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[PB78 SPOILERS] GT and Magic Science in the Post-Apocalyptic Wasteland

(June 12th, 2024, 06:24)Tarkeel Wrote: RE: Persia. Don't understimate the value of having a two-mover that gets defensive bonuses.

I do like the Immortal for that reason. I was strongly considering Persia even before checking Civlopedia and being reminded of their anti-Archery unit bonus. If the Raging Barbarians are as threatening as usual, and we have Horses, and we don’t have The Great Wall, then Immortals will be great. But if we do have The Great Wall, I think they will be weak. Normal Chariots can escort Settlers just as well in CTH. Immortals are better for exploring against Barbarians, but that is not enough. And I think we are unlikely to get into a fight with another player in the Ancient Era. We will all be too occupied with the Raging Barbarians. By the way, The Great Wall is a kind of attack on the other players on its own. The Bars that would have attacked us instead walk farther to attack them.
And if we try for The Great Wall with one city and fail, Immortals will not help us recover unless there is a Horse in our capital’s culture. We would have to struggle against the Barbarians for a strategic resource with no help from the Immortals.

The Great Wall! Such an interesting twist in this game already!

(June 12th, 2024, 06:24)Tarkeel Wrote: For tiles, when score is on you can just hover over your score and it will tell you how many land-tiles the map has.

Good point. I actually took a screenshot of that number, but then forgot all about the easy way in a frenzy of mathematical calculation. And they said it would never be useful in real life!

Here is the screenshot:
   

961 land tiles exactly. So I was about right.

What are the dimensions of a Small map, again? So how many total tiles, and from that how many water tiles, and the water tile percentage?

It is pretty easy to change the dimensions of a map size in the game files, but I don't know if that would work with all the players having unmodified CIV4WorldInfo files.


(June 12th, 2024, 06:40)GT Wrote: Or maybe another player has an “overpopulated” vault with like 9 pop, but rather bad land, where slaving its population into units would be the only sensible thing to do. Who knows what weird setup we are in..

Good point. Interesting idea. That could be another reason why our capitals were pre-placed for us. Not just so Scooter could be cute with names and bomb shelters, and so we can't break the map by moving our Settler.
The capital being pre-placed also means it does not appear in the Event Log, funnily enough. The Event Log is completely empty.
I will investigation how Barbarians city population interacts with the Victory screen population percentage when I get home from work tonight.
Also, it just occurred to me that we can check the Population field in the demographics screen to see if your idea is true.


(June 12th, 2024, 06:40)GT Wrote: And yes if Gavagai commits 100% to GW first, we don’t stand a chance if his land is equal. Mmmm….

Yeah, it makes me very worried. We can try to get an idea of how good his land is by looking at the Demographics screen, but it might not work. And I will try to play in the sandbox later and better quantify how much faster he would be than us with various plans.
Participated in: Pitboss 40 (lurked by Mr. Cairo), Pitboss 45 (lurked by Charriu and chumchu), Pitboss 63 (replaced Mr. Cairo), Pitboss 66Pitboss 69, Pitboss 74
Participating in: Pitboss 78 (lurked by GT), Pitboss 79 (lurking giraflorens), Pitboss 81 (lurking giraflorens)

Criticism welcome!
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(June 12th, 2024, 19:04)Magic Science Wrote: What are the dimensions of a Small map, again? So how many total tiles, and from that how many water tiles, and the water tile percentage?

It is pretty easy to change the dimensions of a map size in the game files, but I don't know if that would work with all the players having unmodified CIV4WorldInfo files.

The dimensions for each formal map size varies by script, and there's absolutely nothing stopping the mapmaker from setting either to whatever they want. Well, civ prefers map dimensions to be multiples of 4, and a 4x4 map would be mind-bending, but...
Playing: PB74
Played: PB58 - PB59 - PB62 - PB66 - PB67
Dedlurked: PB56 (Amicalola) - PB72 (Greenline)
Maps: PB60 - PB61 - PB63 - PB68 - PB70 - PB73 - PB76

There are two kinds of people in the world: Those who can extrapolate from incomplete data
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Oh, Turn 3 already..

Which tech did you decide on? Anything “weird” explored yet?
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GT, sorry for the delay, I will report for you at lunch today.

Also, what is going on with Thrawn? He has been logged in for hours and hours every turn so far. Right now he is still online in his sixth or seventh hour!
Participated in: Pitboss 40 (lurked by Mr. Cairo), Pitboss 45 (lurked by Charriu and chumchu), Pitboss 63 (replaced Mr. Cairo), Pitboss 66Pitboss 69, Pitboss 74
Participating in: Pitboss 78 (lurked by GT), Pitboss 79 (lurking giraflorens), Pitboss 81 (lurking giraflorens)

Criticism welcome!
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Turn 2 and Turn 3 and Turn 4– 3920 BC and 3880 BC and 3840 BC

   
First, I investigated the population question from the Victory screen.
Our fellow players all have the normal 1 starting population. And according to my Worldbuilder test, Barbarian population does affect the percentage we see in the Victory screen. So the Barbarians do in fact have 8 population at the moment in this game. So they have a maximum of 8 cities and a minimum of 1 city.
Over the coming turns, I can keep track of player population with this Top 5 Cities/Wonders screens and the Demographics screen, and world population with the Victory screen. The difference will be the Barbarian population. By seeing how much that number grows turn by turn, I can try to guess how many cities the Barbarian have. For instance, if the Barbarians gain 8 population in one turn, then that will confirm that they have 8 cities. I think this will be practical to keep up until people start founding their third cities around T50, and by then I should have a good idea how many Barbarian cities there are.
Also, if we see a Barbarian city tile while exploring, then that would help a lot.

