As a French person I feel like it's my duty to explain strikes to you. - AdrienIer

Create an account  

 
[PB64] Lurking Randomly

I will note that while I placed copper for everyone (again 5/6 didn't start with it close and I figured I might as well make it all 6). Only person I added a horse for was Commodore, so when you see the horses in Ginger's and Amica's screenshots those are natural. I don't think I placed iron for anyone as the map seemed to like giving iron instead of copper to people. Commodore's iron is on the island, but I figure by then he should have galleys.
Reply

(May 19th, 2022, 14:45)Krill Wrote: Consider that either way all the forests will be chopped by t50 the termed "banked" is hardly accurate in an absolute sense, and a granary powered by 3 clams gives more effective food than a grass cow improved 2 turns sooner

I think you got mixed up. The 2 turns sooner is chopping the first settler out after worker vs improving copper. I'm not sure how much longer a granary would make it. I was going to micro tonight, but then didn't feel it. I'm pretty sure hes supposed to get two more cities down. 2nd city build a granary and 3rd a worker. That way capital and 2nd can start the next expansion wave. Snow ball it up. Going granary just in capital at cost of a 2nd or 3rd means capital has to do everything for a long time.
Reply

I'm pretty sure Commodore is following Krills plan. He is chopping the hard to reach forest now, so there is no way he can have the worker in place for 3rd city unless he is inefficient. Therefore, the only thing that makes sense is a chop into granary. I guess we get to find out how it will play out!
Reply

Quote:naufragar
I made a terrible blunder with my second city spot. Splitting off the capital's food and being forced to build boats for and work 2 clams tiles has been atrociously weak. I can only hope that I've got enough room and time to use Fin/Org to recover.

YES

Also, does Ginger think he is playing a 12 player game over at civforum? Skipping pottery for religion would probably have been fine (his combo specifically can pull this off). Skipping wheel and agriculture and delaying expansion.........

Gives Commodore more of a chance for sure.

I'm also not sure why SD 2nd city was so slow.
Reply

I want to know how Com balances the galley and lighthouse in the capital now.

Also, I would almost certainly gone granary before settler but given the horse location think Com has a decent opening.
Current games (All): RtR: PB80 Civ 6: PBEM23

Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71. FFH games: PBEMVII, PBEMXII. Civ 6:  PBEM22 Games ded lurked: PB18
Reply

It's a little late for the report, but I blame the players for playing too fast for that. neenerneener Once again we are at the T50 mark. So let's dive into the report. As always all the data can be found here: PB64 Tracking

Before we start some notable observations:
  • You will notice that in general development is way slower compared to other PBs. That's because the map isn't as lush as our usual custom made maps.
  • I'm not tracking anything that the players got from a hut. I tried to backfill gained techs as best as possible, but here I mostly rely on the players reporting.
  • Game-wise we didn't see any wars, but rather peaceful development
  • No wonders have been built yet.

Now there is no new data compared to PB61, but I was able to fix the production trackings. Here a brief explanation of the new stuff:

Actual gold/science: This works like the previous science and gold tracking, but this time the slider setting is included. Therefore we know exactly how much everybody produced in those areas.
Production and TotalProduction: I thought about how to better judge all the hammer bonuses for buildings, units and wonders and thought that tracking the actual production might be a good metric to track. The production metric is somewhat useful though.
Tech Tracking: Similar to wonders and great persons I'm now also tracking when each player researched each tech. Small downside, I'm not tracking which tech the players choose from Oracle or Liberalism and tech tracking. The former should still be easy to guess in the context of other techs researched and the last is only used in diplo games in the past, so I didn't bother so far.
Tracking all the civics: I already tracked the labor civics in use. So why not track all of them.

