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Krill
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On a cold wet rock, in the middle of the Atlantic Ocean.
Dec 2003 time: 05:37
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32 turns, and that does not include time taken for al of the archers to reach the target.
I got 5 archers, and one vet warrior to act as a guard.
To do this I built only a barracks in tha capital, and I bult one settler, otherwise that civ would be forced to do 50 turn reseach to cover the unit support costs. I'm certain that civ could get more archers quicker, but they would be crippled for the rest of the game. And that is a certainty.
Build queue was Worker, W, W, Barracks, Archer, Archer, Archer, settler, Archer, Warrior, Archer. To find the target civ, both warriors would have to explore, thus leaving the homeland open to attack be anything, including barbs.
Here is a .rar containing all of the saves
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E_T
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Orlando, Florida
Mar 2001 time: 00:37
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quote: Originally posted by Krill
damnit, it is going to be a pain to sim this out. The Sim that ET made does not have to correct tech rate, due to the reduced numbers of civs in the game... |
Yes it does, IW is 180 beakers (for Emporer Difficulty with Standard Map), basic cost for the first person to research it. I checked that very thing, to make sure that I was on the right difficulty before continouing (I had to retry several times to get it right). It's correct
IW = 180 beakers -> Sim shows 45 turns @ 4 BPT -> 45*4=180 -> Correct
CB = 60 beakers -> Sim shows 15 turns @ 4 BPT -> 15*4=60 -> Correct
WC = 90 beakers -> Sim shows 23 turns @ 4 BPT -> 23*4=92 (just above 90, 30 turns at 3 is 90) -> Correct
Wheel = Masonry = 120 beakers -> Sim shows 30 turns @ 4 BPT for both -> 30*4=120 -> Both Correct
Alphabet = 150 beakers -> Sim shows 38 turns @ 4 BPT -> 38*4=152 -> Correct
So, nothing wrong with the tech rates.
The only time your number of civs counts in the tech cost, is IF you have contact with them AND IF they already have that tech. Then, the number of civs (and how many of them have that tech) will modify that amount. But no matter if 2 or 16, your BASE tech cost will ALWAYS be the same, only dependant on Mapsize & difficulty.
If your sim shows something else, then it too is not correct.
E_T
Last edited by notyoueither on 16-07-2005 at 04:48
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notyoueither
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of naught
Aug 2001 time: 22:37
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Nevermind, the tech rate is FUBAR in my biq/save/whatever.
Back to the drawing board.
Last edited by notyoueither on 16-07-2005 at 04:55
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notyoueither
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of naught
Aug 2001 time: 22:37
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T01, 4000: WF 5. Build > Wrkr. W1 to WF5. Slider to 100/0/0, Treas 10g, CashFlow +4, IW in ~
T02, 3950: W1 irr & rd WF5. Slider to 0/100/0, Treas 14g, CashFlow 0, IW in 45
T03, 3900:
T04, 3850:
T05, 3800:
T06, 3750: Wrkr > Enk. Pop is 2 > 1. W2 to WF4
T07, 3700: W2 mine & rd WF4
T08, 3650: W1 irr & rd WF5 complete
T09, 3600: W1 to WF6
T10, 3550: Enk > Enk. Pop is 2, WF 4, 5. W1 rd WF6. IW in 25
T11, 3500: Borders expand. WF 5, 11
T12, 3450: W1 rd WF6 complete
T13, 3400: Enk > Enk. W1 to WF 17
T14, 3350: Pop is 3. WF 4, 5, 11. W1 mine & rd WF17. Slider to 0/90/10, IW in 21
T15, 3300: Enk > Granery. W2 mine & rd WF4 complete. Treas 14g, CashFlow -1, IW in 17
T16, 3250: W2 to WF2
T17, 3200: W2 chop WF2
T18, 3150: Pop is 4. WF 4, 5, 11, 17. Slider to 0/80/20, Treas 11, CashFlow -1, IW in 16
T19, 3100:
T20, 3050: WF 3, 4, 5, 11. W2 chop WF2 complete. Granery in 2. IW in 12
T21, 3000: WF 4, 5, 6, 11. W2 road WF2. IW in 10
T22, 2950: Granery > Enk. WF 4, 5, 11, 17. W1 mine & rd WF17 complete. CashFlow -2, IW in 10
T23, 2900: Enk > Settler. Pop is 5. WF 2, 4, 5, 6, 17. Enk stays in Apolyton, W1 to WF6 & mine, W2 rd WF2 complete. Slider to 0/80/20, CashFlow -3, IW in 6
T24, 2850: W2 to WF10. Slider to 20/60/20, Treas 2g, CashFlow 0, IW in 7
T25, 2800: Pop is 6, WF 2, 4, 5, 6, 11, 17. W2 mine & rd WF9. Slider to 30/50/20, CashFlow 0, IW in 6 ***
T26, 2750:
T27, 2710: Settler > Barracks. Pop is 7 > 5, WF 3, 4, 5, 11, 17. Enk-Settler move out to Poly 9-9-9(?). Slider to 40/30/30, CashFlow 0, IW in 10
T28, 2670: WF 3, 4, 5, 6, 17. Enk-Settler moving, W1 mine WF6 complete. Slider to 30/40/40, CashFlow 0, IW in 7
T29, 2630: W1 to WF2 & mine*, Settle city 2, 9-9-9 of Apolyton. Slider to 10/60/30, CashFlow 0, IW in 3
T30, 2590:.Pop is 6, WF 2, 3, 4, 6, 11, 17, 12 beakers to IW, Slider to 30/40/30, Treas 2g, CashFlow +3, IW in 2
T31, 2550: Barracks > Enk. CashFlow 2, IW in 1
T32, 2510: Vet Enk > Settler. Iron Working > TheWheel. Slider to 20/50/30, Treas 7, CashFlow +1, TW in 15
T33, 2470: W2 mine & rd WF10 complete
T34, 2430: WF 2, 4, 5, 6, 10, 17. W1 mine WF2 complete, W2 > city 2
T35, 2390: Settler > Enk. Pop is 7 > 5, WF 4, 5, 10, 11, 17. Enk-Settler move off, W1 > ???. Slider to 10/70/20, Treas 10g, CashFlow -1, TW in 9
Now doing 4 turn Enk-Settler or 2 turn Enk-Worker
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E_T
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Orlando, Florida
Mar 2001 time: 00:37
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I posted this in Sim Thread, but mostly pertainant here, so
quote:
I'm looking at my first city (in my 3EW-Wrk-Set-Gran-Settler Pump Plan) to be at 2-2. Built turn after settler built, fist build is a EW that goes back (same turn) to Poly for 2nd Garrison duty. Likey, my 3rd city would be on the river, to the NE(8-8-9). I would have that area fully scouted and maybe also have contact with sother Civ by this time, too. Currently, IW looking like turn 28 (turn 27, if I can just find 3 more beakers....), with 7 gold in Treasury (or 17 gold, if I can' get those last 3 beakers).
