He can't pick the oracle tech yet, since the save is passed on from right when he ends turn. So that's still coming. I think Monarchy is a classical tech btw.
Okay, that's what I thought--I just highlighted over Monarchy in the tech tree and it didn't list it as "advances to the Classical Era", since I don't know where to find a list of which tech goes in which era. Now I can continue the C&D--I think I'll make a new post for it, since we started a new page on my 50 posts per page setting--and all the settings would split at 100 I think
Thanks for the encouragement--the little stories help as we go through the slog (and the turns slow--only 1 two turn day this week ).
T37 C&D:
Welcome back! Last time I was wondering what I had gotten myself into with trying to do all this C&D, even as I've been scaling back recently. Now to demos and figuring out all those massive score changes:
Before we get into the score calculations, we have a couple new things: Wonders are 16 points (including national wonders--the palace--so I have to pull 16 points out of the base score when we get to the SPLT rankings), and techs are multiplied by their era--ancient are 6 obviously, then classical are 12, medieval are 18, etc. Now to lots of math, starting with the score:
AT gained 29 points--16 of that is the Oracle, which leaves 13 points--a pop point and an ancient tech? The key here is that the Oracle doesn't give the tech until next turn--that tech was normally researched. In fact, we know that tech must be Monotheism since AT researched the only tech this turn!
eastway only went up 9 points, and since we know he has 16 from Stonehenge, he must have lost a pop point (1-pop whip, or larger compared with growth)
B4ndit went up 7 points, a simple pop point increase in Ankara
Soldiers also had a large change--12k total. The simplest way to explain that is two axes, but the pop increases complicate that somewhat--I'm reconstructing the full SPLT rankings again today, so we'll figure that out soon. The max did increase to 40k, and the min increased to 27k, so there's a lot of work to be done--let's start after getting some more power data:
To start, let's confirm the PLT part of the SPLT rankings, since that we can calculate incrementally for certain:
Population Calculation:
AT: 223-49-(2*16)-(12*6)=70 -> 10 pop
B4ndit: 161-49-(1*16)-(9*6)=42 -> 6 pop
Cheater Hater: 183-49-(1*16)-(8*6)=70 -> 10 pop
Twinkletoes: 187-49-(1*16)-(11*6)=56 -> 8 pop
eastway: 203-49-(2*16)-(11*6)=56 -> 8 pop
Okay, so here's the PLT rankings; the part we know from score:
Base Score (land-1): 49
Wonder Points:
AT: 2 wonders (Palace, Oracle)
B4ndit: 1 wonder (Palace)
Cheater Hater: 1 wonder (Palace)
Twinkletoes: 1 wonder (Palace)
eastway: 2 wonders (Palace, Stonehenge)
Population Points:
AT: 10 population (Ozymandias=6, Say My Name=2?, Felina=2?)
B4ndit: 6 population (Istanbul=4, Ankara=2)
Cheater Hater: 10 population (Caldisla=4, Norende=3, Lontano Villa=1, Harena Desert=2)
Twinkletoes: 8 population (King's Landing=3, Winterfell=?, Casterly Rock=?)
eastway: 8 population (Annuminas=3, Brithombar=?, Calembel=?)
