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Sir Ralph
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Long live teh Schwampel!
Dec 2001 time: 06:23
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I think, the leader of the economist shall manage both sliders (science and luxury) and manage city build queues and public works, or at least give the Grand Poobah directives about build priorities.
And my candidate is alexman.
EDIT: Forgot to mention, that he can have as many deputies for the single tasks as he needs.
Last edited by Sir Ralph on 22-11-2002 at 17:43
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nbarclay
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Huntsville, Alabama
Dec 1999 time: 23:23
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There are three main thrusts to my typical early-game economic policy. One should work fine in multiplayer, one could be suicidal with the wrong neighbor, and one would be a bit problematical.
The one that will almost certainly work is cranking up the luxury slider as much as we need to to get core city sizes up where we want them. A civ with a high luxury slider setting can have significantly higher production than a similar civ that uses a lower luxury slider setting. Note especially that with the right settings, a capital or nearby city on a river can be a production powerhouse even in the ancient era.
The one that could be suicidal in this game is building almost no military units early. Against AIs, I can get away with it almost all the time as long as my size suggests a lot of latent power, but I wouldn't try it against a human with even an ounce of warmongering in his blood.
The one that is problematical is building an early granary or two to create one or two settler pumps. Normally, more often than not these days, I'll research Pottery right off the bat (assuming I'm not expansionist) and build my first granary before my first settler. But against human opponents, we probably need to get more warriors out exploring earlier than I usually do in SP, and researching military techs early is more important. Both of those factors would interfere with plans for early granaries.
Nathan
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Dominae
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What kind of say will the Tactical scholia have in military unit production (and other stuff, like Barracks)? I suggest some sort of transfer of power from Economic to Tactical during wartime, although I'm not thinking of something as drastic as this sounds. For example: "we need approximately 15 Horsemen and 5 Spearmen for our next campaign (...please!)".
Dominae
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Dominae
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quote: Originally posted by Arrian
The two scholias have very similar membership, and any disputes that do arise ought to be settled by NYE.
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My question arises from the fact that I'm one of the weirdos that didn't pick those two Scholias (I'm Diplomatic and Tactical). But I agree that, in the early-game, things should run pretty smooth.
quote: Originally posted by Arrian
Once we get say... currency, I think everyone will agree to interrupt military production in favor of marketplaces unless we are in serious danger of being defeated in a war.
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Actually, depending on our current diplomatic situation, I believe this will be a major point of contention.
Dominae
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Dominae
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Yup, I believe ManicStarSeed signed up for those two.
Dominae
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Arrian
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Kneel before Grog!
Jul 2001 time: 00:23
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Rather than discussing worker jobs/citizen allocation/build queue further in the "Turn 2" thread, I think this is the place for it.
I think it is relatively safe to say we're ok with the following for now (citizen reallocation bolded because it's easy enough to forget about):
T1: move settler & worker *DONE*
T2: build city, begin chop, allocate citizen to forest fur, build warrior. *DONE*
T3: 1f, 3s *DONE*
T4: 2f, 6s
T5: 3f, 9s, switch citizen to grassland tile.
T6: 5f, warrior complete, build another.
T7: 7f, warrior complete (chopping done), order another, begin irrigation
T8: 9f, 1s. Switch citizen to fur tile.
T9: 11f, 4s. Irrigation done, move to next fur
T10: 13f, 7s. Begin chop
T11: 15f, warrior complete.
After that, there is the question of barracks or temple, or perhaps even granary if we are lucky enough to get pottery from a hut. Things will become clearer as our warriors uncover some more of the map.
So NYE has the glorious duty of pressing "enter" on turn 4, and need only switch the citizen allocation on turn 5 prior to again pressing enter. Things will get slightly more interesting on after turn 6, when we actually have a unit to explore with.
-Arrian
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FrustratedPoet
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All Glory To The Hypnotoad!
Mar 2002 time: 05:23
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I'm afraid so, yes. The save has been passed on 6 or 7 times in the last 48 hours (since we finally decided to go back and correct the errors in the save file).
http://apolyton.net/forums/showthre...&threadid=69529
It ain't gonna get any better than that.
Consider that the 'official' rules are that each team has 24 hours with the save file for discussion and play. From that POV things have moved fast so far.
Obviously at the moment we don't need 24 hours, but the time when we will need that much time is not too far off....
/edit: actually, starting from when NYE re-played our 2nd turn (2 days ago) the save has moved 9 times.
Last edited by FrustratedPoet on 05-12-2002 at 21:01
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Dominae
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Just curious: do you guys do 20-turn "forecast analyses" in your SP games too? Even when playing OCC, the thought never even occurred to me...
Dominae
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DeepO

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supporting Candle'Bre
Jan 2002 time: 06:23
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quote: Originally posted by Arrian
One thing is certain: now that I'm thinking about this stuff, I'm paying more attention to it in my SP games. I doubt I'll ever take it to this extreme, but I may be able to be a little more efficient in the early game due to our discussions here.
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I thought this to be one of the major advantages of this demogame... to learn. I have to say, you two did a wonderful job when planning these first turns (and don't stop now!), but intuitively, much of this gets done in SP games as well. But, there are differences: I use my first worker for chopping forests as well, but if I see I will end chopping 1 turn too early, I just hit space once too often. With this kind of planning, the worker is used to its most efficient point, which is of course a lot better...
Keep it up 
DeepO
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Theseus

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The warmonger formerly known as rpodos. Gathering Storm! Apolyton Spirit!!
Apr 2002 time: 00:23
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quote: Originally posted by Arrian
Rather than discussing worker jobs/citizen allocation/build queue further in the "Turn 2" thread, I think this is the place for it.
I think it is relatively safe to say we're ok with the following for now (citizen reallocation bolded because it's easy enough to forget about):
T1: move settler & worker *DONE*
T2: build city, begin chop, allocate citizen to forest fur, build warrior. *DONE*
T3: 1f, 3s *DONE*
T4: 2f, 6s
T5: 3f, 9s, switch citizen to grassland tile.
T6: 5f, warrior complete, build another.
T7: 7f, warrior complete (chopping done), order another, begin irrigation
T8: 9f, 1s. Switch citizen to fur tile.
T9: 11f, 4s. Irrigation done, move to next fur
T10: 13f, 7s. Begin chop
T11: 15f, warrior complete.
After that, there is the question of barracks or temple, or perhaps even granary if we are lucky enough to get pottery from a hut. Things will become clearer as our warriors uncover some more of the map.
So NYE has the glorious duty of pressing "enter" on turn 4, and need only switch the citizen allocation on turn 5 prior to again pressing enter. Things will get slightly more interesting on after turn 6, when we actually have a unit to explore with.
-Arrian |
Man, that is EFFICIENT. Good work.
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