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Turnplayer Thread #2.

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  • Yes, I saw that today. So same drill as before: move all the standard units, then hold the settler until the end of turn to minimize exposure in the field. I'm keeping an eye on the clock again to make sure I don't screw it up.

    I hope Krill is entertained by our various C&D charts and tables.

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    • Just a reminder to anyone watching that I'm waiting for the timer to run down, so as to minimize exposure on our settler. Please don't freak out and think I forgot about moving our precious unit.

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      • Well! Turn 64 lasted a full five days, but now we've finally moved on to the next one. Here are some highlights:

        - Winston finished the second cottage at Airstrip One, and the capital is now working both cottages. What should Winston do next? My initial thought was to chop a grassland forest (probably the one one tile east of the city) and build a third cottage. Please suggest other/better ideas.

        - China Beach swaps to a plains forest this turn. By working this tile instead of the floodplains, we will finish the work boat in two more turns. (Currently 4 shields invested + 3 shields this turn + 3 shields next turn + 20 shields from forest chop.) This gets the work boat done sooner, which speeds up overall growth.

        - mostly_harmless, what's your read on the score increases for this turn? Looks like two pop increases for PAL (8 points), but Rabbits got 11 points... tech discovery + pop increase? Or land points? I couldn't tell.

        - PAL built another warrior last turn, their 6th. Imperio's two holkans remain the greatest military units in a sea of warriors, quechuas, and archers.

        - Update on the Great Dash to Cape Copper:



        The settler has already been moved, and sits on the tile circled in red. The warrior on that tile "guarding" the settler has NOT moved, and I will log in right before the next turn to move him NE, along the green arrows. That way, the settler, archer, and warrior all meet up together on the forest tile east of Twin Peaks at the end of next turn.

        O'Brien, the worker in the area, will move along the path in yellow, then next turn along the path in orange. This way he can be guarded by the second archer, the one highlighted in blue. Depending on whether there are any enemy/barb units in the area, we can move our settlers/workers one tile at a time, or scamper ahead to the finish. Imperio has a holkan right by our Cape Copper scout though, so I'm inclined to play things safely for the most part.

        Thoughts and comments welcome.

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        • Good plan. How far down the road are we going to road Cape Copper?

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          • Third cottage for Airstrip One is also what I would favor. Three cottages as a alternative to the three mines we have there.

            I have to run the numbers later this weekend. For now I would put my money to 2 x pop for PAL and pop & tech for Rabbits.

            mh

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            • Originally posted by sunrise089
              Good plan. How far down the road are we going to road Cape Copper?
              Honestly, I'm not sure that we run a road to Cape Copper at all. After we plant a city at Twin Peaks (probably the next location), we run a road there and keep the Cape supplied via sea. It will be vastly easier and quicker to keep 2 galleys permanently in the fjord and move units back and forth that way, instead of taking the long and risky end-around by land. Think of the Cape as an overseas colony, essentially.

              The mapmaker who put the peak, fjord, lake, and desert tiles there was a real dick.

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              • I totally agree with the plan to supply Cape Copper via galley. 1 or 2 galleys will is all that we will need. A unit can board a galley, sale into Cape Copper and defend that turn if required - it doesn't need to get off the galley to defend.
                Quote: "All Happiness is the release of internal pressure"
                Visit my Civ IV web site for information on mods that I am involved with or use and other Civ IV tools
                woo hoo! My wife publishes her first book. Buy it now in paperback format at lulu and help me retire so I can write more BUG mod code.

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                • Yes, we can complete a road once our workers run out of jobs.
                  I will have to check with the worldbuilder, but would we be able to build a fort 1N of Twin Peaks' lake to get Twin Peaks reachable by those galleys as well? Can ship units enter lake tiles?

                  mh

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                  • T65 completed. Imperio moved their Woody II warrior (Tarzan) off to the southwest, so there's absolutely no chance that they've spotted our settler yet. I moved our warrior (Jennifer) and worker (O'Brien) as outlined above.

                    New turn starts in about three hours.

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                    • T66 has been played completely - no need to wait and move units at the end of the turn!

                      - Our settler has successfully met up with Jennifer (warrior) and Diana (archer). The group is currently one tile east of the Twin Peaks location. Moving one tile per turn, they will reach the Cape Copper location in six more turns. We may be able to have the settler scamper ahead and get there faster if Imperio moves their holkan out of the area, however.

                      - O'Brien (our worker heading to Cape Copper) has moved successfully in that direction as well, and will meet up with the group in two more turns. They will all get to the Cape at the same time.

                      - Our new archer (Billy Jean Tell) is moving in the same direction. She will make it to Cape Copper three turns after the others.

                      - China Beach has finished its forest chop and will finish work boat next turn. Obviously, I will immediately hook up the clams, then whip out a second work boat to go clear the fog tiles up in the north. Parsons, the worker in the area, is going to connect the cattle tile next. Even better, I can sneak in a "free" turn of work by roading the tile one east of China Bay next turn, then canceling that and moving Parsons to the cattle. Micromanagement is fun!