Now to figure out soldier points--even if you don't like math, I have more paint creations in there
Okay, I'm going to start with what I know for sure. The easiest way to do this is to use the power graph to figure out eastway and B4ndit first:
I'll start with eastway:
(note that the turns mentioned is when I saw them on my C&D report, meaning they actually finished at the end of the previous turn)
Yeah, eastway is easy, even if it's bouncy due to the whips: eastway: 30k (Mining+BW+Wheel+AH+Hunting+Warrior+Axe+8 pop)
Now to B4ndit:
B4ndit makes sense except for this turn--there's a pop power increase, but the total looks like 4k, meaning there's a 3k increase? Did Ankara really build a barracks first? 3k makes the most sense (a warrior in Ankara), but 5k looks more likely on the graph (a warrior in both cities, or maybe a chariot in Ankara if they already have a road). I'm going to say it's 5k for now, then see how the overall numbers work out. B4ndit: 33k (Mining+BW+Wheel+AH+2 Warriors+Axe+2 Warriors/Chariot+6 pop)
Now for AT and Twinkletoes, we have to just start with what we know, and try to shape them to try to get the Total/Max/Min the averages the demos screen says we have. Thankfully both the max and min unaccounted for helps a lot--time for more math:
Total=32.5k*4=130k, Max=40k, Min=27k
130k-30k-33k-40k=27k
So based on that we have eastway at 30k, B4ndit at 33k, the Max at 40k, and the Min at 27k--that worked out cleanly
Based on what I've seen I still think Twinkletoes is the Max, leaving AT to be the min, but I don't have justification for that. Right now, until I get Twinkletoes's graphs (in a couple turns, somewhere between T40-43 I'm guessing?), I can just use what I know (what I've seen/can calculate) and try to fill the blanks, or at least know what's missing: AT: 25k (Mining+BW+Wheel+Hunting+AH+Warrior+10 pop) Twinkletoes: 29k (Mining+BW+Wheel+Hunting+AH+Axe+10 pop)
Missing: 13k
This confirms AT is the Min, and if we give him another Warrior he goes right to 27k. Twinkletoes is more difficult, even though we know he's 40k, since he has to have an tech/unit/building with an odd soldier count. At this point, the only things with odd soldier counts are Archers and Barracks, and although both of them seem suboptimal for T37, Archers seem the less sub-optimal for civs with Hunting, since the main problem with that is that you actually need to research Archery. However, if we go for that, we can't explain this turn's increase--it was 12k total, with 5k being B4ndit's pop/units discussed above, 1k being AT's pop, and the remaining 6k increasing Max (aka Twinkletoes) to 40k, unless it was 2 archers, but then we run over 40k based on what we can see. Therefore, the odd has to be a barracks, which leaves the 6k to be another axe, and then 2k for a warrior. I have no clue when all of this would have happened--we can backfill that when I get Twinkletoe's graphs--but AT's SPLT rankings do appear to be reliable! AT: 27k (Mining+BW+Wheel+Hunting+AH+2 Warriors+10 pop) Twinkletoes: 40k (Mining+BW+Wheel+Hunting+AH+Warrior+2 Axes+Barracks+10 pop)
It's weird reading my old posts so closely--it's exposing both all the C&D mistakes I made early, as well as a million typos
Anyway, I have soldier rankings that work! In the spoiler I have reliable calculations for eastway/B4ndit from their graphs, AT's appear to be reliable, and Twinkletoes's I can backfill in a couple turns from his graphs. Anyway, the rankings!
Soldier Points: AT: 27k (Mining+BW+Wheel+Hunting+AH+2 Warriors+10 pop) eastway: 30k (Mining+BW+Wheel+AH+Hunting+Warrior+Axe+8 pop) B4ndit: 33k (Mining+BW+Wheel+AH+2 Warriors+Axe+2 Warriors/Chariot+6 pop) Twinkletoes: 40k (Mining+BW+Wheel+Hunting+AH+Warrior+2 Axes+Barracks+10 pop)
Anyway, I think my SPLT rankings are finally accurate! I spent way too much time on this, but it finally should work! Of course I'll find another 5 mistakes from tomorrow's C&D, but let me have my glory tonight
T38 Report:
Let's start with the scout move today, since I'm finally moving into eastway's core:
So much for my early "eastway is an early target" ideas/hope
I'd gladly take Brithombar if eastway was as reckless with it as B4ndit was with Edirne, but it has an Axe defending, it's on a hill, and it has Stonehenge to push the culture defenses quickly. Calembel (seriously, these names are hard to type--although mine aren't much better ) currently doesn't have a defender, but I don't think it would be that good of a city to take--it would be swamped by eastway's culture, and the site doesn't look that good--not to mention I assume eastway could get at least a couple defenders there if it came under any threat, since the cities are so tightly packed together. I'm surprised eastway is packing in his cities so tightly in the early game, but honestly, I'm just biased against tightly-packed cities, since I never pack my cities that tightly.
Now to the rest of the south:
Twinkletoes's Vulture continues to march--I guess he's staking out a city location, even though he's already at 4 cities? I'm assuming he doesn't want aggression, even at the top of the power rankings, but the barracks says otherwise. After I finish my workers and whip the granary in the capital, it looks like I'm getting another round of Axes (or Praets--more on that in a minute) to a bunch of my cities--I want to probably get two axes to the site for Ancheim, get another axe to Harena Desert, and get axes to the east to reinforce Norende and defend my city in the east (probably Yulyana, hopefully on the plains hill farm I mentioned before), but I'm not sure I can afford 15-20 turns of military from Caldisla, even if we assume I could produce an axe or two from Norende soon, when I finish the road.
