SGOTM 09 - Misfits

Caste v slavery. The sooner the better we get our scientists settled in JH. So I would definitely revolt to caste.

How many more scientists are we going to be running??

If in 10 turns, it's still open (which I can't believe it will with Big-Hat-City-Spammer down there), I agree on trying to get it. Anyway, no city will be settled in my turnset, and I will move a unit down there to check it out.
Beginning of the game I seem to remember a simular statement about Two rivers and Pig Fish...

A very strong city, yes, but Forbidden Palace? Only makes sense if we add some more Portuguese cities :mischief:
Something I have been gunning for since the early days :)

Without more southern cities, Grapeville or Babylon should get the Forbidden Palace.

Ahem, yeah, well ... maybe because I said somewhere: "settle Food Heaven on the only site that will get all 3 resources"! I didn't notice that red gets them as well :blush:

Red it is, of course, no more convincing needed :D

Hehehe, a case of more eye see different things :)

I think its been agreed not to bulb so if we get a prophet :( should be settled in LM. Scientists in JH. GE hopefully along the way I think should be used for Cristo Redentor.

A prophet I wouldnt settle ... not quite yet... we may have a better use for him...

But Chris wont get a prophet, now will you chris?? :trouble:

Any surgery is major... Good luck Jericho!
That would make Hap on deck I think?
 
Turnset done, 8 turns played, it's 900AD now.

Summary
- everything went according to plan
- only little mistake I made was assigning specialists in LM and IT 1 turn too late after converting to CS
- only bad news is that strange Great Prophet born in Lake Mastiff :cry: - and I settled it there, as Kale's post came too late (well, at least I believe that until I read your comments :D)

T0
- shifted all Espionage to HC
- gifted Monarchy, Code of Laws, Metal Casting and Electricity to Stalin
- gifted Electricity to Shaka, but kept Code of Laws to trade that for HBR once available
- gifted Metal Casting to Joao
- sold Marble to Hammi, for his 3:gold:
- micromanaged all cities, mainly to grow them and to execute our SS and SdL plans


IBT
- Great Merchant born somewhere
- Hammi adopts HR and Bur
- no new barbs, their ships didn't move, and our barbs didn't move/attack either


T1
- SS and SdL have done their last whips - we revolt to HR, CS and OR


IBT
- Air Conditioned has circumnavigated the globe
- still no barb-movement


T2
- no new techs available, as no one turned friendly, so I gift CoL to Shaka for an updated map; and I gift Electricity to Joao


IBT
- Wang Kon asks us to cancel trades with Russia ... ahem, NO!
- Shaka adopts Buddhism ... HC, Stalin and he should stay close friends, if he hasn't decided to attack one of them yet
- still no barb-movement, but a Portuguese XBow is S of BT ... maybe it attacks or gets attacked by our barbs


T3
- nothing special


IBT
Lord McCauley publishes his list of the largest Civilizations



T4
- Oxford is completed, we start researching again
- SdL starts the Colossus
- that GProphet is born and settled in Lake Mastiff :(
- we can now see HC's research: Optics
- switch Espionage: 3 to Joao and 5 to HC


IBT
- Joao gets a GScientist
- Hammi gets a GArtist
- our barbs still haven't moved, and their was no fighting between them and Joao's XBow :(


T5
- first chop in CIB goes into the Forge; it will then finish this turn, needing only 3:hammers: from the chop, and the overflow plus 25% from the forge will go into the Colossus


IBT
- Confucianism auto-spreads into SdL ... why not SS :(
- Joao founds and converts to Taoism
- Calendar is available in trade, as Shaka learned it as well; just in time :D


T6
- JH needs to build a Missionary, to confuse SS; but this suits well with growing before starting the Settler
- trade Calendar + Map + 20:gold: for Electricity with HC
- this turn, I stop bombing our barb with Air Chris, and I hope they attack when fully healed
- I move both Triremes and the Workboat to the Clams, as 1 Barb-Galley could pillage the nets out of Atlantis (NavII-promotion)
- CIB takes over the Colossus this turn; forge-overflow and the 2nd chop give it 74:hammers:


IBT
- only 1 Barb-Galley attacks our Trireme and dies


T7
- Babylonian culture expanded towards CIB (culture-bomb by that GArtist?); no more chops outside CIB's BFC available for Obama
- SdL takes over the Colossus again


IBT
- nothing


T8
- Missionary confuses Sleep's Shock; I just noticed that the build is still a Spy (had to assign something before confusing the city) and I forgot to switch that to a Missionary!!!


Some units can still move
- ArcadicGamer, east of Jericho's Hill
- Air Chris (in Bear Town)
- Air Misfit (in Sleep's Shock)
- the Settler near Two Rivers site; it looks like Cow/Wheat/Clams-area is still unclaimed by Joao, and we may try to settle Kale's brown city. That would mean the Settler moves South; if we go for red city, it moves east. I think we should try for brown city, and then live in peace with Joao forever.


Thoughts for the next turnset
Nothing special; finish researching Astronomy, then go Gunpowder - Rifling. Keep putting hammers into the Colossus, but take care to not finish it in SdL (only 3 turns left atm). Continue building it in CIB afterwards.
Builds 2 more Settlers, some Airports, some Missionaries ... and find a solution for those Barbs who refuse to move out of that forest :mad:


You can find the save here, and here are both Logs:
Spoiler Upload Log :
Here is your Session Turn Log from 710 AD to 900 AD:

Turn 97, 710 AD: You have made peace with Joao II!
Turn 97, 710 AD: You have constructed a Forge in Sleep's Shock. Work has now begun on a Airship.
Turn 97, 710 AD: Marco Polo (Great Merchant) has been born in a far away land!
Turn 97, 710 AD: Hammurabi adopts Hereditary Rule!
Turn 97, 710 AD: Hammurabi adopts Bureaucracy!

Turn 98, 740 AD: The revolution has begun!!!
Turn 98, 740 AD: Pericles adopts Hereditary Rule!
Turn 98, 740 AD: Pericles adopts Caste System!
Turn 98, 740 AD: Pericles adopts Organized Religion!
Turn 98, 740 AD: The anarchy is over! Your government is re-established.
Turn 98, 740 AD: Shaka adopts Organized Religion!
Turn 98, 740 AD: Your maps have proven that the world is round! Your ships receive a +1 Movement bonus.

Turn 99, 770 AD: You have constructed a Courthouse in Sleep's Shock. Work has now begun on a Library.
Turn 99, 770 AD: You have trained a Crossbowman in Sushi de Luxe. Work has now begun on a Forge.
Turn 99, 770 AD: Shaka converts to Buddhism!

Turn 100, 800 AD: Abu Bakr (Great Prophet) has been born in Lake Mastiff (Pericles)!
Turn 100, 800 AD: You have constructed a Library in Sleep's Shock. Work has now begun on a Settler.

Turn 101, 820 AD: You have discovered Compass!
Turn 101, 820 AD: Ptolemy (Great Scientist) has been born in Évora (Joao II)!
Turn 101, 820 AD: Raphael (Great Artist) has been born in Babylon (Hammurabi)!

Turn 102, 840 AD: You have discovered Optics!
Turn 102, 840 AD: You have constructed a Forge in Lake Mastiff. Work has now begun on a Courthouse.
Turn 102, 840 AD: You have trained a Settler in Sleep's Shock. Work has now begun on a Airship.
Turn 102, 840 AD: You have constructed a Forge in CopperIceBall. Work has now begun on a Courthouse.
Turn 102, 840 AD: Confucianism has spread in Sushi de Luxe.
Turn 102, 840 AD: Taoism has been founded in Évora!
Turn 102, 840 AD: Joao II converts to Taoism!

