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[SPOILERS] This Land is Your Land, This Land is My Land. But Mostly Mine.

Game Info:

caledorn.no-ip.org:2058
Civstats.
RB Mod PB18 homebrew tracker.
Sandbox. Lurkers, feel free to play along and point out where I make mistakes in the privacy of the lurker thread. I'll happily eat crow for my smoke after the game. thumbsup

**NOTE: My sandbox runs on RB Mod 2.0.6.2. The live game runs on RB Mod 2.0.6.4.**

Bulb list.

MICRO PLAN.

Players/civs:
(March 5th, 2014, 08:44)Commodore Wrote: Ruff - Augustus Caesar (IND/IMP) of America (Fishing/Agriculture)
Azza - Washington (EXP/CHM) of Arabia (Mysticism/Agriculture)
Old Harry + Fintourist - Victoria (FIN/IMP) of Aztecs (Mysticism/Hunting)
Krill + Novice - Willem (FIN/CRE) of Babylon (Wheel/Agriculture)
Queeg - Zara (CRE/ORG) of Byzantium (Mysticism/Fishing)
Jowy - Alexander (PHI/AGG) of Carthage (Fishing/Mining)
"Barry Lyndon" - Hatsheput (SPI/CRE) of Celts (Mysticism/Hunting)
pindicator - Qin Shi Huang (IND/PRO) of China (Agriculture/Mining)
Cyneheard - Mehmed (EXP/ORG) of Egypt (Wheel/Agriculture)
Dhalphir - Huayna Cupac (FIN/IND) of England (Fishing/Mining)
dtay - Mao (EXP/PRO) of Ethiopia (Hunting/Mining)
Plako - Louis (CRE/IND) of France (Wheel/Agriculture)
spacetyrantxenu - Kublai Khan (CRE/CHM) of Germany (Hunting/Mining)
Oxybaii - Catherine (CRE/IMP) of Greeks (Fishing/Hunting)
darrelljs + Ichabod - Joao (EXP/IMP) of Holy Roman Empire (Mysticism/Hunting)
Hashoosh - Stalin (AGG/IND) of Inca (Mysticism/Agriculture)
Sullla (lurker civ)/Fredrick (PHI/ORG) of India (Mysticism/Wheel)
wetbandit - Montezuma (AGG/SPI) of Japan (Fishing/Wheel)
Dazedroyalty - Elizabeth (FIN/PHI) of Khmer (Hunting/Mining)
MYKI - De Gaulle (IND/CHM) of Korea (Agriculture/Mining)
Catwalk - Saladin (SPI/PRO) of Mali (Wheel/Mining)
Nakor - Darius (FIN/ORG) of Maya (Mysticism/Mining)
WLP - FDR (IND/ORG) of Mongol (Wheel/Hunting)
The Black Sword - Gandhi (PHI/SPI) of Native America (Fishing/Agriculture)
yuris125 - Tokugawa (AGG/PRO) of Dutch (Fishing/Agriculture)
Scooter - Shaka (AGG/EXP) of Ottomen (Wheel/Agriculture)
Bacchus - Churchill (CHM/PRO) of Persia (Agriculture/Hunting)
Molach - Genghis Khan (AGG/IMP) of Portugal (Fishing/Mining)
AutomatedTeller - Peter (PHI/EXP) of Rome (Fishing/Mining)
Boldly Going Nowhere - Pericles (CRE/PHI) of Russia (Hunting/Mining)
BRickAstley + Mardoc - Wang Kon (FIN/PRO) of Spain (Mysticism/Fishing)
Caledorn - Brennus (SPI/CHM) of Sumeria (Wheel/Agriculture)
Whosit - Hammurabi (AGG/ORG) of Vikings (Fishing/Hunting)
Cheater Hater - Bismarck (EXP/IND) of Zulu (Agriculture/Hunting)

Password:
relax

Settings:
Map: 60 x 124 cylinder
Stone/Marble: ?? I think Commodore said one way or the other but I don't recall from the setup thread
Monarch
Huge

Victory Conditions:
[Image: T0%20-%20settings.jpg]

RBMod changelog:

(March 5th, 2014, 17:08)Krill Wrote: Mod: https://dl.dropboxusercontent.com/u/2474....0.6.2.zip

GitHub repository for C++ DLL source code: https://github.com/erikmooney/Civ4Realms...BalanceMod

Change log 2.0.6.2

Traits:

Financial: +1 commerce on all non-river tiles that have 2+ commerce. +100% production of Bank.

