It's been pretty much agreed in the Legoland forum that we don't want to throw open the gates. There's been discussion about releasing our Chronicle thread and the turnthreads from the war, but the whole thing is not going to be published.
I'm starting a new thread as I don't want to clog the historical documents thread with all of this. I plan to post interesting things as I come across them, and for all I know, it will end up being quite a lot.
For instance, here's an interesting thread from the start of the game. I must hang my food-worshipping head in shame over the youthful indiscretions of my posts here...
I'm starting a new thread as I don't want to clog the historical documents thread with all of this. I plan to post interesting things as I come across them, and for all I know, it will end up being quite a lot.
For instance, here's an interesting thread from the start of the game. I must hang my food-worshipping head in shame over the youthful indiscretions of my posts here...
Poll Thread "What to do with our Cattle"
First post made 2/12/2002
10 people voted.
Options:
Irrigate, then road (0 votes)
Road, then irrigate (0 votes)
Mine, then road (9 votes)
Road, then mine (1 vote)
First post made 2/12/2002
10 people voted.
Options:
Irrigate, then road (0 votes)
Road, then irrigate (0 votes)
Mine, then road (9 votes)
Road, then mine (1 vote)
Originally posted by ZargonX
This was discussed during the turnchat, but we wanted to get the input from the full team. As you can see in the screenshots of our starting position, we have a cow conveniently located next to our city. We have several options as to what to do with it, and since we don't officially have ministers yet, the desicion falls to the team! We need to decide this quick, in case we end up playing another turn in a day or so (which isn't clear yet whether we will be...)
This was discussed during the turnchat, but we wanted to get the input from the full team. As you can see in the screenshots of our starting position, we have a cow conveniently located next to our city. We have several options as to what to do with it, and since we don't officially have ministers yet, the desicion falls to the team! We need to decide this quick, in case we end up playing another turn in a day or so (which isn't clear yet whether we will be...)
Originally posted by ZargonX
I personally feel we should mine it, then road it. Irrigation isn't really needed right now, and we can use the production boost quickly.
I personally feel we should mine it, then road it. Irrigation isn't really needed right now, and we can use the production boost quickly.
Originally posted by lmtoops
Mine than road is the obvious choice, but we must poll the team.
Mine than road is the obvious choice, but we must poll the team.
Originally posted by Tiberius
Mine, then road.
Mine, then road.
Originally posted by vondrack
Mine, then road.
Extra food production is not necessary, as the cow gives us a nice growth edge anyway. We need as many shields as possible to crank out units/improvements. As we will be using maximum of three worked Legopolis tiles for quite some time, I believe we should focus on shield production as long as we get a food surplus of at least 2.
Mine, then road.
Extra food production is not necessary, as the cow gives us a nice growth edge anyway. We need as many shields as possible to crank out units/improvements. As we will be using maximum of three worked Legopolis tiles for quite some time, I believe we should focus on shield production as long as we get a food surplus of at least 2.
Originally posted by Colonel Kraken
I see someone voted Road then Mine. Normally I would do this as well, but since the cattle is next to the river it already gives us one trade. It would be best to get the production boost first, then get the nice extra trade by putting road next to river.
I voted Mine then Road, of course.
I see someone voted Road then Mine. Normally I would do this as well, but since the cattle is next to the river it already gives us one trade. It would be best to get the production boost first, then get the nice extra trade by putting road next to river.
I voted Mine then Road, of course.
Originally posted by Tiberius
It is a few turns away, but I'm assuming that after the cattle we'll mine and road the shielded grassland, isn't it?
Btw, Radek, did you put the science slider on 100% and initiated research on BW? I'm convinced you did, but I thought I should ask, just in case.
It is a few turns away, but I'm assuming that after the cattle we'll mine and road the shielded grassland, isn't it?
Btw, Radek, did you put the science slider on 100% and initiated research on BW? I'm convinced you did, but I thought I should ask, just in case.
Originally posted by Tiberius
It is a few turns away, but I'm assuming that after the cattle we'll mine and road the shielded grassland, isn't it?
Btw, Radek, did you put the science slider on 100% and initiated research on BW? I'm convinced you did, but I thought I should ask, just in case.
It is a few turns away, but I'm assuming that after the cattle we'll mine and road the shielded grassland, isn't it?
Btw, Radek, did you put the science slider on 100% and initiated research on BW? I'm convinced you did, but I thought I should ask, just in case.
Originally posted by Kloreep
Whatever we do with the cow, that's the logicial next step.
Don't know whether it's 90% or 100% (they both put all our current money to research IIRC), but yep, all our money is being put into Bronze Working.
Originally posted by Tiberius
It is a few turns away, but I'm assuming that after the cattle we'll mine and road the shielded grassland, isn't it?
It is a few turns away, but I'm assuming that after the cattle we'll mine and road the shielded grassland, isn't it?
Btw, Radek, did you put the science slider on 100% and initiated research on BW? I'm convinced you did, but I thought I should ask, just in case.