Turn 103, 860 AD: The enemy has been spotted near Bear Town!
Turn 103, 860 AD: New Tech(s) to trade: Shaka, Huayna Capac
Turn 103, 860 AD: You have discovered Calendar!
Turn 103, 860 AD: Clearing a Forest has created 16 ? for CopperIceBall.
Turn 103, 860 AD: Jericho's Hill has grown to size 18
Turn 103, 860 AD: Island Town has grown to size 8
Turn 103, 860 AD: Bear Town has grown to size 4
Turn 103, 860 AD: Barbarian's Galley (2.40) vs Pericles'sTrireme (3.20)
Turn 103, 860 AD: Combat Odds: 21.9%
Turn 103, 860 AD: (Extra Combat: -20%)
Turn 103, 860 AD: (Plot Defense: +10%)
Turn 103, 860 AD: (Class Defense: +50%)
Turn 103, 860 AD: Pericles's Trireme is hit for 17 (83/100HP)
Turn 103, 860 AD: Pericles's Trireme is hit for 17 (66/100HP)
Turn 103, 860 AD: Barbarian's Galley is hit for 23 (77/100HP)
Turn 103, 860 AD: Barbarian's Galley is hit for 23 (54/100HP)
Turn 103, 860 AD: Barbarian's Galley is hit for 23 (31/100HP)
Turn 103, 860 AD: Barbarian's Galley is hit for 23 (8/100HP)
Turn 103, 860 AD: Pericles's Trireme is hit for 17 (49/100HP)
Turn 103, 860 AD: Pericles's Trireme is hit for 17 (32/100HP)
Turn 103, 860 AD: Barbarian's Galley is hit for 23 (0/100HP)
Turn 103, 860 AD: Pericles's Trireme has defeated Barbarian's Galley!
Turn 103, 860 AD: While defending, your Trireme has killed a Barbarian Galley!

Turn 104, 880 AD: The enemy has been spotted near Bear Town!
Turn 104, 880 AD: Huayna Capac has 100 gold available for trade
Turn 104, 880 AD: Sleep's Shock will grow to size 6 on the next turn
Turn 104, 880 AD: Sushi de Luxe will grow to size 7 on the next turn

Turn 105, 900 AD: The enemy has been spotted near Bear Town!
Turn 105, 900 AD: Confucianism has spread in Sleep's Shock.

Spoiler Auto Log :
New Log Entries
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Turn 97/330 (710 AD) [25-Apr-2009 08:54:48]
Jericho's Hill grows: 17
Sleep's Shock finishes: Forge
Sushi de Luxe grows: 6
Island Town grows: 7
Bear Town finishes: Trireme

IBT:
Attitude Change: Stalin(Russia) towards Pericles(Greece), from 'Cautious' to 'Pleased'
Attitude Change: Wang Kon(Korea) towards Pericles(Greece), from 'Cautious' to 'Annoyed'
Attitude Change: Hammurabi(Babylon) towards Pericles(Greece), from 'Cautious' to 'Pleased'
Civics Change: Hammurabi(Babylon) from 'Police State' to 'Hereditary Rule'
Civics Change: Hammurabi(Babylon) from 'Barbarism' to 'Bureaucracy'

Turn 98/330 (740 AD) [25-Apr-2009 09:21:42]
Bear Town begins: Work Boat (4 turns)
Sleep's Shock begins: Courthouse (1 turns)
Sleep's Shock begins: Settler (4 turns)
Sleep's Shock begins: Airship (2 turns)
Sushi de Luxe begins: Crossbowman (2 turns)

IBT:
Attitude Change: Wang Kon(Korea) towards Pericles(Greece), from 'Annoyed' to 'Cautious'
Civics Change: Pericles(Greece) from 'Police State' to 'Hereditary Rule'
Civics Change: Pericles(Greece) from 'Slavery' to 'Caste System'
Civics Change: Pericles(Greece) from 'Paganism' to 'Organized Religion'
Civics Change: Shaka(Zululand) from 'Paganism' to 'Organized Religion'