Expansive: +2 health per city. +35% production of Worker, Work Boat. +100% production of Market, Aqueduct, Grocer, Harbor.

Creative: +2 culture per city. +100% production of Theatre, Colloseum, Observatory.

Charismatic: +2 happiness. +1 happiness from Broadcast Tower. -25% XP needed for promotions.

Protective: Free CG1 promo for archery and gunpowder units. +100 production of Granary, Walls.

Imperialistic: +100% Great General emergence. +60% production of Settler. +100% production of Custom House

Aggressive: Free C1 promo for melee and gunpowder units. -25% city maintenance [Not shown in trait description. Bonus not shown in interface. Bonus is multiplicative with other maintenance modifiers. Final displayed city maintenance value is correct and includes this bonus.] +100% production of Barracks, Stable, Drydock.

Philosophical: +150% Great Person production, +100% production of University

Organized, Industrious, Spiritual: No change from BtS


Civs:

America: UU is now Minuteman a Rifleman replacement with free Guerilla 1 and Woodsman 1. Mall is now a Grocer replacement that gives +1 happy from Deer, Sugar, Hit Musicals, Hit Movies, Hit Singles.

Arabia: Starts with Mysticism/Agriculture, instead of Mysticism/The Wheel. Madrassa cost decreased to 70 hammers from 90.

Byzantium: Starts with Mysticism/Fishing, instead of Mysticism/The Wheel. Cataphracts are 11 strength instead of 12, and are first strike immune (like normal knights).

Carthage: Cothon cost decreased to 80 hammers from 100 (now costs same as Harbor). Numidian Cavalry changed to a HA replacement with free C1.

Celts: Dun now gives G2, not G1. Dun civilopedia updated to list unit classes that recieve G2 promotion.

France: Salon +1 free specialist, -1 free artist.

Germany: UU is now the Kanone, a Cannon that costs 80 hammers instead of 100. Assembly Plant now available at Steam Power.

Inca: Terraces now give +1 culture instead of +2. Quechua loses combat 1.

India: Starts with Mysticism/Wheel instead of Mysticism/Mining. The Fast Worker now has Mobility (-1 Terrain Movement Costs), but does not get an extra movement point compared to normal workers.

Japan: UB is now Pagoda, an Observatory replacement with +10% hammers.

Korea: Starts with Agriculture/Minging, instead of Mysticism/Mining.

Portugal: Feitoria now costs 120h, from 180h.

Rome: Praetorian changed to a Swordsman replacement with +1 strength. Forum increased to +35% GPP generation from +25%.

Russia: UB is now Research Institute, a university replacement with +1 scientist specialist.

Vikings: Trading Post gives naval units Flanking 1


Leaders:

Kublai Khan: Leader traits are now Charismatic, Creative, changed from Aggressive, Creative.


Civics:

Police State: Now Medium upkeep.

Vassalage: Now provides free support for military units as well (meaning Pacifism is cheaper), and is Medium Upkeep.

Slavery: 30h for the 1st pop, 20h for the 2nd pop and subsequent pops. So, 30/50/70/90. On Quick speed, that's 20/33/46/60.

Serfdom: +75% Worker Speed, +1h for Watermills and Windmills.

Free Market: No longer provides -25% Corporate Costs. Now provides +25% Trade Route Yield.

Environmentalism: No longer provides +25% Corporate Costs, or +2 commerce to windmills. Provides +1 gold per specialist, +1c to farms and pastures, +2c to forest preserves, and Low upkeep. Swapped with Free Speech. Now available at Liberalism.

Free Speech: Now Low upkeep, swapped with Environmentalism. Now available at Scientific Method.

State property: Now Medium upkeep


Wonders, Projects:

Wonder Resource Doublers: All wonders that had +100% production with a specific resource now only have +50% production with that resource.

Rushmore: Now -50% WW, (from -25%).

Red Cross: 200h.

West Point: 550h, +5XP. Now requires a lvl 5 unit (17XP/13XP for Charismatic).

Great Lighthouse: Now +1 trade route instead of +2 trade routes, enabled at Masonry, but needs lighthouse and Sailing (no functional change in the tech requirements but makes F6 look less cluttered).

SoZ: no WW effect. Now +3XP, 200 hammers, no building prerequisites. No longer gets +100% production from Ivory.

The Internet: Now a wonder. 2k cost, +15% beakers in every city, +2 scientist gpp, double production speed with copper. No longer a project.

