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E_T is offline E_T
Emperor
Orlando, Florida
Mar 2001
time: 00:19
  Old Post 10-07-2005 09:24
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It's a simple thing to edit into the ini file (notepad works great for this). Just add that line to the file, resave and your done. Simple as that.

Although it may only be effective on the last player in the line, all team players should have that set in their ini file. That way, for instance, if PAL is eliminated, then we become 'tail end charley' and we would need to make sure that it;s in there. So, if everyone does it,we don't have to worry about it.

E_T

BigFree is offline BigFree

Emperor
Acampo, CA
Oct 1999
time: 21:19
  Old Post 10-07-2005 09:49
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Got spare money?

No, the barbs will act "normally" as PAL will make sure that the ini file is set correctly.

E_T is offline E_T
Emperor
Orlando, Florida
Mar 2001
time: 00:19
  Old Post 10-07-2005 11:11
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quote:
Originally posted by BigFree
Well, I see that Emperor has said he has fixed the issue and has sent the save once again to CDZ. CDZ has yet to respond as to whether or not the issue has been resolved. We'll have to wait and see.


CDZ has finished playing their save and have attempted to send off the save to BAT. Seems that there was a mispelling in the forwarding e-mail address. BF posted about it, but CDZ nor BAT has posted tat it was sent or that it was recieved.

Well, so much for sending out test e-mails to see if everything is o.k....

I hope these people play as poorly as they they have done things while getting setup.

E_T

BigFree is offline BigFree

Emperor
Acampo, CA
Oct 1999
time: 21:19
  Old Post 10-07-2005 11:49
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Well, I did ask, in another thread, if our elected Consuls would fire off a test email to PAL. I wonder if they did so or not....

Krill is offline Krill
Emperor
On a cold wet rock, in the middle of the Atlantic Ocean.
Dec 2003
time: 05:19
  Old Post 10-07-2005 17:13
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(This is using SP workers)

Build Queue: Worker, Enk, Enk, Enk, Granary.

I set research to zero, so I can keep a track record of the amount of gold generated, as I don't have a clue how to use ETs' spreadsheets.

The reason I went Worker second is that it allows us to improve the land quicker, and use a forest chop to speed the granary.

Turn 5, worker1 is built,

Turn 9, Enk1 is built,

Turn 12, Enk2 is built,

Turn 14, Enk3 is built,

Turn 23, Granary is built

Turn 27, Settler built.

Thus leaves us with a pop 5-7 four turn settler pump, that will be bringing in alot of commerce due to the river. So far I have accumulated 139 gold, without using a single mp (using the lux slider all the way). If I had kept back two Enks as defenders, we could have put something like another 35 gold into research.

I would also like to point out that this is the slowest that is possible. If we went this way, we can shave one turn off that timetable, as the worker jobs finish one turn earlier, allowing us to shave one turn off the granary build.

Krill is offline Krill
Emperor
On a cold wet rock, in the middle of the Atlantic Ocean.
Dec 2003
time: 05:19
  Old Post 10-07-2005 17:14
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I apologise for this not being perfect, but I don't have a clue how to use The Spreadsheet, and even if I did, I don't have excel, or anything similar...

E_T is offline E_T
Emperor
Orlando, Florida
Mar 2001
time: 00:19
  Old Post 10-07-2005 19:36
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Lose 30 kilos (of popups)

you can download the OOo (see link in spreadssheet thread), it's free and with the Open source Project, better maintained than M$ stuff. The only thing is, is that it IS a resource Hog, but if you have a good enough computer, that shoudln't be a problem

Nice thing about spreadsheets, is that they really are simple to use. Anyone can set up a very simple sheet that figures up your gas mileage on your car, all you need to do, is make sure that you enter in info as accurately as possible. And, over time, as you do this, you will see your gas mileage go down and then back up after you do a tune up and stuff. You could even know around when you need that tune-up, as the numbers would be trending downward and get to the level that you can even set to let you know to get that tune-up done.

Or, that it time to trade in that old vehicle, as you can just have a general notebook of maintainance on that car, and as the things start geting closer together and more expencive, you can see a trend that might warrent a replacement. Something like that would be more on the line of general electronic notebook, but it could be coupled with the part that does gass mileage (2 separate sheets).

And as you start thinking about getting a replacement, you can even use it to calculate your payments, depending on interest rates, time of loan, downpayment & trade-in value and even see what a '13th month's payment' would do to save you money.

So, go and download it, it can't hurt. If you don't like it, you didn't pay a dime for it and you can get rid of it. But then, you might also keep it.

