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Quiz Time #1: Maximum Production in 10 turns (Civ4)

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  • Quiz Time #1: Maximum Production in 10 turns (Civ4)

    Edit for Apo: Since this is a repost, the solution for this just like for the following parts of the "Quiz" series is floating around the net already (see also the challenge series with video solutions). I will still post questions and solutions a day apart for anyone wanting to attempt solving them him-/herself. I will post the solution into the same thread as the question, meaning this one here


    What is the theoretical maximum amount of production a player can accumulate in an ancient start game till turn 10 with the following settings and rules?
    * available resources are limited to "normal" occurring resources on popular civ maps like Pangaea, Inland_Sea; Team_Battleground; meaning no
    resources on flood plains, no grassland gold etc.

    * all six "starting techs" are available from the start

    * duel sized Inland_Sea as map

    * unrestricted leader/civ

    * quick game speed

    Think up a theoretical setup (=the land to plant and work) with one starting settler and name the civ/leader you pick and the actions you take in order to including bonuses get the maximum amount of production till turn 10. The hammers you accumulate turns 0 - 9 count.

  • #2
    I don't do quick
    At normal 50
    It's almost as if all his overconfident, absolutist assertions were spoonfed to him by a trusted website or subreddit. Sheeple
    RIP Tony Bogey & Baron O

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    • #3
      Hmm. 3 h plant (ph marble or stone), forested plains hill to work. Any Imperialistic leader.

      Build settlers.

      3h + 3h *150% = 9h/turn.

      90h after 10t. Any game speed.
      Libraries are state sanctioned, so they're technically engaged in privateering. - Felch
      I thought we're trying to have a serious discussion? It says serious in the thread title!- Al. B. Sure

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      • #4
        115 production, deer on plains hill gives an extra 1 food which becomes production when building a settler as IMP, plus the stone ph plant for the adjusted 10 production per turn into the settler. First settler is built t6, moves t7, settles t8 on plains stone, works another deer on plains hil building a settler for 7 hpt and 1 fpt, total of . Capital is on 34/65 hammers on second settler eot t9. Because of the rounding you lose a hammer from overflow into the second settler at the capital.

        That is assuming you ignore science.

        If you can research, then the best way is research Masonry which you get in 4 turns with 2 prerequisites. Build the settler (65 hammers), overflow into pyramids as Augustus. Move settler to stone/deer site, settle and build henge. Get 24 hammers into henge, 52 into Pyramids and 65 into another settler for a total of 141 hammers.
        Last edited by Krill; September 14, 2010, 21:48.
        You just wasted six ... no, seven ... seconds of your life reading this sentence.

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        • #5
          Quiz Time #1: Solution

          Solution to Quiz Time #1
          Since the goal is maximum production we are obviously looking for production modifiers. Expansive gives 25% on workers, Imperialistic 50% on settlers, Aggressive 100% on Barracks and Expansive the same for Granaries. Industrial gives 50% on wonders and certain wonders receive a 100% bonus from resources, for instance Stonehenge, Pyramids and Great Wall from stone, giving an overall bonus of 150% for an Industrious leader.

          Hence we´re looking for a way to abuse an Industrious leader together with a wonder resource. Since Masonry is required for stone, we need to work something else for four turns till that is researched. Barracks fit that slot with Stalin (Agg/Ind) as leader. Zulu is the civ of choice then because its Ikhanda costs 40 instead of only 33 hammers for a normal Barracks, allowing you to work those one turn longer with a stone plant (3 hammer) and another tile with an output of 3 hammers while Masonry is being researched.


          Stalin of Zulu - 140 Hammers
          • work plains hill with forest turns 0-9
          • Ikhanda: 40 hammers (5 overflow)
          • Pyramids: 100 hammers (with overflow)

          Click image for larger version

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          This approach "just" requires a stone plant on a plains hill and another 3 hammer tile.


          Stalin of XY - 146 Hammers
          • work 3 food turn 0-3
          • Barracks: 24 Hammers
          • work plains forest dear turn 4
          • Pyramids: 12 Hammers
          • work two plains hill forest dear turn 5-9
          • Pyramids: 110 Hammers

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          This approach requires a stone plant on a plains hill and two plains hill tiles with forest and deer on them AND another plains dear with forest on it. Not exactly realistic to have that AND a 3 hammer plant, but hey... this is not about realism A 3 food tile needs to be there as well...

          Thanks Miro


          Suleiman of XY - 141 Hammers
          • city 1: work plains hill forest dear turn 0-9
          • city 1: Settler - 65 Hammers (3 overflow)
          • city 1: Pyramids -52 Hammers (with overflow)
          • city 2: work plains hill forest turn 8-9
          • city 2: Stonehenge - 24 Hammers

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          This approach is somewhat different. It requires a plains hill tile with forest and deer on it next to the 3 hammer stone plant. After getting a settler, the capital starts Pyramids, while the second city is planted on another stone with a 3 hammer tile next to it working Stonehenge turn 8 and 9.

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