Are you, in fact, a pregnant lady who lives in the apartment next door to Superdeath's parents? - Commodore

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[SPOILERS]Brian Shanahan comes late to the party.

Yes, you mentioned that earlier in the thread.

Do whatever you want for themes here - I'll limit myself to C&D, some micro analysis, and calling you an idiot smile
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I played a little with the sandbox, and noticed an error in it: the corn has a river next to it. This gives several extra accumulated beakers, so BW comes in a turn early. I removed the river, and BW would then come in turn 16.

We can probably speed it up to turn 15, but that would require us to find some more beakers, probably around 9, ie we would have to work the village instead of the deer on turns 5, 6, and 7. This would also slow the development of the city (loss of 9F no growth on turn 8).

Micro notes:
Turn 0: work corn

worker move to deer

Turn 1: work village

worker improves deer

Turn 2: work corn

worker improves deer

Turn 3: work deer

worker improves deer

Turn 4: work deer

worker moves to corn

Turn 5: Agriculture in

work corn+deer

worker improves farm

Turn 6:

work corn+deer

warrior finished, start scout

worker improves farm

Turn 7:

work corn+deer

worker improves farm

Turn 8:

work corn+deer+village (7F 3H 12C)

worker finishes farm

Turn 9: Mining in

Decision time:

Build farm on grassland - 4 turns
Build farm on flood plains - 5 turns
Build mine - 3 turns

work corn+deer+village

worker improves farm on grassland

Turn 10:

scout finished, start warrior

work corn+deer+village

worker improves farm

Turn 11:

work corn+deer+village+workshop

worker improves farm

Turn 12:

work corn+deer+village+farm

worker finishes farm

Turn 13:

Stand-Idle is now size 5 and unhealthy

We will get BW, size 6, and the warrior/scout on turn 16

warrior finished, start warrior/scout

work corn+deer+village+farm+workshop

worker moves to Stand-Idle

Turn 14:

work corn+deer+village+farm+workshop

worker moves to railroad hill, mines

Turn 15:

BW in 1!

worker moves to FPH (NE of deer)

(Why there? To get two choppable forests next to each other, and to avoid jungle growth. The two forests in the south stop the jungle on the stone from spreading, and the forest preserve forest spreads easier and gets extra health, I think.)

Turn 16: BW in

Revolt to Slavery

Warrior finished, start worker

Worker chops (3t)

Start The Wheel

Turn 17:

work corn+deer+village+farm+workshop+forest

Turn 18:

Chop comes in, whip worker (2 pop)

We get 23+13 = 36 overflow towards a settler!

work corn+deer+village+farm

Turn 19:

We get a 1-turn Settler!

work corn+deer+village+workshop

worker 1 moves 1W to forest
worker 2 mines
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And now some C&D:

Early tech costs:

Fishing 34
Wheel 52 (4k soldiers)
Agriculture 52
Hunting 34 (2k soldier)
Mysticism 43
Mining 43 (2k soldiers)

Pop gives 5 score points each, tech gives 6, land gives Y.

Turn 0 (4000)

Lewwyn working village (top GNP & Mfg, worst crop).

Soldiers 6000-3500-2000

Turn 1 (3940)

no changes

Turn 2 (3880) saw our first score increase: Lewwyn increased to 38 (ie techs give about 6 score). At 14 commerce plus bonus beaker, that would be either Hunting or Mining (both give 2k power), but I guess Mining.

Soldiers goes to 6000-4000-2000, and we drop to 4 (tied with Serdoa)

This is either Hunting or Mining for Lewwyn. We also know that only three other players are working the corn (we are #4 in crop).

Turn 3 (3820), and Commodore increased score to 38. Strangely enough, top GNP didn't move, so I think Lewwyn went Hunting first.

Soldiers goes 6000-4500-2000.

This is Commodore researching Hunting or Mining. Working the corn, it'd mean 4*10, but he could have worked the workshop instead, and gotten 4*11 beakers.

Turn 4 (3760), with several score increases

Commodore 43 (pop 2)
Scooter 43 (pop 2 + tech)
Serdoa 43 (pop 2 + tech)

No changes in GNP. Top Mfg is 3, worst 2, average 2. Top crop is 9, worst 3, average 7.

Top soldiers is 9000, worst 3000, average 6250.

Scooter has Wheel (4k) + Hunting (2k) + pop (1k). With a tech, he probably researched Mining, giving 9k soldiers.

Serdoa must have researched a zero-power tech. Which means Mysticism. huh

GNP hasn't moved anything, so noone but Lewwyn is using their village yet.

Since Commodore gained a pop point, we now know that Scooter, Serdoa, and Commodore worked the corn the entire time, thus Commodore researched Hunting.

