SGOTM 21 - Xteam

Either way after looking at it whiping the observatory seems like a bad idea. I suggest we play 2 turns with finishing observatory and then whipping temple.
 
Which is then multiplied with 1.5 as we are in Bureaucracy.
Oops, yes, I missed that part. Still, I think that we are in agreement not to build the Customs House now.


The multiplier for X-opolis is 3.35 after scientific method and 3.45 before. So we get at least 23.45 and at most 36.85 flasks.
The main point being that this case is only true if we can afford to be at 100% Science, which we won't be able to do without a ton of Failure Gold and Gold from other sources.


Either way after looking at it whiping the observatory seems like a bad idea. I suggest we play 2 turns with finishing observatory and then whipping temple.
You're right that it's probably best to just get our Observatory and not incur additional Unhappiness from 1-pop-whipping it.

The Confucian Temple by itself doesn't really do much for us, other than to "balance" the Happiness that it cost to Whip it.

If we can get a Hindu Temple, at least then we'd earn +2 base Hammers per turn, which can benefit from Bureaucracy to help us earn additional Failure Gold or Wealth

How about we do the following:
T141 Switch 2 Cottages to 2 Scientists, to avoid growing into Unhappiness next turn
T141 Slow-build the Observatory to completion
T142 Switch the 2 Scientists back to 2 Cottages
T142 Build Wealth/Failure Gold (still working the Mines)
T143 Try to spread Hinduism in X-ops. If we succeed in spreading Hinduism, build a Hindu Temple for 1 turn, putting as many as 27 final Hammers into it (we can't make that many, anyway, so we can still work the Mines), suffering through 1 turn of Unhappiness
T144 2-pop-hip the Hindu Temple

If we failed to spread Hinduism, we simply 2-pop-whip the Confucian Temple on T143

Build Failure Gold with overflow Hammers regardless of which Temple we build.


Note that when there are overflow Hammers, a Wealth build cannot capture them, but that fact is fine since we earn more final Hammers from Failure Gold than we do from Wealth, anyway.

But, build Wealth in any Cities that can afford to do so once we have "used up" all of our Failure Gold build items for a given turn.


So, just off of the top of my head, if you're going to play forward 2 turns, here are some, but not necessarily all of the things that we've discussed for T141:
T141
Sell Paper to Louis
Sell Education to Mao
Athens must build a Galleon
New Amsterdam must keep putting 2 Hammers into its Galleon
Switch 2 Cottages to 2 Scientists in X-ops (obviously, the least-developed Cottages)
Switch these Cities to Failure Gold/Wealth:
Gems, Surfin' Turf (since Gems can be building the Heroic Epic this turn), City 4 (and switch a Farm to a Mine... do we really need that Cat?), Hippos (a good spot for The Hagia Sophia since it doesn't have a Library or a Barracks, while working the Mine and Fur), Sleepy Sheep (that Catapult won't come for quite some time and it's far away from the front lines), Marble (Wealth)
Have Marble turn on Avoid Growth
Wake up Subutai on the P Cottage that is 1SE of York and double Pillage the Hamlet + Cottage
Reserve the units in Galleon 7 for Nottingham
Make a choice between dropping off Catapult 12 by Nottingham or 1SE of York
Worker 8 Chops the SE + E G For into Utrecht's Library
Worker 11 (NE + E + E of Utrecht) moves to the G Riv For that is SE + S of Utrecht (NE + NE of Ondini) and Chops that Forest next turn
Worker 12 (NE + NE + N of Utrecht) moves to the G For that is NE + E of Utrecth (1N of the Deer) and Chops that Forest next turn
Workers 6 and 7 can start to Farm a square, say the Plains square that is 1E of New Amsterdam, but they must be ready to board the Galleon on T143, so they cannot complete that Farm and thus those must be partial Farm actions for this turn and next turn
Caravel 1 can probably hang out inside of New Amsterdam, from where he can pick up Hindu Missionary 2 (will be built in The Hague next turn) to be sent toward Isabella
EDIT: Canterbury can work the P Cottage instead of one of the Coast squares, so that the 2nd Catapult will be 1-pop-whippable sooner... there you go, 2 more Cats, and no need to whip City 4 in a whipping action that you weren't very comfortable with doing.

There might be some things that I left out.

If you play T142 but don't end the turn, as you seem to be suggesting, then we can take the time to look at microing Wealth/Failure Gold build items on a turn-by-turn basis. I don't care if we do that or not, but it's an option.

Other than the Settlers for Mansa and Isabella, getting to Communism quickly is going to be the most important part of our game at the moment.
 
turn 141
X-opolis Gives away wheat to Gems and takes fur from Athens. X-oplis gives away clams to Athens to delay growth with 2 turns.

IBT
Mao wants to trade a map. He is willing to give us 10 gold. I think we should trade with him.

Elizabeths Galley continue to charge forward.

Mali started on Nationalism. This is probably quite good for us. We can trade scientific method for it in a one turn window before he starts on the Taj Mahal.

turn 142
We can no longer bribe France to attack Shaka. But we can sell our world map for 110 gold.

Spoiler :
Here is your Session Turn Log from 620 AD to 640 AD:

Turn 141, 620 AD: The enemy has been spotted near Canterbury!
Turn 141, 620 AD: X-opolis will become unhappy on the next turn.
Turn 141, 620 AD: Surfin' Turf has grown to size 7.
Turn 141, 620 AD: City 4 has grown to size 4.
Turn 141, 620 AD: Utrecht has grown to size 5.
Turn 141, 620 AD: Sleepy Sheep has grown to size 3.
Turn 141, 620 AD: Canterbury has shrunk to size 4.
Turn 141, 620 AD: York has become happy.
Turn 141, 620 AD: Isabella has 5 gold per turn available for trade.
Turn 141, 620 AD: Mansa Musa is the worst enemy of Louis XIV.
Turn 141, 620 AD: Your Catapult 14 (Surfin' Turf) has reduced the defenses of Nottingham to 32%!
Turn 141, 620 AD: X-opolis will become unhappy on the next turn.
Turn 141, 620 AD: Mansa Musa has 80 gold available for trade.
Turn 141, 620 AD: Isabella has 5 gold per turn available for trade.
Turn 141, 620 AD: You are the worst enemy of Elizabeth, Shaka.
Turn 141, 620 AD: Mansa Musa is the worst enemy of Louis XIV, Mao Zedong.
Turn 141, 620 AD: Elizabeth is the worst enemy of Isabella.
Turn 141, 620 AD: Elizabeth will trade Divine Right
Turn 141, 620 AD: Mao Zedong will trade Spices
Turn 141, 620 AD: Mansa Musa will trade Pig
Turn 141, 620 AD: Will Trade Map: Elizabeth, Louis XIV, Mansa Musa, Mao Zedong
Turn 141, 620 AD: Will Sign Peace Treaty: Elizabeth
Turn 141, 620 AD: Clearing a Forest has created 30 ℤ for Utrecht.
Turn 141, 620 AD: Gems will grow to size 3 on the next turn.
Turn 141, 620 AD: Athens will grow to size 7 on the next turn.
Turn 141, 620 AD: New Amsterdam will grow to size 5 on the next turn.
Turn 141, 620 AD: You have plundered 15ℴ from the Hamlet!
Turn 141, 620 AD: You have plundered 10ℴ from the Cottage!
Turn 141, 620 AD: You have constructed a Observatory in X-opolis. Work has now begun on a Confucian Temple.
Turn 141, 620 AD: You have trained a Settler in Piscatorium. Work has now begun on a Settler.
Turn 141, 620 AD: You have trained Hindu Missionary in The Hague. Work has now begun on Hindu Missionary.
Turn 141, 620 AD: You have trained a Catapult in Canterbury. Work has now begun on a Catapult.

Turn 142, 640 AD: The enemy has been spotted near Canterbury!
Turn 142, 640 AD: Gems has grown to size 3.
Turn 142, 640 AD: Athens has grown to size 7.
Turn 142, 640 AD: Athens can hurry Galleon for 3⇴ with 12ℤ overflow and +1⇤ for 44 turns.
Turn 142, 640 AD: New Amsterdam has grown to size 5.
Turn 142, 640 AD: New Amsterdam can hurry Galleon for 2⇴ with 2ℤ overflow and +1⇤ for 15 turns.
Turn 142, 640 AD: Louis XIV has 110 gold available for trade.
Turn 142, 640 AD: Isabella has 50 gold available for trade.
Turn 142, 640 AD: Your Catapult 14 (Surfin' Turf) has reduced the defenses of Nottingham to 24%!
Turn 142, 640 AD: Your Catapult 13 (Sleepy Sheep) has reduced the defenses of Nottingham to 16%!
Turn 142, 640 AD: Your Catapult 15 (City 4) has reduced the defenses of Nottingham to 8%!
Turn 142, 640 AD: Your Catapult 18 (City 4) has reduced the defenses of Nottingham to 0%!
Turn 142, 640 AD: Clearing a Forest has created 30 ℤ for Utrecht.
Turn 142, 640 AD: Clearing a Forest has created 30 ℤ for Utrecht.
Turn 142, 640 AD: X-opolis will become unhappy on the next turn.
Turn 142, 640 AD: Louis XIV has 110 gold available for trade.
Turn 142, 640 AD: Isabella has 50 gold available for trade.
Turn 142, 640 AD: Isabella has 5 gold per turn available for trade.
Turn 142, 640 AD: You are the worst enemy of Elizabeth, Shaka.
Turn 142, 640 AD: Mansa Musa is the worst enemy of Louis XIV, Mao Zedong.
Turn 142, 640 AD: Elizabeth is the worst enemy of Isabella.
Turn 142, 640 AD: Elizabeth will trade Divine Right
Turn 142, 640 AD: Mao Zedong will trade Spices
Turn 142, 640 AD: Mansa Musa will trade Pig
Turn 142, 640 AD: Will Trade Map: Elizabeth, Louis XIV, Mansa Musa, Mao Zedong
Turn 142, 640 AD: Will Sign Peace Treaty: Elizabeth
Turn 142, 640 AD: X-opolis will grow to size 12 on the next turn.
Turn 142, 640 AD: Surfin' Turf will grow to size 8 on the next turn.
Turn 142, 640 AD: City 4 will grow to size 4 on the next turn.
Turn 142, 640 AD: Athens will grow to size 5 on the next turn.
Turn 142, 640 AD: Utrecht will grow to size 6 on the next turn.


