SGOTM 14 - Unusual Suspects

I traded an extra crab to Ragnar for clams on turn 85. Then, on turn 88 I decided to double down to get good relations and open borders, and gifted fish to Asoka. Whoops. :blush: I don't know how resource trading works with teams, but I'm guessing I should have done both deals with either Ragnar or Asoka, and not split them up. Anyone know if that matters?

This deals should be canceled, other AI will ask that anyway because they hate them. It would take 50 turns for +1 from a single resource, that's not enough for Pleased. We'd have to make the right pick and give Toku a lot to open borders. IMO, we shouldn't bother with them at all because 2 other teams have them as worst enemies.

The critical questions I need feedback:
  1. Should we open borders with Montezuma/Gandhi or Shaka/Mansa?
  2. Should I make a resource gift to Ragnar? We have plenty of health...
  3. Which direction should I send our exploring archers?
  4. Is there any use to researching Sailing now (I don't think it will give us any trade routes)?

1) Open borders with all.
2) Cancel all deals with Ragnar/Asoka.
3) Along the west coast to search for galley connection to Oz. (Oz is west from Chicago Atlanta, that's black barb border for sure)
4) We'll get domestic trade routes in Chicago and Atlanta. Maybe we'll also get some foreign trade routes too.

-------------

It seems we need Astronomy to reach that barb city to the west. Let's send our archers along the west coast to check that out though. Given that we have horses on the spoke, let's settle that.

To conquer the AI, cuirassiers later on or maybe knights. We'll need Optics to check what we're dealing with and after that Astronomy. It makes sense not to attack Ragnar/Asoka. We are still on the right path in my opinion, we should save cash until we get library and hopefully academy too in the capital. The tech we need badly is CoL, we can settle more after that.

Btw, we have to check how exactly are AI team to team relations determined.
 
Should I cancel all deals with Asoka/Ragnar immediately, even though it will make them mad?

Domestic trade routes in Chicago and Atlanta by themselves are not enough to justify speeding sailing research now. It would only gain us 2 commerce per turn. Waiting until Washington has its library and scientists to increase the tech rate will gain more commerce than that. I think the only thing that justifies finishing sailing quickly would be a foreign trade route, and that's not possible since we don't see any cities, right?
 
Some random thoughts.

Interesting that only East witches have Aplha so far. However someone has Theo and CoL so the final witch pair (or the wizard).

Agree that there is no point in gifts to the East. They will likely be our first target and likely not be a trading partner. Making friends with the West seems much more advantagious. We may need them as partners against the East.

Agree that the horse/copper/sheep/cow/fish looks to be an ideal city from a strategic perspective. A canal city connecting the north and south will be very valuable.

It seems the immediate need is building an economy. Our growth has stymied our research. We are significantly behind in GNP even the lowest AI competitor. Is ther any concern with an SE if we need long term tech for wizard conquest. Or with all the food, can we invest in both Scientist and Cottages.

My biggest concern is that we don't have a longer term stratgey other than a war conquest. What information do we need to develop a grand plan? Do we need knowledge of the wizard? If so, are some galleys needed for exploration? Would we go to war without knowledge of the wizard. If so, under what conditions?
 
Should I cancel all deals with Asoka/Ragnar immediately, even though it will make them mad?

You mean if some other AI asks you to? No, we don't want bad blood from A/R either. But I don't think they can demand that while we have mandatory 10 turns going. Let's just cancel those deals then.

Domestic trade routes in Chicago and Atlanta by themselves are not enough to justify speeding sailing research now. It would only gain us 2 commerce per turn. Waiting until Washington has its library and scientists to increase the tech rate will gain more commerce than that. I think the only thing that justifies finishing sailing quickly would be a foreign trade route, and that's not possible since we don't see any cities, right?

It's not necessary to actually see the cities, but I forgot the details. DanF wrote some exensive explanations regarding that while he was around. We'd need access to their capital's plot network, sth like that.
 
You mean if some other AI asks you to? No, we don't want bad blood from A/R either. But I don't think they can demand that while we have mandatory 10 turns going. Let's just cancel those deals then.

Well, that means canceling the deals is in the next turn set, so I'll leave them in place. Sorry about that, I guess I should have asked first.
 
There is no final witch pair. We know them all. The Wizard must be a barbarian. Or he's a special unit owned by one of the witches. That's about the only possibilities.

Hmm, not in the save I've downloaded. ;) Witches of the south are missing there, it says 1 rival unknown. You must have uploaded some earlier version.

Oz is most likely in that barb city in the west ocean.
 
