Trac II meets Coco Rush the Axeman, we still have a NAP so I'm not too worried about being attacked, also they've settled their gold city (first ring?):
This is why I thought we needed Monarchy, Occam will grow unhappy in two turns, but still has 6 turns of whip unhappyness:
We could just swich to a settler until the unhappy has gone, then whip the library (or settler) as BoG and SC have got a bit of spare room (and not enough improved tiles to justify growing). I'm happy to go with the consensus here. Maths->currency is a good route too.
Someone suggested a monument in Blade Runner, but should it get a library? Lots of FIN water to exploit later on...
Also that plains island looks bigger than I thought:
The proposed border dotmap a couple posts back looks good to me.
I think the Troll city has to be 1E of the gold for the border to show like that.
Should we build chariots in BoG and SC after Oracle and the worker complete? Our demos look great everyone except Soldiers, and that can be a dangerous position to be in.
Regarding Monarchy or Maths next, I definitely see the value of getting our cap up to size 10+ to work a bunch of riverside Fin cottages, so I can go either way. We should also get some mines finished up there to work when we want to slow down growth. Our next city should go 1S of that silk so it can borrow OR's Pig,
I just learned something new about Civ - if you're building a wonder slavery is only half as effective, so we can't finish the Oracle this turn after all.
We're 49 hammers short and at size 5 can only 2-pop whip it. This means we can whip it to complete eot 70.
There are some forests that we can still chop - the deer could provide 20 hammers on t69 meaning at eot 69 we'd have 145 hammers and would complete normally eot 70. But that means the deer loses a hammer.
We have 9 hammers in an archer that we could 1-pop whip and overflow 9+30-25= 14+11 = 26h = 127h on t69, at which point I think we can 2-pop whip for 30h. Finishing eot69. A turn later than we'd originally hoped, but with the pop of BoG down to 2, not 3.
How close do we think other players are to completing an Oracle?
The only other city we have C&D on is Trolls capital, Caprinha, the sabotage production cost is 400, investigate city is 535 and their ep against us is 90 so using T-Hawks formula from Sulla's write-up of the Apolyton Demogame:
Quote:TheirEP = Their Espionage Point count against us
SabotageCost = Cost shown for the Sabotage Production mission
InvestigateCost = Cost shown for the Investigate City mission
Whoops, that's too bad about the Oracle delay. I don't like chopping the Deer forest or 3-pop whipping (1 for the Archer and 2 for Oracle), so I say let's let it complete on T70. Unless I'm forgetting something, I don't think anyone has researched Poly yet, so I doubt we're in a huge race at this point. If we lose Oracle by a turn or two I'll take the blame.
Quote:I just figured out a better way than that formula, so you don't have to go fishing around for the EP numbers on each side. The key is the Influence Civics mission and its constant base cost of 600 and the fact that the exact same multiplier applies to both it and Sabotage. The formula comes out this easy:
And it's very easy to approximate in your head thanks to that 100 factor.
...
Also, if you are in exactly all the same civics as your target, there will be no value shown for Influence Civics. If you have a different religion than your target, you can use Influence Religion instead with all the same math. If your civics and religion both match your target, you can use the Support City Revolt mission as a baseline. This is the formula, which is not modified for game speed:
Yeah, I haven't really been looking at the microplan, sorry (Actually, I didn't even when the game was new and fresh). You can blame the not-whipping the Oracle on me, I knew whips were only half effective and didn't tell you guys. I recommend waiting until t70 if we think nobody else has Polytheism.
Merovech's Mapmaking Guidelines:
0. Player Requests: The player's requests take precedence, even if they contradict the following guidelines.
1. Balance: The map must be balanced, both in regards to land quality and availability and in regards to special civilization features. A map may be wonderfully unique and surprising, but, if it is unbalanced, the game will suffer and the player's enjoyment will not be as high as it could be.
2. Identity and Enjoyment: The map should be interesting to play at all levels, from city placement and management to the border-created interactions between civilizations, and should include varied terrain. Flavor should enhance the inherent pleasure resulting from the underlying tile arrangements. The map should not be exceedingly lush, but it is better to err on the lush side than on the poor side when placing terrain.