http://gotm.civfanatics.net/download.php?file=Xteam_SG021_AD0640_01.CivBeyondSwordSave
 
PPP
war things
turn 143
capture Nottingham
Scout London with Galleon 7.
Move out on Hastings leaving units in York related to the threat level from London scouting.
Move out Queen Elizabeth boat and kill a boat.

cities
X-opolis
build customs house for 2 turn then 3 pop whip the customs house. Build wealth rest of the game.

Gems
build wealth

Surfin' Turf
build wealth

City 4
build wealth

Athens
build wealth

Piscatorium
build settlers

Hippos
build wealth, setup whipping chain for kremlin

Utrecht
build wealth, build NE

Sleepy sheep
build wealth

New Amsterdam
build wealth

The Hague
Build missionaries

Canterbury
whip catapult, then build wealth

Marble
Build wealth

York
Whip catapults

workers
worker 4, finish windmills around capital
worker 6/7, jump on boat from new amsterdam
worker 5, finish farm at worker 6
worker 9, prechop NNNW of hippos
other worker 4, build mine SW of Surfin' Turf
worker 12, prechop forest on gems
worker 8/11, farm around utrecht
worker 13/worker, windmills around The Hague.

trades
sell maps to Isabella and Louis. Shall we sell to Mao for 20 as well?

other
chain settler to Mansa as described by Dhoomstriker above.
Send chariot from the Hague to X-opolis to generate happiness.
 
turn 141
X-opolis Gives away wheat to Gems and takes fur from Athens. X-oplis gives away clams to Athens to delay growth with 2 turns.
Good solution.

I would suggest that we find a way not to grow in City Size on T142, as well.

That way, we won't grow into Unhappiness on T143, so if Hinduism spreads properly, we won't have an angry citizen on the first turn of building the Hindu Temple, who would actually cost us 2 Food.


Mao wants to trade a map. He is willing to give us 10 gold. I think we should trade with him.
If there are still AIs who have not met each other, it would be best not to sell our World Map to anyone, as we have revealed a path to all AIs in our World Map.

The last that I checked, our World Map was worth about 240 Gold, and it's potentially worth more now that we have info of Cathy's land from Mansa.

But, that's just its physical value based on the number of land squares that it could reveal (I think that that amount was for Mansa).

The scary part is... what if Mansa goes to meet Toku and then Toku has Mansa as his Worst Enemy, just like Mao and Louis did, for their Peaceweights? There goes another AI from Pleased to Cautious when we trade with Mansa. Or, Elizabeth meets Louis and they love each other and start trading techs liberally. Or, a bunch of AIs go to meet Catherine and it turns out that they all love her by default, so declaring war on her then costs us -1 Diplo with a bunch of the AIs. Or, more Worst Enemies emerge and we have to refuse to stop trading with more Worst Enemies, further tarnishing our global Diplo relations with multiple AIs.

Make no mistake... once we trade our World Map to one AI, it will get traded around to all of the other AIs. Our World Map a commodity that we really should not trade away, as its value is way too high... a Diplo situation becomes ever more complicated the more AIs that meet other AIs.

Now, this idea of keeping one's World Map is not an approach shared by many Civ players. But, anecdotal evidence shows that when an AI has your World Map, it gets knowledge of settling locations that it hadn't previously known about and is then free to send Settler Parties to those locations. Also, anecdotal evidence shows that when an AI has your World Map, it more quickly goes to meet the AIs that you haven't met yet.

Anecdotal evidence (observations made by playing) isn't an exact science, but anecdotal evidence let me to using the approach of assigning EPs to a single AI as soon as you meet an AI and while many were skeptical of this idea at first, it's now a common practice of forum players, since people finally realised that I was right that when you spend some EPs on an AI, even 1 EP, that AI gets encouraged to spend more EPs on you than it otherwise normally would. Sometimes, an AI would have spent 4 EPs on you anyway, so such a single example cannot be used to refute a rule.

I would certainly not like to have Mansa drop a Settler Party off by the Stone, or land an attack party by the City of Queen's Palace, which is a location that he likely does not know about yet, as we haven't seen his boats sail past our lands and it was Elizabeth's Work Boat who went to meet Mansa.

In fact, we could be wasting our time to ask Mansa to attack London, as Mansa is probably saying "where is that?," which is fine, as we can handle Elizabeth on our own.


Mali started on Nationalism. This is probably quite good for us. We can trade scientific method for it in a one turn window before he starts on the Taj Mahal.
In theory, yes, it's good, but an AI has the ability to start building a Wonder on the turn that it learns the tech. We found that out the hard way when Willem upgraded Longbowmen on the turn that he learned Feudalism.

It might be that starting with an AI's capital, that City's Flasks get contributed toward the tech and if the tech hasn't been learned yet, that City picks a build item. Then, the next City contributes its Flasks toward a tech and then that City picks a build item. The third City provides enough Flasks to complete Research on the tech and then can build The Taj Mahal, as can any other City that comes after the 3rd City. That's just a guess at to how it works, but I seem to remember reading something to that effect on the forums. But yet, we should try to get Nationalism in trade from Mansa if he will offer it up when he learns that tech.

The other concern is that we now have even more pressure to learn Communism quickly, as we want to be in Organized Religion, and we want our Golden Age for that.


HOW ABOUT THIS SOLUTION?
X-ops hires 6 Scientist Specialists and 1 Engineeer Specialist. We can get a Great Person in 4 turns' time. In fact, X-ops has so many GPPs that it's likely to "beat" one of our other Cities whether we want it to or not, so we might as well choose to let it beat the other Cities now.

If we get a Great Engineer, we can save it and can be happy that our Isabella task is taken care of.

For now, we send our current Great Merchant into Gems City, then, holding the Shift key down, we right-click on several AI Cities to see which one would give us the best Trade Mission. After that, we have our Great Merchant board our Caravel 1 and we set sail for that AI City, being certain not to end the Caravel's turn on a Coast square in case of nearby Barb Galleys.

If we get a Great Merchant, we can use our existing Great Merchant in a Trade Mission, which will help to speed our way to Communism.

If we get a Great Scientist, we launch a Golden Age to help with powering our way through to Communism and so that we'll be able to be in Organized Religion when we learn Nationalism.



We can no longer bribe France to attack Shaka. But we can sell our world map for 110 gold.
Again, I believe that it will hurt us a lot in a Diplo game to sell our World Map to any AI. What is the reason why Louis won't declare war?

"We would have nothing to gain."

That's because Shaka's Power just passed Louis' Power. I would say that Guilds would be a good trade for Louis' Gold. Guilds itself will increase Louis' Power, as will him upgrading Chariots into Knights, since he has both Iron and Horse Resources.

So, hopefully, either this turn or next turn, we can then bribe Louis to attack Shaka for:
Education, Printing Press, and Optics, in that order of techs if he doesn't need all of them.


We also sell Guilds to Mao this turn, to increase Mao's chance of teching Gunpowder next.
 
What about this turn moving the wounded units SE of York into the city and advancing the rest of those units onto the forest SSW of Hastings, and also move WE2 and cat 12 out of York to join them on the same forest tile?
 
So, if we go with the Great Person in X-ops plan, we can have Gems City work the shared G Riv Cottage and we can have Athens work the Fur and the shared G Cottage (Athens is already working those 2 squares).


Thus, additional things for T142:
Sell Guilds to Louis and check his status toward Shaka and bribe Louis if possible (we can check again next turn after Louis has had a chance to upgrade his mounted units to Knights)
Sell Guilds to Mao
EDIT: Isabella has 50 Gold, so we could sell her Paper

X-ops: Hire 6 Scientist Specialists and 1 Engineer Specialist, while still working the Wheat, Deer, Clam, and 1W Cottage
EDIT: X-ops: Stop working the 2S GH Mine, the 2W Cot, and the SW + W Cot. Hire 2 Scientist Specialists and 1 Engineer Specialist, still growing and also making 8 base Hammers

Gems: G Farm -> G Riv Cot

City 4: Farm -> GH Riv Mine (+4 Gold thanks to the Forge, still growing in 1 turn)

Hippos: Switch the G Farm to the GH Mine, still growing in 2 turns

Good choice on working the Marble Coast instead of a G For. Don't forget to turn on Avoid Growth in that City, as it will be better to work the Cow in 2 turns' time (+2 Gold instead of +2 Flasks in a City with no Flask multipliers is better).