In other news, we finally have improvements starting in the south! Worker 1 (I should probably name these sometime) will cottage the current floodplain, then pasture the sheep, while the worker coming out of Lontano Villa will move SW to cottage the floodplain, then mine the gold.
Now to the north:
AT's warrior hasn't moved for a while--is AT planning to settle on that square? That one I may fight over, especially if doesn't have more than the warrior there--it doesn't seem like that bad of a city site, but it would prevent me from settling both city 3 and city 5, so I would have to raze it. I'll have to double-check AT's soldier points when we do C&D today to see how he's doing.
In worker micro, not much is happening--Worker 2 moved to put a single turn into a road to avoid wasting a worker turn--I'll still be able to start pasturing the pigs next turn--and Worker 3 is still cottaging.
Before we start C&D, we have post-turn things to update: I finished Iron Working at the end of the turn, so I can see iron now--so where is it?
So it looks like everyone will get iron in the third ring--why is mine under jungle though? That seems really unbalanced, unless it was just an unlucky jungle growth--but I checked my old pictures and the jungle appears to be there as early as T3--either it happened really early or it really was there from the start
That means I probably can't afford to invest so many worker turns to actually mine and connect that iron, at least immediately--that might make me want to have a northern city more, or at least make the northern city make more sense, but I need to scout there to make sure...
Next post for C&D--and I'm not dreading it for once
T38 C&D:
Hooray, today should be easy/easier at least, since I don't have to rewrite everything, at least for a couple turns
Let's start with Top Cities, then the demos:
Now to start with score, as always--let's go bottom-up for a change of pace:
B4ndit increased by 7 points, a pop point increase in Istanbul
eastway increased by 7 points, a pop point increase in Annuminas--and after this turn I can see all his cities, which means improved SPLT rankings
AT increased by 19 points, a pop point increase in a non-capital city, as well as a classical tech from the Oracle. Unfortunately, this can't tell us what the Oracle tech was--that's what the soldier points are for
Now to soldier points--an 8k increase, and we know none of it was from pop. The min also increased to 30k, meaning eastway is now almost certainly the Min (and didn't change), and the Max didn't change (which means Twinkletoes is unchanged). Based on the list of soldier points for techs, I see two basic scenarios:
This list is a lot smaller than it would seem--we know AT didn't pick Iron Working or Horseback Riding since those are 10k increases, and he still doesn't have Writing, which blocks off things like Alphabet or Mathematics. As such, I'm going to assume he took Metal Casting for now, and when he starts building Forges (which are 2k, which means they're the default 2k as people start hooking up copper to all their cities and stop being able to build warriors) we can confirm that. As another small bit of confirmation, we can see that AT hasn't switched to Herditary Rule--he's Spiritual, so there's no reason he wouldn't if he could (notice he did convert to Judaism this turn, so that's confirmed), so that means he probably didn't Oracle Monarchy.
Also, normally the units wouldn't have to be AT's but not only do we know Twinkletoes didn't change as the max, we have our power graph as always:
This shows that eastway and B4ndit haven't changed this turn, which means all of the 8k came from AT for certain--that means I can at least trust the totals (and thus Max/Min-based information) even if the details aren't quite right yet.
Before we get to the SPLT rankings, I checked the religion screen and saw something interesting:
The influence is based on number of cities, right (and not something like population)? That would mean eastway has gotten Buddhism to spread somewhere--but not to one of his cities. I'm not sure I need all the mechanics of natural spread of religion--I know it's based on stuff like open borders, trade routes, and proximity--but if all the information is collected somewhere and easy to understand it certainly wouldn't hurt
Population Points:
AT: 11 population (Ozymandias=6, Say My Name=3?, Felina=2?)
B4ndit: 7 population (Istanbul=5, Ankara=2)
Cheater Hater: 10 population (Caldisla=4, Norende=3, Lontano Villa=1, Harena Desert=2)
Twinkletoes: 8 population (King's Landing=3, Winterfell=?, Casterly Rock=?)
