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Civ6 Succession Game 1: Commercial Free Programming

(December 6th, 2016, 06:08)ReallyEvilMuffin Wrote: Would Pedro sell some of the cultural stuff?
Last I checked he wanted 61 g/t per great writer work.

Presumably the Pedro's AI is valuing them highly since its shooting for culture too.
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(December 6th, 2016, 12:57)Ruined Everything Wrote:
(December 6th, 2016, 06:08)ReallyEvilMuffin Wrote: Would Pedro sell some of the cultural stuff?
Last I checked he wanted 61 g/t per great writer work.

Presumably the Pedro's AI is valuing them highly since its shooting for culture too.


Remember though, as well as adding to your tourism, it also drops his tourism. If you capture a city where they are stored do you get them?


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(AFAIK) We arent really competing against his tourism, its our tourism (get foreign tourists) vs his culture (generate domestic tourists).

Artifact bought will increase our tourism, but his culture loss is negligible.

Id like to get a naturalist and a beach resort in this game...as an achievement if nothing else. We have 500 faith now, can we get 800 somehow?
Played: FFH PBEM XXVI (Rhoanna) FFH PBEM XXV (Shekinah) FFH PBEM XXX (Flauros) Pitboss 11 (Kublai Rome)
Playing:Pitboss 18 (Ghengis Portugal) PBEM 60 - AI start (Napoleon Inca)
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Molach is correct. Culture is essentially how you "defend" against a cultural victory (as well as unlock civics of course). Tourism is how you go on the "offensive" for the cultural victory condition. The official domestic tourism formula is:

Domestic Tourism = round down ((accumulated culture + accumulated Civic Eureka culture) / 100)

In other words, for every 100 culture you accumulate, you gain a domestic tourist, and the eurekas count as though that culture was produced normally. Right now, we're adding 5 domestic tourists every turn. Pedro has a little over 100 culture, so he's adding a domestic tourist every turn. If we wanted to speed up the victory attempt by hurting Brazil, we would want to reduce his culture, not his tourism, as Molach said.

Long story short, it's probably not worthwhile to buy a Great Work from Pedro. It might be worth it to steal one though; we've got a lot of production in some of our cities, and spies aren't that expensive to build... mischief
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(December 6th, 2016, 00:38)Molach Wrote: Tech: Steel for eiffel to spam seaside resorts after radio...if we can get there before the end.

Sounds like a plan. Radio -> Steel it is (unless anyone objects.)

(December 6th, 2016, 13:07)ReallyEvilMuffin Wrote: Remember though, as well as adding to your tourism, it also drops his tourism. If you capture a city where they are stored do you get them?

I ...uh... don't know. It would be fun to go on a great work liberation quest.

(December 6th, 2016, 14:30)Molach Wrote: Id like to get a naturalist and a beach resort in this game...as an achievement if nothing else. We have 500 faith now, can we get 800 somehow?

Assuming that the game will be over in 30 or so turns, we'd need to generate 10 faith/turn. Maybe one of the faith CSs? Raj would give us 6 faith/turn, which might push us over the edge. Maybe we should build the Hagia Sophia (700 production is pretty cheap) - at 2x tourism that might even help. crazyeye Mont. St. Michel (710 production) is another option. I guess we could also build holy sites - although in the time that it takes us to build site + shrine + temple we'd have most of Hagia.

(December 6th, 2016, 15:10)Sullla Wrote: Molach is correct. Culture is essentially how you "defend" against a cultural victory (as well as unlock civics of course). Tourism is how you go on the "offensive" for the cultural victory condition. The official domestic tourism formula is:

Domestic Tourism = round down ((accumulated culture + accumulated Civic Eureka culture) / 100)

In other words, for every 100 culture you accumulate, you gain a domestic tourist, and the eurekas count as though that culture was produced normally. Right now, we're adding 5 domestic tourists every turn. Pedro has a little over 100 culture, so he's adding a domestic tourist every turn. If we wanted to speed up the victory attempt by hurting Brazil, we would want to reduce his culture, not his tourism, as Molach said.

I think I kinda knew this in the back of my mind? But it's cool to see the formula - thanks! Maybe we should start burning Pedro's cities.

(December 6th, 2016, 15:10)Sullla Wrote: Long story short, it's probably not worthwhile to buy a Great Work from Pedro. It might be worth it to steal one though; we've got a lot of production in some of our cities, and spies aren't that expensive to build...  mischief

I think we already have cold war for that +1 spy level to offensive operations thing too... mischief   Such fun.
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(December 6th, 2016, 17:01)Ruined Everything Wrote:
(December 6th, 2016, 13:07)ReallyEvilMuffin Wrote: Remember though, as well as adding to your tourism, it also drops his tourism. If you capture a city where they are stored do you get them?

