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Turnplayer Thread #2.

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  • I am also impressed by rapid response, and thanks to Sulla for carrying it out.

    A couple questions remain:

    1. Do we want to settle on the Copper or on the hill? Pro of settling on Copper: no need to risk sending worker to that area, no chance of copper getting disconnected. Con: worse city defense. Pro of settling on hill: better city, higher defense. Con: copper will be disconnected the moment war starts. So what should we do?

    2. Do we want to whip settler at pink? I'd say "yes", because that would give us time to send him north along our road, before heading east, leaving less chance of questions from Templars.

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    • Hi,

      1. I'd prefer settling on the hill rather than on the copper. I still (foolishly?) believe that we will have iron in 20-25 turns, and if we have, settling on the copper is not such a high priority and would waste an otherwise nice city location.

      2. Whipping the settler sounds good - Pink Dot has enough food to regrow quickly.


      The CFC Demogame has finally finished by the way, with the team I was in (Team Epsilon) winning. All teams agreed that our diplomacy won us the game. For those interested, all previously private forums are open now; here is the parent forum. Reading through the forums might be a bit confusing, though...

      -Kylearan

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      • Thanks for the link Kylearan
        You just wasted six ... no, seven ... seconds of your life reading this sentence.

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        • T61 was pretty quiet from a C&D standpoint. The Templars' second city (Constantinople) grew to size 2, and PAL got two pop increases among their four cities. Probably whip one of them away soon enough, heh. Someone's GNP also exploded all the way up to 60! (Likely Imperio working their second gold tile at Lakamha. Thanks, mapmaker.) In our corner of the world, we settled Blue, rechristened (at Ruff's suggestion) as China Beach:



          I assume that this is the way we all want it to be configured... We will almost certainly chop or whip the work boat to completion.

          Next question: what do we want to do in terms of our research rate? -5/turn at 19g is clearly not sustainable. Do we stick at the current rate until money runs out, or drop to a lower rate? Here are the options:

          100%: 17 beakers/turn, -5gpt, Sailing 6t
          90%: 15 beakers/turn, -4gpt, Sailing 7t
          80%: 13 beakers/turn, -2gpt, Sailing 8t
          70%: 11 beakers/turn, 0gpt, Sailing 9t
          0%: 0 beakers/turn, 12gpt, Sailing 125t

          I'm thinking 80% initially, but you guys very well could be better at the math than me. Remember that binary science is also an option, although less appealing in BTS since the rounding is no longer a problem.

          Here's the shortest possible path that our settler could take:



          Obviously this will likely have to be shifted around for safety reasons. IF we can verify that there are no enemy units and barbs though, this is the way to go. The two units circled in red will provide protection. At the moment, this is just setting the stage for later discussion. We'll plan each move carefully when we get to it.

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          • Also, Kylearan - could you maybe give us a quick recap of your successful Demograme with Epsilon? How you were able to leverage diplomacy into a victory would be especially useful to our team. I'd love to know what happened, just can't spend the time to read through the huge CivFanatics Demogame forums.

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            • [SIZE=1] 100%: 17 beakers/turn, -5gpt, Sailing 6t
              90%: 15 beakers/turn, -4gpt, Sailing 7t
              80%: 13 beakers/turn, -2gpt, Sailing 8t
              70%: 11 beakers/turn, 0gpt, Sailing 9t
              0%: 0 beakers/turn, 12gpt, Sailing 125t
              I can't get the math to work out right since I'm unclear how many beakers we are in to sailing. My first guess was 125 remaining due to the 0% numbers but that didn't jive with the other numbers.

              But just doing it off these numbers (and assuming that our research rate stays constant which is probably a decent if not entirely accurate assumption), the fastest I can see it done is 7 turns.

              1 turn of 0% (puts us up to 31 gold in the bank, then 6 turns of 100%, costing us 30 gold but netting us Sailing based on Sullla's numbers

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              • I should also point out that that just appears to answer the question "How do we minimize the number of turns until we research Sailing?", which may not be the question that we need to answer, especially given that we wont' be founding Cape Copper for at least another 10 turns or so. 6 turns transit plus 3-4 at a minimum for the settler via whip.