York: I'd still build Culture first

Military Units: Let's get in an extra turn of Bombarding at Hastings. If Elizabeth builds a City Wall, Bombarding before the Wall goes up greatly reduces the effectiveness of the Wall.

So, we can send these units from York to the P For that is 2E of there:
WE 3 (in York)
WE 2 (in York)
Cat 12 (in York)
WE 7 (1SE of York)
WE 5 (1SE of York)
Cat 5 (1SE of York)
EDIT: Cat 8 (1SE of York)... we can use this Cat purely for Bombarding so that we can plan to attack Hastings 1 turn sooner using other Cats
Definitely leave our Knight 2 inside of York as our primary stack defender


That said, Elizabeth lacks Engineering, and AIs aren't smart enough to only move 1 square along a Road, so we would get to see any Military Units that Elizabeth sends London in between turns, giving us time to react.

The last that we saw, London had 1 Longbowman, 1 Archer, 1 Maceman, 1 Hindu Missionary, and 1 Islamic Missionary, just as she lost access to all metals. So, at most, she has 1 Maceman that can come out to attack us plus a stack of Longbowmen defending London.

On T143, Subutai can catch up with the stack by using his Woodsman II Promo.
 
What about this turn moving the wounded units SE of York into the city and advancing the rest of those units onto the forest SSW of Hastings, and also move WE2 and cat 12 out of York to join them on the same forest tile?
Glad to see that we're on the same wavelength.

We can get 1 more turn of healing by leaving Cat 8, WE 6, and Subutai 1SE of York this turn, as Subutai can catch up to the rest of the stack.

Then, if we are smart about it, on T143, we can leave 2 of the full-health War Elephants on the P For that is 2E of York so that the somewhat-wounded Cat 8, somewhat-wounded WE 6, and the remaining Cats from York can have 2 War Elephant stack defenders.
 
I see no reason to not grow X-opolis. Next turn our archer will arrive. Turn after that our warrior will arrive and we will loose 1 whipping unhappiness. I'm against building any temple. At a cost of 80 hammers I do not see them paying for themselves.

Regarding Williams longbowmen. Could it not have been that he whipped an archer and it turned into a longbowman at the end of his turn?

I see no reason to move 2 cats and 2 WE ahead of the pack. It will just make Elizabeth whip more defenders. My army will move in unison next turn.
 
We can have 7 cats next to Hastings turn 144. If they have wall by then it will take 13 bombardments to remove the defences. If 2 cats gets there 1 turn early we will not have bombarded down the defences any earlier.
 
capture Nottingham
Don't forget that Galleon 5 (SE + E of Nottingham) and possibly William (inside of York) can be ready to pick up units which weren't needed in the attack and which aren't needed to defend Nottingham.

The Horse Archer could attack the second-last attacker, giving it enough movement points to either go into Nottingham (if badly wounded) or to go onto a Galleon (if it's healthy).


Scout London with Galleon 7.
1 Mace and infinite Longbowmen is all that she can have, and the situation will stay that was as long as Knight 2 stays inside of York, preventing Elizabeth from connecting her Copper again.

There is no point in this exploration, as knowing how many Longbowmen now will not inform us of how many she can build/whip by the time that we're ready to attack the City.

Instead, I would have Galleon 7 help our our Queen Elizabeth Galleon.

Ideally, our Queen Elizabeth Galleon will attack one of Elizabeth's boats that is not adjacent to the Coast (although the boats will move by next turn, so this option might no longer be available).

Yet, we need someone to take the Chariot 1.

So, for example, let's say that Elizabeth's boats won't move (that's not true, but just to give you an example).
i. The Queen Elizabeth could move to the square 2W of Nottingham using 6 of its 7 movement points, with Chariot 1 still aboard
ii. Galleon 7 then joins the Queen Elizabeth Galleon and takes Chariot 1 aboard
iii. The QE Galleon attacks the Trireme that is NW + W of Nottingham (it won't be there next turn, it's just an example)
iv. Galleon 7 protects the QE Galleon from counter-attack

Or, if the QE Galleon has enough movement points to move outside of Elizabeth's Cultural Borders, we can also do so, guarding her with our Galleon 7. If the QE Galleon only takes a bit of damage, she might be able to heal in her new position in the Ocean within 2 turns thanks to help from Chariot 1, which is better than sending the QE Galleon back into York to heal.


What would be worth doing is sending our Galleon 3 and our Galleon 6 northward past Coventry to sit near Hastings, so that when we capture Hastings, we will have some boats available to transport our troops to London.


build customs house for 2 turn then 3 pop whip the customs house.
It's not worth it. A Customs House works best with a large-sized City. At best, we'd then get 4 Commerce, which we could have gotten from working the 3 Cottages, but we'd also have been maturing the Cottages.

But, rather than arguing why it's better to wait on the Custom's House until we get our Golden Age, let's just hire Specialists and see if we can get our Golden Age sooner.

Most likely, though, we'll just get a Trade Mission, at which point we can afford to build other build items other than Wealth + Failure Gold nearly everywhere, which could also include building a Customs House in X-ops. In other words, hire the Specialists to see if doing so can enable us to justify getting our Customs House sooner.


Hippos
build wealth, set up whipping chain for kremlin
What build items do you have in mind?


The Hague
Build missionaries
Remember that Misisonary #2 is meant for Isabella and we should only be spreading Hinduism to X-ops and Piscatorium in terms of our domestic Cities. Other Missionaries can start to get sent around the globe at some point when we have a boat or two available, such as to Marble City.

We may want our boats for a war on Catherine, though, since it seems that we're going to have quite a number of troops surviving at Elizabeth. Keeping more troops alive is a good thing, as the more troops that die, the worse our War Weariness will get.


other worker 4, build mine SW of Surfin' Turf
Haha, that's funny. Two Worker 4s. He's an imposter! :lol:

Can you kindly rename this Worker to "Worker 14"? (Click on his name to rename him.) Thanks.


worker 13/worker, windmills around The Hague.
Good plan. I wouldn't replace either of the 2 GH Mines that are shared with Utrecht, though, as we'll want to work those Mines when building The Taj.


sell maps to Isabella and Louis.
I still think that we're better off just picking techs to sell. At most, selling a World Map means selling 1 less tech, but then there can be a lot of negative diplo consequences from selling our World Map, so it's better to just sell each AI +1 tech between now and the end of the game.


Send chariot from the Hague to X-opolis to generate happiness.
I would wait until after we are able to bribe Louis into a war with Shaka before doing so, as The Hague is our border City with Shaka and is the easiest spot for Shaka to attack us.

That said, as soon as we can bribe Louis into a war with Shaka, we can afford to move this Chariot.
 
I see no reason to not grow X-opolis.
Did you miss the part about getting a Great Person from X-ops as the reason?

Let's say, though, that we hired 1 Engineer and 2 Scientists on T142 while working the GH Riv Mine, still earning 4 Food to grow the City to Size 12.

That would give us 430 + 24 = 454 GPP
With 7 Specialists hired, we make 48 GPP per turn, giving us 144 GPP in 3 turns
454 + 144 = 598 / 600 GPP
So, we'd then just need 1 turn of hiring an 8th Specialist and could still get our Great Person in 4 turns' time.

So, yes, sure, let's grow X-ops this turn by hiring 1 Engineer and 2 Scientists while still working the GH Riv Mine (for a total of 8 base Hammers to get good final Hammers).

Then, on T143 we can hire 6 Scientists, 1 Merchant, and 1 Engineer
On T144, we can fire the Merchant and work a Cottage again


I'm against building any temple. At a cost of 80 hammers I do not see them paying for themselves.
If we don't need the Happiness, we can and should delay building Temples until we're back in Organized Religion.

Once we're in Organized Religion, a Hindu Temple will cost us 80 / 2 = 40 base Hammers, while it will earn us an extra 2 * 2 = 4 final Hammers per turn. So, after we're in Organized Religion, it can be worth it to build a Hindu Temple in X-ops, especially since Whipping it would use Food that costs less than the base Hammers (It takes us 42 - 22 = 20 Food to grow to Size 12, for example). For other Cities, the payoff would be too long, except that we may want an extra Temple in Piscatorium for hiring a Priest anyway, so it might as well be a Temple that gives us +2 base Hammers per turn instead of a random Temple that doesn't give us such a bonus.

But, we can certainly wait to build X-ops' Hindu Temple, as we won't need the Happiness when hiring Specialists.

If you'd rather send the Misisonary to Piscatorium, we can do so, but our boats are already going to be very busy with shipping Settlers to Mansa and then Isabella, in quick succession, and our Caravel will be busy picking up our Great Merchant.

Also, while in Free Religion, Hinduism offers +1 Happiness to the City that it gets spread to.


Regarding Williams longbowmen. Could it not have been that he whipped an archer and it turned into a longbowman at the end of his turn?
I suppose that it's possible, but I'm pretty sure that I've run into the case where an AI just learned a tech and had already started on the corresponding Wonder.


