January 17th, 2013, 22:30
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Ah, i was only looking at the rival best number. After taking another look I'm assuming you are getting the 81 by multiplying rival average by number of rivals and subtracting the best: 28*6 = 168 - 87 = 81, right? ... HOWEVER the numbers on the demographics screen are rounded down as the decimals are dropped. The average of 28 could really be 28.5 or 28.75 ... 28.5*6 = 171 - 87 = 84, which is above the current rival worst.
(January 17th, 2013, 20:30)Qgqqqqq Wrote: ... explorer for scout, and lavatory for city ...
We're naming cities after bathrooms? ... but seriously, I like your ideas for naming workers and scouts, and if you have something in mind for cities too that's great.
January 18th, 2013, 00:18
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Labatory - stupid autocorrect.
Bah I didn't think that it could be rounded at that end
I didn't mean them as a permenant fixture (though they can of course be) more to have a set for each theme - maybe changing schemes every 25-30 turns, or as a worker/city/military like I mentioned earlier.
I really don't care what the scheme is though, so long as its not "Zulu cities" I'll be happy
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.
January 18th, 2013, 08:45
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Hut popped 41g ... We're working banana now. Here's the results of our border expansion and scouting this turn:
Demos ... We're working riverside Banana now which increased our GNP by 1. We now have the largest land area (I haven't done anything with the numbers for the other civs.
January 18th, 2013, 09:11
(This post was last modified: January 18th, 2013, 09:15 by Cornflakes.)
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Using our sandbox to check the map each turn for barb activity I noticed the following:
Quote:T0 -> 5: No barbs
T6: 13 animals magically appeared
T7: increased to 25 animals
T8: increased to 35
T9 -> 12: continued increasing until about 60
after T13: stabilized around 60-70
I ran it until T40, when I deleted all of them. They reappeared at about the same rate (in 4 turns they'd respawned back to about 60). I stopped around T65 without seeing any non-animal barbs yet.
So after this turn we'll definitely need to stay on defensive terrain.
January 18th, 2013, 12:01
(This post was last modified: January 18th, 2013, 17:56 by Cornflakes.)
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Only 1 civ starts with mysticism, and that civ has terraces for border expansion, so the Stonehenge is very much up for grabs. With IND it only costs 60 hammers base (as cheap as a granary) (EDIT: math error, it cots us 80 hammers base). It would definitely be a nice boost of mini-creative if we could snag it. We'll have AH > Wheel > Pottery > Mining > BW in by T50 or earlier, and then we could get Mysticism. If we have a mine online can line up a whip overflow (~35h) plus two pre-chops (20h each) plus 6hpt on the turn that Myst comes in.
January 18th, 2013, 17:14
(This post was last modified: January 18th, 2013, 17:25 by Cornflakes.)
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Could TT have been that lucky AGAIN? He had another 6pt score increase mid-turn ... Another tech, and 2k power to go along with it
Nothing particularly interesting wrt scouting. Next turn W, followed by either S or W depending on what I see? The body of water immediately west of the capital may be a land-locked salt lake, which is quite possibly the most useless body of water: Too big to give us an extra food, yet too small to allow us to build ships. (EDIT: sorry about the missing resource bubbles, I didn't realize until just now that I forgot them.)
T6 Demos ... someone settled a capital with 7 water tiles.
January 18th, 2013, 17:54
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Sorry I haven't responded my internets been horrible...
I'll attack the last two turns of demos later (specifically, the land area).
I've been pushing Stonehenge for a while, so I'm not ging to argue
That border pop is interesting...less jungle then is expect, though IW still a priority.
We should look at settling the ivory soon, horrible tole but its a luxury
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.
January 18th, 2013, 18:19
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(January 18th, 2013, 17:54)Qgqqqqq Wrote: Sorry I haven't responded my internets been horrible...
I'll attack the last two turns of demos later (specifically, the land area).
I've been pushing Stonehenge for a while, so I'm not ging to argue
That border pop is interesting...less jungle then is expect, though IW still a priority.
We should look at settling the ivory soon, horrible tole but its a luxury
Don't worry if you can't get online. Nothing game-changing can possibly occur in the next 10 turns (I hope) and we've already decided on city builds through the settler on T28.
T50 border pop from capital claims the ivory
I just edited the Stonehenge post after discovering a math error when I played out sandbox out to building it. However, even after correcting for that I got BW on T49 as predicted, a settler on T51 to settle for copper (revolting to slavery after settler completes), and 1-turning T55 Stonehenge. Might be able to shave a turn or two off in the real situation because we popped 41 gold from a hut which will keep us at 100% after founding our second city.
Pictures from the sandbox (city placements chosen somewhat arbitrarily, although probably in good locations).
T55:
3 workers with several cottages online (two already hamlets)
3 cities
AH, Wheel, Pottery, Mining, BW, Myst
Stonehenge
January 18th, 2013, 23:02
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Decided to continue scouting west on this turn (from this point forward I'll stop on forest/jungle as much as possible, even if it's slightly less efficient for scouting). In the next couple turns we can decide whether we want to continue west, meeting others and working towards circumnavigation, or if we want to double back and explore some more of the homeland. What's your opinion?
I traced out a couple general routes we could take, and I currently favor the Orange "continue west" track. The north area would certainly be nice for short/mid-term expansion because it is quite green, with scattered forests for quick production. However we need galleys for that, so immediate map knowledge up there is not required (we'll probably settle 4-5 core cities before expanding across the water). The loop-back-towards-the-south path is not as appealing to me either because we'll need considerable worker labor + IW to clear out the jungle. By the time we want to settle in that direction we'll have a couple warriors that we can send down later.
Demos for T7 (beginning of turn when only me and Commodore have played), and at quick glance nothing sticks out at me as interesting.
January 19th, 2013, 00:36
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something that might be worth considering is that you've only scouted in one direction ... south and east could have stronger city spots without you knowing because you've scouted in one direction instead of in circles around the cap ... this certainly suggests that looping back towards south would be best ...
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