Originally posted by Kloreep
Okay, I ran a scenario with 1.29, and it turns out WE LOSE by mining first. I created a start with identical city and cattle tiles and played it through to 3700 BC, switching the mine and road order the second time.
In 3700 BC, the year when both mine and road are completed, 1 warrior has been produced and the one in production is 3 turns till in BOTH scenarios. However, we lose 3 commerce if we mine first; and, in Civ3 1.29, this causes us to be one turn behind in research on Bronze Working (10 turns till mining first, 9 turns till roading first).
Since no one supports Irrigation, I suggest we road, then mine. I know that goes against this poll, but there is absolutely no reason to mine first; due to the build order, it won't benefit us. Commerce, on the other hand, will.
Okay, I ran a scenario with 1.29, and it turns out WE LOSE by mining first. I created a start with identical city and cattle tiles and played it through to 3700 BC, switching the mine and road order the second time.
In 3700 BC, the year when both mine and road are completed, 1 warrior has been produced and the one in production is 3 turns till in BOTH scenarios. However, we lose 3 commerce if we mine first; and, in Civ3 1.29, this causes us to be one turn behind in research on Bronze Working (10 turns till mining first, 9 turns till roading first).
Since no one supports Irrigation, I suggest we road, then mine. I know that goes against this poll, but there is absolutely no reason to mine first; due to the build order, it won't benefit us. Commerce, on the other hand, will.
Originally posted by Sharpe
Sorry to notice Kloreep, but aren't those figures using accelerated production?
If so, can you recalculate it using regular production?
I will try to run a scenario in PTW, but I am not sure how quickly I will be able to set up the same parameters.
Sorry to notice Kloreep, but aren't those figures using accelerated production?
If so, can you recalculate it using regular production?
I will try to run a scenario in PTW, but I am not sure how quickly I will be able to set up the same parameters.
Originally posted by Kloreep
No, no accel. prod. I made sure of that.
I extended the scenario to see what we should do with the bonus grass, and it seems we should road then mine once again. (Note that I gathered this data assuming the cattle will be roaded then mined.)
In 3400 BC (when both road and mine are completed on the bonus grass), both scenarios have produced 3 warriors, and will produce a settler in another 5 turns. However, in the road first scenario, we are one turn away from BW; in the mine first scenario, we are 2 turns away.
So, if we play (or work ) both tiles right, we will get BW two turns sooner while producing a warrior-warrior-warrior-settler queue at the same speed as if mined any tiles first.
No, no accel. prod. I made sure of that.
I extended the scenario to see what we should do with the bonus grass, and it seems we should road then mine once again. (Note that I gathered this data assuming the cattle will be roaded then mined.)
In 3400 BC (when both road and mine are completed on the bonus grass), both scenarios have produced 3 warriors, and will produce a settler in another 5 turns. However, in the road first scenario, we are one turn away from BW; in the mine first scenario, we are 2 turns away.
So, if we play (or work ) both tiles right, we will get BW two turns sooner while producing a warrior-warrior-warrior-settler queue at the same speed as if mined any tiles first.
Originally posted by Sharpe
Ah good!
Excellent analysis, Kloreep !
I wonder if with this information we should have a revote, as I voted mine-road, but would now vote road-mine.
While we don't want to cheat by playing ahead, I wonder if your scenario can be modified to add in the terrain information that we will uncover in future turns.
By creating a "model" of the known situation in the game, we might be able to test and better analyze situations, and even project things into the future.
Ah good!
Excellent analysis, Kloreep !
I wonder if with this information we should have a revote, as I voted mine-road, but would now vote road-mine.
While we don't want to cheat by playing ahead, I wonder if your scenario can be modified to add in the terrain information that we will uncover in future turns.
By creating a "model" of the known situation in the game, we might be able to test and better analyze situations, and even project things into the future.
Originally posted by Kloreep
I guess I might as well post one.
But I urge whoever's playing our turn to road anyway; this poll shows everyone wants to mine, and no person with sense would object when they saw we'd be throwing away commerce for no benefit.
This would definitely be possible, and I think we should use this technique for a little while more.
Of course, it'll get insane after a while, as you have to repeat everything starting from 4000 BC to make sure you get the research, etc. right. But simulations will be useful for a while.
Originally posted by Sharpe
Ah good!
Excellent analysis, Kloreep !
I wonder if with this information we should have a revote, as I voted mine-road, but would now vote road-mine.
Ah good!
Excellent analysis, Kloreep !
I wonder if with this information we should have a revote, as I voted mine-road, but would now vote road-mine.
But I urge whoever's playing our turn to road anyway; this poll shows everyone wants to mine, and no person with sense would object when they saw we'd be throwing away commerce for no benefit.
While we don't want to cheat by playing ahead, I wonder if your scenario can be modified to add in the terrain information that we will uncover in future turns.
By creating a "model" of the known situation in the game, we might be able to test and better analyze situations, and even project things into the future.
By creating a "model" of the known situation in the game, we might be able to test and better analyze situations, and even project things into the future.
Of course, it'll get insane after a while, as you have to repeat everything starting from 4000 BC to make sure you get the research, etc. right. But simulations will be useful for a while.
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