By the way, I checked the Religion screen too, and nothing weird is happening with that. The Barbarians do not have any religions. Or any Wonders, for that matter.





I decided not to try to build The Great Wall before a Settler. After deciding that, Animal Husbandry was the obvious choice of tech instead of Masonry.
This was not an easy decision. I delayed choosing a technology until Turn 3. smoke. But I got away with it. Meddling with dark powers not meant for man to understand is just part of a day’s work around here. cool.
Anyway, in a “normal” Raging Barbarians game, The Great Wall would be an excellent Wonder and worth building early. Building it in the capital before the first Settler would be a huge blow to the snowball, but it would likely be worth it. However, this is not a “normal” Raging Barbarians game, and in my opinion the known and possible changes from “normal” make trying to build The Great Wall so soon a bad gamble.
The Raging Barbarians might not be as aggressive as usual. Again, it is possible that Archery has been taken away from them. Also, we now know that they have between 1 and 8 cities, and those cities are probably well-defended, and if those cities are on our continent, then the garrison units might count against the Barbarian spawncap! There could be a lot less Barbarians spawning than normal if that is true. I also discovered on Turn 2 that Scooter has placed some Barbarian units on our continent in the wilderness, but set them not to move until Turn 120. This is really interesting and I will write more about it later. For now, the point is that those units might count against the Barbarian spawncap too. And they will definitely work as fogbusters for us, at least. The waves of Raging Barbarians might be a lot weaker.
And then there is Gavagai. I am not please that he picked Industrious. He is very likely to try to build The Great Wall very early, everyone knows that. Our Creative trait gets us 2 extra hammers from getting to work the Ivory tile 2 turns sooner. Those 2 hammers make no difference in any plan for building The Great Wall. Gavagai’s second prerequisite for Masonry and his Fast Workers can make a difference. There are so many slightly different paths to build The Great Wall that balance speed and development differently, but Gavagai just has a slight advantage along all of them. Except the stupid “work nothing but Ivory, improve Ivory first” plan, which is the same for both of us. Assuming his start is at least as good as ours. Which it probably is. Start imbalance is likely not among the ways this map is crazy. Everyone started on a Plains Hill and has a Forest of some sort to work. Superdeath expanded his borders at the same time we did, and we can see someone has 5 hammers too. So he has Ivory, and Gavagai probably does too.
Gavagai will try to build The Great Wall, and he has the advantage in the race. And if we try and he beats us, then that is terrible for us. A consolation prize of useless gold, and possibly left with no good defense against the Barbarians just as the grace period ends.
Building The Great Wall in the capital before a Settler is too risky of a gamble for me. I don’t want to do it. But let’s think about building The Great Wall later, about when the Settler is done and we have more information about the Raging Barbarians.

The plan for the next little while is of course research Animal Husbandry and finish the Worker. Worker goes Pigs to Corn to Ivory. Research Bronze Working and The Wheel, most likely in that order. Be sure to finish some Warriors as the capital grows, but I think there should be another Worker trained in there somewhere too. This plan will be worked on more now.


   
Exploring has been a lot of fun so far. There are anomalies everywhere. smile.

There are unnatural tiles that are not resources, but have yields as good as resources, but with their own quirks.
There is a Mine on a Grassland Forest Flat north of the capital. This tile is like a pre-improved Grassland Horse minus the commerce.
There is an Oasis Coast by the Gold. This tile is like a pre-improved Clam, but it interacts with ships differently.
There is a Floodplains Tundra Hill and a Floodplains Snow Hill. They can be Mined to have the yields of a Grassland Horse and a Plains Cow, respectively.
There is also a Cottage on the Plains Forest Flatland by the Corn in the south. That is like a Plains Forest Fur that must be made over time. Or maybe like a cottage on a new type of Floodplains, with a 1/2 yield instead of a 3/0 yield. Or maybe analogy is not the best way to understand all these strange tiles. smoke.
These anomalies matter for our dotmap. I will mark them with signs next turn.

There is Fallout scattered on a few types of terrain. Fallout on land has no yields, costs 2 move, and cannot ever be improved. No way we reach Ecology to clean it up, so it will always be a hole in our road network and could have tactical relevance in war. The Fallout on the Mountains is just aesthetic (wait, except for the unhealthiness). And there is some Fallout on that Lake in the west. No yields, though it still provides fresh water. Healthy, I’m sure. smoke. And probably slows down ships too.

