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vondrack

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Praha, Czech Republic
Jan 2002 time: 06:26
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OK, the save is with us again (turn 2).
Vast majority agrees that we shall road the game tile, then pop the hut with our Worker, delaying the warrior production in Apolyton by one turn by working less shield-valuable tiles for three turns (this trick 99% proven to prevent popping barbarians).
Now, the crucial question is: shall we switch the research from Bronze Working to Pottery?, going for the ultra-early granary in Apolyton? Dominae's impressive scenario ends up with a granary ready for the pop growth at 2->3 and two settlers produced by the turn 33. The drawback of this plan is that we would have only one warrior available for long distance exploration. (With a certain chance to get a friendly Warrior from the goody hut... according to nye's test, around 15%, if I am not mistaken).
The other possibility - basically - is to leave the research at Bronze Working and take a different approach, producing more scouting units first, delaying the construction of the granary til a bit later (making it ready for the pop growth 3->4). This plan (his variations) makes it slightly possible that we get Pottery from the goody hut (the probability is believed to be around 10%).
I myself do not dare to say which plan is better. Most probably, it depends on which style you prefer - if you value as many settlers cranked out as possible, Dominae's ultra-early granary scenario will suit your taste. If you fear running on two warriors only for 20+ turns, thinking about missed goody huts and poorer intelligence about your surroundings, you might not quite like the ultra-early granary.
Now, go read all those great discussions, especially BFM's Analysis of the Interior and E_T's Build Plans, plus more discussions in other active threads.
Go read them all and vote. Switch to Pottery? Or stay on Bronze Working?
Better vote fast, as the save is already with us and we shall play our turn within a couple of hours.
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Dominae
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Oops, I posted in the wrong thread.
Obviously I voted for 'Pottery'.
vondrack: I'm impressed by your leadership. It is nice to see you presenting the options in such a neutral manner. I know I've been insistent on this issue, but this is only because I believe it to be an important one.
Nathan: I ran similar tests. We will never get Barbs from the Hut if we do not control a military unit (only us). All other possibilities remain. If switch to Pottery and if we get a tech from the Hut, it will definitely be Ceremonial Burial.
Now for the fun part: imagine if we got a Settler!! I my tests this was not that infrequent an occurrence. We could be off to an amazing start (who needs Expansionist!!?).
Dominae
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Dominae
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quote: Originally posted by Hot_Enamel
However, one of the Carthages main weaknesses is that they are slow to get going.
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Not sure I understand why...Slower than the Chinese maybe if they Archer-rush us, but definitely faster than the Egyptians or Persians. Industrious coupled with a UU that requires no strategic resource is pretty fast, if you ask me.
quote:
If we end up with the GhengisFarb Persians, the reckless Fraxis Egyptions, or the militaristic Chinese as close neighbours, they may be willing to have an early war with us. They will know that once we start producing our UU's we will be hard to stop.
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This is where our diplomats step up to the plate. Honestly, I have no idea what the "tone" of this game will be? Are people willing to play a smart, strong game, or do all the teams just want to get at each other's threats. If we can convince our neighbors that we're more use to them alive that dead (which is true 90% of the time), we're sitting pretty. I just hope you're wrong and that this will not be that hard to do.
Dominae
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E_T
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Orlando, Florida
Mar 2001 time: 00:26
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this is the results of 2 sets of calculations, I will run one more for one other possibility
The two Sets:
1) 5 Warriors, Settler, Granary, then multiple NM/Settler combos - this has us cutting the Forrest at teh game down and mining it while building the Granary. The would have us stay the same tech, 2 warrior for defence, 3 for explore.
2) 3 Warriors, Granary, warrior, settler, then Multiple NM/Settler combos - this would also have the forrest at the game cut down while building the granary. This requires changing the tech, 1 warrior for defence, 2 to explore (then a warrior/settler combo).
I will give full details in 2 following posts, but here are the quick details:
1) first settler built on turn 22 (2950BC), Granary built on turn 36 (2350BC), first NM/Settler combo is ready on turn 46 (10 turns), other combos on turns 54 (8 turns), 62 (8 turns), 69 (7 turns), 76 (7 turns). Trade Generated over 76 turns = 351.
2) Granary built on turn 24 (2850BC), Warrior/Settler combo built on turn 31 (2550BC), first NM/Settler combo is ready on turn 39 (8 turns), other combos on turns 46 (7 turns), 53 (7 turns), 61 (8 turns), 68 (7 turns), 75 (7 turns). Trade Generated over 76 turns = 379.
Option 2 has the first city built 9 turns later than option 1, but it allows for a greater number of NM/Settler combos (one more) than Option 1 does.
Pros & Cons:
Option 1
Pros: 1 more warrior for exploration, next city is built sooner
Cons: Not as many NM/Settler combos over the long haul, less trade over time.
Option 2
Pros: More NM/Settler combos over the long haul, greater trade.
Cons: Less expolration, next city is built later.
Over the long haul, which is what this game really works from, Option 2 is better. More trade, more cities generated but less exploration. Again, this option requires changing to Pottery this turn.
E_T
Please Note, that Option #2 is a compromise solution, which gives us 1 more warrior at teh start from what Dominae had proposed.
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quote: Originally posted by E_T
this is the results of 2 sets of calculations, I will run one more for one other possibility
The two Sets:
1) 5 Warriors, Settler, Granary, then multiple NM/Settler combos - this has us cutting the Forrest at teh game down and mining it while building the Granary. The would have us stay the same tech, 2 warrior for defence, 3 for explore.
2) 3 Warriors, Granary, warrior, settler, then Multiple NM/Settler combos - this would also have the forrest at the game cut down while building the granary. This requires changing the tech, 1 warrior for defence, 2 to explore (then a warrior/settler combo).
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I like Number one better because we cannot count on not making contact with another civ, thus we need some sort of defense early on ( 2 warriors at home compared to 1)
Also with 3 warriors exploring we're more likely to find huts and we all know the benefits there. If we get lucky with a few huts, who knows we could change our build order for the first 10 or so turns.
I guess I'd like to play it safe with the chance of gaining a few things through exploration. It would really suck to be sitting in the capital and watching 2 or 3 archers come marching up to our lonely warrior. 
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Hot_Enamel
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Melbourne, Australia
Aug 2002 time: 14:26
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Last edited by Hot_Enamel on 22-02-2003 at 17:35
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All times are GMT. The time now is 05:26. Apolyton Time is 00:26. |
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