Haven't looked much beyond that yet.
E_T
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This can also be modified, with a barracks built after one of the settlers from the pump come out. I'm running at a 3 to 5 pump, with 2 turns of 0% Lux and 2 turns of 10% lux. That leaves more tiles for other cities to use, atleast to start out. The barracks build would allow it to regrow back to the size that nye has it, for the EW/Settler Pump.
First Scout out on turn 6 (headed South and west). First Garrison on turn 10. Second Scout (will check out surrounding area for Luxes, city sites, Huts) out on turn 12. Worker #2 out on turn 14. First settler out on turn 19, with him building at 8-8, will found city on turn 20. First EW from New city on turn 25 (immediately moves to Poly for 2nd Garrison - Luxes back to 0% fhor a short bit.). Granary built (without a chop, chop only saves 1 turn - saving them for Markets) on turn 29 (1 turn after IW) with Settlers every 4 turns afterwards.
Wheel estimated on turn 38, likely, with 19 gold in treasury (can't get that sooner, unless I can get IW sooner....) , because of low estimates for 3rd city trade.
If anything, with the lower pop for the pump, atleast to start off, we use less overall Luxes (Which balances out the trade from the higher pop) until the workers get other stuff going.
But by the time we have IW, our first scout would have traveled 22 tiles, very likely having already found someone else. By wheel, 32 tiles, possibly finding a 3rd civ.
E_T
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Krill
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On a cold wet rock, in the middle of the Atlantic Ocean.
Dec 2003 time: 05:37
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So, NYE, you slowed growth when at size 4, so that the granary completed before growth?
And:
quote: T25, 2800: Pop is 6, WF 2, 4, 5, 6, 11, 17. W2 mine & rd WF9. Slider to 30/50/20, CashFlow 0, IW in 6 ***
T26, 2750:
T31, 2550: Barracks > Enk. CashFlow 2, IW in 1
T32, 2510: Vet Enk > Settler. Iron Working > TheWheel. Slider to 20/50/30, Treas 7, CashFlow +1, TW in 15
T33, 2470: W2 mine & rd WF10 complete
T34, 2430: WF 2, 4, 5, 6, 10, 17. W1 mine WF2 complete, W2 > city 2
T35, 2390: Settler > Enk. Pop is 7 > 5, WF 4, 5, 10, 11, 17. Enk-Settler move off, W1 > ???. Slider to 10/70/20, Treas 10g, CashFlow -1, TW in 9 |
what about going Barracks > Enk > worker > Settler? How would that affect growth?
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E_T
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Orlando, Florida
Mar 2001 time: 00:37
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quote: Originally posted by notyoueither
How do you get tech faster with fewer workers building roads, and lower pop?
Can you illustrate this? |
Because I'm GOOD..... 
I use much less Lux slider, which goes more into the research. I has also built the second city much sooner, which, gets 3 trade plus the Unit support, thereby, more gold for research.
I'll Try to post detailed specifics, but I'll also be leaving very soon.
* E_T is going to get the New Harry Potter Book, at 40% off, he's already has a ticket that gets him #81 in line..... 
E_T
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notyoueither
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of naught
Aug 2001 time: 22:37
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quote: Originally posted by Krill
So, NYE, you slowed growth when at size 4, so that the granary completed before growth?
And:
quote: T25, 2800: Pop is 6, WF 2, 4, 5, 6, 11, 17. W2 mine & rd WF9. Slider to 30/50/20, CashFlow 0, IW in 6 ***
T26, 2750:
T31, 2550: Barracks > Enk. CashFlow 2, IW in 1
T32, 2510: Vet Enk > Settler. Iron Working > TheWheel. Slider to 20/50/30, Treas 7, CashFlow +1, TW in 15
T33, 2470: W2 mine & rd WF10 complete
T34, 2430: WF 2, 4, 5, 6, 10, 17. W1 mine WF2 complete, W2 > city 2
T35, 2390: Settler > Enk. Pop is 7 > 5, WF 4, 5, 10, 11, 17. Enk-Settler move off, W1 > ???. Slider to 10/70/20, Treas 10g, CashFlow -1, TW in 9 |
what about going Barracks > Enk > worker > Settler? How would that affect growth? |
Yes, I slowed before completing the granery.
I'm not settled on anything after the granery. I think it could be done better.
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All times are GMT. The time now is 05:37. Apolyton Time is 00:37. |
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