Which could be relevant because there is a Fort adjacent to that Lake!
Also Roads, but we already knew that.
NOTE TO SELF: We cannot pillage these Roads! No pillaging tiles in neutral territories!
This will be useful for exploring, and can speed armies on their way, human or Barbarian. I know Barbarians can physically use Roads and Forts, but I don’t know if they are smart enough to adapt their behavior to pathfind optimally regarding them.
And Barbarians will not pillage them, or any tiles in neutral territory.

Then there is the Barbarian Maceman guarding the Stone. When you hover over him, the text says “Cannot move (116)”. Also he let our Scout live. I don’t know how Scooter did this. Debug stuff, I guess?
The Maceman is accruing fortification, so he will have effective strength of 10 soon. I don’t think the Stone is a good enough tile yield-wise, to justify attacking the Maceman for a long time, at least until Horse Archer or War Elephants, but if we want the Stone for a Wonder, then it could be hammer-effective to attack the Macemen. Need to do some combat sims for that. Or The Great Wall could kick him out, but I don’t know how he would react. Actually I don’t know how he would react to culture in general.
This is a really interesting feature. Took me by surprise.

Lastly, the goodie hut by the Gold and Oasis Coast. “Technically disabled.” So none spawned on the base map, but Scooter added some in unusual positions manually. This one is a reward for Sailing. Or culture. Culture does have the best results, as I recall. I need to read Charriu’s thread again. I feel like there could be some out there guarded by Barbarians on our own landmass.

Lastly, I should mention the basic shape of the land and water. There is Coast in the north like the west. I can’t tell if that land to the northwest continues unblocked or not. Mangroves make flying camera work more difficult.
There is a mess of Peaks and Mangroves south of the capital. I want the Scout to make his way around that on his circle around home.
No big oceans yet. No deep ocean tiles at all.

This post is long enough. I will keep up a better reporting schedule from now on, but the game is very fast.
Participated in: Pitboss 40 (lurked by Mr. Cairo), Pitboss 45 (lurked by Charriu and chumchu), Pitboss 63 (replaced Mr. Cairo), Pitboss 66Pitboss 69, Pitboss 74
Participating in: Pitboss 78 (lurked by GT), Pitboss 79 (lurking giraflorens), Pitboss 81 (lurking giraflorens)

Criticism welcome!
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I'll tell you this for free: barb cities count as a certain number of barb units toward the spawn cap - I believe it's 20.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.

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That’s.. massive.. I guess we won’t get any random spawns in a LONG while then.

Let Gavagai have his Great Wall and enjoy it wink
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Thank you so much Many Qs!
We still need to find out if the Barbarian cities are on our continent or not, but this is HUGE news. This is the sort of twist to Raging Barbarians that I was being cautious about.
Participated in: Pitboss 40 (lurked by Mr. Cairo), Pitboss 45 (lurked by Charriu and chumchu), Pitboss 63 (replaced Mr. Cairo), Pitboss 66Pitboss 69, Pitboss 74
Participating in: Pitboss 78 (lurked by GT), Pitboss 79 (lurking giraflorens), Pitboss 81 (lurking giraflorens)

Criticism welcome!
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Turn 5 and Turn 6 – 3800 BC and 3760 BC

   
A Quarry in the water. A magnificent creation of the old lost world which will forever be beyond our own paltry skill.
Very pretty. I actually like Civ IV's graphics. smile.


   
Buster is standing on a great tile for a city, but I think it is too far away for our second city, and it is not on a Hill. But Creative would let us settle on the Hill one tile south without trouble. That would be across a river too. Very defensible, but now we know that the Raging Barbarians might barely be relevant and defensibility may not be important at all.

The Roads in the west tempted me to run farther that way, but I did the sensible thing and doubled back. The Road adjacent to the Stone saved a turn while doing that. And next turn Buster will go to the Road in the east, obviously.
Lots of Roads! It is fun to have them around in neutral territory at this time.

Oh, and GT, I am glad to see that you logged in. Feel free to do that whenever you want.
I hope to have a micromanagement plan for until the Settler is finished ready for us to follow by the end of this weekend.
Participated in: Pitboss 40 (lurked by Mr. Cairo), Pitboss 45 (lurked by Charriu and chumchu), Pitboss 63 (replaced Mr. Cairo), Pitboss 66Pitboss 69, Pitboss 74
Participating in: Pitboss 78 (lurked by GT), Pitboss 79 (lurking giraflorens), Pitboss 81 (lurking giraflorens)

Criticism welcome!
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Thrawn is still logged in. He has been logged in continuously for about 36 hours and 4 turns. Superdeath pointed it out in the tech thread. It's not just a forgetful mistake.

I don't think this can be allowed, right? For now it is just weird, but when we start interacting and declaring war, it won't work for him to be logged in all the time like this.
Participated in: Pitboss 40 (lurked by Mr. Cairo), Pitboss 45 (lurked by Charriu and chumchu), Pitboss 63 (replaced Mr. Cairo), Pitboss 66Pitboss 69, Pitboss 74
Participating in: Pitboss 78 (lurked by GT), Pitboss 79 (lurking giraflorens), Pitboss 81 (lurking giraflorens)

Criticism welcome!
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