I ...uh... don't know. It would be fun to go on a great work liberation quest.

(December 6th, 2016, 14:30)Molach Wrote: Id like to get a naturalist and a beach resort in this game...as an achievement if nothing else. We have 500 faith now, can we get 800 somehow?

Assuming that the game will be over in 30 or so turns, we'd need to generate 10 faith/turn. Maybe one of the faith CSs? Raj would give us 6 faith/turn, which might push us over the edge. Maybe we should build the Hagia Sophia (700 production is pretty cheap) - at 2x tourism that might even help. crazyeye Mont. St. Michel (710 production) is another option. I guess we could also build holy sites - although in the time that it takes us to build site + shrine + temple we'd have most of Hagia.

(December 6th, 2016, 15:10)Sullla Wrote: Molach is correct. Culture is essentially how you "defend" against a cultural victory (as well as unlock civics of course). Tourism is how you go on the "offensive" for the cultural victory condition. The official domestic tourism formula is:

Domestic Tourism = round down ((accumulated culture + accumulated Civic Eureka culture) / 100)

In other words, for every 100 culture you accumulate, you gain a domestic tourist, and the eurekas count as though that culture was produced normally. Right now, we're adding 5 domestic tourists every turn. Pedro has a little over 100 culture, so he's adding a domestic tourist every turn. If we wanted to speed up the victory attempt by hurting Brazil, we would want to reduce his culture, not his tourism, as Molach said.

I think I kinda knew this in the back of my mind? But it's cool to see the formula - thanks! Maybe we should start burning Pedro's cities.

(December 6th, 2016, 15:10)Sullla Wrote: Long story short, it's probably not worthwhile to buy a Great Work from Pedro. It might be worth it to steal one though; we've got a lot of production in some of our cities, and spies aren't that expensive to build...  mischief

I think we already have cold war for that +1 spy level to offensive operations thing too... mischief   Such fun.

From what I recall in Adventure 1, conquering does not get you great works, only the location for them.  (That, or I stole all of Kongo's books before I conquered their capital; I'm not sure.)  You can't steal or capture relics, at least if you don't share a religion; I distinctly remember that.  So, the best we could do is probably acquire a city with a large culture footprint to reduce the rate of growth of the target, and also get us some more display slots.  It'd definitely give us something to do, but it'd also leave us with a military to maintain.

As for wonders, Hagia Sophia requires being next to a holy site, so that one is out if we don't want to build the site.  Mt. Ste. Michel is a candidate, if we have any marsh or floodplain left.  It looks like there's some near Frosted Flakes, but I also know we're working those tiles.
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"As for wonders, Hagia Sophia requires being next to a holy site,"

Question; Does the holy site (or whatever district for other wonders) have to be completed? Or just started?

If we have extra envoys, we can get to 5 each in religious City States, giving us...+8 faith in each holy site, in addition to the capitals +4. One plain holy site might be enough. We should have a potential natural park location in our lands, neh?

We can be on lookout for nice seaside locations. We have tech for sailing units over the ocean, right? Might check north coast too. And if it looks like we get eiffel before game end, Christo redentor doubles resorts ...should put any leftover nails in the AIs cultural coffins.

-M
Played: FFH PBEM XXVI (Rhoanna) FFH PBEM XXV (Shekinah) FFH PBEM XXX (Flauros) Pitboss 11 (Kublai Rome)
Playing:Pitboss 18 (Ghengis Portugal) PBEM 60 - AI start (Napoleon Inca)
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Le plan:

Science/culture/faith
Science: beeline to Radio and Steel - I might install a bit of extra science capacity but it’s not gonna be a priority or anything.

Culture: Online communities or bust! After that international space agency for that ridiculous 10% science per CS policy and then suffrage for a late game government.

Faith:  Guys. We have a slight problem.

[Image: BRyS3YV.png]

1600 faith is ridiculous. I refuse. Flip the table and leave. I’m going to spend my turn building power plants just to spite the stupid naturalist and the stupid national parks.


Operations/shenanigans
THE BRAZILIAN JOB  - make a couple spies, swap into the Cold war civic, and steal ourselves some piping hot great works.

ON THE BEACH - seaside resort locations spam incoming. I’m going to clear cut the northern jungles to free up as many squares for seaside resorts as I can, and pour the results into Cristo. I’m also going to try and build and move some workers into tactical positions.

