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I went ahead and set us up a team email account.
Email: rb.diplo (at) gmail.com
Username: rb.diplo
Password: rbMenOfDenile
Sullla, perhaps you could edit this into your post in the turn tracker thread so it doesn't get lost.
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waterbat Wrote:I did pre-load the mod - performed the exact scenario you described. Game completely crashes after choosing the leader and entering our civ's password.
You're not playing on a Mac by chance?
Short of completely reinstalling, you could also try clearing civ's cache (hold shift as civ loads).
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36 hours down so far. 60 more to go on this first turn. I would be shocked if all eight of the other teams actually ended their turn, so we've still got a lot of waiting ahead of us. Thus far three teams have ended turn: Spanish Apolyton, Apolyton, and CivPlayers. WePlayCiv and UniverseCiv have not even logged in yet to claim their teams.  Remember the Apolyton game? Remember how the game was agonizingly slow, and we always had to wait the full 48 hours even for trivial early game movements? It's going to be exactly the same thing again...
Spanish Apolyton is the only team to have settled so far, allowing us to see their Demos in full:
5 food / 2 production means that they are working a three food tile and settled on a plains hill. In fact, given their 17 commerce compared to our 16 commerce, I'd say the odds are extremely high that their start looks similar to ours: plant on the starting tile and working a floodplains tile, while researching Agriculture for the corn. Something like that. The starts are probably not exactly mirrored, but I'm sure they are roughly comparable since plako did the map. Everyone probably has a plains hill tile available at the start.
If true, that makes the non-settling of CivPlayers and Apolyton more interesting. Did they move off of a plains hill? Seems unlikely, but it's possible. No way to tell with any certainty. Even with a plains hill tile, teams can't beat our 10t worker unless they are Expansive themselves. And the fact that we can move to a wet corn on the very first turn the worker completes to start farming it is so very super sweet. (It would take 12 turns to research Agriculture if we didn't start with it - even if we could build a 10t worker, we couldn't farm the corn immediately without being Egypt. Synergy!) In other words, the other teams definitely have strong land as well, but they probably can't leverage it as strongly as we can, at least not right at the very beginning of the game.
For the C&D team:
Population = 5000/2060 = 2.427 score points on this map (per pop)
Land = 2000/2868 = .697 score points on this map (per tile)
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Sullla Wrote:5 food / 2 production means that they are working a three food tile and settled on a plains hill. In fact, given their 17 commerce compared to our 16 commerce Just noting that that's not guaranteed. Settling on a 3-food resource tile and working a 2-1-1 (like forest silk or dye) results in the same demographics. Although of course the simple answer of a plains hill plus a 3-0-1 is more likely.
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Also I think that Plako would start everyone on a PH since he set us on one. The thing about the start is that there are multiple PHs and another PH probably gets more or better resources than the SIP tile. For our start we could have gone 2N and settled on the PH there and gotten corn/cow/deer/ and banana. I think it is very likely that the teams that aren't settling first turn are moving to a similar PH which gives them more resources in the capital BFC.
“The wind went mute and the trees in the forest stood still. It was time for the last tale.”
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Lewwyn Wrote:I think it is very likely that the teams that aren't settling first turn are moving to a similar PH which gives them more resources in the capital BFC.
My thoughts exactly.
Completed: SG2-Wonders or Else!; SG3-Monarch Can't Hold Me; WW3-Surviving Wolf; PBEM3-Replacement for Timmy of Khmer; PBEM11-Screwed Up Huayna Capac of Zulu; PBEM19-GES, Roland & Friends (Mansa of Egypt); SG4-Immortality Scares Me
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A minor point for later. After the worker farms the corn and moves for the deer, I think it should move 1NE and put a turn in a road, then move onto the forested deer. I haven't seen this mentioned yet, although I am sure it would have been caught later.
Kalin
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kalin Wrote:A minor point for later. After the worker farms the corn and moves for the deer, I think it should move 1NE and put a turn in a road, then move onto the forested deer. I haven't seen this mentioned yet, although I am sure it would have been caught later.
Kalin
If this isn't already in the initial micro plans, good catch. This is the kind of thing we need to work as a team to try and find as they all build up over time.
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Uhm, not that I've looked at the micro plan, but why put the turn into the road? Moving onto the forest uses all movement, and Hunting will finish before the worker finishes. You're just delaying the deer camp by one turn, without gaining anything.
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NobleHelium Wrote:Uhm, not that I've looked at the micro plan, but why put the turn into the road? Moving onto the forest uses all movement, and Hunting will finish before the worker finishes. You're just delaying the deer camp by one turn, without gaining anything.
Because it is essentially a free turn to do so after farming the corn. After the corn you will have to either move NE-E, SE (onto forest with both movement points) or you could do NE-road, E-SE. You get to the forest on the same turn but with an extra free roading turn.
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