Posts: 15,338
Threads: 112
Joined: Apr 2007
Ceiliazul Wrote:what is the interface mod you're using? With icons on the side and that blue shaded region for (I think) the settler movement range?
No interface mods. The icons on the side are what you get when you turn on the option that minimizes builds to end of turn. So basically I don't get the "what do you want to build?" popups until end of turn. It's a must for online MP, and it's just convenient in normal games. The blue shaded region is a BtS default I thought? It's highlight what tiles are in the BFC of cities that you own. I don't remember turning on an option for that though, but I do remember it not being a thing prior to BtS... Not sure why you've never seen it before though.
Posts: 2,585
Threads: 43
Joined: Apr 2008
scooter Wrote:No interface mods. The icons on the side are what you get when you turn on the option that minimizes builds to end of turn. So basically I don't get the "what do you want to build?" popups until end of turn. It's a must for online MP, and it's just convenient in normal games. The blue shaded region is a BtS default I thought? It's highlight what tiles are in the BFC of cities that you own. I don't remember turning on an option for that though, but I do remember it not being a thing prior to BtS... Not sure why you've never seen it before though.
The highlights are an option that says something like Highlight City Radius w/ Settler or some other wording like that. I thought it was a default option too. I guess not.
Posts: 7,766
Threads: 94
Joined: Oct 2009
It's "Show city radius", the bottom graphics option.
I highly recommend turning on minimize popups. That always used to annoy me so much.
Posts: 15,338
Threads: 112
Joined: Apr 2007
SevenSpirits Wrote:It's "Show city radius", the bottom graphics option.
I highly recommend turning on minimize popups. That always used to annoy me so much.
Yep, I would never go back to having popups on.
Posts: 15,338
Threads: 112
Joined: Apr 2007
By the way, I got Serdoa's graphs this past turn, so here's a brief graph dump with all but Commodore included:
Interesting, does this mean Commodore is actually the one I'm tied with for food? Probably.
Wonder what Serdoa is doing with all those hammers.
Yay for failgold artificially inflating my GNP .
Next I'll spend all EPs on Commodore except for the occasional 1 or 2 EPs to keep someone else's graphs. Hopefully I'll have all of them together within 10-15T.
Posts: 6,737
Threads: 131
Joined: Mar 2004
scooter Wrote:Interesting, does this mean Commodore is actually the one I'm tied with for food? Probably. I'd expect you know this, but the graphs are always at least a turn behind the demographics screen, which always shows "live" numbers.
And failgold doesn't show up in GNP, not sure what you mean by that?
Posts: 15,338
Threads: 112
Joined: Apr 2007
T-hawk Wrote:I'd expect you know this, but the graphs are always at least a turn behind the demographics screen, which always shows "live" numbers.
And failgold doesn't show up in GNP, not sure what you mean by that?
Yeah I know it's delayed by a turn, but I wasn't first last turn either, which implies if Commodore was on this graph he'd be just above me. The fail gold comment was referring to the fact that I ran quite a few turns at 100% sci that wouldn't have been possible without the fail gold... In which case my GNP would've showed up as much smaller. It's not too significant, just pointing out that my GNP spike is largely because of fail gold. Sorry if that was confusing!
Posts: 6,737
Threads: 131
Joined: Mar 2004
Why would it spike? GNP counts both gold and science. Unless you mean the GNP figure was just inflated by the modifiers applied to the research part of the slider - the known-prerequisite bonus and any libraries?
Posts: 15,338
Threads: 112
Joined: Apr 2007
T-hawk Wrote:Why would it spike? GNP counts both gold and science. Unless you mean the GNP figure was just inflated by the modifiers applied to the research part of the slider - the known-prerequisite bonus and any libraries?
The circular answer is it would spike because look at the screenshots, it did.
But basically yeah, my only point was my GNP artificially "spiked" because I spent more time at 100% than normal while researching a tech that has prereqs (Writing), and also having contact with everyone means I get a 7-8% bonus (30% / 4 right?) from each player that has it - and I'm guessing several have it. The graph itself is much less significant than the beakers I actually DID get from the failgold, I was just making the observation that it seems likely that the failgold was indirectly responsible for me temporarily looking like I had an average-ish GNP. Interestingly enough though, my gold:beaker conversion rate is actually unusually close to 1:1 right now, because I have no Libraries (just got Writing), but I have a Grocer in my size7 capital. The only thing that probably skews it a bit is the beaker bonuses.
Another turn played, so report coming up shortly.
Posts: 15,338
Threads: 112
Joined: Apr 2007
T41 needs more settlers
So T41 I decided to check what my breakeven science rate was:
70%? Yikes. I accidentally left it on 70% for the whole turn which was a minor mistake. Anyways, more cities please:
I started on the horse first despite working the floodplains. It's probably best to just whip the WB at size 2 and overflow into granary, but I wanted to hook the horse before cottaging the floodplains so I'd have chariots available a couple turns sooner as an insurance policy. Once I have horses hooked (next turn) I'm basically safe for a good while. Anyways, I realized I've been referring to the town I want to pillage as "Lewwyn's town"... So I remembered today that Lewwyn is actually to my southeast, which means that's actually Brian's town:
Anyways, I'm off to pillage it:
Whipped to completion. This should give me a nice return. I might actually take a peek at whatever coastal city he has there in case it's empty. The odds are super low, but it would be kinda fun to raze a city because he was running the farmer's gambit that we're all pretty much running right now. I'm also tempted to park the warrior there again so he has to come with something better than a warrior to evict me. Tempting to get an axe/spear combo over there and park them, but that's likely not worth the investment it'll cause me just to deny it to Brian... Especially when Serdoa and Commodore are looking to be the biggest threats so far. Workers going to town:
Two workers finished that grass road and another moved onto the copper and will begin hooking that next turn. Basically just trying to improve my road network at the moment. Simple Math is growing to size4 currently and will complete a monument and then build a settler at size 4. That settler will probably be my town settler. Sante Fe just hit size5 at EOT and will swap to a settler next turn and double-whip. That settler will... I need to think about it. Probably north of Holocene for cows/fish. I am second-guessing stretching for Sante Fe only because so many other better spots have materialized since then that using Sante Fe as a base to aggressively settle east/northeast has been temporarily put on hold. Not a huge deal since it's still a great city, but something to think about.
|