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[spoilers] novice & moon shoot the world

Flying camera analysis indicates we're surrounded by peaks approximately like so:
[Image: Civ4ScreenShot0068.JPG]

I opted to continue southwest since that seems to be contested lands, and most of the rest seems to be our backyard. Although there seems to be an opening towards the northwest as well.

Our scout will have to follow a route like this to make it back to the capital by t17, which is required if we want to grow to size 6 without unhappiness:

[Image: Civ4ScreenShot0068-path.jpg]

Updated sandbox:
http://dl.dropbox.com/u/15215428/pbem47/...dSwordSave

Picture from the actual game:
[Image: Civ4ScreenShot0066.JPG]
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By the way, there are over 1300 land tiles on this map. I think we have a fairly tight main continent with five blobs partially sheltered by peaks and lakes, each with an outlet towards a sea. The rest of the land is overseas, is my hypothesis, maybe requiring astronomy? I guess I should reread what Commodore said about the map. IIRC the islands weren't supposed to be make or break.

Another thing I just noticed is that the BFC has a design flaw - jungle could spread from the bananas to the rice, which would just break the opening if it happened.
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(December 16th, 2012, 02:01)Gaspar Wrote: Map: Hand made, balanced but not mirrored. ~30% water, some ignorable islands, everyone on same landmass. Size: Standard, 60x32 toroid. Difficulty: noble. Speed: quick. Huts, events, TT, vassal states all off, Always War.

1300 land tiles fits well with 30% water.
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Micro plan up to t22. This plan gets our second city one turn slower than the originally planned chop-settler-and-settle-on-bananas, but it saves the worker actions and forest needed for the chop, and it gets the second worker two turns faster. So I think this is better for a flood plains city, since it needs more worker love immediately.

The basic plan is to grow to size 6, revolt to slavery, 3-whip a settler and overflow to a 1-turn worker.

Details with screenshots:
Start by farming the rice, then cottage the tile nw of the rice. Build a granary and work the ivory until the rice farm is done.
[Image: Civ4ScreenShot0069.JPG]

The granary completes (no overflow) as the city reaches 16/16 food at size 2. Use avoid growth to delay growth to size 3.
[Image: Civ4ScreenShot0070.JPG]

Next turn, work +7 food and reenable growth, almost insta-filling our new granary.
[Image: Civ4ScreenShot0071.JPG]

On turn 15 this plan diverges from the settle-on-bananas plan. Instead of moving our worker to the forest 1E of the city to road and then chop, we move into the city.
[Image: Civ4ScreenShot0072.JPG]

Turn 16, our warrior is back (with 1 turn to spare) to provide military police. Our worker part-roads the tile sw of the city, it needs a road both to speed up the settlers passage and to provide trade routes to our second city.
[Image: Civ4ScreenShot0073.JPG]

Turn 17, we bring our warrior build to 9/10 hammers. Our worker starts a flood plains cottage.
[Image: Civ4ScreenShot0074.JPG]

Turn 18, overflow 6 hammers from the warrior and 1 food from growth. This is finely calculated to give us good regrowth rates while giving us enough hammers into the settler to subsequently 1-turn the worker.
[Image: Civ4ScreenShot0075.JPG]

Turn 19, grow to size 6 and adopt slavery. Our new warrior moves to guard our new city.
[Image: Civ4ScreenShot0076.JPG]

Turn 20, start the settler, we should be getting 18 foodhammers into it.
[Image: Civ4ScreenShot0077.JPG]

Turn 21, whip the settler.
[Image: Civ4ScreenShot0078.JPG]

Also on turn 21, our warrior scouts out our future city site and our worker completes the road sw of the capital.
[Image: Civ4ScreenShot0079.JPG]

Turn 22, complete a worker with overflow from the settler whip.
[Image: Civ4ScreenShot0080.JPG]

Situation at the end of the sim. We can settle the second city on turn 23, and have the corn farmed by eot26. This means our second city will reach size 2 eot 26, compared with our banana city reaching size 2 eot 24.
[Image: Civ4ScreenShot0081.JPG]
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Played turn 7:

[Image: Civ4ScreenShot0082.JPG]

We can detour 1S onto the hill next turn, and then go SE-NE onto another hill. That's all the detours we have time for.
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Scouting plan looks good to me. I'll chime in more soon--just posting this from my phone.
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[Image: Civ4ScreenShot0083.JPG]
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I suggest second city being Named Simo Häyhä
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Interesting with the ice. Clearly a map maker design.

In terms of the micro plan, is there any particular reason we need the +7 food the turn after turning off avoid growth (t14)? I assume there is to get the growth timings correct, but figured I'd make sure to double check.

Other than that though the micro plan looks pretty solid to me. Let me know if there's anything you want help with simming wise, but at least for just one city and one worker it's pretty straight forward.

(December 30th, 2012, 16:50)novice Wrote:
(December 16th, 2012, 02:01)Gaspar Wrote: Map: Hand made, balanced but not mirrored. ~30% water, some ignorable islands, everyone on same landmass. Size: Standard, 60x32 toroid. Difficulty: noble. Speed: quick. Huts, events, TT, vassal states all off, Always War.

1300 land tiles fits well with 30% water.

What's the trigger for circumnavigation bonus? I can never remember it precisely enough--although I feel like it may be 33%?? If so is 30% the exact amount of water on the map or not?
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The +7 food on t14 is just because food surplus counts double on that turn.

I think cnav requires 25%, but don't quote me on that.

We can sim out the best worker actions after farming the rice. I think growing to 6 is our best bet, but I'm not sure our worker actions are optimal.
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