eastway: 9 population (Annuminas=4, Brithombar=3, Calembel=2)
Hooray! A TWO TURN DAY! T39 Report and C&D:
Let's start with the capital today--always have to keep you on your toes
We have our first cottage not placed down by our mapmaking god! That actually finished a turn quicker than I thought it would--didn't make the conversion to Quick speed in my head for that. That means I have to figure out what to do with it next--my default was to have it move 1S and cottage with the new worker--I need to decide if expending all that effort is worth it, especially considering city 3 from my dotmap actually is now on top of the iron--maybe I should settle that next in order to get iron hooked up soon--Caldisla would go Granary (2-pop whip)->Axe->Chariot (to size 3, or maybe 4)->Settler (chopped and/or 2-pop whipped?). Maybe I could go Axe->Settler and whip the Settler, going from 5 to 3, but I don't want to lose the production in the Granary--how long do I have until buildings decay? The one thing with that case is that I'd probably start moving the axe in the capital to scout now, which leaves me a bit exposed--although in an emergency I could always whip the axe, so that's not a real risk. I think I like the second plan
Not as much excitement in the rest of the empire--I started to pasture the pigs at Norende, and Norende will be 2-pop whipped next turn (mainly since there's still a turn of whip anger there), and then I'm not sure what I'll build there--maybe a warrior to scout the east and check my city locations/find AT? I would build a Worker that's destined for city 3 (which I still need to figure out a name for--maybe Miasma Woods, saving Florem for the plains hill farm if I can get it?), but I want to keep growing after I whip so I can get my scientist out in time--I should be able to build a Worker when I get to/stay at size 4 (2 food sources and 2 scientists). In addition, the south's unchanged, so let's switch gears to the scout move:
Not much here other than a lot of improvements--but note those city sizes! As we transition into C&D, let's check the top cities:
Yeah, Annuminas has fallen off the top cities entirely and was replaced by Brithomar. Other than that the top cities doesn't tell us much, so let's move to the demos and start another round of additions to SPLT:
Starting with score, everyone moved today--I think this is the first time everyone's moved scorewise since the land points were added:
AT increased by 6 points, another ancient tech. That was a quick tech--Meditation I guess?
eastway went up by 7 points, meaning he netted a pop point but obviously there's a lot going on--Annuminas had a 2-pop whip, Brithomar and Calembel each grew a point, and eastway founded his 4th city of Dale (hooray, an easy name! )
Twinkletoes went up 7 points, a pop increase somewhere other than the capital
B4ndit increased by 12 points--another classical tech! That makes 3 so far: my Iron Working, AT's Metal Casting, and B4ndit's...we'll see later
Now we have soldiers--and the most important part here is the power graph, since we have big movement there:
Yikes B4ndit--apparently I need more military in the south
As for soldier points, there's a 15k increase, the Min increased by 1k, and the Max increased by...7k
The Min is easy to understand--eastway gained 1k from his pop increase--but the Max is more interesting. Taking away eastway's 1k, there's 14k left, and if we add that 14k to B4ndit's current total we have 47k--perfect! We know it has to be B4ndit since if we look at the power graph, his increase is actually larger than mine, and there's no room for Twinkletoes to gain 7k and B4ndit to gain more than my 10k.
As for calculating B4ndit's increase, it's pretty simple--his classical tech was either Iron Working or Horseback Riding (both of which are 10k), and the remaining 4k was the standard 2 warriors/spear/chariot. Now to do the SPLT rankings--I'm glad I added that classical tech section when I did, and then I'll have to add the land section sooner rather than later (Twinkletoes's second city starts counting on T41--obviously B4ndit's second city won't )
Population Points:
AT: 11 population (Ozymandias=6, Say My Name=3?, Felina=2?)
B4ndit: 7 population (Istanbul=5, Ankara=2)
Cheater Hater: 10 population (Caldisla=4, Norende=3, Lontano Villa=1, Harena Desert=2)
Twinkletoes: 9 population (King's Landing=3, Winterfell=?, Casterly Rock=?)
eastway: 10 population (Annuminas=2, Brithombar=4, Calembel=3, Dale=1)
T40 Report and Dotmapping:
Yes, I'm going to revise my dotmap--but before we start domestic matters, let's check the scout move:
Not much here--no sign of eastway's horses or his 4th city. I'm still surprised how many improvements eastway has--he didn't seem to have that many workers out, but he has been whipping a lot, and his cities aren't that far apart, so there isn't that much movement.
Now onto the domestic stuff--I have the dotmap on my standard overview shots, but I'll cover that part last, after we get through all the worker stuff/stuff happening in the near future. Let's start with the capital:
Apparently I can't keep my plans together for a single turn--my 5th city is going to be in the north now, at city 1 on the dotmap. I like this city a lot more than the iron city in the east, since it's a much better city--if you look at the dotmap, I've split that into two cities (2 and 3), which is a much more efficient use of space. As such, I'm moving the new worker NE and starting to build the route to the iron. I'm still going with the Axe->Settler (2-pop whip) plan for actually getting the settler out, and as such I've started moving the Axe from the capital to the north. I'll talk more about my city plan when we cover the dotmap in detail, but for now, onto the south:
Not much going on here, my worker will complete in Lontano Villa this turn, I'll be able to 2-pop whip the granary in Harena Desert in a couple turns, and then both of those cities can just grow onto those delicious floodplain cottages
Now before we discuss the dotmap, we're missing part of it--we need to cover the east!
