January 28th, 2010, 21:26
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10 = .0022x
x = 10/.0022 = 4,545.5 total land tiles.
By the way, for my sim, what turn are we on (ie on what turn can we first change to BW, possibly?)
January 28th, 2010, 21:35
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And beside that, how did I count ten tiles?
January 28th, 2010, 21:39
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Yay cross posting!
We are on T4, 3840 BC. I have done nothing yet this turn except log in log out.
Regarding the math that's the same as what I did... even accounting for only 9 tiles under our control, that leaves 9/.0022=4090 tiles.
That would be an average of 4090/17= 240 tiles per team. That seems ridiculous, even for a huge map. That would be room for some 10 cities per team. Okay, now that I think about it that isn't ridiculous at all, pretty average or a bit bigger than I anticipated.
Okay, from day one I promised a lot of ...
January 28th, 2010, 22:36
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By the way, we should think of a theme.
On another not: I should have the time in an hour or so to run some sims to figure out what tech we want to research. I'd expect to be done with that by 9:30 or so pacific time (at least based off your location, it appears we are in the same time zone, which is nice). Does that sound good?
January 28th, 2010, 23:33
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Shoot the Moon Wrote:By the way, we should think of a theme.
On another not: I should have the time in an hour or so to run some sims to figure out what tech we want to research. I'd expect to be done with that by 9:30 or so pacific time (at least based off your location, it appears we are in the same time zone, which is nice). Does that sound good?
We certainly should think of a theme. I have plenty of themes but they would be silly, I think. Then again, what theme doesn't have some element of silliness?
As far as timeline goes, that sounds good. You may have noticed but I typically have my free time from 8 til 10 pacific with some variation. All bets are off on my days off, since my schedule follows my 11 month old's naptimes, but that 8-10pm window is usually my best time to look at the game and do real planning.
January 29th, 2010, 00:19
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I'm running a little late, so I am just starting simming now. Hopefully it won't take that long, but if it does and you wind up wanting to go to sleep before I finish, just post so here and I can play the turn if need be.
January 29th, 2010, 01:09
(This post was last modified: January 29th, 2010, 01:11 by Shoot the Moon.)
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Ok, I've simmed out staying agri and going Agri-BW-AH. Here are the turn 41 stats again (although T41 isn't the greatest checkpoint this time, I'll use it again for now):
3 Workers (T11, T28, T38)
3 Warriors (starting, 16, 21)
Settler on T36 (only 2t later than the BW from T1...I doubt switching to BW 3t later would be able to still beat that by 3t)
We can either have a second settler done T45, but the capital at size 1 or the capital at size 3 on T46 with the second settler on T51.
I ran out of time to test what a switch to BW looks like, but I doubt it could be much better as it will include a fair amount of useless worker time. I wish I had time to sim it out right now, but I don't. My gut tells me to stay on agri.
I'll post the exact moves I did in the next post (with two different options from T37 on). Please comment if you think there is anywhere they could be improved (if you have time, it might be good to sim it out yourself not looking at my moves and we can compare).
January 29th, 2010, 01:11
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Here are the moves. Notice the two different options past T37.
T1 â T10: Working Plains forest building worker, tech: agri
T11: Worker 1 complete. Worker 1 moves N, waits 1 turn. City set to work sheep (2f 1h 1c) and build warrior.
T12: Agri in. Tech set to BW. Worker 1 farms sheep.
T16: Warrior 2 done. Farm done. Build set to warrior.
T17: Worker 1 moves 2E to river-grasshill
T20: City grows to size two, works plains forest
T21: Warrior 3 complete. Build set to worker. Worker 1 completes mine. City set to work farmed sheep (3f 1h 1c) and river-grasshill-mine (1f 3h 1c). Worker due in 7, BW due in 7.
T22: Worker 1 moves W-NW, farms
T27: Worker 1 farm complete.
T28: BW in. Tech set on AH. Revolt to slavery. Worker 2 complete. Build set to settler. Worker 1 moves E to chop, Worker 2 joins him by moving N-NE.
T30: Worker 2 completes the chop. Worker 1 moves 2W.
T31: Worker 1 chops, Worker 2 moves 2W to join.
T32: Workers 1 and 2 complete chop
T33: Worker 1 moves south. Worker 2 moves SE SW (I am purposely splitting up these chops to put them into the worker so our EXP bonus applies. Chopping the one forest faster wouldnât actually get the settler done any faster.)
T36: Settler 1 done, build set to worker. Workers 1 and 2 complete chops.
T37: Worker 1 goes off with settler. Worker 2 moves SE-S. Whipped capital.
T38: Worker 3 done. Overflow goes into Settler. Worker 3 moves S-S to join in chop
T40: chop completes. Change build to (barracks or warrior). Workers 2&3 move E to chop.
T42: Worker 2 completes chop. Worker 3 moves NW-N. Build back to settler to receive chop.
T43: Build stays on Settler. AH in. Worker 2 moves N, pastures. Worker 3 moves NW-N.
T45: Settler 2 done.
From T37 (as above) without whipping.
T38: Worker 3 completes, moves 2S. Worker 2 chops. Capital builds Barracks (or 4th warrior). Tiles worker: farmed sheep (3f 1h 1c) farmed river-grass (3f 1c).
T39: Workers 2&3 complete chops. Build switched to Settler to receive chops.
T40: Build switch back to (barracks/warrior) Workers 2&3 move 1E.
T41: Workers 2&3 chop.
T42: AH in. Worker 3 completes chop. Worker 2 moves NW-N. Build switched to settler to receive chop.
T43: Workers move to pasture riverside sheep. Build switch toe (barracks/warrior)
T45: Worker 3 completes pasture. Worker 2 moves SE SE
T46: Capital grows to size 3, Settler due in 5t.
January 29th, 2010, 01:56
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Okay that beat mine hands down. Whipping the capital down to size one? Crazy! But not when you consider that we have decent food. At that point, I would expect us to look at setting up our three cities to go either production/military or economy depending on how the map looks. But having three cities each with their own worker at that point.. genius.
Only change I would make is to revolt to slavery while settler #1 is en route. It doesn't change the plans for the capital at all, but it allows the second city to be founded one turn sooner. Only downside is that the worker that escorts the settler will be one turn behind. But I think we'll be able to make do with that!
I think we'll adopt your MM plan for now. I'll play T4 and stick with Agriculture.
Since we are running a farmer's gambit, I think it becomes very important to identify strong city sites sooner rather than later, so I will focus exploration close to home at least for the first 25 turns. Hopefully city #2 can focus on military both for domestic protection and for contacting other civs, otherwise we could set ourselves up to be behind on the diplomatic stage...
January 29th, 2010, 02:11
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Okay, played T4. Moved warrior onto forest east of where he stood before. No more resources revealed. Next turn he will head SE as he begins his southbound circle of the capital. Hopefully a lot of resources are about to be discovered.
Good night, moon.
Pardon the pun, I didn't even get it until after I said it.
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