SGOTM 16 - Plastic Ducks

@Kossin

OK to raze then, though I'm not sure the AIs are interested in these barren lands without resources

@jata

Yes, harbor will be considered. It depends on how fast we can get the return. The decision on each city is different. However, this reminds me of one question: shall we convert to mercantilism or free market in most of the next 60 turns?
 
I try to play tonight, so I can post another PPP today or tomorrow for discussion.

Is this play plan workable? DW set a goal to achieve the victory by T230, but we may still need to hurry up in Dec when most of us have more holidays this month.

Dec 9: T185
Dec 16: T205
Dec 23: T215
Dec 30: T230
Jan 7: T240
Jan 14: T250
 
Resource-less cities can still be kept if they have decent infrastructure. CH for example is sufficient to keep most any coastal city.

I definitely plan on contributing (quite a bit) during holidays so Dec 31st might not be too far-fetched :)
 
Excellent. I might contribute nothing during holidays (21st to 6th).

Going to hometown and going to be extremely busy.
 
CM, Libs, Salons are the building to go now in most of the cities since we are going to need those science multipliers to push to Steel next. Harbors should not be considered now and near future since we need pops for building universities next.

@sossos

Could you hire a Eng in Bib next turn, we need a backup for GE.

Is this play plan workable? DW set a goal to achieve the victory by T230, but we may still need to hurry up in Dec when most of us have more holidays this month.

I took a look at our SGOTM12 progress, the progress in current game is quite comparable, but better now, T230 would be hard goal to pursue, but before T240 is definitely doable.
 
@Kossin

Yes, I'll exmine the city before razing. Basically CH is not built I think.

However each coastal city can bring 2f1h11c now while the cost caused by city# has reached the maximum (7 gold) even for the smallest one(pop 1). This means that each new city will increase the maintanence cost by 7gold + distance cost. As long as the distance cost is lower than 7c, the city can bring net gain.

Anyway, I'll raze if there's no CH since it's team decision.

@DW

Noted about the GE.

CM/Lib/Salon can get higher returns in most cases, so it will be prioritized.
 
There's civic maintenance fee added to each city, ~5g for now. I usually don't like razing cities and that's why I hesitate.
 
^^
Civic cost is a problem also as Duckweed said.

There is little doubt that these individual cities will contribute in the long time, as individuals.
However, we also have to look at immediate impact.
Spoiler :
We're close to tech outbreak, where we start researching fast. Adding these cities (negative impact at first) now slows us down in the near future, when we need to get some important techs out.
-Printing Press
-Banking
-Economics
-Steel
-Corporation
-Biology
-Medicine
-Assembly Line
-Railroad (if we manage to pop a GE)

Once the first few are done, the empire is in much better shape and adding cities (or corporations) isn't so bad of an effect short term.


Every 1:gold: we have at the moment is quite important to generate research.

I also don't like razing cities but at this time they seem like a drag... correct me if I'm wrong.
 
civic is good justification.;)

How about reducing the food bank of GP cities? The value of 1 GP is now about 20b, so we can get more GPs as long as there is no pop drop.

I used the ratio of 1f=2h=2c=2.5b, 1GPP=2b here.

Edit: however, Only prophets and spy can be hired with slavery. This weakens the idea since we don't need great prophet/spy now.

Finally, my adjustment is to increase 1 GM in Mars.

start to build salon at Rheims and Mars instead of harbor.
 
The only reason against I can muster is to have greater odds of spawning GE in the future. However, it shouldn't make a huge difference I feel so it's fine with me ;)
 
Mars is working on a cottage belong to Paris, so better not to change.

The most important thing of your session is to produce the necessary units and figure out the optimal war logistic to send those galleons to the attacking positions in 11 turns.
 
Duro conquered at T169 with granary and light house in it, still raze? Edit: I razed it.

Nat is now still 10 turns away. It seems that Ram gears down.

Traded dye with Sitting Bull.

The Hagia Sophia is to be finished in 6 turns at Thebes and Angkor Wat in 9 turns at Memphis.

I think I need to pause here to gather more inputs. The game is posted.
 
I don't see how to assemble the necessary forces to invade Ram without whipping immediately, compared with the HUGE benefit from Thebes and Memphis, whipping cities in GA is nothing! AI can adjust the tech rate from time to time, Ram has produced ~200bpt long time ago and can only get better.
 
Good work.

Review micro in Bibracte now that borders have popped (but I guess you knew that) :)

Otherwise, as Duckweed said, it's probably best to start whipping now so that we're definitely ready in 8~10 turns to DoW Ram. The sooner we cleanup Ram also means the sooner we hit the next continent.

Also, try spreading Christianity to new Celt cities to fully take advantage of whips and forests.

I've been wondering what Warrior 49 (NE of Rouen) has been doing for the last 20 turns... chilling?
 
I've been wondering what Warrior 49 (NE of Rouen) has been doing for the last 20 turns... chilling?

Last 20 turns?;) no more than 5 turns actually, I planned to send it to Dij, but the galley needs to take a CM to the new city 1st.

@sossos

As I emphasized in post# 1171, How to be ready and proceed the war the fastest is the most important thing right now, this is a huge snowball effect. Hammy and other AIs also have some juicy and critical cities to capture. Everything else should yield and serve for war.
 
@DW

OK to whip units from this turn. I'm hesitating because Ram slowed down his tech pace. It's also a gambling that he'll finish on time. All of our troops would be waiting for several turns if they were trained too early. Another concern is whether to whip after we convert to Theocracy if one AI finishes the Hagia in these two turns.

Anyway, I don't care it now.

@Kossin

Some of the cities (especially the ones close to Ram and no enough pop to whip) are kept for Ram's missionaries.
 
Met Hammy at T170. He's got Guild but no horse.:lol:

However, he does not agree to open border because we traded with their worst enemy (-4).. (Sitting Bull?) The GM will go Beijing then.

Spoiler :
Civ4ScreenShot0265.jpg
 
The bottleneck of the schedule would be units from Tours and Lyons. You need to switch the build to treb immediately and whip them so that we can have 4 trebs 5 turns later, and a pike plus a LB 6 turns later, even so, some of the units can't arrive in time. LB and pike is for city defense, so they can be delayed a little bit. You need to produce at least 10 galleons in 6 turns.

Ram completed Eng in 8 turns, Phi in 5 turns (was shown 6 turns in the beginning) and started Nat on T160(I saw it on T161), that's why I estimated that he is able to finish Nat sooner that what's shown now. We'll waste some cash for earlier troops, but will gain a lot more if the Ram complete Nat faster. Moreover, it's not absolutely we need to wait Nat, as I mentioned earlier, Ram will still be friendly with us after the war to offer the trade.

About missionaries, we should keep producing CM whenever there's spot, Ram can only send 3~4 missionaries at the most and we have more cities in need of them, moreover, some CMs for oversea AIs.

Some micro notes:

Send the warriors in Tolo and Bib to new captured cities and send more warriors from home cities down south.
GP should get the CI promotion and Med I next, it's intended for a super medic unit.
Let all the chariots and some healthy units to pillage all the cottages since we want to them to be farm and WS. (hamlets can be kept)
As I mentioned previously, a cottage in of Paris is not worked due to your hiring more specialists in Mars.
 
Back
Top Bottom