SGOTM 19 - Also Sprach Sid

Perhaps the Crab city should only produce Galleys while we transfer Workboats from Sea Horse ----> Hsung-Nu ----> the Northern Coast.

Only cities on the northern coast can produce Galleys, whereas inland cities can produce Workboats.

The Crab city only has a 2F surplus before the resource is improved. After that, it only has 4F. I don't think we will build a Granary there.

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There is always Universal Suffrage, as kossin suggested a long time ago. Both the Whale and Crab could rush-buy Galleys if we take that approach. We'd also need fewer Forts.

We can't leave the barb city attack too late, in any case. We need to move 2 units onto a ship, then unload 2 units, then move across a bunch of Tundra, attack, capture the city, wait for it to leave revolt, possibly improve the resource...

This is all assuming that this isn't just an elaborate ruse, like the barb city in SGOTM 17 (although that wasn't really a ruse, just a distraction from better exploration and teching).
 
Plan looks good.

Some comments about the war with Toku.

Upgrade 3 HAs to Cuis including a combatII HA since there are 3 tough defenders and possible 1 more next turn. You only need to send 3 Flanking HAs for the battles.

Let the HA near the stone capture the worker near Yeha, it's unlikely to capture more worker in Qoh since AI usually knows about the movement of mounted unit. Let Axe1 move 1W to threat Qoh so that the HA that steals the worker will be safer. There are quite a few mounted units in the south 2 cities as I pointed out in my sets.

Spoiler :




In the same time, as I mentioned early, remember to pull the worker south of Thessa back.

Perhaps the Crab city should only produce Galleys while we transfer Workboats from Sea Horse ----> Hsung-Nu ----> the Northern Coast.

Only cities on the northern coast can produce Galleys, whereas inland cities can produce Workboats.

The Crab city only has a 2F surplus before the resource is improved. After that, it only has 4F. I don't think we will build a Granary there.

----

There is always Universal Suffrage, as kossin suggested a long time ago. Both the Whale and Crab could rush-buy Galleys if we take that approach. We'd also need fewer Forts.

We can't leave the barb city attack too late, in any case. We need to move 2 units onto a ship, then unload 2 units, then move across a bunch of Tundra, attack, capture the city, wait for it to leave revolt, possibly improve the resource...

This is all assuming that this isn't just an elaborate ruse, like the barb city in SGOTM 17 (although that wasn't really a ruse, just a distraction from better exploration and teching).

The good thing about settling the crab cities 1st is that there are a few forests around the the barbarian city Scy can be chopped to speedup the production. That's another reason why I asked pomthom to send more workers to this area. We have abundant workers to spare and I think we can use ~6 workers in this area. To make it clear, we could send 4 workers from Aksum to this area right after the chop.

We have 19, soon 21 workers for 15 cities.;)
 
Good luck.

I will have a look again in an hour to see what happened.
 
Mini-PPP T125-T130 final draft - updates in bolded indigo

General comments
- ~35 Cuirs are produced over 6 turns (agressive scenario but no city is whipped 3 times)
- KK war date (more T131 but we'll see how it goes):
a. T130 DoW with 15/16 Cuirs (+HAs), 6 other Cuirs will already be on the border but with 0/2 :move: ; OR
b. T131 DoW with 21/22 Cuirs (+HAs), 5 other Cuirs will already be on the border but with 0/2 :move:
- Will produce a Settler in Golden Sands or Cornish Cow ~T128/T130 for Crab site. Escort by HA or Cuir. Thoughts?


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Civics

T125: (after trade with KK) switch to Police State + Slavery + Theocracy


Diplo

T125: (before civic switch) Theology <-> Map + 30G+ switch to CS/Pacifism with KK


Tech

PP > Constitution. Consider slider to 0% after PP if we think of upgrading some HAs to speed up KK war (for the record I don't think it will be necessary).


Toku War

T125:​
DoW Toku (after trade with KK)

HA 2E of Stone grabs Worker 2W of Wine, HA 1SW of Thess grabs Worker on Silk, Woody Axe moves 1W.
Retreat Worker South of Thessalonica

Upgrade HAs 4, 24 and 25, move Cata-stack 1NE of Yeha, move 3 Flaking HAs 1N of Yeha and move other HAs North.

T126:​
Suicide Catapult. Take Yeha, using possibly 1 or 2 Flanking HAs first.

Steal other possible Wokers if applicable.

