SGOTM 13 - Gypsy Kings

I got the save, but I was unable to download the updated test game.

"Sorry, the page (or document) you have requested is not available."
perhaps you have change the settings to share the google doc page?
 
Now, if timing the chop optimizes whip overflow, then that could influence the decision of when to chop.
This is the key point here....we get to 2 pop whip the Granary with a max overflow of 44H going to the Oracle on the exact same turn the Oracle is available. Then the following turn, we get the Chop/Mine into the Oracle also. Then we get to work max hammers for the time we are building the Oracle so we can whip it to completion on T94. Feel free to take the latest test game and see if you can improve upon that time. If you are successful, we will do it your way! ;)
 
just a few big picture questions

So are we going for an early forge and GE for some wonder in the future or not?

If we don't I'm assuming we get a Great Prophet first which presumably we settle in the capital. However, we can try to dilute the GP pool with scientist specialists for a chance at a GS first.

It is looking more and more likely that we will need astronomy, so bulbing the path to Astronomy with GSs is looking more likely, so we want to get as many GS as we can I assume.

If we do go for the early forge it makes whipping out any wonders in the capital a bit awkward as mab was suggesting. In order to ensure the GE we also probably will need to slow the rate of gpp in other cities (i.e. we wouldn't run any scientists in the Oracle city until the GE pops).

Right now I think the best plan is to whip-OF duckweed style the pyramids (based on my own testing and mabraham's testing)
-allows for faster expansion and gets the pyramids at about the same time as a forge-GE
pyramids
-gives a chance at a GS first, doesn't limit our early gpp production

I think the forge can be built later if we find gold/silver/gems and/or copper. Which makes the colossus more attractive. The forge could conceivably be built in another city if the capital is busy with settlers/pyramids.

It was suggested that we can use a GE for the Globe Theater. But is the Globe theater necessary? I mean we can draft from all of our cities if we have just a little bit of excess happiness resources. I think this is likely especially because when we make contact with the AI we should be able to trade for several happiness resources. That would allow for a phase of drafting about the time we really need to do it (just a little time after astronomy).

Not building the Globe theater will save quite bit of time (tech wise and hammer wise - drama not required and no theaters necessary and the long build time of the GT doesn't need to slow our drafting down)
 
I'm going to assume I should develop a plan up to T94 right before the Oracle is whipped (again to reduce the amount of information we give other teams.)
 
Good set Ron.

I quite like the idea of inserting some scientists into the GP pool and cross our fingers for a GS. Settling the GProphet in the capital is almost certainly the strongest move if we get one.

Just to throw a spanner in the works - are we still dead set on Metal Casting from the Oracle. I'm sure many excellent points have been made, but I have managed to forget all of them! :lol:
1) Availability of forges+colossus. But how soon are we even going to build them?
2) Ability to build triremes. Can't argue against that - barb galleys can be a real pain, especially as it looks like our island area will be difficult to fog bust.

In favour of Code of Laws
3) Earlier access to Courthouses. But same counterpoint to option 1) above - we're not really in need of them yet.
4) Earlier access to Caste System. Again, see point 1).

I think I'm satisfied :D

Looking forward to your plan Bcool
 
Also, what exactly is "in the hole"?
Hi T, (best abbreviation on the team by the way!), It is an American baseball term, there is a batter at the plate = UP NOW, there is the next batter to come up = on deck, and there is the 3rd batter in the order = in the hole. Not sure why we started using the term, except dV and I are kinda old(er) and we happen to like baseball a bit.

Where in the world are you actually from?

do we start a list somewhere (on page one of this thread maybe) where we keep track of big picture goals or is that just part of the note taking Ronnie1 suggested I take?
Not on the 1st page for sure, we reserved a few posts so when we finish in the MEDALS, we have a place to post a summary of the turnsets and the thinking/planning that went into those sets.

I would encourage you to speak freely whenever you have a question or an opinion for sure. Please say anything that you wish. One of the things that make the SG series so great is that you get to learn how other people do things and think about different situations.

A perfect example is the current situation with the run to the Oracle. I honestly did not even CONSIDER not working the 2 high food tiles in Fish Hills after building the Granary. I mean really, why would you NOT want to grow ASAP? The answer of course is that by slowing growth and working the higher hammer tiles first, we save 1 turn on the completion of that goal. Now that may or may not translate into saved turns at the end of the game, but it definitely gets us onto the next build quicker in the short term!

The one big picture goal that we haven't addressed very much yet is the victory condition. We only have 2 options.

1) Domination
2) Conquest

I know I am currently not overly concerned, because much will be determined when we get a better picture of the map.

