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TheArchduke in a critical Role as Scotland

Sorry,  I am supposed to be dedlurking.  To be fair while you were deciding about civs I was traveling then by the time I got over my jet lag and sleep deprivation, there was not much discussion to be had.  When it comes to score-tracking I am happy to help with that.  If you post images of the score I will generate tables or graphs to keep track over multiple turns as I did in my own PBEM 11 thread.  I like data crunching in general so if you need me to run sims or something when I am back at my desktop in January I can do that too.

Question on your civics.  Do you plan to copy cornflakes from PBEM 11 and run urban planning or do you plan to try for God-King and grab divine spark.  I doubt divine spark will be contested its normally only a so-so pantheon. On the other hand the game is full of builders and one warmonger.
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No worries. The civ choice was nearly a given as Scotland was a very close race with Netherlands in PBEM 12 as a choice.
Yeah, I promise to keep track of the score via Excel and post it here. Thanks for joining me in any case.smile You will keep me more honest with analysis and reporting something which is sorely missing from my last two PBEMs.

Cornflakes has a very valid point that production trumps it all. Divine Spark is a dud choice for everyone else, well except Korea so that has me worried. But what does Korea need religion or writers for on the other hand.

The starting screenshot screams to move the settler 1 SE and work the plains hill for max production to me. We loose the copper and I think we might enable a good settling spot on the coast longterm.

Especially as the Mountain sticks out as sore thumb SE as well, tempting me with his adjancency bonus.

I am not sure if I want Alexander to be my neighbour or not. I think I prefer to have Woden with him as leader next to me and I can deal with him. If not, I think only suboptimal could truly stand up to him from experience.


Anything else I can gleam. Tundra north, cliffs west. I am on the SE edge of a continent probably. The warrior should move SE and SW.


@ Chev:

You got me for 2 seconds.:D
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Possible naming shemes:

Keep the default names. I like Stirling, Edinburg and all the other names.

25 places in Scotland out of a fantasy novel provides a decent and halfway pronounceable list:


Quote:Strathaird
Smoo Cave
Knapps Loch
Fairy Pools
Glen Coe
Dunottar Castle
Buachaille
Handa
Kilchurn Castle
Callanish
Portree
Loch Shieldaig
Rannoch Moor
Neist Point
Linlithgow
Iona
St. Monans Jetty
Sgùrr Thearlaich
Seilebost
Eilean Donan Castle
Culross
Finnich Glen
Loch Achtriochtan
Ben Nevis
The Storr

Or only Isle of Sky which has some similiarities:

Quote:Portree
Quiraing
Fairy Glen
Storr
Dunvegan
Neist Point
Fairy Pools
Talisker
Sligachan
Elgoal
Loch Coruisk

I am not sure if I have another novel series which as good names as Mistborn or Gentleman Bastards to be honest.
Maybe I come up with something before turn 2. We are going to move after all.

I did like my Red Army Choir Theme, maybe I go back to songs?

I do like the Outlander theme song and the series, suprisingly. Too many options..
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Quote:I did like my Red Army Choir Theme, maybe I go back to songs?

Varieties of bagpipe? wink
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I'm a huge fan of Robert Burns. Perhaps his poems? Or maybe that's super lame.
I Think I'm Gwangju Like It Here

A blog about my adventures in Korea, and whatever else I feel like writing about.
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(December 19th, 2018, 07:33)TheArchduke Wrote: Early tech

To take advantage of Scotland´s strengths I will bumrush Pottery->Writing->Currency->Apprenticeship at the expense of anything else and lay down Campuses, Commercial Hubs and Industrial Zones in my early cities.
AH, Mining, Irrigation will be done only if necessary for an important resource. Let´s hope I do not need the early improvement. For defensive purposes we will do chariots or Horseback Riding and Horseman if 2 horses are available. Else a mass of archers. No Bronze Working, no Astrology, no Celeastial Navigation and no Cultural Districts for as long as possible.

I wanted to make a note by the way, since this was corrected for me in my thread as well, that bum rushing those techs may not be the best idea. The discount formula takes into consideration the number of district unlocking techs you have, in comparison to the number of districts available.  To reiterate it:

Quote:It shall satisfy the following conditions.

1: a=number of tech/civics you have researched that allows you to build a district (except Aq/Sp/Ne)
2: b= district you have built (require full district instead of district bases, except Aq/Sp/Ne)

Condition:

1: b>=a, if a>b no discount is applied.
2: b/a> your total number of that type of district(include full district and district bases)

Under such circumstances the cost is discounted for a certain type of district. (except Aq,Sp,Ne)

Also, a and b are refreshed if and only if you finish a tech or civic.

Now you may be fully aware of everything I am about to say in the next paragraph but I think I should write it out just in case since this was not made explicit in your outlining post.

Yes it is true that each tech increases the district cost by 7 (and change) and each civic by 10 (and change), but the production saved from proper use of the discount mechanism may be greater than the amount saved by unlocking fewer techs. For example, to unlock campuses you will need 2 techs for an additional production of +14.  Lets say you place the campuses then and there.  Now you unlock currency and then apprenticeship.  At each instance we will assume you have the population needed for the additional districts. You then place the bases for the commercial hubs and industrial zones as soon as they are available. Thus:

Campus - 74 production each
Commercial Hub - 81 production each
Industrial Zone - 88 production each

Lets assume instead you research 2 techs after placing the campuses then commercial hub but its enough time spent that you complete the campuses and get the discount. Now each CH costs 88 production at its base but you save 40% and they cost 52 production each which is much less than the 81 you would get from b-lining. In fact the districts would only cost 88 after the discount after you unlocked 23 techs.  (88/0.4=220 and so (220-60)/7=22.8).  You would also be forgoing the benefit of any of those additional techs. 