Cristo Redentur: +100% SPI production, -50% Anarchy instead of -100%.

SDI: Removed from the game


Base unit changes:

Scouts: Require no tech. Every player starts with a scout instead of a warrior.

Swordsman (and all replacements): +50% city attack

Archer (and all replacements): +30% defence against Swordsmen.
War Elephants: Now 7 str, +50% vs. Mounted units.

Trebuchet: Now requires Machinery, instead of Engineering.

SAM Infantr
y: 75% interception chance (up form 40%)

Destroyer: Now enabled at Artillery (not Combustion) (requires Oil OR Uranium)

Transport: Now enabled at Artillery (not Combustion) (requires Oil OR Uranium)

Mobile Artillery: Can now load guided Missiles and Tac Nukes (as Submarines and Missile Cruisers do). No longer require oil.

Gunships decreased to 3 moves.

ICBM: No longer unlimited range, but long enough so that they will out distance your army and navy easily, and they can be rebased. Loses the nuke tag. Does not need Manhattern project to be built.
  • iCost: 450h
  • iAirCombatLimit: 75
  • iAirCombat: 160
  • iCollateralDamageLimit: 75%
  • iCollateralDamageMaxUnits: 12
  • iAirRange: 36

Tactical Nukes: Now S80 1shot units that can bombard units, cause collateral damage to 5 units, cannot be intercepted. Loses the nuke tag. Does not need Manhattern project to be built. Full list of changes:
  • iCost: 200h
  • iAirCombatLimit: 75
  • iAirCombat: 80
  • iCollateralDamageLimit: 75%
  • iCollateralDamageMaxUnits: 5
  • iAirRange: 4

Guided Missiles: Can bombard units, tiles and cultural defence, cause collateral damage to 2 units, cannot be intercepted. Full list of changes (underline means original stat, for comparison):
  • iCost: 60h
  • iBombRate: 16
  • iAirCombatLimit: 75
  • iAirCombat: 40
  • iCollateralDamage: 100
  • iCollateralDamageLimit: 50%
  • iCollateralDamageMaxUnits: 1
  • iAirRange: 4


Flanking: Flanking strength (used to calculate damage from flanking strikes) or all units reduced by 50%.


Buildings:

Barracks: increased cost to 60 hammers, +1 culture.

Jails: now -50% War Weariness.

Castles (and replacement UB): no longer decrease bombardment rate of catapults or trebuchets.


Technology:

Known Tech Bonus changed to per player bonus.The known civ bonus is multiplied so that it is based on the era that the most advanced player is in with following equation:

Ancient: No bonus
Classical: +2% per met player with tech, max +50% (no further bonus after 25 players)
Medieval: +4% per met player with tech, max +50% (no further bonus after 13 players, 13th is only +2%)
Rennaissance: +6% per met player with tech, max +50% (no further bonus after 9 players, 9th is only +2%)
Industrial: +8% per met player with tech, max +75% (no further bonus after 10 players, 10th is only +3%)
Modern: +8% per met player with tech, max +75% (no further bonus after 10 players, 10th is only +3%)
Future: +8% per met player with tech, max +75% (no further bonus after 10 players, 10th is only +3%)

Hunting: Enables pastures, cost increased by 50% from 40 to 60. No longer enables camps.

Animal Husbandry: Enables camps. No longer enables pastures.

Archery: Base tech cost decreased by two thirds, from 60 to 40.

Astronomy: Requires Code of Laws as mandatory prerequisite in addition to Calendar and Optics. No longer requires Paper.

Metal Casting: Cost reduced to 300.

Alphabet: No longer enables tech trading, allows Open Borders. Cost reduced to 250.

Writing: No longer enables OB.

Paper enables Tech Trading. Requires Metal Casting as mandatory prerequisite.


Renaissance era technology prices increased by a percentage of base BtS tech cost as follows:

  • Education: +25%
  • PP: +25%
  • Nationalism: +25%
  • Gunpowder: +25%
  • Astronomy: +25%
  • Economics: +50%
  • Liberalism: +50%
  • Replaceable Parts: +50%
  • Military Tradition: +50%
  • Constitution: +50%
  • Chemistry: +50%
  • Democracy: +75%
  • Rifling: +75%
  • Corporation: +75%
  • Military Science: +75%
  • Steel: +75%
  • Steam Power: +75%
  • Artillery: +100%
  • Assembly Line: +100%
  • Scientific Method: +100%
  • Railroad: +100%

Cost of all subsequent techs increased by 100%

All medieval and earlier techs are untradeable:

The untradeable techs are as follows: Fishing, The Wheel, Agriculture, Hunting, Mysticism, Mining, Sailing, Pottery, Animal Husbandry, Archery, Meditation, Polytheism, Masonry, Horseback Riding, Priesthood, Monotheism, Bronze Working, Writing, Metal Casting, Iron Working, Aesthetics, Mathematics, Alphabet, Monarchy, Compass, Literature, Calendar, Construction, Currency, Machinery, Drama, Engineering, Code of Laws, Feudalism, Optics, Music, Philosophy, Civil Service, Theology, Divine Right, Paper, Guilds, Banking


Espionage:

Switch Civic, Switch Religion, City Revolt,Counter Espionage, and Destroy Production spy missions removed.

Costs of all active spy missions doubled.

Discounts to spy missions due to religious effects removed (owning holy city, religion present in city).

Spies now spawn with "Secretive", and cannot see tiles except the one they're standing on.

The No Espionage game option now works properly:
  • GSpy points are converted into Great Merchant points.
  • Espionage no longer gets converted into culture.
  • Cultural expansion now happens at normal values.
  • Spies cannot be built.
  • Graphs are always visible on contact.


Tile Changes:

Watermills: +1 base hammers, no longer receives +1h at Rep Parts.
Workshops: +1 base hammers, no longer receives +1h at Chemistry.
Mines: +1h at Rep Parts.
Quarry: +1h at Rep Parts.
Whaling Boats: Enabled at Sailing, not Optics. Otherwise unchanged.


Game Mechanics:

The Draft: Rifles now cost 2 pop to draft. A city must now end a draft at size 6 instead of size 5 (So size 8 to draft a rifle, size 7 to draft a musket).

Corporations: Completely removed from the game.

Culture required to achieve legendary border pop on Quick Speed changed from 25000 to 33000

Events:

The following events have been removed from the game:

Negative Events:
1. Forest Fire
5. Washed out
10 Careless apprentice
11. Famine
12. Slave revolt
15. Farm Bandits
18. Fugitive
19. Pestilence
21. Faux Pas
22. Joyous Wedding
23. Wedding Feud
24. Left at the Altar
26. Tornado
29. Looters
30. Brothers in need
31. Hurricane
32. Cyclone
33. Tsunami
34. Monsoon
35. Blizzard
36. Volcano
37. Dust Bowl
42. Clunker Coal
43. Sour crude
50. Mining accident
52. SetbackS
54. Great depression
55. Bermuda triangle
70. Influenza
71. Solo Flight
77. Ancient olympics
78. Modern olympics
80. Earth day
92. Cigarette Smoker
93. Heroic Gesture
94. Great Mediator
99. The Huns
100. The Vandals
101. the Goths
102. The Philistines
103. The Vedic Aryans
104. Holy ritual
132. Spoiled grain
135. Industrial fire
155. Slave revolt warning
160. Defecting agent
161. Jail
162. Spy discovered
163. Nuclear protests
165. Broken Dam
169. Toxcatl
170. Dissident Priest
172. Rogue station
174. Impeachment

Remove (Too good):
9. Hymns and sculptures
20. Marathon
28. Bards tale
64. Federal reserve
139. Partisans
167. Golden Buddha

Quests (Too good):
13. Blessed sea
121. Harbomaster
125. Sports league
149. Guns Butter
151. Overwhelm
152. Corporate expansion
153. Hostile takeover


Miscellaneous:

Coastal Blockade now has a range of 1 square around the blockader, instead of 3 squares.

Circumnavigation requires 55% of the world map be coast or ocean tiles.

AP Resolutions: Declare War (on a non-member), Force Peace (between two members), Religious victory, and Assign City are no longer eligible resolution actions.

Fail-gold: You never get fail-gold if you also completed the wonder somewhere else (so no National Wonder fail-gold, or doubling up on a wonder to guarantee yourself a paycheck. The game still informs you that you received "0 gold" from your hammers).

Hut techs: Can only gain techs from the first three rows of the tech screen:

Fishing, Sailing, Wheel, Pottery, Agriculture, Animal Husbandry, Hunting, Archery, Mysticism, Masonry, Priesthood, Mining, Bronze Working, Writing.

Toroidal maps: Now return city maintenance as if the map were Cylindrical.

Maximum number of players is now 40, up from 18.[/spoiler[


Included additional bug fixes:

[spoiler]Trade route turn order bug.