Please share what you think our goals should be! And please share alternative points of view at every opportunity. We will all be better off in the long run by considering options that may not be obvious at first.
 
Okay PPP

In gory spreadsheet detail

google doc link here

https://spreadsheets.google.com/ccc...tNWZRM0NQVjRBM2c&hl=en&authkey=CJjEi9oD#gid=0

summary

Tech Plan
poly, Priesthood finishes T77, Sailing at 0% for 1 turn then 100% finishes at T89, Masonry

Builds
CC
Granary 2 pop whipped T80
workboat finishes end of turn T90 (get extra hammer by working PHm T79)
galley 2 pop whipped T93

FH
Granary 2 pop whipped T77 max OF
Oracle (can be 2 pop whipped T94)

Tile management
see google spreadsheet, I followed mabraham's T94 Oracle guide. I think I improved it ever so slightly by working PHmine T79 while CC is pop 4. I think we gain 1 hammer and 1 turn on the workboat

Civic Changes
none planned

Stopping
Meet AI, barbarian galley, workboat scouting???, the unexpected, T94
 
The only thing I see that I question a bit is the 2 pop whip on the Galley.

Wouldn't we be better off if we 2 pop whipped the settler so we could grow while building the galley?

If we whip the pop and start a settler, it seems like we are giving up the tiles for a longer period of time. :hmm:
 
I think there are a few reasons for the galley before the settler

1) worker is idle without a galley to take him to either the stone or the Grass Hill to the west
--can pre-road the stone or build a mine (I'm assuming we pre-road the stone)
2) Capital already at 6 pop and has 1 :mad: (so whip of galley gets rid of the :mad: and lets capital dissipate whip anger with settler build
3) galley can explore a tiny bit before settler comes out maybe
 
Good set R1. Our food, hammer and beaker boxes agree with my play-along version of the test save, so I think we can be confident the plan to whip the Oracle in T94 is on track.

just a few big picture questions

So are we going for an early forge and GE for some wonder in the future or not?

That forge basically replaces a second settler in the build queue. The value of the GE is to pop Colossus or GT. Glib or NE are too small to bother popping when we have marble. We might find copper somewhere soon, too. Colossus is nice for more :commerce: while we grow the empire up (e.g. at 11 cities 655AD T217 in a test game a while back, I measured that Colossus would add 30:commerce:/turn right then, so we'd have had about 60 turns of 10-35:commerce: for our 375:hammers:). However it is outdated by Astronomy, and there's nothing we've learned so far to counter our before-game expectation that we might need fast Astronomy. That game was one bulb away from Astronomy (guessing 15 turns, with the :gp: bar one-third full and NE 5 turns away).

I think the value of a faster third city (for faster stone, for faster Duckweed-Pyramids, for faster spam of workboats and warriors) outweighs the value of trying for a short-term Colossus.

We will have the option of switching to a forge after the second settler if we've found copper with our exploring workboat. Do recall that Bureau+Colossus+Maoi(stone) might be playable.

GE could also bulb machinery.

If we don't I'm assuming we get a Great Prophet first which presumably we settle in the capital. However, we can try to dilute the GP pool with scientist specialists for a chance at a GS first.

Nice idea. The timing is tough to get decent odds on a GS... Sailing finishes about T91, when we probably need Masonry (to get the stone quarry going around T100) and then Writing (finishing about T110). Then we have to build a library (135:hammers:) from (probably) just one Gmine+whip in time to get two scientists running noticeably before T144 when the GProphet pops. I can see Fish Hills building Workboat(T99), Warrior(T107), Lighthouse(1-whip T110) and we'd take about 10 turns to regrow to size 6 to 3-whip the library to run fish and two scientists with 2:food: excess. With about 25 turns of just the Oracle (2:gp:), we'd then run 14 turns of two scientists (6:gp:) plus Oracle (2:gp:) which makes for near enough to a 50-50 chance of either type (150:gp: required).

Meanwhile CC built granary, lighthouse, galley by about T95, and has since built settler+warrior and is now chewing on a third settler while it gets happy again - no monument or further explorers yet. So the Duckweed position is not yet established and we're still in the map-dark.

Thoughts?

It is looking more and more likely that we will need astronomy, so bulbing the path to Astronomy with GSs is looking more likely, so we want to get as many GS as we can I assume.

Agree, fast Astronomy looks likely to be required. If so, then it makes sense to beeline that. However, do we want to try for Duckweed-GLib before that? Requires a tech path of Masonry-Writing-CoL-Aes-Lit-Machinery-IW-Compass-Optics, with Maths and Calendar worked in somewhere suitable,

If we do go for the early forge it makes whipping out any wonders in the capital a bit awkward as mab was suggesting. In order to ensure the GE we also probably will need to slow the rate of gpp in other cities (i.e. we wouldn't run any scientists in the Oracle city until the GE pops).