I see no reason to move 2 cats and 2 WE ahead of the pack. It will just make Elizabeth whip more defenders. My army will move in unison next turn.
As long as we only move 4 War Elephants to within 2 squares of Hastings, Elizabeth will not be encouraged to build Military Units any more than she would have already built them, as Hastings already has 4 City defenders.

AIs ignore Catapults in such a calculation as Catapults cannot kill... the AIs just want to have equal or more defenders than you have kill-unit attackers within 2 squares of their City. Note that this rule applies to BtS AIs and not to Vanilla or Warlords AIs.

If you notice, I suggested sending in exactly 4 War Elephants, which is the perfect amount to not encourage Elizabeth to build any additional Military Units.

EDIT: If you don't believe me, look at the warring that Duckweed did in SGOTM 16 against the multiple Toku AIs.


We can have 7 cats next to Hastings turn 144. If they have wall by then it will take 13 bombardments to remove the defences. If 2 cats gets there 1 turn early we will not have bombarded down the defences any earlier.
Meanwhile, if Elizabeth doesn't build a City Wall, we might be able to capture the City 1 turn earlier by starting the Bombardments sooner.

In fact, I will even amend my suggestion to also send in Catapult 8, to get in extra Bombarding with that unit, as it won't be able to fully heal in time anyway.

EDIT: If 3 Cats Bombard on T144, then another 3 Cats Bombard on T145, assuming no City Walls have gone up, we will have stripped the City Defences (6 * 8 = 48 and the City only has 40% Cultural Defences) and then we'll have 4 Catapults who can attack immediately on T145.

Meanwhile, if the City's Culture increases at the end of T144 (a small chance, but possible), it won't go up by 20% but will go up by a percentage value, so, probably will go up by 40 - 3 * 8 = 40 - 24 = 16; 16 / 40 = 0.4; 20 * 0.4 = 8, for a total of 48 Cultural Defences that would need to be stripped

As we saw, we will have 48 Culture-worth of Bombarding, so we'd then just barely still be able to bring the Cultural Defences down to 0 with 3 Cats bombarding on T144 and 3 Cats Bombarding on T145, still allowing for a T145 attack.
 
In terms of Cities to check with our Great Merchant:
First send the Great Merchant into Gems City

Then, while holding down the Shift key on your keyboard, right-click on AI Cites on the map. While keeping Shift held down, move your mouse cursor over top of the Conduct Trade Mission button to see how much Gold the City will give us.

Sometimes, Shift + clicking doesn't work properly in Civ 4 (it's a known bug), so just patiently try again if it doesn't work the first time.

Good Cities to check would be:
Niani (Mansa's west coast), since it's close to us... if every City offers an equal value, we'd obviously pick the closest City
Timbuktu (Mansa's large-sized capital and which may have built a lot of useful Buildings)
Walata (south-east part of Mansa's empire) since the City is large at Size 17
Louis' City of Lyons (to the north-west of his capital of Paris), since that City has The Temple of Artemis in it
Beijing (Mao's capital, which is far away and large-sized at Size 14)
 
Other than a Great Person from X-ops for either an earlier Golden Age or a Trade Mission, I don't see a way for us to maintain our 100% Science Rate.

Capturing Hastings 1 turn sooner can mean capturing London 1 turn sooner, which means earning MoM one turn sooner, allowing us to launch a Golden Age 1 turn sooner if we don't get a Great Merchant. Unless we manage to get a lot of Failure Gold from the AIs, I think that we'd probably even use a Great Engineer in a Golden Age, but we can decide if and when that event happens.


Also, I think that after our Great Merchant moves into Gems City on T142 to figure out what our Trade Mission options are, we can be prepared to pick him up in the Athens Galleon on T143.


The Athens Galleon can first move to 1SW of Piscatorium, so that the Piscatorium Settler can board our Athens Galleon.

After our Settler is safely aboard, our Athens Galleon can move 1NW (2E of Gems City).

Our Great Merchant can then board the Athens Galleon on T143.

We will still have enough movement points to move to 1E of the P Sheep.


Unfortunately, we won't have enough movement points to have our Settler board the New Amsterdam Galleon.

But, that fact is okay as Tekedda is only 5 squares away from the Coast that is 1E of the P Sheep.


So, on T144, the New Amsterdam Galleon will simply take 2 Workers into Tekedda (we don't have to move to 1E of Sleepy Sheep on T143, but we should at least stay within our Cultural Borders at the end of T143, so 1E of Sleepy Sheep is still a good spot to move to; unfortunately, being inside of Sleepy Sheep is too far to make it to Tekedda in 1 turn, so we can't transfer the Settler inside of Sleepy Sheep and thus we don't want to move our New Amsterdam directly into Sleepy Sheep).

On T144, our Workers can manually unload and then start Roading the Desert square that is 1NE of Tekedda.

On T145, our Athens Galleon can arrive in Tekedda, manually unloading the Settler and the Great Merchant.

We first complete the Road with our Workers and then we can move our Settler 3NE to the Des Hills square that is 1S of the Incense (SE + SE + E of Valencia)

Our Great Merchant can move toward whichever of Mansa's Cities we have chosen for our Trade Mission (likely one of Timbuktu or Walata).


Mansa is Friendly toward us, so we do not need to fear him declaring war on us and thereby killing our Great Merchant.
 
I'm against building any temple. At a cost of 80 hammers I do not see them paying for themselves.
Again, we won't need a Temple in the short term, but it should be noted that once we have captured London and are running a Civic other than Free Religion, a Confucian Temple will earn us 2 base Gold and 2 base Flasks per turn.

Those Flasks will go through all of X-ops' Flask multipliers.

So, once we're in Organized Religion (which won't happen until after we've captured London, as we'll first want MoM before going into a Golden Age in order to go back into Organized Religion), it will also be worth it to complete a Confucian Temple in X-ops.


By the way, I don't see how we'd get the Christo Redentor plan to work. We have to launch a pretty-much useless Golden Age on the turn that we complete the Wonder (or the turn prior to completing that Wonder).

That Wonder takes 1000 Hammers with no bonus Resource. It's a ridiculous task to self-build that Wonder somewhere. I could better understand the task if the Wonder was to be constructed at the END of a Golden Age, but at the start of a Golden Age when constructing that Wonder is the last thing that we do in the game does not make for a practical task.

So, it's not a valid backup option.

As such, we should still be earning boat wins with our Galleon 7.

However, it is important to not that our Galleon 7 will only earn 2 XP if we attack a boat that is on a Coast square. So, our Galleon 7 should not attack any boats that are on Ocean squares.

But, we can do something like:
Galleon 7 attacks a boat on a Coast square
QE Galleon and Galleon 7 join up with each other
Chariot 1 transfers to Galleon 7
QE Galleon attacks a boat, preferably a boat on an Ocean square
The two boats attempt to end their turn on the same square as each other, preferably outside of Elizabeth's Culture.

It takes 1 movement point to attack a boat, even in a stack of 2 boats, so keep that fact in mind when planning out where our boats will go.


In the absolute worst case, we lose both boats and we'll finish Elizabeth #1 with Privateers.


We can see 8 boats of Elizabeth's. Our QE Galleon only needs to kill 8 more boats. We're almost certainly going to fight a war with Shaka, who also has multiple stacks of boats, so don't worry about running out of boats to attack.

The more Triremes of Elizabeth's that we sink, the more she might build.

AIs certainly love to spam Caravels, and Triremes are the Military Unit that upgrades to Caravels.

In fact, it looks like between T141 and T142, Elizabeth built a Trireme in Hastings.

Elizabeth's Horse Archer from Hastings also disappeared somewhere, perhaps on the Galley that is NW + W of Hastings, as that Galley was in Hastings last turn.
 
I can agree to the trade mission plan. As for building to chain whip I think harbour is the best. Then perhaps Odeon for the first building.

I did not know that the AI does not whip defenders if they have parity. That is extremely useful knowledge.
 
turn 142
Started moving army towards hastings.

Sold guilds to France for 110 and map. Sold guilds to Mao for 10 gold and map. Sold paper to Spain for 50 gold and map. Bribed Louis to attack Shaka for Education and printing press.

IBT
Lost our spy in England.
England landed a settler north of old Amsterdam. With a horse archer.

turn 143
Attacked Nottingham loosing 1 WE and 2 catapults. Galleon 7 kills a trireme. Queen Elizabeth kills trireme.
 
http://gotm.civfanatics.net/download.php?file=Xteam_SG021_AD0660_01.CivBeyondSwordSave
I did forget pause so be careful when you look.

