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  • #16
    I'll be playing... maybe... if my wife doesn't deliver by this weekend.

    And I'll be settling - no move. Second city will definitely be on the coast, probably west of the cow depending on the terrain under the FOW.
    "Stuie has the right idea" - Japher
    "I trust Stuie and all involved." - SlowwHand
    "Stuie is right...." - Guynemer

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    • #17
      that volcanoe is not cool

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      • #18
        I'd settle on the spot. You can irrigate through cities built on hills (as I was surprised to discover recently... when was that put in?).

        Irr Cow = 4f, 1s.
        Mined bgrass = 2f, 2s each.
        mined grass = 2f, 1s.
        Fishy = 3f, 0s.
        City tile = 2f, 1s.

        So, at size 5, that baby is at 7spt. With lots of forest tiles available to provide +2shields on growth turns, that's a pretty pump site.

        I assume one needs the 1.15 patch for this game? *grumbles about needing to download 1.13 & 1.15, and then install 1.12,1.13, and 1.15.* Heh.

        I may get to this one... but probably not until next week.

        -Arrian
        grog want tank...Grog Want Tank... GROG WANT TANK!

        The trick isn't to break some eggs to make an omelette, it's convincing the eggs to break themselves in order to aspire to omelettehood.

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        • #19
          And I think I see a bit of swamp to the north as well. A little bit of all the new stuff to deal with, eh? I think I'll move right next to the volcanoe and and hold my breath every time I hit the "next turn" button.

          -donZappo

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          • #20
            If you disband your Worker on the Volcano you prevent the next eruption. Something to keep in mind...




            Dominae
            And her eyes have all the seeming of a demon's that is dreaming...

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            • #21
              Because I'm feeling like wasting time at work...

              T1: build. Worker moves 1. WF to bonus grass. Build warrior.
              T2: 2f, 2s. worker roads.
              T3: 4f, 4s.
              T4: 6f, 6s.
              T5: 8f, 8s. Road complete, begin irrigation.
              T6: 10f, warrior complete. Another.
              T7: 12f, 2s.
              T8: 14f, 4s.
              T9: 16f, 6s. Irrigation complete. Move to cow.
              T10: 18f, 8s. Begin irrigation.
              T11: Borders expand. Size2, warrior complete. WF to cow + bgrass. Build another warrior.
              T12: 3f, 3s.
              T13: 6f, 6s. WF to cow + fish
              T14: 11f, 8s. Irrigation complete. Road.
              T15: 16f, warrior complete. Build worker. WF to cow + bgrass.
              T16: Size3, 4-5s (depending on autoallocation. Forest or bgrass with +4fpt? Probably forest. Assume 5s then). WF to Cow, Fish, and bgrass.
              T17: 5f, 8s. WF to Cow, Fish, and Tobacco. Road complete, 1st worker moves8 to bgrass.
              T18: 10f, worker complete, size2. WF to cow & fish. 1st worker mines. 2nd worker moves 9. Start granary.
              T19: 15f, 2s. 2nd worker chops.
              T20: Size 3, 6s. WF to Cow, Fish, and bgrass.
              T21: 5f, 9s.
              T22: 10f, 12s.
              T23: 15f, 25s, chop complete. 2nd worker roads.
              T24: Size4, 31s (lots going on here. +2 from forest during growth, plus another shield from the newly completed mine). WF to Cow, Fish, both bgrass. 1st worker roads.
              T25: 5f, 36s.
              T26: 10f, 41s. Road complete. 2nd worker moves to 2nd bgrass tile (unless the chopped tile is a bgrass tile!)
              T27: 15f, 46s. Road complete. 1st worker moves to other bgrass tile. 2nd worker mines.
              T28: Size5, 53s. WF to Cow, Fish, 2x bgrass and tobacco tile.
              T29: 5f, 58s. WF to cow, fish, and all roaded tiles.
              T30: 10f, granary complete.

              I could work with that, I think.

              -Arrian
              grog want tank...Grog Want Tank... GROG WANT TANK!

              The trick isn't to break some eggs to make an omelette, it's convincing the eggs to break themselves in order to aspire to omelettehood.