E_T

E_T is offline E_T
Emperor
Orlando, Florida
Mar 2001
time: 00:19
  Old Post 10-07-2005 19:48
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Hmm, I 'saved the forest' for possible use on later things. If anythin, it makes a great population slowing mechaism, for when we to work on other things besides a settler pump.

This IS our Capitol wwe are talking about...

E_T

Krill is offline Krill
Emperor
On a cold wet rock, in the middle of the Atlantic Ocean.
Dec 2003
time: 05:19
  Old Post 10-07-2005 19:56
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We have a four turn settler pump, and we can also build a worker every two turns.

What I suggest is that we get the granary up and running asap, and build two or three towns in positions where we can reach decent production. Then just churn out about 6 workers, to improve the land, and then add (some of) the workers to the towns to increase their pop. Any military that we need can come from these newly founded towns that will have built barracks, instead of having to slow growth in the capital to build regular units.


Remember the old adage, Pop is Power

Donegeal is offline Donegeal
King
Apolyton's Resident Law Enforcement Officer. Founder of the Glory of War, Champions of Apolyton!
Jul 2002
time: 05:19
  Old Post 10-07-2005 20:00
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quote:
Originally posted by E_T
Hmm, I 'saved the forest' for possible use on later things. If anythin, it makes a great population slowing mechaism, for when we to work on other things besides a settler pump.

This IS our Capitol wwe are talking about...

E_T


True, but I know we have at least one other river forest and I believe that we have 2 more forest tiles that are still in the FOW.

Ljube is offline Ljube
Emperor
Belgrade
May 2003
time: 06:19
  Old Post 10-07-2005 20:09
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quote:
Originally posted by Krill
We have a four turn settler pump, and we can also build a worker every two turns.

What I suggest is that we get the granary up and running asap, and build two or three towns in positions where we can reach decent production. Then just churn out about 6 workers, to improve the land, and then add (some of) the workers to the towns to increase their pop. Any military that we need can come from these newly founded towns that will have built barracks, instead of having to slow growth in the capital to build regular units.


Remember the old adage, Pop is Power



And while we're doing this, we pray that everybody else is doing the same thing and nobody comes to pay us a little surprise visit? In your dreams Krill.

E_T is offline E_T
Emperor
Orlando, Florida
Mar 2001
time: 00:19
  Old Post 10-07-2005 20:09
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The only problem I have with going with the worker first, is that it delays our initial scout by 4 turns. Granted, that you didn't use any MP's, Just the lux slider, but I think that we could do better than the 139 gold/beakers over that time frame. Especially while paying for 5 units (6 with first settler, until settled) and the Granary, once finished.

But it's still a good idea and IS taking into account not having any more Bonus Grassland (not in that sim, though possible in real save) or a close Lux (I'm still hoping that one of those Plains tiles is Ivory). All things that we will see and know, once we get the actuial save.

E_T

Ljube is offline Ljube
Emperor
Belgrade
May 2003
time: 06:19
  Old Post 10-07-2005 20:27
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I had something completely different in mind. Being Sumer with cheap defender, I recommend we surprise everybody who would consider Apolyton team builders pure and simple and as soon as we locate the other civ on our continent initiate a search and destroy mission using our excellent potential for archer rushes.

The technologies I recommend we should research are: iron working, warrior code, the wheel and horseback riding, then use our agri trait and food bonuses to grow and at the same time build a respectable military and then strike the infidels to clear our continent. That way we will have plenty of room to grow at which time we should consider building a granary or two for expansion.

Chop two forests if you must, but give us barracks asap.

sirleif is offline sirleif
Chieftain
Berlin
Jun 2005
time: 05:19
  Old Post 10-07-2005 20:29
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first turn:

first get the save and load it
second buld city
third move worker -> to goody hut if we see 1 and if not than to the cattle


rigth?

this is a usefull place for the first city..if not well than it will be a nice settler factory till we replace the palace.

And i would prefer first to se more land to choose than between settler after or befor granary..who know's what's out there and maybe close Some cattle's on a river....maybe

Last edited by sirleif on 10-07-2005 at 20:35

Ljube is offline Ljube
Emperor
Belgrade
May 2003
time: 06:19
  Old Post 10-07-2005 20:34
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Right.

Unless the settler is on bonus grass in which case move it 1 and then build city.