Foreign trade route cities lost permanently when your city using those routes is destroyed (fix is taken from BTS unofficial patch).

Build culture double production.

Build wealth/research/culture + production automation double production.

Proposed trades including cities, where the cities no longer exist to be trades, are not cancelled (note: I consider this a bug because proposed trades are already cancelled if a player lacks the requisite e.g. resources/gold. could be considered not a bug).

Production decay counter on a type of build (e.g. axeman) is not reset after completing one if the next item in the queue is of the same type (fix is taken from BTS unofficial patch).

Feature growth/disappearance rates, and bonus discovery (mine pop) rates, do not scale with game speed.

What lurker scum get:

[Image: Lurker%20Scum%20Eliminated.JPG]
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If anyone knows a bulletproof way to set up a shortcut on the desktop that opens the mod, I'd really appreciate that information. Yes, I am technologically inept. shhh

Thanks!!!
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Commodore, I'll KEEP Perecles/Russia. Can we throw cheap CRE libraries back into the mod for me, though? wink
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No errors for me...
[Image: BNG.JPG]
If only you and me and dead people know hex, then only deaf people know hex.

I write RPG adventures, and blog about it, check it out.
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Xenu got me logged in. bow

[Image: T0%20settling%20decision.JPG]

Now to decide whether it is worth it to move for the pig. Instinct says to SIP despite not knowing what those two missing BFC tiles are. I'll look at it more tomorrow.
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Since the game is still up and some players have played both T0 and T1, I logged in and just decided I would SIP on the original PH just to get more map information to build into the sandbox while we wait. I had already decided I would SIP because I couldn't justify moving to either the PH or the grass hill that would get the pigs into the capital's BFC.




This was the opening shot after moving the scout but before firmly deciding to SIP. The yellow number is #forests in the BFC, red just me reminding myself of the tile yield after improvement. I based my evaluation of starting position on tile yields up to size three and size four, depending on how I opened. Neither alternate location seemed to beat the SIP option, even knowing that I could have two garbage tiles in the fog in the east. PH 9, NW of SIP, is a longterm better capital than what I can see because it gets a whopping 11 river tiles (very nice) compared to a maximum of 9 with SIP, but that's far enough down the line that it doesn't matter for me. With CRE/PHI, I want to get every ounce of expansion out of my capital so I don't lose out on expansion opportunities to faster expanding civs. The last strike against PH "9" is that I could end up orphaning seafood, based on the shape of the coastline.

I've run through several sims and I think I've decided on Agriculture (T10), BW (T24 or T26 depending on if I hook up sheep or wet wheat first), after that is subject to exploration but very likely will be Wheel (T33 if sheep first), and on and on.

Some hastily scribbled notes for me in case I pick this up again later on another computer. Parse it if you want, but it's totally incomplete and lacking on specificity.

Code:
SIP: wheat first


Ag (T10), Wheel  (T18), BW (T19-x)

worker (T12), warrior (6t), warrior (6t), settler (8t)

T12 - move SW, farm 1/5
T17 - move 1N, farm 1/5/cancel; grow to 2 EoT
T18 - move NE, pasture 1/4; warrior EoT
T22 - move NW/SW to PH; grow to 3
T23 -

---

Ag (T10), BW (T26), Wheel(T33?), Pottery (T41)

worker (T12), worker (T21), warrior (T28), worker (swap at size 3), Settler (city #2 T35) --

SIP, sheep first: Ag (T10), BW (T24), Wheel (T33) -- worker (T12), worker (T22), warrior (T28), warrior (swap to settler size3 T30 +2 chops), settler

---

Ag (T10), BW (T26), Wheel (

Worker, warrior, settler (city #2 T30), worker
#2 - worker

---

SIP, sheep: Ag (T10), BW (T24)

worker, warrior, worker, settler (city #2 T32)

I did enough sandbox testing to decide that SIP was the right call. I'll post the sandbox later in the thread so if you want to beat what I end up doing and have some fun in the lurker thread, that would be fun to look at later after the game. Once I decided I would SIP, I logged back in to get more map information by settling the city and making the T1 scout move. I'll replicate these moves once the live game gets going.




The shoddy red check marks are me identifying fresh water. Flood Plains, gems, and another wheat! I should not lack good city sites immediately. Fingers crossed for bronze in a spot that is close to the gems.
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So...glad you didn't move from SIP? wink
If only you and me and dead people know hex, then only deaf people know hex.