Turn 99/330 (770 AD) [25-Apr-2009 10:00:38]
A Winery was built near Sleep's Shock
Lake Mastiff grows: 10
Sleep's Shock grows: 5
Sleep's Shock finishes: Courthouse
Sushi de Luxe finishes: Crossbowman

IBT:
State Religion Change: Shaka(Zululand) from 'no State Religion' to 'Buddhism'
Attitude Change: Huayna Capac(Inca) towards Joao II(Portugal), from 'Pleased' to 'Cautious'

Turn 100/330 (800 AD) [25-Apr-2009 10:09:05]
A Forest Preserve was built near Island Town
Jericho's Hill finishes: Oxford University
Abu Bakr (Great Prophet) born in Lake Mastiff
Sleep's Shock finishes: Library
Sushi de Luxe grows: 5
Sushi de Luxe finishes: Forge

IBT:
Attitude Change: Huayna Capac(Inca) towards Joao II(Portugal), from 'Cautious' to 'Pleased'
Attitude Change: Wang Kon(Korea) towards Pericles(Greece), from 'Cautious' to 'Annoyed'

Turn 101/330 (820 AD) [25-Apr-2009 10:19:15]
Jericho's Hill begins: Forge (3 turns)
Sushi de Luxe begins: The Colossus (8 turns)
A Forest Preserve was built near Jericho's Hill
Tech learned: Compass
CopperIceBall grows: 6
Island Town finishes: Forge

IBT:

Turn 102/330 (840 AD) [25-Apr-2009 10:44:55]
Research begun: Optics (1 Turns)
Island Town begins: Courthouse (12 turns)
A Windmill was built near Island Town
Tech learned: Optics
Jericho's Hill finishes: Forge
Lake Mastiff finishes: Forge
Sleep's Shock finishes: Settler
CopperIceBall finishes: Forge
Sushi de Luxe grows: 6
Confucianism has spread: Sushi de Luxe
Bear Town finishes: Work Boat

IBT:
Taoism founded in a distant land
State Religion Change: Joao II(Portugal) from 'no State Religion' to 'Taoism'
Attitude Change: Shaka(Zululand) towards Wang Kon(Korea), from 'Annoyed' to 'Cautious'
Attitude Change: Huayna Capac(Inca) towards Joao II(Portugal), from 'Pleased' to 'Cautious'
Attitude Change: Joao II(Portugal) towards Huayna Capac(Inca), from 'Pleased' to 'Cautious'

Turn 103/330 (860 AD) [25-Apr-2009 10:54:32]
Research begun: Calendar (1 Turns)
Research begun: Astronomy (1 Turns)
Jericho's Hill begins: Confucian Missionary (1 turns)
Bear Town begins: Granary (8 turns)
Tech learned: Calendar
A Fishing Boats was built near Bear Town
A Watermill was built near Bear Town
Sushi de Luxe begins: Lighthouse (3 turns)
CopperIceBall begins: The Colossus (12 turns)
A Forest Preserve was built near Sleep's Shock
Jericho's Hill grows: 18
Jericho's Hill finishes: Confucian Missionary
Island Town grows: 8
Bear Town grows: 4

IBT:
Confucianism has spread: Mari (Babylonian Empire)
While defending in Greek territory near Atlantis, Trireme defeats (0.64/2): Barbarian Galley (Prob Victory: 78.1%)

Turn 104/330 (880 AD) [25-Apr-2009 12:02:01]
Jericho's Hill begins: Settler (2 turns)
Sushi de Luxe begins: The Colossus (3 turns)
Jericho's Hill finishes: Settler
Sleep's Shock finishes: Airship

IBT:
Attitude Change: Shaka(Zululand) towards Wang Kon(Korea), from 'Cautious' to 'Annoyed'

Turn 105/330 (900 AD) [25-Apr-2009 12:12:10]
Jericho's Hill begins: Airport (4 turns)
Sleep's Shock begins: Spy (2 turns)
Confucianism has spread: Sleep's Shock
 
Beginning of the game I seem to remember a simular statement about Two rivers and Pig Fish...