General state of the game

First of all the city count

  1. Ginger (IMP) = 3
  2. Commodore = 2
  3. Gavagai = 2
  4. Superdeath (IMP) = 2
  5. Amicalola = 2
  6. naufragar = 2
And here are the current amount of pop across those empires at the T50 mark:
  1. Ginger (IMP) = 7
  2. Commodore = 6
  3. Gavagai = 6
  4. naufragar = 6
  5. Superdeath (IMP) = 5
  6. Amicalola = 4
These numbers are a fairly good example of how lush our usual maps are. Ginger may have 3 cities, but that third city was founded just this last turn, so everybody was at max at 2 cities for the last 5 cities. On our usual maps most people have 3 or 4 cities at this time. This game though the first second city was founded by Gavagai and naufragar in T38 and the last second city in T43 by Superdeath.

Like I already said in the beginning I'm also tracking the actual gold and science output of the players. But some additional info is needed. Like in previous PBs the gold number does not include maintenance cost of any kind and the science output does not include KTB and prereq bonuses from other techs. Reason is that I want to compare these numbers to the commerce output to see the effect of modifier buildings and in case of science I want to be able to compare the science output between players and KTB and prereq bonus are a distraction in this case. Both numbers do include extra gold/science from specialists, modifier buildings and other stuff I haven't mentioned so far. These actual numbers are most interesting when we add up all the numbers of each turn. For the current turn and the players potential income the virtual numbers are still more useful. These virtual numbers were my previous tracking and they treated the slider as always being on 100% gold or science. At first I want to look at the current turn numbers of the virtual gold income (all players running 100% gold). Science is basically the same numbers + 1 beaker:
  1. Ginger (PRO) = 24
  2. naufragar (FIN, ORG) = 22
  3. Amicalola (PRO) = 21
  4. Commodore = 20
  5. Superdeath (FIN) = 19
  6. Gavagai (AGG) = 18
Overall everybody is fairly close together. Still this early in the game these numbers can change a lot as slavery has a much bigger impact on them.
Of course things get more interesting if we take maintenance into account. FYI info this is the sum of all maintenance factors (city, unit, supply and civic).
  1. Ginger (PRO) = 4
  2. Gavagai (AGG) = 4
  3. naufragar (FIN, ORG) = 2
  4. Amicalola (PRO) = 2
  5. Commodore = 2
  6. Superdeath (FIN) = 2
I would have expecte everybody to be close together here two except for Ginger with 3 cities. But no Gavagai is paying 4 in maintenance. I see that he is paying 3 in city maintenance, so he must have settled his second city a bit further from the capitol. More importantly though he is paying 1 in unit supply. I wonder what that might be. A settler with more protection? Or a rush? He only payed that supply cost in T50.
With the maintenance at hand we can now include that into the gold income to see how much gold everybody could make this turn:
  1. Ginger (PRO) = 20
  2. naufragar (FIN, ORG) = 20
  3. Amicalola (PRO) = 19
  4. Commodore = 18
  5. Superdeath (FIN) = 17
  6. Gavagai (AGG) = 14
With the higher maintenance we expect Gavagai to be lower, but otherwise everybody is still close together.
Now let's see how good the player did across the whole span of 50 turns. For this we look at the accumulated actual science numbers, which I already have described above:
  1. Gavagai (AGG) = 634
  2. Commodore = 628
  3. Amicalola (PRO) = 615
  4. naufragar (FIN, ORG) = 613
  5. Ginger (PRO) = 590
  6. Superdeath (FIN) = 558
As we all know Superdeath waited 2 turns until founding his capitol, which explains his lower science numbers partially. All the other players settled on T0 except for Commodore who settled on T1. According to my numbers Commodore, Gavagai and Amicalola all worked sea food tiles for a good amount of turns, which somewhat explains their better numbers here.
But what exactly did the players do with all those beakers. Well fear not here it is:




It should be fairly self explantory. It's all the techs the players have researched so far. The number in front is the turn the players acquired the tech. Gavagai and Giner are missing Pottery so far. Everybody has Bronze Working and there should stand a chance against the barbs. Little fun fact I loved how Commodore and Amicalola were absolutely in sync for the first 27 turns with their tech choice and research times.