We'd have to work hard at running any such specialists by about T150 when we'd get the GE...

That said, if we might build Pyramids, library, GLib, NE, theatre, GT, barracks in the capital, that forge will pay off earlier if we build it earlier...

There is something to be said for slowing empire growth before we've got the Pyramids to start paying for it all...

Right now I think the best plan is to whip-OF duckweed style the pyramids (based on my own testing and mabraham's testing)
-allows for faster expansion and gets the pyramids at about the same time as a forge-GE
pyramids
-gives a chance at a GS first, doesn't limit our early gpp production

That seems the right approach to me, though we should reconsider as we find out more map information with our explorer(s).

I think the forge can be built later if we find gold/silver/gems and/or copper. Which makes the colossus more attractive. The forge could conceivably be built in another city if the capital is busy with settlers/pyramids.

I really don't see us having time to get a side city with infrastructure in time to get the Colossus by T170 or so.

It was suggested that we can use a GE for the Globe Theater. But is the Globe theater necessary? I mean we can draft from all of our cities if we have just a little bit of excess happiness resources. I think this is likely especially because when we make contact with the AI we should be able to trade for several happiness resources. That would allow for a phase of drafting about the time we really need to do it (just a little time after astronomy).

Not building the Globe theater will save quite bit of time (tech wise and hammer wise - drama not required and no theaters necessary and the long build time of the GT doesn't need to slow our drafting down)

Actually, I expect we'll be using the culture slider for happiness. If we're isolated, we won't be getting these trades until about 900AD, if we have something to trade for them. AIs don't give gold for clam all that often.

I don't think you are envisaging enough drafting. Drafting a musket from size 6 to 5 turns 48 food (halved by granary) into 120:hammers: every 15 turns. That's about the best value you can ever get in this game. We have to do that with extreme prejudice, regularly for the rest of the game (not just in a phase). In the test game that I played out until I was sure of victory, I drafted the GT city every turn it could, and the other 10-15 cities on a 15-turn rotation. I should probably have been more a little more harsh than that. All of our side hammers have to go into siege, spies, pikes and boats. Troops to kill AI units have to be drafted, all the time, for the rest of the game.

The Globe Theatre costs 450:hammers: itself, and 6x75:hammers: for the prereq theatres. Those theatres return 1:) for dyes (if we find them), and 1:) per culture slider point, which we should already be using. I discussed this point in this thread a while back. It synergizes with a specialist economy. So we'll get some value for those theatres for themselves, not just for the GT.

The GT itself pays back its hammers and build time in about of four turns (4*120>450), and does so in a city that is pretty poor at production otherwise. Long term you get two muskets every three turns. That's 80:hammers:/turn. How else can that be achieved? The only alternative use for the masses of food in CC would be to keep spamming settlers to capture more island-land for Domination.
 
Just to throw a spanner in the works - are we still dead set on Metal Casting from the Oracle. I'm sure many excellent points have been made, but I have managed to forget all of them! :lol:
1) Availability of forges+colossus. But how soon are we even going to build them?
2) Ability to build triremes. Can't argue against that - barb galleys can be a real pain, especially as it looks like our island area will be difficult to fog bust.

In favour of Code of Laws
3) Earlier access to Courthouses. But same counterpoint to option 1) above - we're not really in need of them yet.
4) Earlier access to Caste System. Again, see point 1).

Caste System is nerfed until we get Pyramids and workshops from MC. The empire can get nerfed from about T135 onwards if we can't build triremes from MC. We have time to bulb one and tech the other by the time we need forges or courthouses in side cities. MC is bigger. CoL comes with a religion that we're not sure we'd want yet.

Sounds like MC "hands-down" to me.
 
I would encourage you to speak freely whenever you have a question or an opinion for sure. Please say anything that you wish. One of the things that make the SG series so great is that you get to learn how other people do things and think about different situations.

A perfect example is the current situation with the run to the Oracle. I honestly did not even CONSIDER not working the 2 high food tiles in Fish Hills after building the Granary. I mean really, why would you NOT want to grow ASAP? The answer of course is that by slowing growth and working the higher hammer tiles first, we save 1 turn on the completion of that goal. Now that may or may not translate into saved turns at the end of the game, but it definitely gets us onto the next build quicker in the short term!

Yeah, definitely. bcool's first post in the thread suggested the second city on the island and whip-overflow onto Pyramids. Those were both counter-intuitive to me, but the seem clearly right now. Likewise, R1 advocated Pottery for granaries first, and I had to overcome my kneejerk desire for a couple of cheap free food from our lighthouses...
 
