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Japper and Cornflakes' team thread

- First assumption is correct
- Second assumption is partially correct - traders scale based upon tech/civic progress, not number previously built. Settlers and builders increase in cost by +30 and +4 per unit constructed, respectively.
- Aqueducts, neighborhoods and Mbanzas all scale with tech/civic progress but don't factor into or receive district discounts.

The cost "models" are in the XML files (Units.xml and Districts.xml).
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Thanks goodjob I'm not the kind of person who digs through XML files usually, still wish we had an actual manual/Civiliopedia to look this sorta stuff up in. The ingame one seems more into cracking "jokes" than actually explaining the mechanics in detail.
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Got to run now. I assume you're planning this but just to make sure, move your archer 1E this turn and then 1E next turn onto the road.

I decided to move out and attack this turn, otherwise they'd put the city under siege next turn. Also they could rotate their warriors around rather than attacking next turn, in which case the forest we could chop would be covered. I'm more and more thinking that a builder for chop is not the best use of our gold. I completed the archer this turn so next turn we'll have 2 ranged attacks and can take out the Potato archer in the backlines if it doesn't promote (maybe even if it does). Each turn we buy is 1 closer to sword upgrade. I say we both research IW past 50% so that your iron mine immediately completes IW for both of us.

Also I need to remember to trade you back gold for your upgrades.
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Slightly more detail on district cost scaling, as I understand it:

District cost is fixed when the district is placed on the map. It equals (base cost) x discount x (1 + tech/civic scaling factor).

Base cost is dependent on game speed and district type (e.g. aqueducts and unique districts are cheaper than the default).
Discount is 0.6 (i.e. 40% off) when it applies - Cornflakes' post elsewhere should cover this.
Tech/Civic scaling factor is a multiple of the greater of (the proportion of the tech tree you've completed) and (the proportion of the civic tree you've completed). Note that there are more techs than civics (67 - 50).

So not every new tech / civic will increase the scaling factor, just whichever you are ahead in.
This scaling factor is used for all sorts of things, including the food / production you get from harvesting a feature / resource and the great person points from a district project.
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I reached the half-way point of Iron Working, I'm going to put in the 50% of Wheel now, at only three turns to 50% it seems a good use of my beakers. I also have no pressing need for any other techs right now and I feel we need to boost along our path to Xbows as fast as possible. So you finished masonry this turn right, what tech did you switch into? If it's Wheel don't go over 50% or you'll waste beakers.

Might walls not be a good use of the limited chop production at Arawhatever? They still have nothing out there that can really threaten walls, so we might just repulse this entire assault until they get a ram or siege tower up there, which are slow units.
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Masonry completed and I switched to Iron Working this turn. I’ll bring it to just over 50% so that I get it as soon as you do.
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Aranyaka was razed. I had the option to kill a slinger on the swap, but would have lost the archer in return. Not a good exchange. Hopefully we can get everything retreated. We need to discuss how we're going to divide up our defensive line. I'll post a screenshot with some markups today or tomorrow. In general I'm thinking you take the left and I take the right.

I'm also planning to clear the jungle off off two of the hills with my builder.
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Well that sucks, let's hope we can hold them at your capital then. With the size of your military and my UU on the way this should be doable.

Turn 50:

PolyPhi complete, slot in Oligarchy with the following policies:

[Image: 20180121170719_1.jpg]

Capital finishes second warrior, now going Builder-Settler as discussed. Builder finishes in 3, means Iron Working and Wheel boosts getting to you in 4. I'll gift Iron to you then so you can get sword upgrades immediately.
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I received offers of peace from both. I refused so that we could discuss. I don't really see any reason not to take peace. How does peace work on a team? If one of us takes peace do the team mates automatically make peace? The only reason I could see waiting is if we wanted to try using my settler to re-settle a border city during the 10 turns of enforced peace. But I think we'll gain more from a location that will get off the ground a little quicker.
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Deleted the trader this turn since the route ended when Aranyaka was razed. 

By the way, how does one re-name a city?
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