Krill is offline Krill
Emperor
On a cold wet rock, in the middle of the Atlantic Ocean.
Dec 2003
time: 05:19
  Old Post 10-07-2005 21:15
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quote:
The technologies I recommend we should research are: iron working, warrior code, the wheel and horseback riding, then use our agri trait and food bonuses to grow and at the same time build a respectable military and then strike the infidels to clear our continent. That way we will have plenty of room to grow at which time we should consider building a granary or two for expansion.


The sim is right there, so why don't you show us what sort of military we can put together in, say, 30 turns? Just remember that we have to go looking for iron and it should probably take us 30 turns just to research IW, and horses a further 15 after that, and that every sword has to be built from scratch. nad what would we build for the first 30 turns then? Warriors for upgrade? oh, wait...we're sumeria, we can't do that. Why should we even risk an archer rush, when we can REX like a madman

And just remember that every other team out there could be building a pump, and if they do, we would have to capture any other civs land and cities, but most people will disband any cities so that we don't get them.


quote:
And while we're doing this, we pray that everybody else is doing the same thing and nobody comes to pay us a little surprise visit? In your dreams Krill.


That is a rough guide. Using my timeline, we have just as many Enk warriors as ETs', but we do gain more food. someone has to be within 5 tiles for them to be able to capture our capital without us having a Enk in it, and, after building the first Enk, we can move the Enk out of the city, and if an enemy showed up we would always be able to put at least one Enk in the city before the enemy warior was able to attack the city.

The only defence against an archer rush is either a net of Enks around the capital as well as building units to defend the capital, and to do that we would have to build about 8 Enks. That is not feasible. What I am suggesting is to create a 4 turn settler pump. So is ET. What I then suggested is the quickest way of getting military camps up and running. If wost comes to worst, we can add the workers to the camps prematurely to pop rush stuff. And anyway, as I have said before, any disscusion is a waste of time as we don't know what our surroundings are.

we have a choice. If it is one that you don't like, you can say so, as you already have done.

Donegeal is offline Donegeal
King
Apolyton's Resident Law Enforcement Officer. Founder of the Glory of War, Champions of Apolyton!
Jul 2002
time: 05:19
  Old Post 10-07-2005 22:23
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quote:
Originally posted by sirleif
first turn:

first get the save and load it
second buld city
third move worker -> to goody hut if we see 1 and if not than to the cattle


No. Getting a goody hut (espescilly on Emperor Level) is of no where near the importance of getting our tiles improved.

It is also nowhere near as important making sure that our city is optimally placed.

When you consider these two things together (or even each one indivdually), moving the worker first is by FAR the better choice.

You came from GWT, didn't you? Remember that we are not playing an expansionist civ (such as the Arabs are) and goody huts are more likely to give something bad than good.

Kloreep is offline Kloreep

Emperor
of the pillow
Jun 2002
time: 00:19
  Old Post 11-07-2005 00:13
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quote:
Originally posted by Ljube
I had something completely different in mind. Being Sumer with cheap defender, I recommend we surprise everybody who would consider Apolyton team builders pure and simple and as soon as we locate the other civ on our continent initiate a search and destroy mission using our excellent potential for archer rushes.


While I agree a rush is too risky, I think you're right to bring up that we should go against the builder grain.

We're Sumeria. We have a cheap 10-shield 2-defense unit. That is perfect for "choking," invading someone's territory with them and pillaging, denying resources, etc. It doesn't require nearly as much effort as an invasion, and the civ facing the choke must devote resources to Archers and/or swordsmen to be able to overcome it and get on with their own building.

Especially if we have a close neighbor we wish to take out eventually, a choke would be perfect for our civ. Although it would guarantee that early GA.

E_T is offline E_T
Emperor
Orlando, Florida
Mar 2001
time: 00:19
  Old Post 11-07-2005 00:14
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Well, BAT seems to have played and sent off the Save to CGN, maybe...

First, BAT didn't post that they have sent off the save.
Second, Miccofl Posted that they got an save e-mail, but without any attachments
Third, Trip posts that they finally got a save, but that it's the wrong save.

I really, really hope that these people play as poorly as they have fumbled around this save....

This is more than hilarious, BF, this is criminally rediculous...

E_T

Krill is offline Krill
Emperor
On a cold wet rock, in the middle of the Atlantic Ocean.
Dec 2003
time: 05:19
  Old Post 11-07-2005 01:41
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Trying to choke someone is probably a good idea, if we can attack them later or stop them from settling land that can be productive for us, say by send out the chokers about turn 50, and then send out some horses to nail any towns that are sent our way, so we can continue our expansion.