Someone is working improved deer and corn, which must be either Serdoa or Scooter (or both!). Commodore is probably working corn+deer. Lewwyn works the village.
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Re the sand box error I think I left out a northern forest as well.

Re the C&D yikes. That is pretty strong work right there. I have some more for you presently.

Catherine awoke today to the sound of joyous religious ceremonies and the screams of the offerings. "What's all this commotion?" she declaims to her advisors. "Wonderous news, Majesty, we have discovered the secrets of our favourite food, the maize. Now we can make such delicacies as fajitas, porridge, tortillas, popcorn andm many other culinary delights."
"Have you discovered the secrets of the horse yet?" was the impatient reply. "I'm getting bored with life here."
"Unfortunately no, majesty. But our scouts have discovered a strange device in the western plains, apparently used to corral large beasts and keep them safe. Maybe this holds a clue to our dilemma:
[Image: Civ4ScreenShot0000-5.jpg]

I moved the scout so far because of the road. Now will go S/SE

<player's note> This map is getting curiouser and curiouser. Thanks Seven, it's fun so far</player's note>

And some more information for our number crunchers in the form of yet another carelessly discarded slip of paper:
[Image: Civ4ScreenShot0001-6.jpg]

Of course we jump to the top with our tech increase and pop increase together. And we get soldier points next turn as well. Of all the teams I'm guessing we've jumped around the most with the tiles worked, hopefully confusing people. We need to be a bit careful though so as not to look too inviting a target.
Travelling on a mote of dust, suspended in a sunbeam.
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Some more sandboxing, and I managed to get 2 scouts, 2 warriors, 2 workers, and a settler on turn 18, at the cost of Stand-Idle being size 2.

Follow the micro plan posted above to turn 9. Then the worker moves to the railroad hill and mines it (make sure to pick up the village on turn 8, so Mining can finish that turn).

Start a warrior/scout on turn 10.

Turn 11 the mine finishes, and let Stand-Idle work corn, deer, village, mine. The warrior will finish next turn.

Turn 12 the worker build starts. It will finish on turn 15, start a settler. On turn 16 BW comes, in revolt, and whip (4->2) on turn 17. We have one worker farming the grassland, and one chopping the FPH.

Another option:

On turn 11 Stand-Idle works corn, deer, village, workshop. Warrior and growth in 2. Pick up the mine on turn 13, and start worker. It will finish turn 16. Revolt, start settler turn 17 and whip (5->3) on turn 18.

Since Stand-Idle cannot grow in 1, has plenty of overflow, and an incoming chop, it might be an idea to roll that into another settler (2-turn) or a worker (1-turn). Hmmm... I like that development.
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Brian Shanahan Wrote:Re the sand box error I think I left out a northern forest as well.

Re the C&D yikes. That is pretty strong work right there. I have some more for you presently.

Yes, those things happen easily. Especially with forest growths. But at least that one didn't affect our development, the extra commerce did.

Right now the C&D isn't that hard, and I can't say I'm that good at it. Need to get some better tools if I am to continue getting some value out of it.

Brian Shanahan Wrote:Of course we jump to the top with our tech increase and pop increase together. And we get soldier points next turn as well. Of all the teams I'm guessing we've jumped around the most with the tiles worked, hopefully confusing people. We need to be a bit careful though so as not to look too inviting a target.

Jumping around between worked tiles is something I do a lot - part of why I'm a pretty slow player. I don't think anyone else has jumped around, really. All the rest but Lewwyn has worked the corn the entire time, and we should get Agriculture a turn before anyone else (though at the cost of slower pop growth).
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kjn Wrote:Some more sandboxing, and I managed to get 2 scouts, 2 warriors, 2 workers, and a settler on turn 18, at the cost of Stand-Idle being size 2.

Follow the micro plan posted above to turn 9. Then the worker moves to the railroad hill and mines it (make sure to pick up the village on turn 8, so Mining can finish that turn).

Start a warrior/scout on turn 10.

Turn 11 the mine finishes, and let Stand-Idle work corn, deer, village, mine. The warrior will finish next turn.

Turn 12 the worker build starts. It will finish on turn 15, start a settler. On turn 16 BW comes, in revolt, and whip (4->2) on turn 17. We have one worker farming the grassland, and one chopping the FPH.

Another option:

On turn 11 Stand-Idle works corn, deer, village, workshop. Warrior and growth in 2. Pick up the mine on turn 13, and start worker. It will finish turn 16. Revolt, start settler turn 17 and whip (5->3) on turn 18.

Since Stand-Idle cannot grow in 1, has plenty of overflow, and an incoming chop, it might be an idea to roll that into another settler (2-turn) or a worker (1-turn). Hmmm... I like that development.