3. Feel (Avoiding Gimmicks): The map should not be overwhelmed or dominated by the mapmaker's flavor. Embellishment of the map through the use of special improvements, barbarian units, and abnormal terrain can enhance the identity and enjoyment of the map, but should take a backseat to the more normal aspects of the map. The game should usually not revolve around the flavor, but merely be accented by it.
4. Realism: Where possible, the terrain of the map should be realistic. Jungles on desert tiles, or even next to desert tiles, should therefore have a very specific reason for existing. Rivers should run downhill or across level ground into bodies of water. Irrigated terrain should have a higher grassland to plains ratio than dry terrain. Mountain chains should cast rain shadows. Islands, mountains, and peninsulas should follow logical plate tectonics.
Oh, and yeah, IC trade routes get a 100% (additive) bonus, as do foreign trade routes.
Merovech's Mapmaking Guidelines:
0. Player Requests: The player's requests take precedence, even if they contradict the following guidelines.
1. Balance: The map must be balanced, both in regards to land quality and availability and in regards to special civilization features. A map may be wonderfully unique and surprising, but, if it is unbalanced, the game will suffer and the player's enjoyment will not be as high as it could be.
2. Identity and Enjoyment: The map should be interesting to play at all levels, from city placement and management to the border-created interactions between civilizations, and should include varied terrain. Flavor should enhance the inherent pleasure resulting from the underlying tile arrangements. The map should not be exceedingly lush, but it is better to err on the lush side than on the poor side when placing terrain.
3. Feel (Avoiding Gimmicks): The map should not be overwhelmed or dominated by the mapmaker's flavor. Embellishment of the map through the use of special improvements, barbarian units, and abnormal terrain can enhance the identity and enjoyment of the map, but should take a backseat to the more normal aspects of the map. The game should usually not revolve around the flavor, but merely be accented by it.
4. Realism: Where possible, the terrain of the map should be realistic. Jungles on desert tiles, or even next to desert tiles, should therefore have a very specific reason for existing. Rivers should run downhill or across level ground into bodies of water. Irrigated terrain should have a higher grassland to plains ratio than dry terrain. Mountain chains should cast rain shadows. Islands, mountains, and peninsulas should follow logical plate tectonics.
Finishing the Oracle:
I think I'm as responsible as anyone Mero - how have I played this game for five years without discovering that wonder-whip nerf?
Anyway, by whipping an archer we get 25 hammers overflow, then on t69 we chop the forest 2sw of BoG for 16 hammers, which on top of the normal production of 11 makes 11+16+25+101 = 153 hammers on t69.
So the only issue is if someone else finishes it this turn or next and we lose the coin flip. In which case let's put the overflow into a settler for the SW!
Three workers will converge on the forest 2SW of BoG to chop t69:
I also set Occam to build a settler, so it didn't grow unhappy (I'm not too sure how Avoid Growth works, so didn't want to mess with it), we can whip the settler or library in the near future. Also we're saving money on Monarchy at the moment, can switch to maths->currency if there is a good arguement for it...
What's wrong with cities growing unhappy? All that means is either it instantly expands when the happy cap expands (speaking of, what is the ETA for Monarchy?), or that we just have more population to whip.
Doesn't it cost extra maintenance? I think I just don't like the little red faces...
We're about 30 hammers into both the library and the settler, making 8 food and 3 hammers a turn - would you rather whip the settler in 5 turns (when whip unhappy wears off) or the library? And which should we slowbuild in the meantime? I can't really get my head around this at the moment, so instructions are welcome!
Monarchy is about 10 turns at 100%, but we lose about 10g per turn, so I think its one more turn of saving before we can go for it... I can give more details tonight. Do you prefer Monarchy to Maths->Currency?
I dont have much time in my hand,I indeed cheked the game , as i See you took a completly diferent aproach the i would, i want to see how this is working.As tech i think we want monarchy if land oracle, and after build a monatery in gold city and get out some misionary if you decided for a religion.And every ciry when planted to have a misionary prepared.