Spoiler :
Here is your Session Turn Log from 640 AD to 660 AD:

Turn 142, 640 AD: The enemy has been spotted near Canterbury!
Turn 142, 640 AD: Gems has grown to size 3.
Turn 142, 640 AD: Athens has grown to size 7.
Turn 142, 640 AD: Athens can hurry Galleon for 3⇴ with 12ℤ overflow and +1⇤ for 44 turns.
Turn 142, 640 AD: New Amsterdam has grown to size 5.
Turn 142, 640 AD: New Amsterdam can hurry Galleon for 2⇴ with 2ℤ overflow and +1⇤ for 15 turns.
Turn 142, 640 AD: Louis XIV has 110 gold available for trade.
Turn 142, 640 AD: Isabella has 50 gold available for trade.
Turn 142, 640 AD: Your Catapult 14 (Surfin' Turf) has reduced the defenses of Nottingham to 24%!
Turn 142, 640 AD: Your Catapult 13 (Sleepy Sheep) has reduced the defenses of Nottingham to 16%!
Turn 142, 640 AD: Your Catapult 15 (City 4) has reduced the defenses of Nottingham to 8%!
Turn 142, 640 AD: Your Catapult 18 (City 4) has reduced the defenses of Nottingham to 0%!
Turn 142, 640 AD: Clearing a Forest has created 30 ℤ for Utrecht.
Turn 142, 640 AD: Clearing a Forest has created 30 ℤ for Utrecht.
Turn 142, 640 AD: X-opolis will become unhappy on the next turn.
Turn 142, 640 AD: Louis XIV has 110 gold available for trade.
Turn 142, 640 AD: Isabella has 50 gold available for trade.
Turn 142, 640 AD: Isabella has 5 gold per turn available for trade.
Turn 142, 640 AD: You are the worst enemy of Elizabeth, Shaka.
Turn 142, 640 AD: Mansa Musa is the worst enemy of Louis XIV, Mao Zedong.
Turn 142, 640 AD: Elizabeth is the worst enemy of Isabella.
Turn 142, 640 AD: Elizabeth will trade Divine Right
Turn 142, 640 AD: Mao Zedong will trade Spices
Turn 142, 640 AD: Mansa Musa will trade Pig
Turn 142, 640 AD: Will Trade Map: Elizabeth, Louis XIV, Mansa Musa, Mao Zedong
Turn 142, 640 AD: Will Sign Peace Treaty: Elizabeth
Turn 142, 640 AD: X-opolis will grow to size 12 on the next turn.
Turn 142, 640 AD: Surfin' Turf will grow to size 8 on the next turn.
Turn 142, 640 AD: City 4 will grow to size 4 on the next turn.
Turn 142, 640 AD: Athens will grow to size 5 on the next turn.
Turn 142, 640 AD: Utrecht will grow to size 6 on the next turn.
Turn 142, 640 AD: X-opolis will grow to size 12 on the next turn.
Turn 142, 640 AD: Surfin' Turf will grow to size 8 on the next turn.
Turn 142, 640 AD: City 4 will grow to size 4 on the next turn.
Turn 142, 640 AD: Athens will grow to size 5 on the next turn.
Turn 142, 640 AD: Utrecht will grow to size 6 on the next turn.
Turn 142, 640 AD: X-opolis will become unhappy on the next turn.
Turn 142, 640 AD: Louis XIV has 110 gold available for trade.
Turn 142, 640 AD: Isabella has 50 gold available for trade.
Turn 142, 640 AD: Isabella has 5 gold per turn available for trade.
Turn 142, 640 AD: You are the worst enemy of Elizabeth, Shaka.
Turn 142, 640 AD: Mansa Musa is the worst enemy of Louis XIV, Mao Zedong.
Turn 142, 640 AD: Elizabeth is the worst enemy of Isabella.
Turn 142, 640 AD: Elizabeth will trade Divine Right
Turn 142, 640 AD: Mao Zedong will trade Spices
Turn 142, 640 AD: Mansa Musa will trade Pig
Turn 142, 640 AD: Will Trade Map: Elizabeth, Louis XIV, Mansa Musa, Mao Zedong
Turn 142, 640 AD: Will Sign Peace Treaty: Elizabeth
Turn 142, 640 AD: Surfin' Turf will grow to size 8 on the next turn.
Turn 142, 640 AD: City 4 will grow to size 4 on the next turn.
Turn 142, 640 AD: Athens will grow to size 5 on the next turn.
Turn 142, 640 AD: Utrecht will grow to size 6 on the next turn.
Turn 142, 640 AD: Louis XIV has declared war on Shaka!
Turn 142, 640 AD: You have trained a Galleon in Athens. Work has now begun on a Forge.