Until war with KK:​
Leave minimum defense and Woody Axe for steal opportunities (+extra HA?).
Cease-fire before KK DoW.
If WW is bad, cease-fire sooner.
If Tokugawa refuses to talk, threaten his city with multiple units spread across multiple tiles.
If he still won't budge, we could also kill his lone Axeman.



Workers

Road strategic tiles, chop Cuirs, improve land in ex-Toku cities.

Strategic tiles: 2W of Dye Hard, 1SW of AA, 1SE of Lalibela, tiles to Toledo

Send 4 workers from Aksum to the Golden Sands area right after the chop.


Cuirs build up (counting 2 whips in SH, DH & BS)
Spoiler :

Case Depart: 1 Cuir - slow build T128

Rice Pudding: 6 Cuirs - 1 per turn (with 1 chop)

Golden Sands: 3 Cuirs - T126 (3pop+chop), T127 (OF), T129 (2pop)

Sheepish: 3 Cuirs - T126 (2pop), T128 (2pop+chop), T129 (OF)

Constantinople: 3 Cuirs - T126 (3pop+chop), T127 (OF+chop), T129 (2pop)

Cornish Cow: 4 Cuirs - T126 (OF+3pop), T127 (OF+chop), T128 (OF+chop), T130 (2pop)

Thessalonica: 3 Cuirs - T126 (OF+2chops), T128 (2pop), T130 (2pop)

Sea Horse: 3 Cuirs - T126 (OF+3pop), T127 (OF), T128 (2pop)

Dye Hard: 2 Cuirs - T126 (3pop), T128 (2pop)

Bacon Sandwich: 2 Cuirs - T126 (3pop), T128 (2pop)

Aksum: 1 Cuir - T128 (3pop)

Gondar: 1 Cuir - 130 (3pop)

Lalibela: 2 Cuirs - T127 (2pop), T129 (2pop)

Adis Abeba: 2 Cuirs - T126 (2pop), T129/~/131 (chop) depending on Worker micro


Other builds

Adulis: switch to GL Farm + WB for 1 turn, give Horse tile to Aksum

Lalibela: Complete Forge before Cuir

Will produce a Settler in Golden Sands or Cornish Cow ~T128/T130 for Crab site


Aksum (didn't count hammers)

T125: Chop 6 forests in FP
T126: OF in Taj
T127: 3-pop whip Cuir
T128: OF in Taj
T129: Taj
T130: Taj
 
No need: the XP won't reset below 10XP.
 
DoW Toku puts us back to Cautious with Nappy and HC for "You declared on our friend", 1 unhappy citizen in Rice Pudding... suggestions? Can't do much about it I'm afraid, it will cease when we... cease fire :crazyeye:

FYI there's a Worker in Toku's city 1SW of Silk
 
Nothing to be done. Are we in Police State now? If not, that may eliminate the unhappy citizen in RP.
 
Nothing to be done. Are we in Police State now? If not, that may eliminate the unhappy citizen in RP.
Yes we are.

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By the way KK's trade revealed the entire map. Just missing the NE Barb corner...

There's a Crab resource in the SW:

Spoiler :
 
Pressed end turn.

Someone sabotaged our Dye Plantation in Dye Hard. I will not, however, rename the city :mischief:

HC finished Drama.

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Toku whipped an Archer in Yeha IBT.

A Combat II Cuir has 65% winning odds + 4% retreat VS Toku's super LB.. :D
Proceed with Cata suicide?

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EDIT: since we won't be whipping a second time in DH, OF in Market?
 
Toku whipped an Archer in Yeha IBT.

A Combat II Cuir has 65% winning odds + 4% retreat VS Toku's super LB.. :D
Proceed with Cata suicide?
And the odds of the Catapult? :lol:

Yes, I'd suicide the Cata first.

EDIT: since we won't be whipping a second time in DH, OF in Market?
I think so, unless there is > 50H OF.
 
I say attack with cuir.
 
CII died bringing LB to 3.6, CII/Shock Cuir killed next LB with 94% chance.

Following DW's advice I have no other HA to attack this turn :lol:
We still have 3 Axes that can attack: CRIII, CII/Shock, and a CI/Medic with a promotion to grab

I say we attack with the 3 Axes in the hope of killing the LB and move surrounding HAs to take Yeha next turn.

CRIII Axe has 27% winning odds. Don't know what will the medic's chance be if we promote him to cover

 
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