So now, here's the tentative order I want to settle all these cities--I shouldn't have to change it for hidden resources obviously, but sometimes those pesky other civs won't cooperate
City 1: I discussed the one a bit earlier, but I'll go into more detail here. This city has a lot of food in addition to the iron, and I haven't even seen the whole fat cross yet. I would have placed the city 1W (to use a plains instead of a grassland), but then I can't build a workboat for the lake fish. It also needs a name, but I'm not far enough in Bravely Default to find a suitable name for it--I still need to get past the water crystal, then hopefully I'll find more city names
City 6: This is Ancheim, and I'm hoping I can get to it at a pace that both lets me settle it without crashing my economy, as well as without losing the spot to eastway or Twinkletoes.
City 7: I really want this city, but I'm not sure I can get it before Twinkletoes--in fact, I'd rather settle it 1S, but I know I can't hold that spot. Oh well, I guess I'll have to be content with two gold cities
City 8: Another city I really want, that is at real risk of being taken by eastway or B4ndit, and I wouldn't even consider it if it wasn't on that hill--but look at all that food!
City 3: Third city I need to stretch for, this time from AT--part of this relies on knowing the rest of the fat cross, but even what we can see so far is a decent city--maybe I'll move it 1SW to have a much more defensible city, depending what I see when I eventually scout AT.
City 2: This is a good city, and guards an iron source against other civs (even though I assume everyone has iron)--I shouldn't have to rush for it, especially if I get cities 8 and 3.
City 4: Another backfill city, I don't think I can lose this
City 5: I really don't like this city--I want to put it 1S, but then I couldn't place city 6 where I want--I guess the city's okay, but it's not a priority.
City 9: If I get this, both B4ndit and eastway have done something wrong
There are more cities I can get, most notably to my west--I'll do something with those two deer eventually--but the land over there looks to be weak in general based on the small amount of tundra I can see.
Before we get to C&D, the main thing I'm undecided on at this point is my tech path after completing Hunting this turn--my gut is saying go to Currency to keep my tech going at a reasonable rate, but part of me wants to chase the Pyramids and/or the Great Lighthouse--we know no one has Sailing (as of yesterday's C&D), but I can't track Masonry--I should keep track of eastway's builds in particular (though I won't know if he's building a wonder until it's too late).
Didn't expect that did you, just jumping right in!
Another day, another increase of 6 points by AT, another ancient tech--wait, are there even that many ancient techs left you can research in a single turn? He's already hit most of the religious side of the tree, and I think the only ancient techs left we aren't reasonably certain he's researched are Meditation, Sailing, Writing, Masonry, and Archery. We'll see if there's a big soldier jump, and see if we can get an idea of what's left.
eastway gained 7 points, a pop increase in Annuminas--and that was enough to put it back on the top cities counter (and above King's Landing to boot--the gems are that powerful )
Twinkletoes increased 6 points, another ancient tech, to put him at a round 200 points
B4ndit increased 13 points, an ancient tech and a pop increase in Ankara
Now to soldier points--5k increase, Min unchanged, 3k increase in Max. Here's the power chart for context, though it doesn't tell us much new:
Not much here--it confirms B4ndit's 3k increase (pop+2k, either Warrior or Sailing, probably the former since Ankara has been growing), and there's only the 2k left somewhere in Twinkletoes or AT--I'm going to say it's AT researching Sailing, but I can confirm that in no way until I get Twinkletoe's graphs, which I'll get after passing next turn. Now the SPLT!
Population Points:
AT: 11 population (Ozymandias=6, Say My Name=3?, Felina=2?)
B4ndit: 8 population (Istanbul=5, Ankara=3)
Cheater Hater: 10 population (Caldisla=4, Norende=2, Lontano Villa=1, Harena Desert=3)
Twinkletoes: 9 population (King's Landing=3, Winterfell=?, Casterly Rock=?)
eastway: 11 population (Annuminas=3, Brithombar=4, Calembel=3, Dale=1)