Alternatively, you could half research several techs, such that their boosts would not finish them, and have no increase in cost but have those techs ready to go if needed.  You could then get both the benefits of the discounted districts and prevent the cost scaling. 

A lot will depend on the number of cities you choose to found and how fast your science is.

The fewer cities the less the discount matters as there are fewer districts getting a discount, and the faster your tech the smaller the gap between the production saved by avoiding scaling and the amount saved by discounting.

To express the formula for discounting fully abstractly:
c = techs researched while building campuses counting currency
h = techs researched while building commercial districts counting apprenticeship
n = number of cities built/conquered
(74*3)+[(74+(7*c))0.6*(n)]+[(74+(7*(c+h))*0.6*(n)]

You said 3 -4 cities.  At three, assuming you built 1 district of each type in each city you would either spend (74*3)+(81*3)+(88*3)= 728 production or, to take an illustrative example of using 2 techs and the district tech while building (c=h=3) and 3 cities:
(74*3)+[(74+(7*3)*)0.6*2]+[74+(7*3)]+[(74+(7*6))0.6*3)]
222+171+208.8= 601.8 production or 126.2 production saved.

Using a tech delay strategy and the discount for best results (c=h=1), would give:
(74*3)+[(74+7)0.6*3]+[(74+(7*2))0.6*3)]
222+145.8+158.4 = 526.2 or 201.8 production saved.  In either case it is significant.

To be clear B-lining writing then currency is fine, but the third district tech should wait until you have all 6 (8 for 4 cities) down of the first two types. I probably do need to double check these calculations and that my own understanding of the discount formula is correct. I am not sure if going for the discount even with the turns saved from production reduction is faster or slower than just getting the districts out and getting that benefit right away. I make that note because my obsession over this discount was to my detriment in PBEM 11. You saw how underdeveloped my cities were.
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Hmm, maybe Scotch Whiskey presented by DDRJake?

https://www.youtube.com/watch?v=jONMWK1g...Vs27f9mH6s

I am undecided yet.

On the district formula, thanks for your analysis. Yeah the aim will be beeline writing with a detour to irrigation of all places, or shortly thereafter.

It seems you had a rough time with the district formula. Overly optimizing seems to have been your downfall in PBEM 11.

I am however very happy you provided that analysis. So relevant techs to avoid are BW, Astrology and of course Drama&Poetry.

Easily done.

Anyway, turn reports coming in.
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Well, to be honest. This is a terrible starting position. Of course I would but check out where I end up after moving the settler 1 SE.

   

If we settle on the plain hill we can and will work the 1Icon_Food/3Icon_Production.
But longterm, ugh. Both the horses and the cows are in the 3rd ring and the only ressources we have are 2 very mediocre irrigation luxury tiles in the 2nd ring. Saving grace is a 4 Icon_Science adjacency campus in the southwest whose tile I need to buy. 


A mediocre commercial hub, but a feudalism farming triangle. We will aim for a very quick settler.

I am seriously underwhelmed. Especially as Suboptimal seems to have lucked into starting Natural Wonder due to his era score of 3!

Nothing spectacular. Sun Tzu is nice, but all others are so-so. Bi Sheng might be interesting, I would have preferred other GEs.

   

Only Alhazrad settled, everyone else moved.

   

More in turn 2.
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Turn 2

Well, so far not so good. I am having terrible flashbacks to PBEM 11 where I was not at all happy how my capital location worked out. Suffice to say, I am not happy. I discussed moving back for a short period, but decided to use the production to get to units and settlers quicker.

I once again became weak and decided to 4 turn a scout - instead of going for a manly warrior - to move east and send the warrior south. You can see the northern edge of the map, so I think I am on the northwestern end of a continent as I can spot a river east and a coast west.

   

I think I will build the scout as quick as possible and then if the tile acquirer is generous go with a builder 2nd and hope that no early barbs show up to repair my abysmal start with an irrigated wheat tile. What I can and will do is diverge to Irrigation to snatch the two luxury ressources with my worker after the wheat tile nets me the eureka.

So Scout -> Builder -> Warrior -> Settler.

I am undecided between Urban Planning and God King, I think Urban Planning might be the better longterm call, I won´t have first dibs on a pantheon in any case and even though Divine Spark would be fun it makes no sense to gear my start towards it. 3 GS per Campus is good enough.

Seems Rowain and Suboptimal did not settle and are both moving towards Natural Wonders in their vicinity. I really hope that at least someone has the crap start I got. crazyeye

   
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I think you are right about going for urban planning. As you said before divine spark is not very likely to be claimed except maybe by Korea, and even then they might prefer something else like God of the Open Sky if their land is beneficial for it, so the risk of losing it is low. What would your backup choices be if you did not get DS? If there is another good choice that would help get your civ up to speed might be worth it.
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