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              • #22
                Spoiler Alert

                I decided to set up a test scenario that approximates the important elements of this starting position and test a few different opening sequences. If you want to play the start out for yourself without knowing in advance how different openings work, don't read any farther.


                Okay, if you're still reading, I assume you want to know what I came up with. Note that this is offered without any warranty (there might possibly be typos or things I didn't catch right when I wrote it) so use it at your own risk.


                In all cases, research is initially set to Pottery at 100%. Making sure new laborers are switched to the right tiles after they appear is important because the governor likes using forests when you have excess food. (Switching the governor to emphasize food would solve the problem, but would give up free shields the turn laborers first appear in the process.) Also, it is important to make sure the luxury slider is always optimized as population changes or changes in which tiles are worked affect income to avoid riots without spending more than is necessary.


                Case 1: Settle the starting position; build, worker-warrior-granary

                Note that with the hut on top of the volcano, this is somewhat high risk because the warrior isn't completed in time if the hut produces barbs.

                (1) Build the capital in the starting position. Build a worker using the grassland with shield one turn and the fish the rest of the time, and irrigate toward the cow. Don't bother roading the first tile on the way to irrigate. The initial worker is finished in seven turns.

                (2) With the worker finished, both border expansion and completion of the cow irrigation are in three turns. Working the fish two of those three turns and a grassland with shield the third gives us eight food, which fits well with the 12 food we'll get the three turns after the border expands. A barracks isn't a good enough prebuild for the shields we can get by the time we discover Pottery, so we'll build a warrior first.

                (3) After the warrior is finished, we start a barracks as a prebuild for a granary. The warrior can go out exploring. (Alternatively, we can use the warrior as a MP to finish Pottery and start Writing a tad sooner.) As the warrior finishes, we're back up to size 2 and working both the cow and the fish to get four-turn pop growth.

                (4) Pottery is discovered in 2900 BC, just one turn before the barracks would complete.

                (5) The granary completes in 2710 BC, with the capital at size 5.

                Case 2: Move southwest, warrior-warrior-worker-granary.

                (1) Move the settler southwest and the worker onto the grassland with shield by the lake. Start research on Pottery at 100%. Settle the cow and start building two warriors, then a worker. The worker irrigates and roads the grassland with shieeld by the lake, then the cow. (Skipping the road on the initial grassland with shield would speed up growth to size 2 by a turn, but the end result down that path is finishing our barracks prebuild before we discover Pottery so the haste does not help get our settler pump going faster. Note that two warriors and two workers are all we can support without delaying our Pottery research with unit support costs.) The warriors need to stick close to home while researching Pottery so they can serve as MPs when needed; we can't afford to spend any more on the luxury slider than we absolutely have to.

                (2) When the pop increases while working on the second warrior, make sure the second pop unit works the irrigated, roaded grassland with shield until the city radius expands and then switches to the fish.

                (3) When the new worker is finished, he starts mining the irrigated grassland with shield.

                (4) Pottery is discovered in 2850 BC. Our warriors can now be released for exploration at the expense of the luxury slider if desired.

                (5) Our granary completes in 2670 BC at size 5. We have a second warrior and only lost one turn on our granary compared with Case 1, and we avoided risking disaster if we popped barbs.


                Case 3: Build in starting position. Build warrior/warrior/worker/granary.

                (1) Build the capital in the starting position. Build a warrior using the grassland with shield one turn and the fish the rest of the time, and then another using a forest three turns (along with the fish) until the borders expand before switching from forest to cow. The starting worker irrigates the tile on the way to the cow without roading and then irrigates the cow. The warriors can either be sent out exploring (with use of the luxury slider) or kept at home as MPs to help research Pottery faster and get an earlier start on Writing. However, a MP benefit is needed briefly (two or three turns of saving a gold, I think) to avoid delaying Pottery research past the end of the barracks prebuild.

                (2) Build a worker and use a barracks prebuild for a granary, adjusting the luxury slider as appropriate.

                (3) Pottery is completed in 2850 BC, 1 turn before the barracks prebuild can finish, if optimizing for exploraion over fast research.

                (4) The granary is completed in 2670 BC at size 5.

                This case finishes the granary at the same time Case 2 does, along with the same number of warriors, but produces a lot more gold along the way because it uses the fish tile more (as well as providing an extra turn's gold from the capital).


