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(May 22nd, 2022, 16:49)Commodore Wrote: Chariu, have you done a curious civplayer on event timing?
Here is your answer:
(May 25th, 2022, 09:19)Charriu Wrote: Summary
A lot of code boils down to a simple answer. The chance for an event to happen increases with each era with the following numbers.
Ancient = 1%
Classical = 2%
Medieval = 4%
Renaissance = 4%
Industrial = 6%
Modern = 8%
Future = 10%
The game then chooses an event trigger based on a standard weighted distribution with the iWeight as long as that trigger condition is fullfilled. If no trigger condition is fulfilled no event is fired.
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That's great, thanks Chariu.
(May 24th, 2022, 10:25)Krill Wrote: Strategic over view and short term city development plans?
This start is weak, from the looks of things probably the weakest in the game. I’m not upset about it, but it’s a hole to dig out of. I’m right now looking to whip out a settler for cowborder to the south in 2t, overflow and chop going into finishing granary in Connor, then build a galley and work boat before getting up a lighthouse. Big whip cycle needed from this capitol while the clam/horse and cow/copper side cities manage their own granaries and start up a few cottages.
I do have Angus swapped to a worker instead of granary after the screenshot, I’ll need a second worker in the mainland here now, third worker isn’t until the fourth settler goes north to the island.
General
strategic planning:
I don’t have the food surplus for scientists this moment so I’m going to look at MC next despite the long lead time, Colossus is a huge need for my land-poor start. I’m probably racing Ginger with an Oracle MC bulb, but hopefully I can be faster on the actual forge→statue part. Nasty 120h → 144h base hammer cost, but then I can earn novel Great Person points (GE/GM). I will say that the normal obvious GE use, the Pyramids, isn’t the gimmie that is on a fake map; my first three non-capital cities are going to have food surpluses of +5, +4, and +5, not the Representation goldmine there.
This is a slow map, so timings are off, and each “era” will also have a longer time-frame. That being said, the REX phase for me is going to be pretty simple on the mainland. I don’t want to be over-invested in fighting for the hills near Ginger or hacking down jungles near Naafraagaar when there’s so much land in those islands. Particularly if I manage to land Colossus, but even if not, those islands represent “free” land for the taking. I just hope there are some sources of food up there, sometimes Tectonics shits the bed on this.
As always, to win you need to eat a neighbor. There’s two overland vectors, with dramatically different tech paths suggested:
- Southeast: There’s a hilly and dry land controlled by Ginger’s Greeks. Hoplites and hills make horse units useless, but the Patented Celtic Commodore Longbow Guerrilla Rush (PCCLGR) would be fantastic. If theology could be afforded then I could push out G3 but either way it’s really good land to longbow attack with.
- West: Is jungled and flatter, and potentially faster to move through if cleared. Sumer or possibly Persia don’t have special tools to defend against knights, so the classic Guilds timing is good for that advance.
I have no idea which path is best, that’s really going to be dependent on how much REX room I have left.
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I also prefer the more original route.
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Foreign affairs: Gavagai is Hindu, Superdeath and Amicalola have a gulf between them, and Ginger is going towards Oracling MC.
Meanwhile, at home I have a decently competitive third city timing.
Thirteen more turns of "free" tech, I need to examine timings to see if going MC next is too early. Going hell for leather.
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I have to admit to being curious about building the grassland hill mine.
May 27th, 2022, 17:55
(This post was last modified: May 27th, 2022, 17:56 by Commodore.)
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(May 27th, 2022, 12:10)Mjmd Wrote: I have to admit to being curious about building the grassland hill mine.
Basically I had the time, gives me a tile while working on the granary in Caoimhin. As it was unforrested I'm betting iron is actually 1E of that mine, but the move was awkward and IW is a million miles away, so ¯\_(ツ)_/¯
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Okay, I have a baseline Colossus plan in Connor. Now it's something that needs improvement, but first default gets a t82 finish:
Turn Conner que Connor food Connor tiles Stuff Tech
56 Granary 38-43 0->5/26 2clm, 1cpr
57 Granary 43-48 6->12/26 2clm, 1cpr
58 Granary 79 12->18 / 24 2clm whip 2
59 WB 7- 7 18->24/24 2clm
60 WB 32 12->18/26 2clm, 1cpr
61 Galley 2- 7 18->24/26 2clm, 1cpr 10t
62 Galley 7-8 24->32/26 3clm
63 Galley 8-13 19->27/28 3clm, 1cpr
64 Galley 13-18 27->35/28 3clm, 1cpr
65 Galley 79 21->29/26 3clm whip 2
66 Worker 19->32 16/28 3clm, 1cpr Need MP
67 Worker 32-45 16/28 3clm, 1cpr
68 Worker 45-58 16/28 3clm, 1cpr
69 Litehaus 0-5 16->24/28 3clm, 1cpr
70 Litehaus 5-10 24->32/28 3clm, 1cpr
71 Litehaus 10-18 18->25/30 3clm, m, 1cpr 10t
72 Worker 73 25/30 3clm, m, 1cpr
73 Forge 13-21 25-32/30 3clm, m, 1cpr Sadness METAL CASING
74 Forge 21-30 17-22/32 2clm, m, 1cpr, silk
75 Forge 121 22-30/26 3clm whip 2
76 Collos 10 17->25/28 3clm, 1cpr
77 Collos 10-18 25->33/28 3clm, 1cpr
78 Litehaus 103 20->23/26 1cpr, 1clm, m whip 3 (34 overflow)
79 Collos 18-91 23->27/26
80 Collos 91-210 14->17/28 Sadness chops 60->105
81 Collos 210-229 17->21/28 2m, 1cpr, 1clm 10t 2
82 Collos 229-250 21-20/28 2m, 1cpr, hill FINISH
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The problem I keep bumping in to is that Ginger defaults to winning any races if he's willing to race. His capital is absurdly better, his traits are incredible, and he's going to be able Oracle MC soon. Really need a least-time plan that has very little time between that forge building and Colossus coming. Look at this, he's on an almost-RB start:
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Neighbor Roll Update: Superdeath is a Neighbor
Die result pending, see if he decides to Superdeath me or Gavagai.
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Assuming the game gets going again, did drop Colossus timing by a couple turns:
We'll see.
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