Some random thoughts.

It seems the immediate need is building an economy. Our growth has stymied our research. We are significantly behind in GNP even the lowest AI competitor. Is ther any concern with an SE if we need long term tech for wizard conquest. Or with all the food, can we invest in both Scientist and Cottages.

With Rep + Caste scientists or merchants, we shouldn't build more cottages. They'd take too much time to mature and we'd farm less gpp too in the most important period.

My biggest concern is that we don't have a longer term stratgey other than a war conquest. What information do we need to develop a grand plan? Do we need knowledge of the wizard? If so, are some galleys needed for exploration? Would we go to war without knowledge of the wizard. If so, under what conditions?

I'm thinking Aesthetics -> Literature -> Music after CoL, we have marble. Music is needed for curries too. Actually, CoL -> Currency before that to get some cash in trades. Standard Philo bulb fast Liberalism game maybe? Conquest with curries, Astro to reach the wizard. Whatever it is, a bunch of units will take him out.
 
I'll report it to Alan. Apparently, I forgot to save after I met Mansa and took as the screenshots. The only extra action was moving an archer and seeing the Mansa scout.

Ha, I've done the same thing in one sgotm too. Save on exit option is your friend! :D
 
I still like the 'attack and kill Asoka first' plan. But that's for next turn set.

There's a lot to discuss of course. It seems to me that curries will be our final weapon to win this. With heavy bulbing, it's likely that we can have them even faster then knights. If we go for elephant wars, we'll have to trade more with other AI to get back on track which will make them more stronger. We'll have strong production base so it's research we have to push for.
 
The save has been uploaded. My turnset is done. This is an official handoff.

I stopped in 550BC because we got sailing one turn earlier than expected. The New York library comes online next turn. We get a great person in Washington in two turns.

Our cities
Spoiler :
550washington.png

550newyork.png

550boston.png

550philadelphia.png

550atlanta.png

550chicago.png

550seattle.png


Finances
Spoiler :
550financial.png


Diplomacy. Asoka and Ragnar are still the only ones with Alphabet.
Spoiler :
550glance.png

550techs.png


Ragnar built The Great Lighthouse
Spoiler :
550wonders.png


Asoka's land
Spoiler :
550asoka.png


The West. Our westernmost archer defeated a barbarian warrior and is at 2.6/3 with 1/2 XP.
Spoiler :
550west.png


BUFFY Log
Spoiler :

Logging by BUFFY 3.19.003 (BtS 3.19)
------------------------------------------------
Turn 82/500 (825 BC) [24-Sep-2011 09:43:29]
Washington begins: Granary (10 turns)
0% Research: 0 per turn
0% Espionage: 4 per turn
100% Gold: 23 per turn, 7 in the bank

After End Turn:
Washington grows to size 6
New York finishes: Settler
Boston's borders expand
Philadelphia finishes: Archer

Turn 83/500 (800 BC) [24-Sep-2011 09:48:19]
New York begins: Granary (7 turns)
Philadelphia begins: Granary (12 turns)
A Fishing Boats was built near Boston
0% Research: 0 per turn
0% Espionage: 0 per turn
100% Gold: 0 per turn, 30 in the bank

After End Turn:

Other Player Actions:
Civics Change: Dorothy(America) from 'Despotism' to 'Representation'
Civics Change: Dorothy(America) from 'Tribalism' to 'Slavery'
Civics Change: Good Witch of the East(India) from 'Paganism' to 'Organized Religion'

Turn 84/500 (775 BC) [24-Sep-2011 09:54:49]
0% Research: 0 per turn
0% Espionage: 4 per turn
100% Gold: 20 per turn, 30 in the bank

After End Turn:
The whip was applied in Washington
Washington finishes: Granary
A Hamlet was built near New York
Atlanta finishes: Work Boat

Other Player Actions:
Attitude Change: Good Witch of the North (England) towards Wicked Witch of the East (Vikings), from 'Pleased' to 'Cautious'
Attitude Change: Good Witch of the North (England) towards Good Witch of the East (India), from 'Pleased' to 'Cautious'
Civics Change: Wicked Witch of the North(Mongolia) from 'Despotism' to 'Hereditary Rule'
Civics Change: Good Witch of the North(England) from 'Despotism' to 'Hereditary Rule'

Turn 85/500 (750 BC) [24-Sep-2011 09:57:22]
Washington begins: Library (23 turns)
Atlanta begins: Granary (20 turns)
A Fishing Boats was built near Atlanta
A Farm was built near New York
Chicago founded
Chicago begins: Monument (30 turns)
0% Research: 0 per turn
0% Espionage: 4 per turn
100% Gold: 13 per turn, 50 in the bank