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                • And, to continue monopolizing the thread (and am I even monopolizing the right thread? ) by talking to myself, we may want to take the longer way around (via our road - delays 1 turn if I counted right) to avoid having the templar's quechua spot our settler. Even though we're not settling near them, we don't necessarily want them to know that we aren't (since they could pass that on to Imperio) and if we pass in view of their quechua they're likely to ask what's up

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                  • @Kylearan, others:

                    I support settling on the hill. That's a better long-term city AND a better short term defensive location. The only reason you settle on a resource in MP is if you need a resource-unit RIGHT NOW...and in that case you send along workers to chop. Considering how far afield we're settling, if Imperio wants to kill the city they can. Since we're gambling on them not choosing to do so, we may as well take the better spot.

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                    • I agree about sending the settler along the road to avoid unnecessary diplomatic arguments.

                      EDIT: Looks like binary science is still good, because if an event hits while we have a large cash reserve, we'll be able to respond to it better than if we were running 0$ all the time. So I support running 0% for 1 turn, then 100% until reserve is almost gone.
                      Last edited by Zeviz; September 15, 2008, 15:08.

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                      • Two quick notes:

                        - Templars' quechua is not fortified in place, but moving back home. Evidently their team no longer feels the need to post watchers along our borders. I expect the unit will be long gone by the time the settler is actually ready.

                        - regoarrarr's math isn't adding up because of the bonus we get from already knowing Fishing as a pre-req of Sailing. We actually do have 125 beakers to go, except that we get an extra beaker added every turn [since you always produce at least 1 beaker every turn, even at 0% science] and then get a 1.2 multiple from Fishing. So in actuality:

                        100% science "17" beakers/turn + 1 = 18 * (1.2) = 21.6 [round down] = 21 beakers/turn.

                        21 * 6 = 126 beakers = 6 turns

                        So you see, it actually does work out. Can someone double-check that a turn of min-science is the best result for us, followed by 100% research?

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                        • I didn't get a response, so I'm going to assume that a turn of 0% science, followed by six turns of 100% science is the way to go. Probably not a huge issue either way.

                          I went ahead and ended the turn, although I'm sure that at least two teams will fail to do so (as usual), so we still have another 15 or so hours before the next turn will begin.

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                          • Very quiet T62 in the Demographics. No score changes at all! The Rabbits did sneak in and found their third city at the end of the previous turn, however. It's also worth pointing out that Imperio's GNP is about twice that of anyone else (60), due to them working their two gold tiles. I suspect they are going for some kind of ambitious Oracle slingshot. Perhaps we should warn some of the other teams (?) We don't have the techs to stop them, but the Templars probably could.

                            Airstrip One finished its worker, and I set it to build an archer (at max shields still, 2t) to provide a second defender at Cape Copper. Winston and O'Brien both finished their cottage/mine actions as well, and are free for new duties next turn. I snuck a free turn's worth of action out of Parsons [our new worker] by having him move SW and put one turn into a cottage. I then canceled that action, so that he can be moved NW-W next turn to stop chopping the plains forest at China Beach.

                            Also note that I'm going to be away for the next couple of days, so someone will have to volunteer to play T63. (I will be back in plenty of time for T64.) Everything is already done moving for this turn. Here's what needs to happen next turn:

                            - Pink Dot needs to whip its settler!
                            - Winston moves W and starts a cottage there
                            - O'Brien starts a road on his current tile (needed for settler)
                            - Parsons moves NW-W as described above
                            - Jennifer moves NW
                            - Diana moves NW

                            And that should be it. If someone could also post a screenshot of the Demographics screen for me, it would be most appreciated.

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                            • Hi guys, someone needs to play this turn in the next 11 hours! Unfortunately I am at work and cannot. Well, maybe I could in about 10 hours but that's cutting things a bit fine!

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                              • (test message)

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