Turn 143, 660 AD: A Greek Spy 2 (City 4) has been stumbled upon while operating near the English city of Hastings!
Turn 143, 660 AD: The enemy has been spotted near Utrecht!
Turn 143, 660 AD: The enemy has been spotted near Canterbury!
Turn 143, 660 AD: Surfin' Turf has grown to size 8.
Turn 143, 660 AD: City 4 has grown to size 4.
Turn 143, 660 AD: Athens has grown to size 5.
Turn 143, 660 AD: Athens can hurry Forge for 2⇴ with 8ℤ overflow and +1⇤ for 53 turns.
Turn 143, 660 AD: Piscatorium can hurry Settler for 2⇴ with 19ℤ overflow and +1⇤ for 39 turns.
Turn 143, 660 AD: Hippos can hurry Forge for 2⇴ with 18ℤ overflow and +1⇤ for 12 turns.
Turn 143, 660 AD: Utrecht has grown to size 6.
Turn 143, 660 AD: Utrecht can hurry National Epic for 2⇴ with 17ℤ overflow and +1⇤ for 16 turns.
Turn 143, 660 AD: Canterbury can hurry Catapult for 1⇴ with 2ℤ overflow and +1⇤ for 18 turns.
Turn 143, 660 AD: Mansa Musa has 60 gold available for trade.
Turn 143, 660 AD: The borders of Marble are about to expand.
Turn 143, 660 AD: Isabella will trade Copper, Dye
Turn 143, 660 AD: Hinduism has spread in X-opolis.
Turn 143, 660 AD: Pericles's Catapult 18 (City 4) (5.00) vs Elizabeth's Longbowman (10.20)
Turn 143, 660 AD: Combat Odds: 2.5%
Turn 143, 660 AD: (Fortify: +25%)
Turn 143, 660 AD: (City Defense: +45%)
Turn 143, 660 AD: Your Catapult 18 (City 4) has caused collateral damage! (3 Units)
Turn 143, 660 AD: Pericles's Catapult 18 (City 4) is hit for 28 (72/100HP)
Turn 143, 660 AD: Pericles's Catapult 18 (City 4) is hit for 28 (44/100HP)
Turn 143, 660 AD: Elizabeth's Longbowman is hit for 14 (86/100HP)
Turn 143, 660 AD: Pericles's Catapult 18 (City 4) is hit for 28 (16/100HP)
Turn 143, 660 AD: Pericles's Catapult 18 (City 4) is hit for 28 (0/100HP)
Turn 143, 660 AD: Elizabeth's Longbowman has defeated Pericles's Catapult 18 (City 4)!
Turn 143, 660 AD: Your Catapult 18 (City 4) has died trying to attack a Longbowman!
Turn 143, 660 AD: Pericles's Catapult 15 (City 4) (5.00) vs Elizabeth's Longbowman (8.77)
Turn 143, 660 AD: Combat Odds: 8.7%
Turn 143, 660 AD: (Fortify: +25%)
Turn 143, 660 AD: (City Defense: +45%)
Turn 143, 660 AD: Your Catapult 15 (City 4) has caused collateral damage! (3 Units)
Turn 143, 660 AD: Elizabeth's Longbowman is hit for 14 (72/100HP)
Turn 143, 660 AD: Pericles's Catapult 15 (City 4) is hit for 27 (73/100HP)
Turn 143, 660 AD: Pericles's Catapult 15 (City 4) is hit for 27 (46/100HP)
Turn 143, 660 AD: Pericles's Catapult 15 (City 4) is hit for 27 (19/100HP)
Turn 143, 660 AD: Elizabeth's Longbowman is hit for 14 (58/100HP)
Turn 143, 660 AD: Elizabeth's Longbowman is hit for 14 (44/100HP)
Turn 143, 660 AD: Pericles's Catapult 15 (City 4) is hit for 27 (0/100HP)
Turn 143, 660 AD: Elizabeth's Longbowman has defeated Pericles's Catapult 15 (City 4)!
Turn 143, 660 AD: Your Catapult 15 (City 4) has died trying to attack a Longbowman!
Turn 143, 660 AD: Pericles's War Elephant 10 (Surfin' Turf) (8.80) vs Elizabeth's Crossbowman (6.64)
Turn 143, 660 AD: Combat Odds: 82.6%
Turn 143, 660 AD: (Extra Combat: -10%)
Turn 143, 660 AD: (Extra Combat: +10%)
Turn 143, 660 AD: (Fortify: +25%)
Turn 143, 660 AD: Pericles's War Elephant 10 (Surfin' Turf) is hit for 18 (82/100HP)
Turn 143, 660 AD: Pericles's War Elephant 10 (Surfin' Turf) is hit for 18 (64/100HP)
Turn 143, 660 AD: Pericles's War Elephant 10 (Surfin' Turf) is hit for 18 (46/100HP)
Turn 143, 660 AD: Elizabeth's Crossbowman is hit for 21 (61/100HP)
Turn 143, 660 AD: Elizabeth's Crossbowman is hit for 21 (40/100HP)
Turn 143, 660 AD: Pericles's War Elephant 10 (Surfin' Turf) is hit for 18 (28/100HP)
Turn 143, 660 AD: Pericles's War Elephant 10 (Surfin' Turf) is hit for 18 (10/100HP)
Turn 143, 660 AD: Pericles's War Elephant 10 (Surfin' Turf) is hit for 18 (0/100HP)
Turn 143, 660 AD: Elizabeth's Crossbowman has defeated Pericles's War Elephant 10 (Surfin' Turf)!
Turn 143, 660 AD: Your War Elephant 10 (Surfin' Turf) has died trying to attack a Crossbowman!
Turn 143, 660 AD: Pericles's Maceman 1 (X-opolis) (9.60) vs Elizabeth's Horse Archer (5.90)
Turn 143, 660 AD: Combat Odds: 95.9%
Turn 143, 660 AD: (Extra Combat: -20%)
Turn 143, 660 AD: (Extra Combat: +20%)
Turn 143, 660 AD: Elizabeth's Horse Archer is hit for 24 (58/100HP)
Turn 143, 660 AD: Elizabeth's Horse Archer is hit for 24 (34/100HP)
Turn 143, 660 AD: Elizabeth's Horse Archer is hit for 24 (10/100HP)
Turn 143, 660 AD: Pericles's Maceman 1 (X-opolis) is hit for 16 (84/100HP)
Turn 143, 660 AD: Pericles's Maceman 1 (X-opolis) is hit for 16 (68/100HP)
Turn 143, 660 AD: Elizabeth's Horse Archer is hit for 24 (0/100HP)
Turn 143, 660 AD: Pericles's Maceman 1 (X-opolis) has defeated Elizabeth's Horse Archer!
Turn 143, 660 AD: Your Maceman 1 (X-opolis) has destroyed a Horse Archer!
Turn 143, 660 AD: Pericles's Catapult 14 (Surfin' Turf) (5.00) vs Elizabeth's Axeman (4.60)
Turn 143, 660 AD: Combat Odds: 80.6%
Turn 143, 660 AD: (Extra Combat: +10%)
Turn 143, 660 AD: (Fortify: +25%)
Turn 143, 660 AD: (City Attack: -20%)
Turn 143, 660 AD: Pericles's Catapult 14 (Surfin' Turf) is hit for 20 (80/100HP)
Turn 143, 660 AD: Elizabeth's Axeman is hit for 19 (61/100HP)
Turn 143, 660 AD: Pericles's Catapult 14 (Surfin' Turf) is hit for 20 (60/100HP)
Turn 143, 660 AD: Elizabeth's Axeman is hit for 19 (42/100HP)
Turn 143, 660 AD: Your Catapult 14 (Surfin' Turf) has withdrawn from combat with a Axeman!
Turn 143, 660 AD: Pericles's Catapult 13 (Sleepy Sheep) (5.00) vs Elizabeth's Longbowman (4.48)
Turn 143, 660 AD: Combat Odds: 88.2%
Turn 143, 660 AD: (Fortify: +25%)
Turn 143, 660 AD: (City Defense: +45%)
Turn 143, 660 AD: Elizabeth's Longbowman is hit for 16 (28/100HP)
Turn 143, 660 AD: Pericles's Catapult 13 (Sleepy Sheep) is hit for 24 (76/100HP)
Turn 143, 660 AD: Pericles's Catapult 13 (Sleepy Sheep) is hit for 24 (52/100HP)
Turn 143, 660 AD: Your Catapult 13 (Sleepy Sheep) has withdrawn from combat with a Longbowman!
Turn 143, 660 AD: Pericles's War Elephant 8 (Utrecht) (8.00) vs Elizabeth's Crossbowman (3.24)
Turn 143, 660 AD: Combat Odds: 99.8%
Turn 143, 660 AD: (Extra Combat: +10%)
Turn 143, 660 AD: (Fortify: +25%)
Turn 143, 660 AD: Elizabeth's Crossbowman is hit for 23 (17/100HP)
Turn 143, 660 AD: Pericles's War Elephant 8 (Utrecht) is hit for 16 (84/100HP)
Turn 143, 660 AD: Elizabeth's Crossbowman is hit for 23 (0/100HP)
Turn 143, 660 AD: Pericles's War Elephant 8 (Utrecht) has defeated Elizabeth's Crossbowman!
Turn 143, 660 AD: Your War Elephant 8 (Utrecht) has destroyed a Crossbowman!
Turn 143, 660 AD: Pericles's Horse Archer 1 (Hippos) (6.00) vs Elizabeth's Longbowman (2.55)
Turn 143, 660 AD: Combat Odds: 98.9%
Turn 143, 660 AD: (Fortify: +25%)
Turn 143, 660 AD: (City Defense: +45%)
Turn 143, 660 AD: Elizabeth's Longbowman is hit for 19 (6/100HP)
Turn 143, 660 AD: Pericles's Horse Archer 1 (Hippos) is hit for 20 (80/100HP)
Turn 143, 660 AD: Elizabeth's Longbowman is hit for 19 (0/100HP)
Turn 143, 660 AD: Pericles's Horse Archer 1 (Hippos) has defeated Elizabeth's Longbowman!
Turn 143, 660 AD: Your Horse Archer 1 (Hippos) has destroyed a Longbowman!
Turn 143, 660 AD: Pericles's War Elephant 9 (Hippos) (8.00) vs Elizabeth's Axeman (1.68)
Turn 143, 660 AD: Combat Odds: 100.0%
Turn 143, 660 AD: (Extra Combat: +10%)
Turn 143, 660 AD: (Fortify: +25%)
Turn 143, 660 AD: Pericles's War Elephant 9 (Hippos) is hit for 14 (86/100HP)
Turn 143, 660 AD: Elizabeth's Axeman is hit for 27 (0/100HP)
Turn 143, 660 AD: Pericles's War Elephant 9 (Hippos) has defeated Elizabeth's Axeman!
Turn 143, 660 AD: Your War Elephant 9 (Hippos) has destroyed a Axeman!
Turn 143, 660 AD: You have captured Nottingham!!!
Turn 143, 660 AD: Pericles's Galleon 7 (Utrecht) (4.40) vs Elizabeth's Trireme (2.20)
Turn 143, 660 AD: Combat Odds: 99.1%
Turn 143, 660 AD: (Extra Combat: -10%)
Turn 143, 660 AD: (Plot Defense: +10%)
Turn 143, 660 AD: Elizabeth's Trireme is hit for 28 (72/100HP)
Turn 143, 660 AD: Elizabeth's Trireme is hit for 28 (44/100HP)
Turn 143, 660 AD: Elizabeth's Trireme is hit for 28 (16/100HP)
Turn 143, 660 AD: Elizabeth's Trireme is hit for 28 (0/100HP)
Turn 143, 660 AD: Pericles's Galleon 7 (Utrecht) has defeated Elizabeth's Trireme!
Turn 143, 660 AD: Your Galleon 7 (Utrecht) has destroyed a Trireme!
Turn 143, 660 AD: Pericles's Queen Elizabeth (Galleon) (4.00) vs Elizabeth's Trireme (2.20)
Turn 143, 660 AD: Combat Odds: 98.7%
Turn 143, 660 AD: (Plot Defense: +10%)
Turn 143, 660 AD: Pericles's Queen Elizabeth (Galleon) is hit for 14 (86/100HP)
Turn 143, 660 AD: Elizabeth's Trireme is hit for 26 (74/100HP)
Turn 143, 660 AD: Elizabeth's Trireme is hit for 26 (48/100HP)
Turn 143, 660 AD: Elizabeth's Trireme is hit for 26 (22/100HP)
Turn 143, 660 AD: Elizabeth's Trireme is hit for 26 (0/100HP)
Turn 143, 660 AD: Pericles's Queen Elizabeth (Galleon) has defeated Elizabeth's Trireme!
Turn 143, 660 AD: Your Queen Elizabeth has destroyed a Trireme!
Turn 143, 660 AD: X-opolis will grow to size 12 on the next turn.
Turn 143, 660 AD: Hippos will grow to size 6 on the next turn.
Turn 143, 660 AD: New Amsterdam will grow to size 4 on the next turn.


PPP
Great person in X-opolis, focus in GE or GS? I do not think we need to focus it so hard. It will be 5 turns before our GM arrives in Walata and that is when we need to see what kind of GP we get.

Settle city NNNNW of Gao as decided.
Use caravel to drop GM in Niami.

cities
X-opolis, plan for a GP in 5 turns, work cottages and scientists. Build customs house until we can 3 pop whip it, then do wealth and whip the customs house after GP spawns.

Build wealth everywhere.

Surfin' Turf will build HE until 1 turn to completion. Utrecht build NE until 1 turn left.

Utrecht plan for a whipchain using Odeon and Harbour. I do not think we have time for a 3 building chain. I will assume no OR here, since we are competing with Mansa.

Hippos plan for a whipchain using forge and harbour. I will assume OR here.

war stuff
Move catapults next to Hastings. Leave WE behind to prevent more defenders to be whipped. Move in WEs next turn as we bombard defences. Drop 2 WE, 1 HA and 3 cats outside of London turn 145 to start bombarding. Have galleons north of hastings turn 146 to transport army to London.

I see no opportunity sell techs this turn.
 
Overall, things are looking really great! :goodjob:


As for building to chain whip I think harbour is the best. Then perhaps Odeon for the first building.
I'm assuming that you are talking about Hippos.

