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Apolyton Civilization Forums : Powered by vBulletin version 2.0.3 Apolyton Civilization Forums > Civilization III > Civ3-PtW Democracy Game II > C3PtWDG2 Cake or Death? > T51 - 1750bc
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Cort Haus is offline Cort Haus
Emperor
London
Apr 2002
time: 05:31
  Old Post 03-11-2003 20:39
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T51 - 1750bc Tired of ads?

Hitch: Izz is building a settler in 3, growth to seven in 2 turns. I think the plan had called for a worker to be ordered on t49.

Suggested workaround:

Pull Izz wf off cow to make taxman. That takes care of happiness, and if we put back on next turn it'll be growth and settler in 2 turns.

CoS uses the cow to grow to size 3 one turn early.

Hows that? I'll hold off on playing it for a bit.

Cort Haus is offline Cort Haus
Emperor
London
Apr 2002
time: 05:31
  Old Post 03-11-2003 20:56
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Suffering from ads?

other proposed moves :


adjust slider - get CoL in 4 turns, plus 1g

reg warrior moves up east coast.

N scout patrols hills

S scout 2,2

Warriors by Silesia shuffle to make sure monkey warrior gets no silly ideas.

I've played these but not sent the turn, and will not do unless getting a green light here. Otherwise I'll leave it for the Spanish Tunnel King to assess, play and send later.

Arrian is offline Arrian
Emperor
Kneel before Grog!
Jul 2001
time: 00:31
  Old Post 03-11-2003 21:30
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The Spanish Tunnel King ****ed up. It's my fault Izz wasn't set to build a worker when I played T49.

We're in a bit of a bind, aren't we?

I assume we're currently at size 6, with 10 food needed to hit size 7, +7 shields/turn with ~11 shields in the box? Hmm.

The first thing I think we do is pull a citizen off the cow, but I wouldn't make him a taxman. If we just put him on one of the grassland tiles next to the river (2f, 1trade) he's better used, I think. That drops Izz to +3 food/turn, growth would drop to 4 turns, settler in 3. CoS uses the cow for now (instead of the fp, or instead of the plains? Whichever you think works out better).

The other option is to leave the citizen working the cow where he is, and pull a guy off the irrigated wine (allowing the new city to use that?), and switch him to a riverhill tile (1f/1s/1trade), which also drops Izz to +3food/turn, I believe.

Can you play with those suggestions and see what you think?

-Arrian

p.s. Man, I'm annoyed at myself! The screwup is right there in the T49 screenshot: Izz at size 4, growth in 2, settler in 5. DAMNIT!

Arrian is offline Arrian
Emperor
Kneel before Grog!
Jul 2001
time: 00:31
  Old Post 03-11-2003 21:57
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Help yourself to an AD-FREE life

We might not want to move the regular warrior up the east coast... we might want him for settler escort duty in 3 turns... can he get back to the road net in time?

I've updated "The New Plan" to include the current circumstances, and threw in the scout directions as well.

-Arrian

Cort Haus is offline Cort Haus
Emperor
London
Apr 2002
time: 05:31
  Old Post 03-11-2003 22:04
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Tired of ads?

I had a look, but I think we lose a commerce into lux from CoS if we use the slider instead of a taxman. However, it would speed up CoS' growth over the next few turns.

I 've got a W.deadline in a minute and there are probably some subtle pros and cons whatever way so I'll to leave it to you to decide when you see it.

Have fun tinkering with the options

Arrian is offline Arrian
Emperor
Kneel before Grog!
Jul 2001
time: 00:31
  Old Post 03-11-2003 22:52
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Will do... later tonight. I have grocery shopping to do after work

-Arrian

Arrian is offline Arrian
Emperor
Kneel before Grog!
Jul 2001
time: 00:31
  Old Post 04-11-2003 02:58
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Suffering from ads?

Ok, after a PM-fest with Dominae, I figured out our problem. I didn't know as much about micromanagement as I thought I did.

The next thing we need to do is mine that wine hill. The stooges are in position to move onto the hill next turn, and start mining the turn after that.

Mining that hill will bring Izz up to enough shields to produce settlers in 4 turns per, instead of the inefficient 5 we're at now.

I do believe what I'm going to do is pull a citizen off of the irrigated wine and let Burundy work it for the next couple of turns (until the settler completes). Growth to size 7, in and of itself, isn't a big deal. It's really the 5-turn settlers that are a problem.

So we finish the settler (T54), and build 2 workers (T56, T58) and then when we go to build our next settler, Izz will have enough shields to do it in 4 turns. I will update the Plan thread.

-Arrian

Arrian is offline Arrian
Emperor
Kneel before Grog!
Jul 2001
time: 00:31
  Old Post 04-11-2003 05:57
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Suffering from ads?

Ok, here is what I did:

I pulled the citizen off of the irrigated wine tile, and switched him to the roaded irrigated grassland tile. Burundy will use the irrigated wine for now. Luxury slider adjusted (10%) to keep Izz happy. CoL in 4, -1 gpt.

On the third turn, we can give CoS the cow, because Izz will only need 2 food to grow. But that's for 2 turns from now.

Southern scout 22. Northern scout 4. Warrior near Burundy comes south back toward our road, so he can escort our next settler to his coastal build spot (just in case any barbs pop up down in the jungle coastline there).

Warriors near Silesia shuffle to keep Monkey honest. I am also going to send them a PM suggesting they go around to the west. I don't mind if they go through our territory a bit, as their eastern route would necessitate, but in this case they will have to dodge our new settler and our worker. It'll be a hassle.

-Arrian

Cort Haus is offline Cort Haus
Emperor
London
Apr 2002
time: 05:31
  Old Post 04-11-2003 06:36
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I'm sure the extra settler will turn out OK.

I'm guessing that the chat with Dom revolved around pump dynamics, and the discreet charm of 8 spt perhaps? So four 2-shield tiles in the capital with +5 food gives a settler every 4 turns, base size 4?

Do you think that Python have our research power? We've more cities and a larger base size pump, but they have more road-potential. Our sci-per-turn is around 20, we could ask SR how theirs compares.

Arrian is offline Arrian
Emperor
Kneel before Grog!
Jul 2001
time: 00:31
  Old Post 04-11-2003 18:57
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Yeah, it could have a title, even: "pump dynamics in a shield-poor environment."

The long and the short of it is that we need to average 7.5 shields/turn to do 4 turn settlers.

At size 5, Izz produces 6spt. The result, production-wise, is this:

1) +6
2) Growth to size 6, +7 = 13
3) 20
4) Growth to size 7, 27
5) settler complete.

If we mine the wine hill, it looks like this:

1) +7
2) Growth to size 6, +8 = 15
3) +8 = 23
4) Growth to size 7, +8 = settler complete.

And I figure Python's research power is just about even with us, yeah. They've kept up with our expansion (I think they just punched out a settler) because they haven't had to build many workers (they may still be using their first one) due to their industriousness and their tighter build pattern.

-Arrian

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