(September 28th, 2022, 22:53)Sullla Wrote: With this being Turn 100, I wanted to mention that this has been a thoroughly well-reported and well-played game to date, a thread that's been a real pleasure to read for the past few months. I'm looking forward to seeing where things stand by the end of the current Golden Age! Any additional thoughts about the more general state of the game or plans going forward now that you've made it through a full hundred turns?
I appreciate you saying that! And I also appreciate all the information about missionaries that everyone else has provided. It's amazing that there are still little details like that to still learn about playing Civ4.
You're right that I've been neglecting posting about the long term plans. In my mind it's always been "get to Currency and then see which way the winds are blowing". But really what that means is that after Currency we need to prepare to invade one of our neighbors. The current state of tech:
One of Bing or SucksatCiv picked up Sailing, as only 1 person knew that tech when I last played. Also, we still have someone with Theology out there - either Superdeath or Cornflakes. But the important detail is nobody has Currency yet, which means the tech pace is SLOW. So Hitru & I have decided we get Currency we're going to be at a clear advantage over civs who do not have it, and need to research military techs straight away and prepare for war. Right now we are decided that after Currency we go Sailing (1-turn tech and the southern cities really need it for food), Horseback Riding (need to settle the horses soon), then Construction. This will give us Elephants, Horse Archers, and Catapults and I am fairly certain that one of our neighbors will not be able to withstand that.
Who is the target of this attack? It will depend. Right now Superdeath's power is very low, he has a shrine, and he is chopping and cottaging his lands very nicely. He also can be a dogged defender, so if he gets his affairs in order then Bing is probably the next candidate. Lastly, I don't want to discount going after Mjmd. When I went into the game to take some screenshots for this write-up, I once again was greeted with this request:
Now I think this is not Mjmd making demands, but begging due to the state of his economy. He has expanded to 12 cities and cottaging everything he can. I've seen him cottaging grass hills. My guess is he is completely over-expanded and tanked his economy, and is begging for any little extra bit he can to limp along to Currency.
Obviously we can't help him here - a number of our cities would go into unhappiness if we gave him Wines - but it will be interesting to see how Mjmd will look in 20-30 turns when we've teched the next round of military techs and whipped up an army.
After that there the next round of economic techs on my mind: Metal Casting for forges and to potentially pop out a Great Engineer (I'm constantly dreaming about what windmills would do for some of my cities), and Code of Laws for Courthouses will probably become necessary soon. Maintenance is our larger cities is creeping up over 8gpt, which is usually the magic number for me when it comes to considering courthouses.
There's a brief window between researching Currency and getting those next military techs where I am going to fit in a round of infrastructure to our cities. Cities with a yellow highlight are main commerce cities now and will be building a market at first opportunity. Orange highlights are cities that I eventually expect to grow into a commerce capability, and will likely get markets down the road a bit. Maybe I could add Clank! to that list, I'm on the fence what that city will be for us.
Another big boost for us will be Hanging Gardens. Whether we land the wonder or reap the failgold, I've got our build time down to 4 turns and we do not use Slavery. We do sacrifice quite a bit at Dominion to build it in that timeframe:
I'm glad that I was able to rearrange tiles when it is not my turn. (You can't issue any unit orders, though; not even canceling current orders.) With this setup, I have the following timetable for building Hanging Gardens in Dominion:
Hopefully my notes aren't too cryptic, but the tiles worked don't change over the 4 turns. Though on the last turn we'll have 3 less yield due to forest chops (and 2 more commerce that I didn't account for here but nevermind).
t101: Worker E finishes its chop. Worker B moves NW-SW to the plains forest farthest from Dominion. Worker A (currently on the deer tile by Azul) moves NW-NW-NW to race towards the last forest. Aqueduct gets 60 x 1.25 = 75h
t102: Worker A moves NW-N-NW to the plains forest beside Dominion. Worker B needs to kill a turn so I would have it put in a turn of road here; next turn it chops. Worker E moves NW-N to the forest north of Dominion. 30 hammers production means the aqueduct finishes this turn at 112/80, 25h overflow after Org Rel.
t103: Workers A, B, & E all start their chops. With Serfdom it only takes 2 turns. Hanging Gardens is started in Dominion and gets 25h overflow + 30h base production. With Stone & Org Rel we get a 1.75 multiplier, good for 96h at end of turn.
t104: All 3 workers finish their chops for 90h. This decreases the yield of Dominion by 3h to 27. (90 + 27) * 1.75 = 204. We finish HG on the nose. Also, we have no food left in our city granary after this turn.
I'm not sure if there are any improvements to be made from here. Ideally we finish the Aqueduct in 1 turn or put chops into HG earlier so that if we lose out on the wonder we have more odds of getting failgold. But chopping earlier cuts our base yields at Dominion, and because we finish at 0/28 food in the box we don't have any wiggle room to swap a plains tile to a plains hill.
It's also ugly working all those unimproved plains, but it gets the job done. After we can move Dominion back to a setup more like what I showed in the last turn report.
I feel like this has been a game of riding as close to the edge as we can go without falling off. We've managed to do that with not just economy, but also workers. But Hanging Gardens is going to be the straw that breaks the workers' back. I've swapped Azul to a worker. Getting the wonder is going to put a lot of cities working unimproved tiles. And Gloomhaven is just going to be a sad, sad sight: size 7 and only having 2 improved tiles to its name. We'll have a lot of workers up by Gloomhaven to improve it, but it may not be a bad idea to swap back to Slavery a turn early on t105 and whip a little. Obviously we want to be back into Slavery on t106 at the latest, the last turn of the golden age.
Empirewide overview:
Graphs:
I'll post more details for Krill later on worker actions for the next 5 turns and the revised missionary plan. This post is long enough already.