After End Turn:
The whip was applied in New York
New York finishes: Granary
Atlanta grows to size 2

Turn 86/500 (725 BC) [24-Sep-2011 10:04:34]
New York begins: Library (45 turns)
A Pasture was built near Atlanta
0% Research: 0 per turn
0% Espionage: 4 per turn
100% Gold: 12 per turn, 63 in the bank

After End Turn:
Washington grows to size 5

Other Player Actions:
Attitude Change: Good Witch of the North (England) towards Wicked Witch of the East (Vikings), from 'Cautious' to 'Pleased'
Attitude Change: Good Witch of the North (England) towards Good Witch of the East (India), from 'Cautious' to 'Pleased'

Turn 87/500 (700 BC) [24-Sep-2011 10:06:25]
0% Research: 0 per turn
0% Espionage: 4 per turn
100% Gold: 15 per turn, 75 in the bank

After End Turn:
The whip was applied in Boston
New York grows to size 3
Boston finishes: Settler
Philadelphia grows to size 4

Other Player Actions:
Christianity founded in a distant land

Turn 88/500 (675 BC) [24-Sep-2011 10:09:54]
Boston begins: Worker (4 turns)
0% Research: 0 per turn
0% Espionage: 4 per turn
100% Gold: 15 per turn, 90 in the bank

After End Turn:
Washington grows to size 6
Philadelphia finishes: Granary
Atlanta grows to size 3

Other Player Actions:
Team contact made: Wicked Witch of the West/Good Witch of the West
Player contact made: Montezuma of Aztec
Player contact made: Gandhi of India
Civics Change: Wicked Witch of the West(Aztec) from 'Despotism' to 'Hereditary Rule'

Turn 89/500 (650 BC) [24-Sep-2011 10:17:25]
Philadelphia begins: Library (45 turns)
Team contact made: Good Witch of the South/Wicked Witch of the South
Player contact made: Mansa Musa of Mali
Player contact made: Shaka of Zululand

Logging by BUFFY 3.19.003 (BtS 3.19)
------------------------------------------------
Turn 89/500 (650 BC) [24-Sep-2011 14:04:23]
Team contact made: Good Witch of the South/Wicked Witch of the South
Player contact made: Mansa Musa of Mali
Player contact made: Shaka of Zululand
0% Research: 0 per turn
0% Espionage: 4 per turn
100% Gold: 15 per turn, 105 in the bank

After End Turn:
Washington finishes: Library
New York grows to size 4

Turn 90/500 (625 BC) [24-Sep-2011 14:10:52]
Washington begins: Barracks (13 turns)
A Pasture was built near Chicago
0% Research: 15 per turn
0% Espionage: 4 per turn
100% Gold: 11 per turn, 120 in the bank

After End Turn:
Washington grows to size 7
Boston finishes: Worker

Turn 91/500 (600 BC) [24-Sep-2011 14:16:09]
Boston begins: Granary (12 turns)
Seattle founded
Seattle begins: Monument (30 turns)
0% Research: 15 per turn
0% Espionage: 4 per turn
100% Gold: 7 per turn, 131 in the bank

After End Turn:
The whip was applied in Atlanta
New York grows to size 5
Philadelphia grows to size 3
Atlanta grows to size 3
Atlanta finishes: Granary
Chicago grows to size 2

Turn 92/500 (575 BC) [24-Sep-2011 14:19:16]
Atlanta begins: Worker (6 turns)
0% Research: 15 per turn
0% Espionage: 4 per turn
100% Gold: 13 per turn, 138 in the bank

After End Turn:
The whip was applied in Chicago
Tech research finished: Sailing
Chicago finishes: Monument

Other Player Actions:
While defending in the wild, Archer 2 (New York) (2.61/3) defeats Barbarian Warrior (Prob Victory: 99.7%)
Civics Change: Wicked Witch of the East(Vikings) from 'Despotism' to 'Hereditary Rule'

Turn 93/500 (550 BC) [24-Sep-2011 14:23:51]
Research begun: Construction (29 Turns)
Chicago begins: Work Boat (30 turns)


The CivFanatics log
Spoiler :

Here is your Session Turn Log from 825 BC to 650 BC:

Turn 82, 825 BC: The borders of Boston have expanded!

Turn 83, 800 BC: The revolution has begun!!!
Turn 83, 800 BC: Dorothy adopts Representation!
Turn 83, 800 BC: Dorothy adopts Slavery!
Turn 83, 800 BC: The anarchy is over! Your government is re-established.
Turn 83, 800 BC: Good Witch of the East adopts Organized Religion!