                      - Pink finishes an archer next turn, which will probably stay in the city for defense. It will also grow to size 3 next turn. The current plan is to have the city produce a worker after that (5t) to replace the departed O'Brien while recovering from whip anger.

                      - Winston moved to chop + cottage the grassland forest tile east of the capital.

                      - C&D reports that Imperio built another chariot or holkan last turn. They currently have two warriors (one of them with Woodsman II), one holkan, and two holkan/chariots - maybe one of each (?) Nothing TOO intimidating, but let's keep an eye on them. More scary than Templars' six quechuas anyway.

                      - Templars researched a really cheap tech this turn. It's either Fishing or Hunting, so my guess is Hunting.

                      Fire away with questions or comments!

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                      • Can we get a report of the science numbers? I am assuming that we are getting close to researching Sailing, and assuming that we are also getting close to draining our treasury.

                        With Writing (and a library soon after for the capital at least) on its way within the next 20 turns or so, we probably want to MM some binary science to take advantage of that 25% bonus, which is not insignificant given the 9cpt of the palace plus a few cottages at A1.

                        It's probably too early to plan exactly how we want to do it, but we could probably spend a bit of time to try and figure out some initial numbers - we probably want to run 0% at some point (after we get IW of course) so that we can run 100% after we get the library.

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                        • Originally posted by regoarrarr
                          Can we get a report of the science numbers? I am assuming that we are getting close to researching Sailing, and assuming that we are also getting close to draining our treasury.
                          Ask and ye shall receive!

                          100% science: 20 beakers/turn, -4gpt
                          90% science: 18 beakers/turn, -2gpt
                          80% science: 16 beakers/turn, 0gpt
                          70% science: 14 beakers/turn, +2gpt
                          60% science: 12 beakers/turn, +4gpt
                          50% science: 10 beakers/turn, +6gpt
                          0% science: 0 beakers/turn, +16gpt

                          We are currently researching at 100% science, losing 4gpt with 14g in the bank. In other words, we will be out of cash in another three turns. Sailing has 110/143 beakers invested, and will be finished in two more turns with considerable overrun.

                          Since we have no libraries/markets, I believe it doesn't make a difference at the moment what percentage we choose to run. It's an entirely linear progression. Still, it's a good idea to get in the habit of running the numbers to see what's most efficient.

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                          • Originally posted by Sullla

                            Since we have no libraries/markets, I believe it doesn't make a difference at the moment what percentage we choose to run. It's an entirely linear progression. Still, it's a good idea to get in the habit of running the numbers to see what's most efficient.
                            Right, but we will have a library soon, so isn't it in our best interest to bank cash now to run at 100% for as long as possible once we get the library?

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                            • Originally posted by sunrise089


                              Right, but we will have a library soon, so isn't it in our best interest to bank cash now to run at 100% for as long as possible once we get the library?
                              Right - that was my point. With the caveat that we need to make sure that we have IW in time to trade.

                              Also, what are our plans for library construction? Are we going to whip it or chop it at all?

                              ETA: Can we get
                              a) beaker cost for IW
                              b) do we know if any other civs have it (affects speed)
                              c) a reminder of how soon PAL will have alphabet
                              d) a layout of the capital with the forests we could chop if we wanted to
                              e) a screenshot of A1

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                              • Replying to myself to add that we want to take a look at MMing the overflow. Perhaps someone with BtS and some time can take a look at this. I have time but alas no BtS....

                                See http://forums.civfanatics.com/showthread.php?t=146163

                                for the Technology Explained strategy article, which may be somewhat out of date with the expansions/ patches.

                                Originally posted by that article
                                The overflow is calculated by the modifiers from the PREVIOUS Technology. Therefore, if you finished researching Writing this turn, and you had all THREE optional requirements, the overflow beakers which applied to your next technology would be equal to however many you had left USING THE MODIFIERS FOR Writing after finishing Writing. So, your Requirements modifier would be 1.6 (1.2 * 3). So, you could conceivable get a significant boost toward your next tech OVER WHAT YOU SHOULD HAVE GOTTEN if you have a lot of overflow.
                                I believe that's saying if for example you are researching Writing and have all 3 pre-reqs (Pottery / PHood / AH), and you are going on to research Aesthetics (only one pre-req: Writing itself), that it would behoove you to have as much overflow as possible, because you will get credited with 1.6 times your generated beakers in overflow, rather than just 1.2.

                                So, while even if that's true, that particular example won't help us here, since both IW and Sailing have just one pre-req, where it might help us is in the number of civs that already know the tech bonus. The C&D can provide input on how many civs have either IW or Sailing, so we can adjust our research appropriately (to have high or no overflow)

                                So it may not matter at all, but if someone has some time to check in WB, it could prove a bigger impact later on.

                                Granted, even if all of this is true at this point it's a matter of only a few beakers but hey at the glacial pace of this game it's not like we don't have the time

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