                Case 4: Build in the starting position and build warrior/worker/granary.

                (1) Build the capital in the starting position. Build a warrior using the grassland with shield one turn and the fish the rest of the time. The starting worker irrigates the tile on the way to the cow without roading and then irrigates the cow. The warrior needs to stay at home as an MP a good part of the time; releasing him to explore in 3150 worked with a gold or two to spare.

                (2) Build a worker using a forest two turns and and a grassland with shield 1 before switching to the cow with the border expansion. After the worker is finished, work the cow two turns to get back up to size 2, at which point working the cow and the fish provides a 4-turn growth pace.

                (3) Pottery is discovered in 3950 BC, right before the barracks prebuild would complete.

                (4) Using a forest instead of the fish for a turn speeds up the granary by a turn while simultaneously delaying growth to size 5 by a turn (thereby letting the granary provide its extra food for the increase to size 5, with a net gain of food from the delay). The granary completes in 3750 BC at size 4 (ready to kick up to size 5 the next turn, and halfway to size 6 thanks to the granary benefit).


                Of these experiments, Case 4 is best for getting a settler/worker pump going as quickly as possible, while Case 3 (with its second warrior) is better for defense and for early exploration. Building the capital in the starting position seems to offer a significant advantage over building it to the southwest because working the fish instead of the cow provides two extra gold per turn - which is very important for researching Pottery in a timely manner.
                Last edited by nbarclay; January 21, 2004, 17:57.

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                • #23
                  At what difficulty level is that, Nathan?

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                  • #24
                    I ran the test on Emperor. I guess other difficulty levels would have different research times, and lower ones would have less need to spend gold for happiness.

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                    • #25
                      Originally posted by nbarclay
                      Note that with the hut on top of the volcano, this is somewhat high risk because the warrior isn't completed in time if the hut produces barbs.
                      You cannot get Barbs from a Goody Hut if you do not have any military units.


                      Dominae
                      And her eyes have all the seeming of a demon's that is dreaming...

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                      • #26
                        Originally posted by Dominae


                        You cannot get Barbs from a Goody Hut if you do not have any military units.
                        Good catch. I think I've seen a counterexample to that rule in a previous version somewhere along the line (although I won't swear to it), but I did some testing and it looks like the rule holds in C3C. (Of course if you pop more than one hut with a cultural expansion and one pops a warrior, others can produce barbs the same turn. It's amazing how many barbs can come in a test scenario popping eleven huts in one turn.)

                        In other news, I'm pretty sure I remember empty huts in earlier versions of Civ 3, but in popping hundreds in my testing, I didn't notice a single empty one. I'm wondering if Firaxis might have changed things (whether accidentally or on purpose) so that what were once empty huts now produce barbs - and of course so that civs not eligible for barbs always get some kind of goody.

                        With the hut situation, I'm starting to think my Case 1 may be the best strategy. It's a bit of a gamble since building a worker so early sacrifices a little productivity in the city (albeit giving a head start on worker jobs in exchange), but the improved odds of getting something worthwhile from a hut (and especially, with enough luck, perhaps a settler) if barbs are not a possibility may make it worth it.

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                        • #27
                          Originally posted by Dominae
                          If you disband your Worker on the Volcano you prevent the next eruption. Something to keep in mind...




                          Dominae
                          huh? Is that a joke?

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                          • #28
                            You'll have to try it to find out!!


                            Dominae


                            P.S: Yes, it's a joke.
                            And her eyes have all the seeming of a demon's that is dreaming...

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                            • #29
                              Originally posted by JesseSmith


                              The English version has been updated to include all of the v1.12 files.
                              Just install C3C, apply the 1.15 patch, and you're set to go.

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                              • #30
                                Originally posted by nbarclay



                                In other news, I'm pretty sure I remember empty huts in earlier versions of Civ 3, but in popping hundreds in my testing, I didn't notice a single empty one. I'm wondering if Firaxis might have changed things (whether accidentally or on purpose) so that what were once empty huts now produce barbs - and of course so that civs not eligible for barbs always get some kind of goody.
                                Firaxis had stated long ago that getting nothing was always available from a hut. Maybe that changed.
                                Last edited by vmxa1; January 27, 2004, 17:51.

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