Turn 84, 775 BC: Wicked Witch of the North adopts Hereditary Rule!
Turn 84, 775 BC: Good Witch of the North adopts Hereditary Rule!

Turn 85, 750 BC: Chicago has been founded.

Turn 86, 725 BC: Zoroaster (Great Prophet) has been born in a far away land!

Turn 87, 700 BC: Washington has grown to size 5.
Turn 87, 700 BC: New York will grow to size 3 on the next turn.
Turn 87, 700 BC: Philadelphia will grow to size 4 on the next turn.
Turn 87, 700 BC: Christianity has been founded in a distant land!
Turn 87, 700 BC: A Forest has grown near New York!

Turn 88, 675 BC: New York has grown to size 3.
Turn 88, 675 BC: Philadelphia has grown to size 4.
Turn 88, 675 BC: Philadelphia can hurry Granary for 2⇴ with 27ℤ overflow and +1⇤ for 10 turns.
Turn 88, 675 BC: Washington will grow to size 6 on the next turn.
Turn 88, 675 BC: Atlanta will grow to size 3 on the next turn.
Turn 88, 675 BC: Washington will grow to size 6 on the next turn.
Turn 88, 675 BC: Atlanta will grow to size 3 on the next turn.
Turn 88, 675 BC: Wicked Witch of the East has founded Bjørgvin in a distant land.

Turn 89, 650 BC: Washington has grown to size 6.
Turn 89, 650 BC: Boston can hurry Worker for 1⇴ with 15ℤ overflow and +1⇤ for 18 turns.
Turn 89, 650 BC: Atlanta has grown to size 3.
Turn 89, 650 BC: Wicked Witch of the East/Good Witch of the East is the worst enemy of Wicked Witch of the West/Good Witch of the West.
Turn 89, 650 BC: Will Sign Open Borders: Good Witch of the West, Wicked Witch of the West

Here is your Session Turn Log from 650 BC to 550 BC:

Turn 89, 650 BC: The Great Lighthouse has been built in a far away land!

Turn 91, 600 BC: Washington has grown to size 7.
Turn 91, 600 BC: Washington can hurry Barracks for 2⇴ with 32ℤ overflow and +1⇤ for 13 turns.
Turn 91, 600 BC: Atlanta can hurry Granary for 1⇴ with 10ℤ overflow and +1⇤ for 10 turns.
Turn 91, 600 BC: Seattle has been founded.
Turn 91, 600 BC: New York will grow to size 5 on the next turn.
Turn 91, 600 BC: Philadelphia will grow to size 3 on the next turn.
Turn 91, 600 BC: Chicago will grow to size 2 on the next turn.
Turn 91, 600 BC: Wicked Witch of the South has founded Bulawayo in a distant land.

Turn 92, 575 BC: New York has grown to size 5.
Turn 92, 575 BC: Boston can hurry Granary for 2⇴ with 20ℤ overflow and +1⇤ for 15 turns.
Turn 92, 575 BC: Philadelphia has grown to size 3.
Turn 92, 575 BC: Chicago has grown to size 2.
Turn 92, 575 BC: Chicago can hurry Monument for 1⇴ with 8ℤ overflow and +1⇤ for 10 turns.
Turn 92, 575 BC: You have discovered Sailing!
Turn 92, 575 BC: Good Witch of the West has founded Lahore in a distant land.
Turn 92, 575 BC: Wicked Witch of the East adopts Hereditary Rule!
Turn 92, 575 BC: Barbarian's Warrior (2.00) vs Dorothy's Archer 2 (New York) (4.50)
Turn 92, 575 BC: Combat Odds: 0.3%
Turn 92, 575 BC: (Plot Defense: +50%)
Turn 92, 575 BC: Barbarian's Warrior is hit for 29 (71/100HP)
Turn 92, 575 BC: Barbarian's Warrior is hit for 29 (42/100HP)
Turn 92, 575 BC: Barbarian's Warrior is hit for 29 (13/100HP)
Turn 92, 575 BC: Dorothy's Archer 2 (New York) is hit for 13 (87/100HP)
Turn 92, 575 BC: Barbarian's Warrior is hit for 29 (0/100HP)
Turn 92, 575 BC: Dorothy's Archer 2 (New York) has defeated Barbarian's Warrior!
Turn 92, 575 BC: While defending, your Archer 2 (New York) has killed a Barbarian Warrior!

