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  • Slider planning

    Basis 1270 save

    Tech costs V1.21 Huge map
    Sci meth 100*40=4000 beakers
    Atomic Theory 180*40=7200 beakers

    Beaker estimates from appropriate saves
    1265 60% 916 beakers (actual)
    1270 60% 933 beakers
    1270 70% 1095 beakers
    1270 90% 1411 beakers
    1270 100% 1564 beakers


    History: Started SciMeth at 60% science in 1265

    1265 60% 916
    1270 60% 933
    1275 70% 1095
    1280 70% 1095
    *** 4039 Sci Meth achieved
    start Atomic Theory

    1285 100% 1564
    1290 90% 1411
    1295 90% 1411
    1300 90% 1411
    1305 90% 1411
    *** 7208 Atomic Theory achieved
    start Electronics

    1310 0% zero
    G-Town produces ToE
    Get Electronics
    Select Radio
    Get Radio
    Select something from the top bracket

    1315 to suit 4 turn selected tech

    All cash flows are positive, some barely
    Supports upgrade plan which consumes essentially all of 1270 and 1275 cash flow
    about 500 uncommitted in 1280
    about 40 uncommitted in 1285
    about 150 per turn uncommitted 1290 thru 1305
    about 1500 uncommitted in 1310
    I used to be a builder. That was before I played Civ III

  • #2
    Re: Slider planning

    Originally posted by roadcage
    Basis 1270 save

    Tech costs V1.21 Huge map
    Sci meth 100*40=4000 beakers
    Atomic Theory 180*40=7200 beakers

    Beaker estimates from appropriate saves
    1265 60% 916 beakers (actual)
    1270 60% 933 beakers
    1270 70% 1095 beakers
    1270 90% 1411 beakers
    1270 100% 1564 beakers


    History: Started SciMeth at 60% science in 1265

    1265 60% 916
    1270 60% 933
    1275 70% 1095
    1280 70% 1095
    *** 4039 Sci Meth achieved
    start Atomic Theory

    1285 100% 1564
    1290 90% 1411
    1295 90% 1411
    1300 90% 1411
    1305 90% 1411
    *** 7208 Atomic Theory achieved
    start Electronics

    1310 0% zero
    G-Town produces ToE
    Get Electronics
    Select Radio
    Get Radio
    Select something from the top bracket

    1315 to suit 4 turn selected tech

    All cash flows are positive, some barely
    Supports upgrade plan which consumes essentially all of 1270 and 1275 cash flow
    about 500 uncommitted in 1280
    about 40 uncommitted in 1285
    about 150 per turn uncommitted 1290 thru 1305
    about 1500 uncommitted in 1310
    roadcage,

    This helps a lot. I'm not sure about 1-2 of the assumptions, but I'm too tired to look into that at this time of night and I'll just assume that you did your homework

    As for the upgrades, I need to get the full numbers from E_T on what he wants/needs in terms of a time-table for them. If so, I may have to tweak whatever from the above plan (with any alterations joncnunn suggests as well).

    As a baseline from which to work with, this is EXTREMELY useful
    Long-time poster on Apolyton and WePlayCiv
    Consul of Apolyton from the 1st Civ3 Inter-Site Democracy Game (ISDG)
    7th President of Apolyton in the 1st Civ3 Democracy Game

    Comment


    • #3
      Re: Slider planning

      My own reference chart at home states that Atomic Theory is 200 * 40 = 8000 beakers.

      At 100%, Atomic Theory takes 5.115 -> 6 turns to reserach if the economy doesn't significantly grow.

      Originally posted by roadcage
      Basis 1270 save

      Tech costs V1.21 Huge map
      Sci meth 100*40=4000 beakers
      Atomic Theory 180*40=7200 beakers

      Beaker estimates from appropriate saves
      1265 60% 916 beakers (actual)
      1270 60% 933 beakers
      1270 70% 1095 beakers
      1270 90% 1411 beakers
      1270 100% 1564 beakers

      History: Started SciMeth at 60% science in 1265

      1265 60% 916
      1270 60% 933
      1275 70% 1095
      1280 70% 1095
      *** 4039 Sci Meth achieved
      start Atomic Theory

      1285 100% 1564
      1290 90% 1411
      1295 90% 1411
      1300 90% 1411
      1305 90% 1411
      *** 7208 Atomic Theory achieved
      start Electronics

      1310 0% zero
      G-Town produces ToE
      Get Electronics
      Select Radio
      Get Radio
      Select something from the top bracket

      1315 to suit 4 turn selected tech

      All cash flows are positive, some barely
      Supports upgrade plan which consumes essentially all of 1270 and 1275 cash flow
      about 500 uncommitted in 1280
      about 40 uncommitted in 1285
      about 150 per turn uncommitted 1290 thru 1305
      about 1500 uncommitted in 1310
      1st C3DG Term 7 Science Advisor 1st C3DG Term 8 Domestic Minister
      Templar Science Minister
      AI: I sure wish Jon would hurry up and complete his turn, he's been at it for over 1,200,000 milliseconds now.