It's not really necessary to perform chain whipping as long we can maximize the amount of Hammers that overflow for each build item to be roughly 29 base Hammers plus whatever squares get worked the turn when completing a whipped Building. So, I wouldn't worry about chain-whipping and would instead just focus on maximizing Hammer overflow, where The Kremlin gets built for 1 turn after whipping each build item.


As mentioned for Utrecht, where we need Artist Specialist slots, an Odeon can take a maximum of 4 final Hammers, which means a maximum of 2 base Hammers for 1 turn (since 2 base Hammers get multiplied to 4 final Hammers due to our Creative Trait).

That means working the Whale, 2 Farms, and Coast squares for 1 turn.

However, I'm not convinced that an Odeon in Hippos will ever be of use, so I'd rather not build an Odeon in Hippos.


For a Harbour, assuming that we'll get Confucianism spread to Hippos, there isn't a great multiplier for one turn of production, since 2-pop-whipping already produces 90 Hammers and the Harbour costs 80 Hammers.

But, we can try to leave at least 46 Hammers unfinished in the Harbour, thus putting in a max of 80 - 46 = 34 final Hammers.

We could do so with 2 turns of:
Whale + Deer + Horse + GH Mine + Fur (12 final Hammers)
plus 1 turn of the same thing minus the Fur:
Whale + Deer + Horse + GH Mine (10 final Hammers)

That would be a lot of turns not building Wealth or Failure Gold, so I don't think that we can afford to do so until after we've got a Trade Mission.


Another option is a Library in Utrecht.

A Library has the same multipliers as an Odeon, but it costs 10 more Hammers, so we can put up to 14 final Hammers into a Library.

That's 1 turn of working the Whale, the Deer, the Horse, and then Farms/Coasts for the other squares.


The 1 turn on a Library and 3 turns on a Harbour can be performed after we get our Trade Mission.


How about the Forge? Forges are best built with as little overflow as possible. If you have any overflow Hammers, they get reduced, so it's one of the worst buildings in the game to overflow Hammers from (the same can be said of Factories and Coal Plants, but by the time in the game when you can build Factories and Coal Plants, you're usually making so many Hammers in your Cities that microing hardly matters anymore).

That fact means putting a total of 83 final Hammers into the Forge or slightly higher than that amount.

Given that we have 71 Hammers in Hippos' Forge, that's exactly 1 turn of working:
Whale + Deer + Horse + GH Mine + Fur (12 final Hammers)

One turn of 7 Hammers while building the Forge would be bad, so we'll have to adjust Hippos this turn... to building Wealth, as we want Gold now and can save our turns of:
Forge for 1 turn, Library for 1 turn, and Harbour for 3 turns until after we've learned Scientific Method and see exactly how long it will take to learn Communism (7 turns on the F6 TECHS screen now, but that's without a 20% discount or overflow Flasks, so it will be 5 to 6 turns to learn Communism... but only if we can maintain our 100% Science rate).



Great person in X-opolis, focus in GE or GS? I do not think we need to focus it so hard. It will be 5 turns before our GM arrives in Walata and that is when we need to see what kind of GP we get.
Let's think about it.

Let's say that we use our current Great Merchant on a Trade Mission no matter what.

We will get a Great Spy from Communism, so it doesn't matter what type of Great Person we get in X-ops, as long as we do not get a Great Spy from X-ops.

The X-ops Great Person will then get used with our Great Spy to launch our Golden Age as soon as we learn Communism.


Scientist Specialists are the most useful Specialists to hire in X-ops, but an Engineer is decent when building a Building that we want to complete.


Please do not whip a Customs House in X-ops.

3 population points can be worth 6 Commerce from working Coast squares. But, being at Size 14 also means that our Trade Routes will become more valuable. The Customs House also becomes less valuable after whipping.

So, we realy don't want to whip X-ops anymore unless we run out of Happiness, but it seems that you are already doing your best to ensure that X-ops has a lot of Happiness.


If we do whip in X-ops, it should be after we're back in Organized Religion. Ideally, though, we won't be whipping there anymore at all.

As such, I would suggest that you do not yet complete the Windmills, as each of a Customs House, a Hindu Temple (+2 base Hammers), and a Confucian Temple (+2 base Gold and +2 base Flasks) are all Buildings worth slow-building in X-ops (or whipping in Organized Religion if we have run out of Happiness).

You can almost complete the southern Windmill and then build a Road there.

Windmills will be better to complete once we've learned either Replaceable Parts (+1 H) or Electricity (+1 C). Or, once we've finished all of the Buildings that we want to build in X-ops (we'll want a Levee in our Bureaucratic capital, but at least by then, a Windmill will be worth +1 H from Replaceable Parts), which probably means the Customs House plus the 2 Temples. Don't forget that we won't be in Hereditary Rule forever, so the Military Unit Happiness won't be with us for very long.


Since we didn't take the Great Merchant on our Athens' Galleon, am I to assume that the plan is to transport our Great Merchant via Caravel into Niani?

You mentioned Walata, so I have to assume that Walata was the best City for a Trade Mission.

So:
T145 Great Merchant unloads in Niani and walkts to Kumbi Saleh
T148 We get our Gold

So, that means that we need 5 turns worth of Gold.

Can we really make that happen? Or, do we need to stop X-ops from building a Customs House in the short term and stop Hippos from building a Forge in the short term?

For Hippos, we need 1 turn for the Forge (not with the current citizen assignment, which would make it 2 turns for no good reason), 1 turn for the Library, and 3 turns for the Harbour. We can certainly build Wealth for a few more turns until we're certain that we will have enough Gold to remain at 100% Science.

A partial build item in X-ops also cannot compare to having to drop down to a 90% or lower Science rate, so Wealth in X-ops for the short term, too.



Workshops will be good once we have Communism, so the Workers at The Hague could potentially build some Grassland Workshops over top of the Cottages that Shaka built, say, starting with the square that is 2S of The Hague.


It is unfortunate that we didn't bring Catapult 8 last turn with our stack headed toward Hastings. That means 1 less Catapult being able to attack on T145. We're very low on kill units, so I hope that we won't miss capturing the City on T145.

Let's just hope that Elizabeth doesn't get a City Wall or increased Cultural Defences in the meantime.


However, what's vitally more important is that we have 2 Galleons who can arrive in Hastings on T146 at the very latest, to pick up troops for London, especially with most of our Catapults being there.

Please wake up Galleon 8 and send him eastward, so that Galleons 6 and 8 can head northward toward Hastings.


Also, what are we going to do about the Barb City by Mao?

Can we please move Galleon 5 into Nottingham and steal HA 1 and WE 9 from off of Galleon 4 and send them toward the Barb City? It would be nice to be the ones to capture this City for the City Capture Gold and the Liberation credit.

I would also wake up our Crossbowman in Marble City and send it to the Cow Resource.


X-opolis, plan for a GP in 5 turns, work cottages and scientists. Build customs house until we can 3 pop whip it, then do wealth and whip the customs house after GP spawns.
Please build Wealth in the short term to keep us at a 100% Science Rate until we get our Trade Mission.

Please do not whip the Customs House. There is no way that we can justify the cost of doing so... we should be working ALL of the Cottages and the Fur as soon as possible, which means getting ourselves to Size 12 and never being smaller than that City Size. But, we're also going to want to hire some Specialists for a bit, too. Whipping in X-ops in the short term will be a major and costly mistake.

For now, we can fire the Scientist, stop working the Mine, stop working the NW + W Cottage, and steal the 2 shared Cottages plus Fur. At Size 12, we can work the NW + W Cottage.

At Size 13, we hire 4 to 5 Scientists with the new citizen plus the weakest Cottages.

There is no way that we should be whipping X-ops.

There's no way that we can maximize Cottages + Fur and also hire Scientists if we whip in X-ops. So, I repeat, do not plan to whip in X-ops prior to learning Communism, and even after we have learned Communism, we should first grow the City before whipping it so that it never gets below Size 12.

What we should do is plan for running the Trade Mission and getting Gold until that time.

Then, no matter what type of Great Person we get, we will use the X-ops Great Person along with a Great Spy to launch our Golden Age.

So, you are right, there is no rush to get the Great Person and we can temporarily fire the Scientist to focus on growth.

We just need to make sure that:
1. No matter what, our Science Rate does not drop below 100%
AND
2. We get our X-ops Great Person on the turn that we learn Communism


Build wealth everywhere.
X-ops and Hippos for the next few turns, too, please. In fact, The Hague can also build Wealth after it completes its current Hindu Missionary.


Utrecht plan for a whipchain using Odeon and Harbour. I do not think we have time for a 3 building chain. I will assume no OR here, since we are competing with Mansa.
We can most certainly be in Organized Religion by the time that Mansa learns Nationalism.

We must stay at a 100% Science Rate through until Communism gets learned.

We have a maximum of 2 turns + 6 turns = 8 turns to learn Communism if we remain focused on earning Gold and we don't ever dip below 100% Science.

Mansa has 9 turns to go on Nationalism.

An Odeon needs to be whipped in order to hire Artist Specialists.

Every other population point is going to be needed to work Mines and to hire Specialists.

I really don't think that we are going to be able to afford to whip a Harbour in Utrecht. Doing so has a cost of working Mines instead of Farms to set up good overflow Hammers.