Hi T, (best abbreviation on the team by the way!), It is an American baseball term, there is a batter at the plate = UP NOW, there is the next batter to come up = on deck, and there is the 3rd batter in the order = in the hole. Not sure why we started using the term, except dV and I are kinda old(er) and we happen to like baseball a bit.

Where in the world are you actually from?
[I solemnly swear I am up to no good] He's not actually from this world! He is from a planet in the Zeta Reticuli star system (4th planet in orbit about the star we call Zeta 2 Reticuli). They don't play baseball there, hence his unfamiliarity with North American Baseball lingo. As further proof of his lack of baseball knowledge, he is a Washington Nationals fan. :sad: And speaking of baseball, Go Braves! [/I solemnly swear I am up to no good]

<SNIP>

The one big picture goal that we haven't addressed very much yet is the victory condition. We only have 2 options.

1) Domination
2) Conquest

I know I am currently not overly concerned, because much will be determined when we get a better picture of the map.<SNIP>
IMO, we will need to be very selective about which enemy cities we decide to keep, so as not to crash the Economy. That may lend itself to going for a conquest victory, but as you said, quite a few things are still to be determined.

Okay PPP

In gory spreadsheet detail

google doc link here<SNIP>
Nice spreadsheet, I like it! :goodjob: Toward the end of the spreadsheet, it shows the Worker boarding the Galley, but the Galley sailing SE, SE. Would it not be better to have the Galley take the Worker to the island west of CC, so that he could chop the Forest there into the Settler build?

EDIT: Cross-post with bc & mab x3.
 
Okay PPP

In gory spreadsheet detail

google doc link here

https://spreadsheets.google.com/ccc...tNWZRM0NQVjRBM2c&hl=en&authkey=CJjEi9oD#gid=0

summary

Tech Plan
poly, Priesthood finishes T77, Sailing at 0% for 1 turn then 100% finishes at T89, Masonry

Builds
CC
Granary 2 pop whipped T80
workboat finishes end of turn T90 (get extra hammer by working PHm T79)
galley 2 pop whipped T93

FH
Granary 2 pop whipped T77 max OF
Oracle (can be 2 pop whipped T94)

Tile management
see google spreadsheet, I followed mabraham's T94 Oracle guide. I think I improved it ever so slightly by working PHmine T79 while CC is pop 4. I think we gain 1 hammer and 1 turn on the workboat

Correct - well done! We gain 1:hammers: and 1 turn on the exploring workboat in return for 2:commerce:. (Gory details: I was suggesting working two early PFH and a T79 clams for 4:food:/6:hammers:/2:commerce:. FH can accommodate this by working 2 coast tiles before growing to size 4. You suggest working two early GF, grow a turn earlier for T78 Gforest and T79 Pmine for (net) 4:food:/7:hammers:/0:commerce:.)

I think there is a worker plan that is better. After Gmine, I was returning to Pmine to finish the road, and then chopping out the forest to coincide with the galley whip. CC still has to build settler+warrior for the third city, and lighthouse and monument are also begging to be built. All of that accelerates the Pyramids (our premium build) so the chop is definitely useful. It allows us to 1-turn the lighthouse before the settler, for example. Moreover, we get to load the worker on the galley right away, and get over to put a road on the stone before the third city is founded (or mine the western Ghill, chop its forest).

Civic Changes
none planned

Stopping
Meet AI, barbarian galley, workboat scouting???, the unexpected, T94

On T93 we might have decisions on the WB move. I think we want to scout around the bottom of the stone peninsula (if it is one) to see where seafood might be on the other side for the settling decision. Otherwise, heading generally east, and south until we see tundra seems about right.
 
I think there are a few reasons for the galley before the settler

1) worker is idle without a galley to take him to either the stone or the Grass Hill to the west
--can pre-road the stone or build a mine (I'm assuming we pre-road the stone)
2) Capital already at 6 pop and has 1 :mad: (so whip of galley gets rid of the :mad: and lets capital dissipate whip anger with settler build
3) galley can explore a tiny bit before settler comes out maybe

All valid points....an option I am experimenting with would be to switch to a settler on T93(when you whip the galley), build settler for 2 turns and chop the forest you prechopped into it. The second of the 2 turns(when GF is chopped) work the Pmine, this allows a 3 pop whip of the settler and a 39H overflow back into the galley. I'm not sure if it is better or not. Another option is to sneak the Lighthouse in before the Settler build as that effectively adds 3 excess :food:/t during that build.

One other thing I noticed and I'm not sure if it matters or not. Going to 0% on the science slider the same turn we whip away pop in cities may gain us a beaker here or there, again not sure.
 
Top Bottom