I write RPG adventures, and blog about it, check it out.
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(March 16th, 2014, 21:33)Commodore Wrote: So...glad you didn't move from SIP? wink

[Image: Oh%20yeah.gif]
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T0









Welcome home everyone. Take off your hiking boots, pull up next to the camper, and have yourself a glass of wine by the campfire. We're going to be here a while. dance
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In an obvious attempt to generate more frequent views, here are my thoughts on how to open this game.

Russia starts with Mining and Hunting. With RBmod, I have two good food resources available at the capital with these starting techs (river sheep and plains cow) without needing to spend time researching the (relatively) expensive Agriculture (103b) immediately. The map size is Huge, so it take a bit longer to research than on smaller map settings.

I want Bronze Working (207b) for safety as well as the obvious Slavery and chops. On this crowded map, there are probably going to be several teams who decide to swing for the fences early and eliminate a neighbor like 7 did early in PB16 (I'm ded-lurking Gaspar/Noble that one and I lack complete information, so don't tell me if I'm wrong there). I'm planning on skimping on defense super early because everyone has scouts (if this is wrong, PLEASE let me know!) and pushing hard on expansion until around the time that barbs show up. That will be T25 on Monarch, but there are typically several more turns until they'll enter borders, so ~T30 I should be ok vs. barbs. I'll surely make contact with another civ by then, though, so depending on who and how close that occurs to my borders, I may have to play this a little more conservatively, and having the ability to divert a chop into defense will be important. Ideally, I'll make a single warrior (T19) prior to settling my second city (between T29-31). If someone shows up before then, I'll dump a chop into a spear or axe, assuming I've got copper nearby. If someone researches archery crazy early and rushes me, well, I don't want to play assuming that is going to be the case and have a slow start. In that case it would probably be better to die early than suck the entire game. And if I lack bronze at my start, I'll just hope that Commodore did the same with everyone. So far everyone who has claimed their civ except Jowy has settled T0, and Jowy is prone to all kinds of craziness. If I'm next to him, all bets are off anyway because he apparently takes slight at anything and would declare on the map if a jungle grew in the wrong spot. crazyeye

So, skimping on units early is a calculated risk I'm willing to take. Bronze Working will be first for me, for faster expansion and defensive flexibility and resource acquisition, then The Wheel and Agriculture. I want The Wheel to keep the workers busy while moving between improvements and for building a defensive road network, as well as for the trade route commerce. I've found, though, that I lose more commerce delaying the second city if I wait for the roads to catch up to the settler/workers. The gems are on the river, so they're worth 1f/2h/7c. That's way better than the 2c I'd get through an immediate trade route to the capital, so I'm fine leaving the trade connection off for a few turns. I'll hook up the gems, then borders will pop for the pigs, then I'll work on the roads.

I don't need Agriculture immediately because my worker or workers will be headed toward city #2 before I have time to hook up the wet wheat, which I will confess does hurt to leave sitting there. But I'll let the capital's foodhammers make a worker to get that online so we can grow upward after city #2 comes online. City #2 has gems and I'm eager to get those online ASAP to speed up my tech rate. The sheep is 5f/2c, the cow 3f/3h, and the wet wheat is 5f/1h. I'm only losing 1fh/turn by ignoring the wheat for now. For 103b super early when I'm stagnating growth anyway building workers and settlers, I can live with this.

I'll grow Yellowstone to size two, fix up the sheep and cow, then go from there with a few different potential paths. My options look like this:




I've put the turns builds complete alongside the turn that techs complete in all of these. The signposts on the map indicate the turn a worker action completes. This is my fastest second city, T29. All I've built is a worker, warrior, and the settler. I'm pretty sure in this run that I forgot to swap to slavery, so take ~13 beakers away from Agriculture. So, ~32/103. The gems are hooked up on T32 and the pigs pastured on T37.




I believe I remembered to swap to slavery while the settler was enroute on this one, so I'm 80/103 into Agriculture here on T31 when the city is settled. I've built 2 workers, a warrior, and a settler, and need only 3t for a third settler. Overall, this is, I think, the best option. After the third build (settler) in Yellowstone, I'll build units while I grow onto the wheat and hills. Here, the gems are again hooked up on T32 and the pigs on T37, but I'm an extra worker ahead because I get a few chops in.




Settling on T34 with a road network. This required worker, warrior, worker, worker, settler, (overflows for 1t warrior EoT). T34 is just too slow getting going on the gems, though.

Obviously, all of this is early speculation based on what I know of the map, but it seems like a good early plan until something better comes along.
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