However, I still think it would be best to set up the pump first, and then concentrate on beating some one up...

This is a good, informative article that people should have a look at when they have half an hour...and trust what that guy is saying.

Modo44 is offline Modo44
Emperor
in western Poland
Jul 2004
time: 06:19
  Old Post 11-07-2005 01:56 Visit Modo44's homepage!
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quote:
Originally posted by Kloreep
We're Sumeria. We have a cheap 10-shield 2-defense unit. That is perfect for "choking," invading someone's territory with them and pillaging, denying resources, etc. It doesn't require nearly as much effort as an invasion, and the civ facing the choke must devote resources to Archers and/or swordsmen to be able to overcome it and get on with their own building.

Especially if we have a close neighbor we wish to take out eventually, a choke would be perfect for our civ. Although it would guarantee that early GA.

Either late-Despotism or early-Republic GA seems doable, though. If a target presents itself, the idea seems good. I did not try it against humans (yet? ), but it sure was fun against the AI.

BigFree is offline BigFree

Emperor
Acampo, CA
Oct 1999
time: 21:19
  Old Post 11-07-2005 01:59
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quote:
Originally posted by Modo44

Either late-Despotism or early-Republic GA seems doable, though. If a target presents itself, the idea seems good. I did not try it against humans (yet? ), but it sure was fun against the AI.


You forgot to mention a possible Mid-Monarchy GA.

Poly-Akryll is offline Poly-Akryll
Warlord
Braunschweig, NDS
May 2005
time: 05:19
  Old Post 11-07-2005 02:34
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indeed, we should build up a 4-turn settler pump.
and remember that we got enkidus, i do not think anybody will attack us with warriors.
and i also do not think anybody will build a bowman first. most will build at least 3 warriors which will take at least 10 turns!
they will need another 5 turns for their bowman and at least 10 turns to reach our capital.
this sums up to 25 turns
if we keep to krills plan this is 2 turns before we have our settler.
and its only 1 bowman. they cannot win against our enkidu fortified in our capital!
and the longer they wait the more enkidus we got, as we have more cities and can produce them much cheaper than they produce bowmen.

i guess the normal tactic for a bowrush is to build up at least 2 cities and then build some bowmen. but if they really build cities first we are faster and we have enkidus ready to defend our cities!


and to popping huts: if we pop a hut before we got our first enkidu we wont get barbarians!
so i would like the idea of popping a hut first if we see one...(we could get a settler! but also any other thing we might get would be nice, except gold...)

Krill is offline Krill
Emperor
On a cold wet rock, in the middle of the Atlantic Ocean.
Dec 2003
time: 05:19
  Old Post 11-07-2005 02:35
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quote:
You forgot to mention a possible Mid-Monarchy GA.


So, you want to research CB, Myst, Polytheism and Monarchy? 42 tech points?

Even if we beelined for Monarchy, which we are not doing, it would still take about 80 turns to get there...and by that time a choke should have started, finished, and a "Mop up" campaign begun.

Krill is offline Krill
Emperor
On a cold wet rock, in the middle of the Atlantic Ocean.
Dec 2003
time: 05:19
  Old Post 11-07-2005 02:55
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I think I ought to explain what my timeline is trying to do.

What I was trying to do is to get the pump up and running as early as possible, but not building a settler. This means that we only have to defend a single town, instead of two towns, so we don't have to build yet more troops for defense, which would delay the granary yet further.

The choices that we have, if we build the granary before a settler, allow us to be more flexible than if we go with a settler beofre the granary.

For example, in my timeline (remember that I was using SP workers, and so I think we can shave one turn off the granary a build, but I would need ET to check, as I can't get OOO to install) after building the settler, we could build some more workers, say two, maybe three. These workers, which will be joined by the two original workers when they have finished improving the capital, will quickly improve the tiles around the new otwn, and then we can add some, or all of those workers to the town, so that we have a town that can quickly build military units, without us having to interupt the capital from pumping workers or settlers. If we have a some space, and are a fair distance form any opponents, we could try to do this with 2 towns, instead of only one. After this, build about 5 to 6 workers in addition to the ones before hand to get the towns up to around size 5 or 6 with barracks, and hopefully 10 spt, and build some military.

While this would slow overall growth of the empire, we would always keep the empire small and easily defensible, but we would always be able to produce alot of gold for research and unit upkeep (if required), but with Enkidus that we produce in the first 15 turns, and the Enkidus that we produce in the new cities prior to starting a barracks (I'm thinking, maybe two Enkidus before the barracks) would be able to turn away anything but a concerted effort to destroy us.