Turn 93, 550 BC: Clearing a Forest has created 30 ℤ for New York.
Turn 93, 550 BC: Clearing a Forest has created 30 ℤ for Seattle.
Turn 93, 550 BC: Washington will grow to size 8 on the next turn.
Turn 93, 550 BC: Boston will grow to size 5 on the next turn.
 
Nice work, Chris. :goodjob: Now what do we do? :confused: And who's up? One of the 3 skippies, or Jovan? (BTW, it may be awhile before I can do the Status/Progress updates--work is very busy thru Oct 14.)

Some random observations:
  • The demographics screen says we have 80 tiles and our next rival has 71. But the victory screen says we have 6.06% of the land (golly this is a big map) while the leader has 9% of the land. :confused: Wha?? [Edit: demo's must break down by individual AIs, while victory counts by team. We're doing well in land but not in population.]
  • Our fogusting warriors on the spoke can move out farther if we're only interested in land barbs. Or should we try to stifle barb galleys, too? That'll take a lot more units to really do it.
  • If we build a warrior we could send it to the marble area and free up the workboat to net one of Seattle's seafood when the borders pop. Of course, settling the marble site would fogbust, too.
  • It'll be awhile to settle, but a city on the tundra forest hill [or the ice W of that] near a/the hub would have sheep, fur, silver, 2 lakes, marble, and clams.
  • I wonder how much of an obstacle those western mountains are?
  • Based on the English workboat, I'm guessing we'll soon meet the English to the north of our exploring archers, and that Ragnar is south of India.
  • Nice that we keep growing forests near NY. :) Still probably the best site for Hanging Gardens if we decide to go for it, but I'd hold out for at least 10 cities to make it worthwhile.
  • Academy in Wash if we get a Great Sci; settle Engineer?
  • We're building one worker, and need at least one more soon. We're running pretty lean on workers, but I think that's probably OK--leaves more hammers for other things, and we seem to be keeping up fairly well with population.

With so much land to settle I'm leaning toward delaying our first war.
 
I updated the test game save file.

This is the fog busting strategy. As you surmise, the intent is to prevent barbarian galleys from spawning, while covering as much land as possible. I do think we can ensure that barbarian galleys which do spawn will be closer to AI than they are to us, and thus ensure our safety from them, at least until we settle the copper city. It only takes two more units, and we have an extra archer on site that just arrived after a long trip from Philadelphia.

Spoiler :
550fog.png
 
If we build a warrior we could send it to the marble area and free up the workboat to net one of Seattle's seafood when the borders pop. Of course, settling the marble site would fogbust, too.

Also note that the workboat that explored Asoka's coast will be able to get across the culture bridge when Seattle's borders pop. If we can free up the fogbusting workboat, then we can net both of Seattle's seafood immediately after its borders pop.

Academy in Wash if we get a Great Sci; settle Engineer?

Agree on academy, not sure on Engineer. We might want to use an Engineer on a wonder?

We're building one worker, and need at least one more soon. We're running pretty lean on workers, but I think that's probably OK--leaves more hammers for other things, and we seem to be keeping up fairly well with population.

I diverted from the plan to build a worker in Atlanta instead of the Library - partly because we are short on workers, but also because you pointed out that Atlanta should be a production city. Once those three hills are mined, it will be able to produce well.

With so much land to settle I'm leaning toward delaying our first war.

I'm ambivalent. Conquering what appears to be great land in Asoka's territory might be just as good.
 
Nice work Chris! :goodjob: Great teamwork with help during the pause, too, :cool:

Sorry I'm not much help... too busy.

The roster now stands at:
Jovan = UP
Yamps = on-deck
Xcal = standsby

@Yamps: if you still arent ready and Jovan doesn't show, just swap places with Xcal.

@Jovan: Convince us to do the right thing! :scan: But most of all let us know your availability. :scan:
 
This is the fog busting strategy. As you surmise, the intent is to prevent barbarian galleys from spawning, while covering as much land as possible. I do think we can ensure that barbarian galleys which do spawn will be closer to AI than they are to us, and thus ensure our safety from them, at least until we settle the copper city. It only takes two more units, and we have an extra archer on site that just arrived after a long trip from Philadelphia.

Barb galleys have limited target visibility, they see ~7 tiles in the fog. (I forgot the exact number, 7 or 8, TMIT posted about it in S&T forum.) We're probably safe already, until we settle the copper spot of course.

@kcd

I've missed some work related deadliness :eek: :run: so I might need a swap with Xcal. (I'll know better tomorrow.) Things should clear up by the end of the week though. :)
 
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