Ideally, the City will grow, grow, and grow. A Theatre would get completed at some point, perhaps manually built after completing The Taj Mahal, and we'd want even more population points to then hire an extra 2 Artist Specialists.

1 population point = 4 base Hammers from a GH Mine, which equals 4 * 2.5 = 10 final Hammers per turn into The Taj Mahal. That population point can then later but that many final Hammers into a Theatre and can then become an Artist Specialist.

So, "no" to the Harbour there.

If we really insist on another Building there, at least make it a Hindu Temple (same cost as a Harbour), which will at least contribute to additional Hammers to completing The Taj Mahal (2 base Hammers * 2.5 = 5 final Hammers per turn).


Hippos plan for a whipchain using forge and harbour
Somehow, my multiple explanations of why it is bad to overflow Hammers from a Forge got lost, but suffice it to say that it's bad to overflow Hammers from a Forge, as we lose Hammers in doing so.

Forget about whip-chaining and just plan to overflow Hammers into a given Wonder after having whipped a given Building. There's nowhere where we'll be close enough to a 1-turn Wonder for whip chaining to matter and in fact we'll probably lose overflow Hammers by trying to set up whip-chaining.

I just gave you the numbers to work with for Hippos.

But, we have a couple more turns of Wealth that we can build to help carry us through to the Trade Mission, then we can use the numbers provided to efficiently set up the whippable build items.


Leave WE behind to prevent more defenders to be whipped.
No, don't do that. It's a T145 capture.

Everyone moves toward Hastings next turn.

It's too late to retreat anyone as all 1-movement-point, non-Catapult units within 2 squares of the City will already be used in the AI's caluclation. So, now we have to commit all of the War Elephants, as by moving them within 2 squares of the City, they have committed themselves to the attack. Or, we're likely to fall short of capturing the City.


I see no opportunity sell techs this turn.
What's our current thinking? Can we plan to capture the Barb City by Mao, Chop + Whip a Settler out of it, then Liberate the City before we get too much Culture in it, then Galleon-chain more Settlers to Mao to get him up to Friendly so that he'll become our trading partner?

If yes, then we should sell Compass to Mao this turn, since he's started to research it, and we want him to go for Gunpowder -> Chemistry.


We should start thinking about the Galleon-chaining of our second Settler.

T144
Athens Galleon meets up with the New Amsterdam Galleon
New Amsterdam Galleon gets the Settler and moves once it has the Settler + 2 Workers abord, arriving in Tekedda, then unloads all of those units
The 2 Workers start to Road the Desert 1NE of Tekedda

T145
Athens Galleon moves to 1NE of Piscatorium
New Amsterdam definitely unloaded all units, then can move to 1NE of Sleepy Sheep
One Worker finishes the Desert Road while the other Worker has movement points available, but can't make it to the area to the east of Santiago to help out in time

T146
Settler 2 boards the Athens Galleon
Settler 2 transfers to the New Amsterdam Galleon 1NE of Sleepy Sheep

T147
Settler 2 unloads inside of Salamanca and heads toward the PH For that is 3E of Santiago

T148
If there was a Road on the PH For, we could settle this turn...

So, it looks like we can't get Workers up to the PH For in time to build a Road on it

Thus, what I would have our Workers do is:
Build a Road on the Desert 1NE of Tekedda
Build a Road on the Desert 2NE of Tekedda (to
DO NOT build a Road 1E or 1SE of where we'll build our first gift City
Instead, build a Road SE + E of our gift City (1NE of the Oasis)
Also, build a partial Road 3E of our gift City, where we'll settle our 2nd gift City, but don't complete that Road until the Settler is about to arrive

That way, we won't be speeding up the path of a Settler that Isabella might send. A Settler that Mansa might send would be more likely to use his Road to the north-east of Gao instead of our Road between Tekedda and the first gift City, so we also wouldn't be speeding up the path of a Settler that Mansa might send.

But, is there a way to get a Road on that PH For square?

We could use the William Galleon to send 2 Workers to Salamanca, unloading the Workers on T146. They could arrive on the PH For on T147, then complete a Road on T148 just before the Settler moves.

How would we make that approach work?

T144
Worker 12 does not pre-Chop
William Galleon heads 1SE then picks up Worker 12
William Galleon then sails 6 squares east and manually unloads the Warrior (don't click the boat against the shore in case doing so would automatically unload our Worker next turn)
Worker 7 stays near the north part of the land by partially Windmilling the P Riv that is 1S of New Amsterdam then STOPPING
Hindu Missionary moves east, north-east, and north along the Roads

T145
Hindu Missionary boards the William Galleon
William Galleon arrives 1N of New Amsterdam
Worker 7 boards the William Galleon

T146
William Galleon unloads Workers 12 and 7, as well as Hindu Missionary 2, inside of Salamanca, who both walk NW + NW + NE + NE toward the PH For that is 3E of Santiago

T147
The 2 Workers and the Hindu Missionary arrive on the PH For that is 3E of Santiago

T148
The 2 Workers complete the Road on the PH For
The Settler waits for the Road to get completed and then moves to the PH For and settles
We give the City a fun name
We spread Hinduism into the City
We gift/Liberate the City to Isabella


As for the Elizabeth Settler, let it settle a City (if it will settle... sometimes AI Settler Parties land and never settle) and let the City grow and gain Culture. Don't try to capture the City for a while.

Once we have captured Hastings and are getting ready to capture London, we can decide what to do next... once Queen's Palace has existed for 16 turns, it will reach Size 2. If we decide that we don't want to alter the Apostolic Palace countdown, we could plan to capture Queen's Palace (if it will have reached Size 2) and a potential new City in place of Amsterdam (if the Settler actually settles), leaving the capture of Coventry for the second war against Elizabeth.

At some point soon, we should do the related AP-testing about an AP Resident seat being abandoned (I'm not sure if having 0 Hindu Cities but having the Hindu State Religion counts as not abandoning the post or not).


Also, for now, I would stop asking Mansa to help out in the war against Elizabeth. It's too late for him to help and all that he could do now is hurt our situation. That's yet another good reason not to have sold our World Map to anyone, as Mansa probably doesn't know where Elizabeth is located.



Summary of Suggestions:
T143, 660 AD
Wake up Galleon 8 (2N of Queen's Palace) and send him eastward toward Hastings

Wake up Galleon 5, send him into Nottingham, load HA 1 and WE 9 onto Galleon 5, and send Galleon 5 toward the Barb City by Mao

EDIT: (2W of Nottingham) Transfer Chariot 1 to the QE Galleon

Sell Compass to Mao (otherwise, we will have wasted our Commerce on EPs on Mao)

EDIT: Since Isabella is Pleased toward us, beg 6 Gold per Turn from her

EDIT: Trade:
Dye from Isabella <-> Spice

EDIT: Stop Worker 8 (SE + S of Utretch)... next turn, he can partial Farm the G Riv that is 1S of Utrecht and then stop, so that on T145 he can complete the G Riv For Chop that is 1SE of Utrecht (the game will automatically move us through Utrecht to the Forest using the Roads)

X-ops: Build Wealth
X-ops: Stop working NW + W Cot, Mine, and Sci
X-ops: Steal the 2 Cottages and the Fur and work them

City 4: Switch a Farm to a GH Riv Mine

EDIT: Utrecht builds Wealth

EDIT: Athens builds the National Epic

EDIT: We don't build The Hagia Sophia anywhere in the short term, as it cannot be completed by an AI in time to help us

Hippos: Build Wealth (we'll have more turns to finish building our needed build items on future turns prior to learning Communism)

EDIT: The Hague builds Wealth (we don't yet need Hindu Missionary #3)

Marble Crossbowman wakes up and heads toward the Cow

York builds Culture -> Catapult

Nottingham builds Culture -> Catapult

I cannot sufficiently stress how vitally important it is to perform these Wealth builds. Yes, I blame myself for not thinking of the Trade Mission idea earlier, but we've got to work with the hand of cards that we have available to us


T144, 680 AD
X-ops and Hippos still build Wealth; Hippos only needs 5 turns of production and I don't see how we'd learn Communism in 4 turns, so Wealth for now

Galleons 6 and 8 (near Canterbury) head toward Hastings

The whole stack that is SW + S of Hastings advances on Hastings

Worker 12 does not pre-Chop
William Galleon heads 1SE then picks up Worker 12
William Galleon then sails 6 squares east (NW + W + W of the G Corn) and manually unloads the Warrior (don't click the boat against the shore in case doing so would automatically unload our Worker next turn)
Worker 7 stays near the north part of the land by partially Windmilling the P Riv that is 1S of New Amsterdam then STOPPING
Hindu Missionary moves east, north-east, and north along the Roads

EDIT: Now that Elizabeth's Galley has dropped off its payload, it may return to one of her Cities or it may try to Pillage one of our seafood Resources (such as the Clam that is 3N of The Hague), so if her Galley does not retreat, we will probably want to use our Galleon 3 (2N of Utrecht) to kill her Galley

EDIT: Worker 8 moves to the G Riv that is 1S of Utrecht, pFarms, and STOPS

EDIT: Worker 4 (2S of X-ops) stops building the Windmill before completing it and then can Road that square

EDIT: Surfin' Turf: Build National Epic

EDIT: X-ops: Build Heroic Epic
 
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