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Turn 38: Borders at MIT pop and the worker A mines the gold. Keep the warrior fortified on the same tile, of course.

Turn 39: Warrior done at capital (which is now at size 4) and capital starts on a worker. I suggest moving our warrior in between MIT and capital so that it can play zone defense. Note: MIT is still working the cow and pigs, while the capital is working fish, deer, grass mine, and 3H forest.

Turn 40: MIT is now at size 3, so do some tile switching:

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Note that with 3 warriors, we can have 2 fortified in our 2 cities, with the third protecting the gold tile. I think we should have them out near the border, though.

Turn 41: Gold done so switch MIT to working the gold. It still works the grass mine we have, though.

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Turn 42: Worker A roads on the gold.

Turn 43: Capital finishes worker B and thus builds a warrior while growing to size 5. Worker B goes on the plains hill forest, preparing to chop. This is debatable -- would it be better for the worker to instead mine the other grass hill? I suggest our warrior go out to find the second city location.

Turn 44: Bronze Working is in. Worker A finishes the second turn of the road on the plains tile, thus connecting the gold to our empire! We can move our warriors, we have 4 so ideally 2 are inside and 2 are outside, looking at the sites for our next cities. Note that MIT is still working our grass mine.

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Turn 45: Worker C finished from MIT. MIT starts a settler (this is debatable, though, we may want more military). We have lots of options this turn. With Worker B chopping, I suggest worker C go on the forest 8-8 of capital and road it in preparation for our third city (assuming it's to the north) while worker A goes on the other grass mine in the capital and will mine it later.

Turn 46: Capital grows to size 5 and finishes a warrior (fortify in capital) so start a settler. It also takes control of the 1F 3H tile from MIT. With the chop, we have that the settler will be due in 5 turns:

[Image: Civ4ScreenShot0272_zps88a57d7c.jpg]

I switched research to 50%. Will be back at 100% the following turn.

Turn 47: Worker B starts mine on the plains hill. Note: it says 50% but I switched it to 100%. Also, we have 2 warriors out, however in the real game I would consider moving both warriors north if we want our third city there.

[Image: Civ4ScreenShot0273_zps1fb93c62.jpg]

Turn 48: Worker C continues roading north.

Turn 49: We finish Agriculture, and I suggest Pottery (just 4 turns!). We could research Writing but I think Pottery gives a boost to Writing as an optional prerequisite. Worker A finishes second grass mine in capital, but we should still give 1 to MIT to work.

[Image: Civ4ScreenShot0274_zps888e8fc3.jpg]

Turn 50: I suggest Worker A roads his tile. The following turn, worker B (currently on 4H tile) can move to a forest for MIT and start chopping the following turn. Alternatively, we can send him north with worker C (roading) to help speed up development of the third city.

[Image: Civ4ScreenShot0275_zps3e7bac48.jpg]

On turn 51, we can switch to slavery. On turn 52, the capital can start production on a 4-turn worker.

At this point, it looks like the capital will go Worker -> Granary -> Library, assuming fast enough research. Remember that we get fast Granaries and Libraries so chopping and whipping are more beneficial. MIT will go Settler -> Military/Barracks, and I think we'll want a worker getting a 3F grass farm up there at some point, located at the tile 9-6 of MIT's city center.

So, any thoughts on this plan? smile

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By the way, just an FYI, to figure out if events are happening elsewhere, we need to check the messages given in the chat bar. I don't think we've missed anything (e.g. a religion being founded) but starting now it doesn't hurt to keep checking that at the start of each turn.
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Any chance you might be willing to post the WB file for your sim? I feel like we are not really sharing this workload evenly and I could stand to learn.


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mackoti Wrote:SO GAVAGAI WINNED ALOT BUT HE DIDNT HAD ANY PROBLEM?
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I've attached the turn 15 save, which is when we start off our simulation, as well as the turn 50 (auto)save. Feel free to play around, and you might consider the situation of revolting to slavery. I'm not sure how much it will help since I recall it taking a while for us to be eligible to double whip the settler, but it's always an option.

Classes don't start for another few days, which explains why I still have more free time than usual. smile

For simplicity, most tiles outside of BFCs are just snow.


Attached Files
.zip   Turn 15 3400 BC Game Situation.zip (Size: 58.9 KB / Downloads: 0)
.zip   AutoSave_BC-2000.zip (Size: 95.24 KB / Downloads: 0)
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From now on I'm banning myself from moving scout in the game. Every time I move him - there is no new resources and wolf one time. Every time DMOC move him - there is only new resources.

I prefer 6-9 for scout next and decide from there. There could be no good move after and we have to move scout 1 tile into jungle direction tho. But lets hope for the best.

On T16 could be different worker action, as I said, but lets play it safe and go like in the plan.
Our next turn to possible reconsider is T20. If Horses in capital BFC for some reason - we may choose different plan.

I was checking events log from time to time. Nothing going on there.

The reason I want to try slave settler is I want set up 2nd slave from capital to overflow into granary at optimal food. And 3rd is about library. I didn't test it tho, its all in my head so far.
Slavery is by far the best civic in the game, in my opinion. Lets try to use it in full power.
I'll do sims later and post the results.
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well, if the scout doesn't need to be back in our lands I suggest we just continue moving the scout NE, staying on hills whenever possible and finishing our turns on defensive terrain. heading in a straight line maximises our chance of contact with new civilizations, and we have enough land mapped out for at least the next two cities - after that we hopefully will have used a spare warrior to scout out the area E/SE of our capital
mackoti Wrote:SO GAVAGAI WINNED ALOT BUT HE DIDNT HAD ANY PROBLEM?
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Just a quick sim with slavery, its not final.
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four turns quicker on a third settler with slavery
mackoti Wrote:SO GAVAGAI WINNED ALOT BUT HE DIDNT HAD ANY PROBLEM?
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There is some trade offs. I'm sure you all can see that.
I dont think our city#3 should be plant as fast as possible.
I was just trying to illustrate why slavery is so good in my opinion. Even this early and without granary.
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Even so, your sim looks a lot better than mine -- I like putting lots of overflow into workers (as we get bonuses from expansive) from whips, and it looks like this plan gives us a settler 3 turns faster AND gives us 4 workers by turn 50 (whereas I had 3). I'm planning on playing around with Slavery in some sims tonight.
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