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DeepO

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supporting Candle'Bre
Jan 2002 time: 06:24
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Okay, I'll run a test where EotS becomes a pump, and #3 if possible (maybe after a worker to help). Other cities produce a mix of warriors and workers (a settler if productive), but no granaries, and no delaying to get to size 4. One of my objectives is to get a road to the Neck fast, preferably with some extensions onto a mountain. (so a largely worker oriented test).
What will be the end date of this test? or should me measure how long it takes to settle a number of cities, and gain a certain amount of gold? Further, we should build a few improvements as well, to simulate we'll build barracks and larger troops. Could be realistically, of course, like one third of our cities get temples, one third get barracks, the rest nothing.
Oh, and I haven't played the initial turn yet, just looked around a bit. Can't help you with the disease question
DeepO
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DeepO

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supporting Candle'Bre
Jan 2002 time: 06:24
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I had the same problem, and first I thought I just added a worker after disease... but this is not right, of course, as production was off. To counter it, I added a worker to the city before hitting ENTER, which died of disease immediately... no problems anymore (and certainly not worth it to redo the test!)
As how I run these tests: if you really want to go for it, you need to write down exactly what happens each turn. I've got an alternative plan for the first 8 or so turns (which I'll post very shortly), in which it is critical to be very precise. After that, I intend to follow a few guidelines (like: use the chopped forest in EotS to add to a settler), and don't keep track perfectly. It won't matter anyhow, as by that time the test scenario will be too far from the real situation. But at first, be precise 
DeepO
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Dominae
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I believe I stopped the turn after disease struck Eye for the first time. Forgetting about the "2-rule" for disease, I packaged the save and send it off. I used the solution DeepO mentioned to deal with disease. Adding a pop and taking away a Laborer sets things to normal.
Are you guys planning to always remove disease in this way in your tests, or go along with it? What about Barbs: rapid execution with an MA, or not?
As a baseline for our tests, I suggest we define REXing as being "over" when all the city sites in the city placement proposal have been settled. The year at which this is complete is definitely to be taken into consideration when comparing our tests.
Dominae
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Dominae
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Very basic question: do you get gold from disbanding a unit "in the field" (i.e. not on a city tile).
Dominae
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DeepO

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supporting Candle'Bre
Jan 2002 time: 06:24
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Okay, while I was doing it, I might have found an alternative to using the production in EotS and Hurricane, so I'm posting it here to not lose track of it. I haven't gotten far enough, and things might still change (especially later on), but these are my first 8 turns which I found to lose very little shields or food.
2850 BC: EotS builds pyr, uses 2 river furs, 1 fp. Hurricane uses forest, builds warrior
2800 BC: EotS uses 3 furs (1 of which forest). Hurricane uses forest
2750 BC: EotS uses 3 furs (1 of which forest). Hurricane uses grass, finishes warrior
2710 BC: pottery discovered. EotS changed to granary Eots finishes granary, uses 2 river furs, 1 fp. Set to warrior. Hurricane uses grass, building worker (could be something else of course, depending on the test).
2670 BC: EotS uses 2 river furs, 1 fp. Hurricane on grass.
2630 BC: EotS uses 2 river furs, 1 fp, finishes warrior. Set to worker. Hurricane uses grass
2590 BC: EotS still uses 2 furs, 1 fp. Hurricane the same
2550 BC: EotS finishes worker. First worker (who was improving fps) nearly finished on road of 3 fp. citizens set to 2fp, 1 fur. new worker moves towards forest. Hurricane now can use one of the irr. furs.
2510: EotS changes back to 1 fp, 2 furs. Hurricane set to grass
2470 BC: EotS grows to size 4.
After this, I've been running tests on how to get EotS to grow to size 5 in 2 turns, finishing the 1st settler once it gets there, but always miss one shield. It will be on size 5 for one turn, and finishes its first settler in 2650 BC.
Of course, it will be possible to make it a setler, in stead of that first worker.
(sorry the rest isn't finished yet)
DeepO
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Dominae
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Always build the Settler first.
If disbanding does not give gold, it should be possible not to get any surplus when dealing with Barbs.
Dominae
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Dominae
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Uum, is the test scenario I created buggy? I've been reading the threads and it appears we're off one Shield in Eye. If so, I can easily remedy the situation because I have the saves from earlier turns. Sorry if this is causing some troubles...
Dominae
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Dominae
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I'm not sure. I attempted to follow the 'Turn' threads one by one, but it was difficult to piece everything together (Sir Ralph's turn descriptions are a lot more complete that nye's were). I'll go back to the turn in question and fix the problem.
Come to think of it, do you have a complete history of our economic decisions from turn 1? The forecasts we've been posting are rarely adhered to.
Dominae
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Dominae
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quote: Originally posted by nbarclay
It looks like you didn't do the bit where we lost a shield from reaching a point where we had the shields to build a settler but not the food just prior to switching to the Pyramids. Does that sound right?
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Ok, I got the spot now (didn't know we screwed this up, I just switched to Pyramids immediately). I'll fix it shortly.
Dominae
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