Production

Now next I want to turn to my new production tracking, but before that I have to explain in more detail how I collected this info for this PB. With this tracking I iterated through every city and added up all the hammers being produced this turn including forest chops and whips. It does include extra hammers from whipping, chopping and of course overflow. The only thing it is missing right now is hammers put into building wealth or science directly, but we are far away from that yet. I've also split the tracking into two categories Production and TotalProduction. Both work the same way but the important difference is that TotalProduction includes modifiers from buildings (forge, factory) and traits (All traits who have production bonuses). Now it's a bit sad that I can't divide it into more detail, but you can imagine that it will be very difficult for example to differentiate which extra hammer came from a forge and which from EXP granaries. Here are the accumulated total production numbers across 50 turns with the non-modified production numbers in parenthesis:
  1. Ginger (IMP) = 399 (353)
  2. Commodore (CHA) = 327 (312)
  3. naufragar = 320 (320)
  4. Amicalola (EXP) = 302 (302)
  5. Superdeath (IMP) = 258 (237)
  6. Gavagai (AGG) = 193 (193)
As you can see I also added the relevant traits in there based on what buildings are available by their tech. This for example is the reason why I did not mention EXP for Gavagai. With this in mind we can say for sure that the traits produced the following amounts of extra hammers:
IMP (Ginger) = 46
IMP (Superdeath) = 21
CHA (Commodore) = 15

Ginger made good use of IMP so far. You also may be wondering why Gavagai is so low on production. Well that's because he hasn't swapped into Slavery yet and only chopped 1 or 2 forests yet.

Financial Bonus

This will be rather short since nobody is benefiting from FIN so far. Now the one thing worth mentioning is that the lighthouse-nerf is hurting the players in this game specifically.
  1. Commodore = 71
  2. Amicalola (PRO) = 62
  3. Gavagai (AGG) = 50
  4. Ginger (PRO) = 23
  5. naufragar (FIN, ORG) = 21
  6. Superdeath (FIN) = 3
All numbers compared to the previous version of CtH. From these numbers we can also estimate how long people worked the starting fish tile and other water tiles.

Protective Bonus

Everybody is fairly equal in the current numbers so let's look into the accumulated numbers
  1. naufragar (FIN, ORG) = 26
  2. Ginger (PRO) = 25
  3. Amicalola (PRO) = 20
  4. Commodore = 18
  5. Gavagai (AGG) = 16
  6. Superdeath (FIN) = 16
Looks like everybody made sure to connect their cities. Ginger and Amicalola are getting a nice boost from PRO, but that boost is not as high as BtS FIN would be for example.

Misc

I'm tracking a lot more but there is not enough information there to justify an own paragraph. Therefore a little summary here:
  • No great persons so far to no ones surprise.
  • No wonders so far except the wonder of city raiding and crashing your opponents

I'm also tracking the labor civics and therefore can determine, when everybody switched to slavery. These are the times they did.
  1. Commodore = T27
  2. naufragar (FIN, ORG) = T37
  3. Ginger (PRO) = T38
  4. Amicalola (PRO) = T39
  5. Superdeath (FIN) = T41
  6. Gavagai (AGG) = Not yet

Comparing traits

The main goal of all this tracking of course is to compare the economic traits related around commerce income or maintenance reduction. But since we are playing on Monarch nobody got anything from ORG yet. Same for AGG and FIN. So the only benefits came from PRO so far and I already provided those numbers above.

Stay tuned for the T100 report.
Mods: RtR    CtH

Pitboss: PB39, PB40PB52, PB59 Useful Collections: Pickmethods, Mapmaking, Curious Civplayer

Buy me a coffee
Reply

Quote:Hey Mjmd, I've got a question. Can we circumnavigate this map?


I would actually have to world builder test this, but do I answer t h is (in the org thread of course)?  The public information is the map started at 30% water and then I modified by adding some water.

Edit: did test and it is possible. I'll be gone this weekend so whatever is decided wanted to post.
Reply

That's something that should be known to the players imo.
Reply

Agreed, should be informed to all players
Completed: pb38, pb40, pb41, pb42, pb46 and pb49
Playing: pbem78
Reply

Done.

Tech rate has actually been pretty good thanks to huts it seems like.

I haven't mentioned, but I like SD going for Stonehenge. It goes really well with Imp.
Reply



Forum Jump: