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Post by Hombre on Jan 30, 2006 7:19:07 GMT -5
Yesterday I was surprised with the last turns off one great player (he increased his points in an incredible way), after the game I asked some questions for learn.
Now I think I know more about how points works on last 20 turns.
I think that in last 20 turns, border expansion doesnt mean points, so if someone starts to build cities outside his frontiers that isnt going to increase his points.
Then I have the conclusion that for increase points in last turns there are just 3 options (Wonders, Tecnologies and Population), in that turns I have played always for gettings as much tecns as i can. But seems the best way to get that points is increasing population (I have to try it).
If you are able of expand your borders and reduce your rival, that helps also.
Anyone can tell me if Im wrong or how I can improve it? Thanks Hombre
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Post by SirPartyMan on Jan 30, 2006 10:46:45 GMT -5
Ideas for last 20 turns:
a) capture an opponent's city (reducing his points, and if No City Razing on increasing yours), and don't lose any of your cities. Planting new ones doesn't help (except for population aspects).
b) increase your tech pursuits (perhaps changing some or all cities to Research).
c) increase your population (perhaps set governor, or micromanage, to emphasize food).
d) build a wonder or two.
Best, SPM
PS: Of course a big points jump at end might also reflect planting new cities/culture expansion that happened right around turn end-20.
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Post by Canucksoldier on Jan 30, 2006 12:12:40 GMT -5
It could also be that the player planted/expanded cities 21 turns before the end, this takes more planning and you have to defend those cities but it is a viable strategy.
CS
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Post by salqadri on Feb 1, 2006 4:57:20 GMT -5
Its interesting to read about your make-cities-before-20-mark technique SPM; didnt know about it. Thanx. But here's how I jump up my score in last 20 turns:
Set every single city of mine to growth. Also, around this time, I make another city near grassland area, not caring for resources or production. Get workers there and farm it out. I've noticed that the bigger your population, the more the score. Going from pop 15 to 16 gives much much higher boost than going from 1 to 2. I think the score is based on the population as shown in demographics. Point being, score does not linearly increase with pop, but exponentially. So around the 20 turn mark, set all governers to growth as SPM suggested, and kick butt on population. A lot of noobs in cton ladder games are amazed when I beat them from low score to highest score this way.
So yes Hombre, you are right about Population. I find it to be by far the most weighted component, definately more than land, and wonders, and even tech.
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Post by markweston on Feb 1, 2006 10:58:37 GMT -5
Yes, I always play cton's (at least, city-razing ctons) with the 20-turns-to-go deadline firmly in mind. I do feel that if I haven't planted at least one city/Great Artist at that point, then I'm not in contention.
And I agree with Sal about the value of population growth in your big cities. The only thing I'd question is whether it's safe to go maximise-growth with 20 turns to go. An awful lot of military threats can turn up in the last 20 turns - everyone has built their One Big Stack and they all want to use them - so maybe you don't want to hurt your production quite that early.
With No-city-razing capturing other peoples' large cities becomes a viable method of winning, and can make for some very exciting cton finishes. I wish people would play it more often.
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Post by tommynt on Feb 1, 2006 11:47:40 GMT -5
10 out 11 ctons are decided 20 t before end anyway
+ yes population is a big scorer - but u should not think about its points 20 t before end but right in t 15 when planing city spots
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Post by salqadri on Feb 1, 2006 14:57:56 GMT -5
If you choose hereditary rule, then to maintain the happiness of your citizens you automatically have a good big bunch of units in every city. Wish I knew about the 20-turn-rule earlier, but the population technique works really well, once the deadline has passed. Just monitor your food graph, and its way above the others, then you know you will go up in score very rapidly in those last 20 turns. 6 big cities (around pop 15) in a 135 turn inland sea 2 city elim can earn you 1700+ points with this technique, assuming the cities are not too close to each other.
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Post by Atomation on Feb 13, 2006 18:26:38 GMT -5
10 out of 11 ctons (that aren't top ranks) are decided by who is an intentional cheater and teams .
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Post by Sidhe on Feb 13, 2006 18:33:38 GMT -5
aCtually about 50% of ctons in ancient are decided by the settings at the start more or less OK last post of the evening, just making up for lost time....
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Post by mrsaturn on May 16, 2006 1:46:56 GMT -5
About the population explosion- around when do you blow up your towns and villages and turn them into farms, if at all? And around when do you stop building cottages because it takes too long for it to develop into anything significant?
By T-minus 20 turns, I like to have a ton of workers blowing up my towns and turning them into farms... you slowly lose tech points, but population more than makes up for it.
Annoying part is when someone goes to war with you near the end and throws off your timing.
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Post by Avogadro on May 20, 2006 10:33:49 GMT -5
no Annoying part is someone going to war with you turn 10 and throwing off your production. ;D
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Post by churchill1 on May 22, 2006 12:12:41 GMT -5
i think the points for population thing is a bit silly. last night i won a cton i completely deserved to lose. i lost my first worker, my mfg and power were crappy whole game. but i went all out pop, making loadsa farms and ended up winning. well was nice for me. but.....
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Post by Elledge on May 22, 2006 12:45:00 GMT -5
Well, that's just plain old luck then, as presumably someone else could have come and beat you down.
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Post by churchill1 on May 22, 2006 20:24:46 GMT -5
well yep, i think it was a one off lucky situation. ;D but the point about population still stands. however there is of course skill in gaining the space to lay those cities down.
heh. i just read tommy's post. he makes an excellent point: u should not think about its points 20 t before end but right in t 15 when planing city spots
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Post by deyreepher on May 23, 2006 6:52:26 GMT -5
I wouldn't see that as a game that you should have lost. If they didn't have the cajones to wipe you out churchhill, then gaining that win through stealth should be commended. If people wanted to win without killing, Always Peace games should be more in vogue.
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Post by churchill1 on May 26, 2006 15:37:21 GMT -5
i have no idea what a cajone is but thanks dey
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Post by deyreepher on May 28, 2006 0:25:51 GMT -5
The balls.
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Post by churchill1 on May 28, 2006 9:26:36 GMT -5
ah.
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Post by Hombre on May 29, 2006 9:34:55 GMT -5
i have no idea what a cajone is but thanks dey If you refer the balls you might say cojones, cajones translation is drawer. Talking about spanish. By the way its a sweaword.
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Post by deyreepher on May 29, 2006 13:45:11 GMT -5
My spelling in languages other than English is usually pretty atrocious. When in other languages that use a script other than the Roman alphabet....good luck in trying to decipher what I'm trying to say.
分かりますか。
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