---

However, that is all speculation, it would always have to be adjusted to suit whatever happens in game. Flexibility is, therefore, key.

Last edited by Krill on 11-07-2005 at 03:02

Modo44 is offline Modo44
Emperor
in western Poland
Jul 2004
time: 06:19
  Old Post 11-07-2005 03:18 Visit Modo44's homepage!
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As to getting rushed, I think just the fact of having Enkidus will make anyone planning a rush reconsider targetting us.

quote:
Originally posted by Krill
The choices that we have, if we build the granary before a settler, allow us to be more flexible than if we go with a settler beofre the granary.

I think the choice is mostly about how soon we get the growth boost. If there is bonus food around, a quick Settler will grant that. If there is no bonus food around, a Granary as fast as possible will maximize the capital's potential earlier. Either way we should try to get it, as it adds up thoughout the game.

quote:
Originally posted by Krill
However, that is all speculation, it would always have to be adjusted to suit whatever happens in game. Flexibility is, therefore, key.

Good scouting before actually choosing is the key also.

Krill is offline Krill
Emperor
On a cold wet rock, in the middle of the Atlantic Ocean.
Dec 2003
time: 05:19
  Old Post 11-07-2005 03:33
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quote:
Originally posted by Modo
I think the choice is mostly about how soon we get the growth boost. If there is bonus food around, a quick Settler will grant that. If there is no bonus food around, a Granary as fast as possible will maximize the capital's potential earlier. Either way we should try to get it, as it adds up thoughout the game.


yeah, if we uncover a bonus food source, such as another cow, wheat, or even some wine, then we should consider going for a settler prior to the granary, as the food lost from not building the granary is made up by having the other city grow faster. If there is another cow/wheat next to the river, though, we should probably turn it into a worker pump...

quote:
Originally posted by Modo
Good scouting before actually choosing is the key also.


quote:
Originally posted by Krill
Someone has to be within 5 tiles for them to be able to capture our capital without us having a Enk in it, and, after building the first Enk, we can move the Enk out of the city, and if an enemy showed up we would always be able to put at least one Enk in the city before the enemy warior was able to attack the city.


I've not really made it clear, but we can start to explore with the first enkidu built on turn 9, and still be able to protect the capital if someone wants to invade. The same applies for exploring with the second Enkidu, so long as we build a third.

With this in mind, it does make sense to explore with the first two enkidus, but we would be protecting the Capital with only a single Enkidu

sirleif is offline sirleif
Chieftain
Berlin
Jun 2005
time: 05:19
  Old Post 11-07-2005 03:39
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quote:
Originally posted by Donegeal


No. Getting a goody hut (espescilly on Emperor Level) is of no where near the importance of getting our tiles improved.

It is also nowhere near as important making sure that our city is optimally placed.

When you consider these two things together (or even each one indivdually), moving the worker first is by FAR the better choice.

You came from GWT, didn't you? Remember that we are not playing an expansionist civ (such as the Arabs are) and goody huts are more likely to give something bad than good.


Well do you know that taking this time the chance of getting a settler is the highest?
(city build the other teams have there capitol, taking than a goody hut with the worker an having none combat units)

Do you know without having combat unit-> no barbarian will be in a goody hut.

And as main a goody hut wich would be open via the first culture expand of the capitol and with having combat units till this time, the goody hut give mostly barbarian. Barbs who like to destroy improvemts and who bound our units which we wanted to use for exploration .


that's why we have to take a goody hut with the worker bevor we have a combat unit. If we see a goody hut in range.

and with the optiomum place..we don't know the area did we? for that we need to move how long?

this place is perfect as main..but if we see after exploration that there is a city not perfect..no problem use this city as settler factory and replace later the capitol via scrapping the city... easy.


I know that this option are known here .

sirleif

Last edited by sirleif on 11-07-2005 at 04:05

Donegeal is offline Donegeal
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  Old Post 11-07-2005 06:11
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Yes all of this is known here, but you will find it to be very difficult to convince others (myself included) that the improved chance of a settler from a goody hut (which is very slim on emperor level no matter how you look at it) is worth the sacrafice of 4-5 worker turns (with those 4-5 turns being the most valuable worker turn in exsitance).

notyoueither is offline notyoueither
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Aug 2001
time: 22:19
  Old Post 11-07-2005 07:09
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Help yourself to an AD-FREE life

having watched the German teams regularly pop free settlers from huts, I am a long way towards convinced.

 
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