[Image: L11NGsR.png]

Radio’s showing 9 turns to research, which is a little sad, but the 30% science bonus suzerian policy will help a lot (why did we bump our envoys up to 9, when we could have stolen Yerevan and gotten a 40% bonus?)

RAIDERS OF THE LOST ARK - buy as many archeologists as humanly possible, steal some skulls.

THE POLAR BEAR ENLIGHTENMENT PROJECT - So I’m huge fan of the whole drop a city, instal-chop out a archeology museum plan but there just aren’t many trees to the North - and it’s far away. This game will basically be over by T200 - if it take us 10 turns to get over there there’s just no point.

However, dear friends, observe what we have here:

[Image: WSP241E.png]

Fig 2: Hecka forests

The plan is to build couple settlers and a 3-4 workers, drop ‘em in the middle of those trees, chop like 10 trees, and make archeological love happen.



City by city analysis


The center

[Image: rmHRHph.png]


Iron Chef: The last wonder that Iron Chef can produce that might be helpful is Cristo, due in 23 turns. Unfortunately, 23 turns is about all that’s left in this game - tying up our 86 production capital ’til the end of time does not sound wise.

Happily, Iron Chef can 4 turn (!) settlers even without the settler policy. It’s gonna do that for the polar bear enlightenment program. Depending on how successful it is, it might even do two. Otherwise, it’ll spit out a spy for the Brazilian job.

Truffle dream: Truffle dream is still a mid-tier city, but it can 3 turn (!) workers (and people complain about there not being enough production in civ 6.) After it finishes it’s settler it’s gonna spit out a couple of workers for the polar bear enlightenment project to the south.

Need Food Pls isn’t gonna grow guys. It really, really isn’t. I micro it away from silly ‘food’ tiles and to constructive mine tiles. It’ll lose a citizen in 54 turns and shoot it’s production up to 67.2 hammers/turn. If this game is still going by T224 I’ll be amazed. I'm thinking Campus -> Oxford for lack of anything else? Open to suggestions.

Wheaties: Wheaties can 5 turn spies. I’m gonna swap into the ’50% spy build’ civic for a couple of turns, churn a couple spies out, and then march them north to bug Pedro. Wheaties will steal Feeling Crabby’s mine in preparation for growth - I’m gonna cut down and mine the jungle to the West of Wheaties for seaside resort purposes anyway.

Candy Mountain: This seems like a weak production city (46 production? Shocking.) That makes it awesome to build Cristo at, since we won’t need it for anything else. I’m going to clear cut all the jungle around it, and sink all the hammers into Cristo.

Feeling Crabby: We need workers for operation On The Beach. Both for chopping and for seaside resorting. Frankly we also need workers for tile improvements Feeling Crabby can 5 turn them, so I’m gonna do that.

The East

[Image: eGY0htB.png]


Caffeinated only makes 24.1 production per turn, which is a little sad (trade routes, argh.) At that rate, it will take approximately 50 billion turns to churn out an archeologist, so it’s gonna make a worker for seaside resort purposes and then buy one.

Tuna is much loved but totally useless youngest son. It’s limping towards a industrial zone 12 turns away. Useless. We need workers! And maybe a settler or two. And it has a ton of production into one. We’re gonna do that.

Rice bowl is making a power plant. It can 7 turn a settler. Said settler can skip down to the antarctic, chop like a billion trees, and make archeologist love happen. So we’re gonna do that.

Crab Cakes has 44 production - more than enough to build its own archeologist. I imagine that that will take up the majority of my turnset.

The North

[Image: Fpfi0cl.png]

My beloved Chocolate river can 7 turn spies pre boost. It’s right next to Brazil. It gets put on Brazilian job duty.

Red Herring can churn out the Venetian arsenal (only one of our cities which can, since we didn’t build any industrial zones by the sea) in 39 turns. Hmm. I’m going to see how that number decreases when it finishes it’s factory and Chocolate river finishes its power plant. If it’s sub 25, I might do that. Otherwise, it might be power plant/worker time.
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I was gonna play tonight, but it always takes me ages to work out exactly what I wanna do and finish up all the micro, so I'm going to play tomorrow night and leave my plans here for critique.
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Oxford requires flatland, so Need Food Pls can't build it. You might be able to swap your plans for Need Food and Truffle Dream, but that does mean the workers have to walk twice as far. At least we have roads?

Better idea, actually: build Oxford in Rice Bowl after chopping the forest there into the power plant. You already have a worker there. You can also chop/mine the tundra hill to the south.
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