More microing, some pretty impressive work there. And of course after that we can grow back for a while, while connecting resources. I think a dot map will be in order very soon too.
Travelling on a mote of dust, suspended in a sunbeam.
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Yeah, I think I like option 2 the best, with the 5->3 whip. Getting a settler on turn 19 is no biggie, but getting the second out on turn 21 yikes We might need to go with two scouts built instead of only one, if only to check out the nearby city spots.

Definitely The Wheel after BW - we will need the extra health. *wait*

Found another error in your sandbox - Stand-Idle has lost its freshwater bonus, and there are two more forests in the BFC. The lost food there might have thrown the growth and whippings off.
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Micro plan up to turn 20. Highlights: Agriculture, Mining, BW; 3 warriors/scouts built, 1 worker, and 2 settler!

Turn 0: work corn

worker move to deer

Turn 1: work village

worker improves deer

Turn 2: work corn

worker improves deer

Turn 3: work deer

worker finishes deer

Turn 4: work deer

worker moves to corn

Turn 5: Agriculture in, start Mining

work corn+deer

worker improves corn

Turn 6:

work corn+deer

warrior finished, start scout

worker improves corn

Turn 7:

work corn+deer

worker improves corn

Turn 8:

work corn+deer+village (7F 3H 12C)

worker finishes farm

Turn 9: Mining in, start BW

worker moves to railroad hill and mines

work corn+deer+village

Turn 10:

scout finished, start warrior

work corn+deer+village

worker builds mine

Turn 11:

work corn+deer+village+workshop

worker finishes mine

Turn 12:

work corn+deer+village+workshop

worker moves to river grassland

Turn 13:

work corn+deer+village+workshop+mine

scout finished, start worker

worker farms river grassland

Turn 14:

work corn+deer+village+workshop+mine

worker farms river grassland

Turn 15:

work corn+deer+village+workshop+mine

scout finished, start worker

worker farms river grassland

Turn 16: BW in, start The Wheel

work corn+deer+village+workshop+mine

worker 2 finished, start settler

worker 2 moves N-NE (to FPH)

switch to Slavery!

Turn 17:

work corn+deer+village+workshop+mine

worker 1 moves 1S, farms workshop (can be switched out)

worker 2 chops

Turn 18:

whip settler (at 23/65 -> 83/65)

work corn+deer+mine

Turn 19:

work corn+deer+mine

chop complete

settler finished, start settler/worker, due in 1
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Some more C&D. I went back to some earlier turns, otherwise I couldn't really do the power changes.

Turn 3 power analysis:

Serdoa gets 2k power from Tech (Hunting).

Scooter gets 6k power from tech (Hunting 2k and Wheel 4k).

Commist gets 4k power from tech (Wheel).

Lewwyn gets 4k power (Hunting/Mining 2k, Quechua 2k).


Turn 4 (3760) power analysis:

Serdoa gets 3k power (Hunting 2k, pop 1k).

Scooter gets 9k power (Hunting 2k, Wheel 4k, Mining 2k, pop 1k).

Commist gets 7k power (Hunting/Mining 2k, Wheel 4k, pop 1k).

Lewwyn gets 6k power (Hunting/Mining 2k, 2 Quechua 4k).


C&D for turn 5, 3700 BC

Score increases:

Lewwyn: 38 -> 44 (3-turn tech)
us: 32 -> 43
Commodist: 43
Scooter: 43
Serdoa: 43

With a bit of overflow from Hunting, Lewwyn should have been able to 3-turn Mining.

GNP: rival worst is now 17. No way to reach that with a second-level tech, it's probably someone working the flood plains workshop.

Mfg: top is 4. Worst mfg is 2. 4@2 pop can be reached working forested deer+workshop (6F 4H 17C). This also fits lowest GNP.

Lots of soldier points. Average increased 1000. This can be two tech increases, or a tech and a warrior. With only a single score increase, it's probably a tech and a warrior, since Wheel is too expensive for Lewwyn to research in three turns, and it'd require a 22-23 GNP.

Us: 3k (Hunting 2k, pop 1k)
Scooter: 9k (Hunting 2k, Mining 2k, Wheel 4k, pop 1k)
Commist: 9k (Hunting/Mining 2k, Wheel 4k, Warrior 2k, pop 1k)
Lewwyn: 8k (Hunting 2k, Mining 2k, 2 Quechua 4k)
Serdoa: 3k (Hunting 2k, pop 1k)


C&D for turn 6, 3640 BC

Score increases: none

Lewwyn does some tile swapping. He is probably working the camped deer now (6 F 3 H 16 C).

Soldiers goes up to 7750k. One warrior build, by Serdoa (rival worst is now 5k).
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