      Comment


      • #4
        The base beaker costs come from a virgin editor bic file.
        I used to be a builder. That was before I played Civ III

        Comment


        • #5
          All of the patches adjusted the virgin editor bic file, several had adjustments on tech costs.

          Originally posted by roadcage
          The base beaker costs come from a virgin editor bic file.
          1st C3DG Term 7 Science Advisor 1st C3DG Term 8 Domestic Minister
          Templar Science Minister
          AI: I sure wish Jon would hurry up and complete his turn, he's been at it for over 1,200,000 milliseconds now.

          Comment


          • #6
            We will see in about 3 turns. The real question is Why did you go off on a useless poll tangent instead of posting a meaningful planning document?

            Inquiring minds need to know.
            I used to be a builder. That was before I played Civ III

            Comment


            • #8
              Cool
              :d
              If you're interested in participating in the first Civ 5 Community Game then please visit: http://www.weplayciv.com/forums/forum.php

              Comment


              • #9
                Re: Slider planning

                Originally posted by roadcage

                Select Radio
                Get Radio
                Why Radio? Tanks are the next useful tech.

                Comment


                • #10
                  Why Radio? Tanks are the next useful tech.
                  Radio is a very expensive tech. The techs from the top branch, Refining and Steel are much cheaper. Picking the most expensive tech available at the time for free is simply good beaker management. Which of course is what the thread topic is all about.
                  I used to be a builder. That was before I played Civ III

                  Comment


                  • #11
                    roadcage,

                    Precisely the argument I gave in the last chat - Radio costs more beakers

                    My other argument for Radio is that it is highly unlikely that any of the AI's will research to it by the time we finish Hoover's Dam... meaning that we can hold on to it for a quite a while (the construction time for Hoover's) before we techwhore it and it will still be valuable.
                    Long-time poster on Apolyton and WePlayCiv
                    Consul of Apolyton from the 1st Civ3 Inter-Site Democracy Game (ISDG)
                    7th President of Apolyton in the 1st Civ3 Democracy Game

                    Comment


                    • #12
                      Agreed with Roadcage on the desirablity of having Theory of Evolution grant us Radio for free.

                      On Refining & Steel, I'm hoping the AI will finish researching at least one of those two techs before we complete Theory of Evolution so we have Tanks & Bombers faster.

                      On Tanks being the most useful after Hoover, as soon as Theory of Evolution is complete, I'll post a poll to gauge weather we want Bombers or Tanks first.
                      In my own games, I always go for Tanks, but this is related to me always building the Colosus which expires with the discovery of Flight.
                      1st C3DG Term 7 Science Advisor 1st C3DG Term 8 Domestic Minister
                      Templar Science Minister
                      AI: I sure wish Jon would hurry up and complete his turn, he's been at it for over 1,200,000 milliseconds now.

                      Comment


                      • #13
                        Or if we build up enough of a tech lead, deny the AIs Radio to keep them out of the modern era until we have the UN and have removed Urainum sources from nearby hostile neighbors.

                        Originally posted by Arnelos
                        roadcage,

                        Precisely the argument I gave in the last chat - Radio costs more beakers

                        My other argument for Radio is that it is highly unlikely that any of the AI's will research to it by the time we finish Hoover's Dam... meaning that we can hold on to it for a quite a while (the construction time for Hoover's) before we techwhore it and it will still be valuable.
                        1st C3DG Term 7 Science Advisor 1st C3DG Term 8 Domestic Minister
                        Templar Science Minister
                        AI: I sure wish Jon would hurry up and complete his turn, he's been at it for over 1,200,000 milliseconds now.

                        Comment


                        • #14
                          Originally posted by joncnunn
                          Or if we build up enough of a tech lead, deny the AIs Radio to keep them out of the modern era until we have the UN and have removed Urainum sources from nearby hostile neighbors.
                          hi ,

                          , indeed removing uranium and aluminium would be magnificent , ..... our armies would get elite status in no time fighting old obsolte units

                          have a nice day
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                          Comment


                          • #15
                            Tanks can be built right away, Bombers & Fighters (for Vet Status) will need an Airport first.

                            SMC wants tanks to take out the Others Infantry.

                            E_T
                            Come and see me at WePlayCiv
                            Worship the Comic here!
                            Term IV DFM for Trade, Term V CP & Term VI DM, Term VII SMC of Apolytonia - SPDGI, Minister of the Interior of the PTW InterSite Demo Game

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