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vondrack

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Praha, Czech Republic
Jan 2002 time: 06:25
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Plans for 550BC:
1) G.G. to move S-E-E
2) Giordano Bruno to skip turn
waiting for Howard to disperse barb camp and sail over to Legos Minor
3) Forkman to move N, to Panama for upgrade
4) Howard to move N, going after that camp on The Hammer (he is not and will not be needed as an MP unit in Panama), then sail over to Legos Minor to collect barb taxes and get promoted
5) DyeHard to be upgraded to a swordsman
6) DyceDarg to be upgraded to a swordsman
7) Mercurio to move W, then W, NW, N, replacing Merky Merc as the isthmus guard
8) Marky Merc to move N, then NW, N, and NW, dispersing the camp.
9) Gaul to fortify
10) Mercus Aurelius to move E to Tarzania, then fortify
11) Settler to found Tarzania; production to be left at warrior
12) Jimbo to road, then mine
13) Troy to move SW-SW-W-W-SW, swinging across the FoW-ed territory, looking for barb camps
14) Silver to attack NW-N
15) Alexander to fortify, healing
16) MercG to return NE to Karina, then fortify
17) Rover to road
18) Forkmouth to start building Barracks
19) Jackson to start building Numidian Mercenary, switching a labourer from the coast to the fully improved hill
20) make sure the new Farmerville labourer works an unimproved riverbank grassland, not the fully improved desert
21. Check the science slider and put it on the lowest percentage that still gives us Theology on the next turn. (most probably 70%)
Thanks, Tibi! Completely forgot about this... 
Edit by Tiberius: Np. At least from time to time I'm supposed to do my job, am I not?
Last edited by Tiberius on 14-05-2003 at 10:43
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vondrack

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Praha, Czech Republic
Jan 2002 time: 06:25
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Plans for 530BC:
1) G.G. to move SE-NE-NE to Forkmouth for repairs
2) Giordano Bruno to skip turn
waiting for Howard to disperse barb camp and sail over to Legos Minor for more barb hunting
3) Forkman to move N to Panama for upgrade
4) Howard to move NE, going after the barb camp on The Hammer (he is not and will not be needed as an MP unit in Panama), then sail over to Legos Minor to collect barb taxes and get promoted
5) Mercurio to move W, then NW, N, replacing Merky Merc as the isthmus guard
6) Marky Merc to move NW, then N, and NW, dispersing the camp.
7) Mercus Aurelius to fortify in Tarzania
8) Charlie & Leopold to road
9) Frank to road
10) Troy to move SW-W, swinging across the FoW-ed territory, looking for barb camps
11) Silver to fortify, healing
12) Alexander to stay fortified (??)
13) MercG to fortify in Karina
14) set research to Education at 70% (or 60%, if it nets us at least 10gpt for our coffers)
15) Panama to start building a Settler to be used for Kloreepville
16) make sure the new Logville worker works the bonus grassland (a 2-food tile)
17) make sure the new Sharpehaven worker works a roaded grassland SE-SE
Last edited by vondrack on 19-05-2003 at 05:01
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vondrack

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Praha, Czech Republic
Jan 2002 time: 06:25
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I have temporarily uploaded the last save so that it is downloadable from the Chronicle entry. I will keep trying, but redstar's server is apparently down...  redstar's server running again, all files uploaded.
Plans for 510BC:
1) G.G. to skip turn, healing
2) DyeHard to move W-SW, heading for the Southern provinces (Conan's relief)
3) Forkman to move N to Panama for upgrade
4) Leopold & Charlie to move SE, then clear jungle & road
If I'm not mistaken, we have 3+3+1+5=12 turns before Kloreepville reaches pop 3. Instead of mining a grass that may very well end up being used as a food source (read: irrigated), I would clear/road one more jungle tile during that time, finishing the Kloreepvile road connection to our capital.
5) Howard to move N, going after the barb camp on The Hammer (he is not and will not be needed as an MP unit in Panama), then sail over to Legos Minor to collect barb taxes and get promoted
6) Giordano Bruno to skip turn
waiting for Howard to disperse barb camp and sail over to Legos Minor for more barb hunting
7) Marky Merc to move N, then NW, dispersing the camp.
8) Mercurio to move NW, then N, replacing Marky Merc as the isthmus guard
9) Troy to move W-S, checking for barb camps
11) Silver to move S-S
12) Alexander to stay fortified
13) Jack to road
14) Jason to road
15) Jimbo to mine
16) Rover to move E, then road
not SE because of security reasons (FoW too close)
17) Logger to road
18) reassign Legopolis labourer from the fully improved grassland E-SE to mined riverbank hill N of the city
We do NOT want Legopolis to grow at this moment. The max 0% lux pop before a Cathedral is 4+1+1=6. We need to finish that marketplace ASAP (that's why we'll squeeze one more shield by reassigning our labourer, speeding up the Marketplace build by 1 turn) and spit out a worker immediately afterwards to keep the pop acceptably low while building the Cathedral.
19) reassign Jackson labourers from fully improved hills to coast
We will need just 8 more shields to finish that Merc, and this setup will be just fine to get them while squeezing two more (uncorrupted!) commerce
20) Farmerville to rush its Temple
labourers to remain at wheat and riverbank grasses
21) reassign Zargonia labourer from the roaded hill to a roaded grassland
Zargonia's current goal is to reach pop 6 ASAP
22) reassign Dye Fields labourer from coast to dyes NE NW from the city
city will grow 1 turn earlier this way.
Last edited by vondrack on 22-05-2003 at 10:54
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vondrack

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Praha, Czech Republic
Jan 2002 time: 06:25
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quote: Originally posted by Kloreep
Actually, it's 3+3+1+10=17 turns (the granary is free, but the first fill-up isn't). Since Kloreepville would spend several turns without a mined grass if we did this, I'd prefer to have Leopold mine and Charlie move SW and start the jungle clearing. |
Ah, right, 3+3+1=7 to pop 1, 7+10=17 turns to pop 2... Thanks, Kloreep. In that case, I would still suggest we move Leo+Charlie now and keep clearing the jungle around Kloreepville fast - hoping for a bonus grassland to show up... that should take 1+6=7 turns. I would suggest keeping the Leo-Charlie tandem in sync, as that is how they get most job done in minimum time. I believe Jack (currently nr Legopolis) should be able to build that mine just in time (road hill, go S-SW, go W+mine... 3+1+3=7). He will not be needed to work on the last riverbank hill for some time, as we can't have Legopolis grow to pop 8 before building a cathedral there...
quote: Originally posted by Kloreep
I assume you mean NW. |
Of course. 
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vondrack

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Praha, Czech Republic
Jan 2002 time: 06:25
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I did three things differently from what was posted as our plans - mostly obvious things, I believe.
1) no labourer reassignment in Legopolis - the extra shield gets wasted and we lose on food. We shall reassign only after Jack finishes the road on that riverbank hill (exchanging food for commerce, hopefully).
2) Zargonia labourers reassigned to hills for maximum shield output (2spt) and production changed to Worker. As noted elsewhere, we are running low on Workers (moreover, two of them shall join cities soon, in order to allow pop-rushing) PLUS Zargonia 1-pop rushed its temple on Turn 98, which means we cannot grow over pop 5 there until Turn 119. With few truly productive tiles in the Zargonia radius, I believe we should spit out a worker now, that would keep the pop low enough and that would start mining those hills to make them truly productive...
3) Merc Twain moved W of Forkmouth to check the fogged tile on the coast (found to be clear). We will have time just enough to move Frank to that wheat (T104), road it (T105+T106), move him to Sharpehaven along the new road, join him and poprush the temple (T107). However, this required a check for a barb camp. Merc Twain shall return to Forkmouth next turn.
Plans for 490BC:
1) G.G. to move S-S-SE
2) DyeHard to move S-S-S, heading for the Southern provinces (Conan's relief)
3) Forkman to be upgraded to a swordsman for 40 gold
4) Leopold & Charlie to clear jungle, then road it
5) Howard to disperse the barb camp E, then get aboard of G.B. and sail over to Legos Minor to collect barb taxes and get promoted
6) Giordano Bruno to skip turn
waiting for Howard to disperse barb camp and sail over to Legos Minor for more barb hunting
7) Marky Merc to attack the barb camp NW, probably killing one of the two (?) barb warriors there.
8) Mercurio to move N, then fortify
9) Troy to move S
10) Silver to move SW
11) Alexander to stay fortified
12) Rover to road
13) Frank to move S, then road, then move to Sharpehaven and join city
14) Merc Twain to move E, back to Forkmouth
15) reassign Jackson labourers from coasts to fully improved hills and start building a worker
necessary to prevent food waste; worker will be done in 1 turn, just in time
16) Farmerville to start building a Worker
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vondrack

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Praha, Czech Republic
Jan 2002 time: 06:25
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Plans for 470BC:
Military Unit Movement/Actions
1) G.G. to move SW-SW-S
2) DyeHard to move S-SE-S, heading for the Southern provinces (Conan's relief)
3) Forkman to move SE-SE-SE, to Legopolis
4) Angus to move NW, then to Panama
5) Howard to embark G.B. (N), then sail over to Legos Minor to collect barb taxes and get promoted to vet
6) Giordano Bruno to move NW-NW-SW, giving Howard a lift to Legos Minor.
G.B. shall then go for Marky Merc, taking him back to Panama, undergoing repairs itself, too.
7) Marky Merc to move NE, has a rendez-vous with G.B.
8) Mercurio to fortify
9) Troy to move S-S
10) Silver to fortify
11) Alexander to move NE-E, closer to our worker between Karina and Logville
12) Merc Twain to fortify in Forkmouth
13) new Jackson Merc to move W-SW, then to garrison Sharpehaven
Worker Movement/Actions
14) George to move W-NW-NW, then W, then road
15) Jason to move SE to D.F. and join city; new labourer to work coast
16) Frank to road, then move to Sharpehaven and join city
17) Logger to move NW, then road
18) new Jackson worker to be named "Jinxo" and moved SW-SW-W, then W & mine
City Management
15) Jackson to start building a worker; see my post above. As Jackson will grow this turn to pop 6, it will have the new labourer autoassigned to the mined hill, which will net us two extra shields for this turn and make the worker finished in 1 turn again.
16) reassign Legopolis labourer from the fully improved grassland W-SW to the fully improved riverbank hill N of the city
17) Karina to poprush its temple build
Last edited by vondrack on 28-05-2003 at 12:37
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vondrack

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Praha, Czech Republic
Jan 2002 time: 06:25
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Not sure if ZargonX is going to post his own turnplan... so here is mine:
Plans for 450BC:
Military Unit Movement/Actions
1) G.G. to move W-S-E
2) DyeHard to move SE-SE-SE, heading for the Southern provinces (Conan's relief)
3) Forkman to move SE-SE, to Legopolis
4) Angus to move NW-NW-NW, then to Panama
5) Howard to disembark G.B. (to N), then rest to heal
6) Giordano Bruno to move SW-SW-SW, going for Marky Merc, to take him back to Panama, undergoing repairs itself, too.
7) Marky Merc to move N, has a rendez-vous with G.B.
8) Troy to attack the barb S
9) Silver to attack the barb SW-S
10) Alexander to fortify
11) Mercules to move S-S-S, heading for Sharpehaven
12) Jackson Settler to move SW-S, then S, S
Worker Movement/Actions
13) Jinxo to move W, then S-W & mine
14) George to move W, then road
15) Logger to road
16) Jack to move S-SW, then irrigate
17) Jimbo to move S-SW, then mine
18) new Jackson worker to be named 'Jason Jr' and moved SW-SW-SW, then mine
19) new Zargonia worker to be named 'Frank Jr' and moved N and mine
City Management
20) Jackson to start building a temple
21) reassign Farmerville labourer from the fully improved desert SW to an unimproved riverbank grassland E of the city
22) Panama to start building a Merc; shall work all improved tiles except the hill E of the city
23) new Red Bricks labourer to work a riverbank grass
24) new Logville labourer to work a 2-food tile
25) Karina to start building a Courthouse
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vondrack

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Praha, Czech Republic
Jan 2002 time: 06:25
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Plans for 430BC (BIG turn! ):
Military Unit Movement/Actions
1) G.G. to move SW-S-S
2) DyeHard to move SE-S-S, heading for the Southern provinces (Conan's relief)
3) Forkman to move SE-E-NE, to Jackson (to let DyceDarg move to Panama & be ready for a barb hunt trip)
4) DyceDarg to move SW-SW-W, then NW-W, NW-NW-NW, to be ready for a barb hunt trip
5) Angus to move NW-NW, to be ready to embark G.B. on the next turn
6) Howard to skip turn to heal, then N, NW...
7) Giordano Bruno to move SW-SW, then pick Marky Merc up, then S, then E-E-SE.
8) Marky Merc to embark G.B. (E)
9) Troy to skip turn sentry, healing
10) Silver to move E-E to check the hills SSW of Karina for barbs ('cause of Rover moving too close to them)
11) Alexander to sentry
12) Mercules to move S-SE-S, heading for Forkmouth
13) Jackson Settler to move S, then S
Worker Movement/Actions
14) Jinxo to move S-W and mine
15) George to road
16) Jack to irrigate
17) Jason Jr to mine, then road
18) Frank to move N-E, and join Sharpehaven
19) Rover to move W, then N-NE & mine
20) new Farmerville worker to be named 'Farmer', move SE & mine
City Management
21) reassign Legopolis labourers from hills to grasslands (to maximize growth while in anarchy) scrap this... in order to maintain order, we will have to use one specialist in Legopolis - let's make him a tax collector, that will yield one gold even in anarchy (no growth for Legopolis then, but happiness ok).
21) reassign Jackson labourer from the hill to unimproved grass SE-SE (to maximize growth while in anarchy) scrap this, Jackson would be too fast to grow to pop 6... let's leave it as it is, at +2 food/turn
22) reassign Panama labourer from the horse hill to unimproved grass S-SW (to maximize growth while in anarchy) scrap this, it's a forest, not a grassland... 
23) 1-pop rush the temple build in Red Bricks
24) 2-pop rush the temple build in Dye Fields
Note: we will have to use one citizen as an entertainer to keep the pop not unhappy - does not matter which one.
25) 2-pop rush the temple build in Logville
after the rush, the game will attempt to make both remaining citizens entertainers - one of them should be manually assigned to work the wheat (a road to the rest of our empire will be finished this turn, bringing the balance to the happiness of Logville).
26) 2-pop rush the temple build in Sharpehaven
27) START REVOLUTION!!! 
Note: Although I am not exactly sure about how it is supposed to work, I strongly suggest using the entertainers everywhere to have the cities "happy enough". I fear that without them, cities may descend into riots and the mob could damage city improvements (I think it may happen). The situation will improve on the very next turn, with temples starting to work...
Last edited by vondrack on 02-06-2003 at 19:42
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vondrack

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Praha, Czech Republic
Jan 2002 time: 06:25
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quote: Originally posted by lmtoops
What is RNG? Also, I've wonder about how to shorten the anarchy. Please explain so that I may be enlightened. |
RNG stands for Random Number Generator. Outcome of all "uncertain" events in Civ3 is governed by the output of RNG. It is in fact a pseudo-random number generator, (p)RNG, since the numbers generated are not purely random, they just look like that to humans. The output of the (p)RNG is then used as a "variable" in various formulas determining who wins combat rounds, where barbs go... and how long anarchy lasts.
Imagine the (p)RNG is like a black box with one "line in" and another "line out". It then works like this:
1) you feed the black box through the "line-in" input with a seed. This is kind of "initialization".
2) based upon this seed, the black box spits out a number. Now this is quite confusing, since this is that "(pseudo) random number". But the number is actually not random at all. For a given seed, the output is always precisely the same, as it is a result of a quite complicated mathematical formula, giving results with a sufficiently "random" distribution (graph of that math function would be totally scattered).
3) the number generated in the step 2 is then used as the seed for the next "random number" generation.
4) repeat ad nauseam.
Now, what this means is that the (p)RNG generates a sequence of numbers that have no apparent relation to each other (the relation is "too complex") and whose distribution is "sufficiently random" - to an extent that humans perceive them as truly random. However, if you feed the (p)RNG generator with a given seed, you will always get the same sequence, no matter what. It is like having a very long pearl necklace with numbered pearls. If you number the pearls using (truly random) numbers, then every time you take the necklace and start noting down numbers on the pearls from a certain pearl on, you will always get the "same" sequence - just the start will be in a different place every time.
This is what the "Preserve random seed" option in the Civ3 Preferences dialog is about. If you have it "on", then the current seed is always saved in the savegame file and when you load it back, you continue as if you never left the game (an if you repeat the actions EXACTLY as you played them after creating the save, you get the same results again). If you have it "off", then the (p)RNG is fed with a completely new seed (may be the current time or something "truly random") after you load the game (and you get "different" results for re-fought battles, e.g.). With a new seed, you simply take the necklace back after NOT noting down where you stopped watching the pearls last time.
Now, the output of the (p)RNG is used as the "only variable" for all kinds of "uncertain" events. Example:
A longbowman (A=4) attacks a rifleman (D=6; let's forget the defense bonuses). Let's assume the (p)RNG outputs numbers from 0 to 1. We take this interval and divide it to 0..0.6 (6 for rifleman's defense) and 0.6..1 (4 for longbowman's attack). We then request a number from the (p)RNG - if it is 0.6 or less, rifleman wins, if it's more than 0.6, longbowman wins.
Sorry if it's confusing... what this means for you, if you are not interested in this theory:
1) With "Preserve random seed" and EXACTLY the same sequence of (pRNG governed) actions taken in-game, you get EXACTLY the same response every time. Battles end up with the same winners, same numbers of hitpoints are lost, barbs move the same way, anarchy lasts the same number of turns. You can't "cheat" by simply saving prior to something important and reloading/replaying that important something until you get the desired result (since you get EXACTLY the same result EVERY time).
2) However, as the numbers from (p)RNG are used in different formulas, the results of battles DO CHANGE even if you "Preserve random seed", if you replay them in a different order - since 0.5 is not enough to make a longbowman win over rifleman, but will suffice for an archer to defeat a warrior. Your cheating possibilities are somewhat toned down then.
Now, PtWDG (and all PBEM games for that matter, I believe) is played with "Preserve random seed" ON. When I load the save we get from Voxes, I start at the exact same pearl of that necklace as ZargonX, when he opens the save. If we do nothing involving the (p)RNG output (which was the case for this turn - we fought no battles, popped no huts...) then we have to get the same anarchy length (as it is the very first pRNG governed event during this turn of ours).
The anarchy length is part fixed (2 turns minimum), part related to the difficulty level and other factors (like number of cities and culture, I believe), part "random". 2 turns of anarchy is the least we can have - only religious civs have less (they have only 1 turn of anarchy, every time - no randomness involved).

Does this help?
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