Yep, that was me ... and it seems like I'm wrong again. Brown city sems to still be available.

Joao, have you forgotten how to spam your cities due to this strange setup? :D


Something I have been gunning for since the early days :)

I know ... but I'm still not sure it's a good idea.


Hehehe, a case of more eye see different things :)

Exactly ... I suppose I would have noticed when the Settler had arrived, though :mischief:


A prophet I wouldnt settle ... not quite yet... we may have a better use for him...

Sorry, too late ... but as Joao already has Philosophy/Taoism, I don't think it was a mistake.


But Chris wont get a prophet, now will you chris?? :trouble:
Sorry, but it looks like these GProphets like us :(
 
:goodjob: Chris

Just a couple of things. I think it would have been best to attack the barbs in the forest after airstrikes. If our 7xp cover mace lost we had the 6 xp one behind it. Shame we havent had any more landings though. This will make getting a 10xp unit harder. Although there is a barb city couldn't see it before on the pig/horse/corn area we can take him over there and we should get the xp from that. Obviously need a galleon but if it ensures us the HE I think it would be the right move.

Lake Mastiff. Where are the scientists? I would be running 5 or 6 plus the engineer at -3 food. Max scientists atm with a -3 food will get us a gp just before the city starves. Then grow the food bar and then run lots of scientists again. Repeat in SdL/IT/Food Heaven to some extent as well.

Suggested tech path. Once Astro is in we cannot afford to ignore currency especially as we will have continental trade routes. Hopefully we will get it in the meantime.

I would then prefer to go Philo (Joao won't trade for a long time), Lib take Radio, hopefully get a GE somewhere for the Cristo, Gunpowder, Rifles. We can then safely trade Edu etc. Also I think our best move in the long run will be to take Joao and Ham out. Once we have Lib/Rifles we can then go for Communism for State Property (does mean a heavy cost of losing enviro though :(). No need worrying about distance costs then. Look to build wealth to keep slider at 100% and swap builds as and when necessary.

The city sites in the South I'm pretty flexible about. Whether we settle Food Heaven (workshops/windmills to my mind), Clam/Cow, or a mixture of all 3 I don't mind but a possible preference for food heaven then let Joao build cow/wheat. :mischief:
 
Finally getting my head back above water from the massive wave of work that swept me out to sea earlier this week.... :eek:

A solid turnset, Chris. :goodjob:

Too bad about the prophet. :( Building the Confu shrine in LM has cost us badly -- 2 prophets now, and possibly more to come. :( The odds were strongly on our side both times for a GS, but what can you do?

Really wondering what has happened to Big Hat -- barb troubles, then he planned a (fizzle) war with us, must have slowed his expansion badly. Hard to believe that brown site further south is still available. Do we go for it, and try to take both it and food heaven? At this point we can settle the brown site in 7 turns, while food heaven would take 6 turns. We have our xbow to keep an eye on things, and can maybe send a zep down to keep watch on whether Joao has a settler party moving.

It is a strong site -- if it can still be taken, why not? :D

Since we have two settlers right now, this would leave us needing two more for TR and Grapeville. We are about to reach Astro and start building obs/labs, then later paras -- where to get the settlers? Or do we wait until (considerably) later? Those sites will take time to develop, so I think we should push to get them founded and growing. It will temporarily slow our economy, but some Colossus cash (if someone else builds it at roughly the right time) should help.

We could get another settler out of JH before Astro (needs 2 turns, have 3) and one from Sleeps (3 turns exactly) and send them on their way while the core cities start the obs/lab frenzy.

On tech...yes, we need Currency and it just isn't becoming available. :mad: With overseas trade routes, I agree we can not afford to leave it unresearched. Who would have thought, 30 turns ago, that it would not be available yet?

On diplo, we should get another +1 for fave civic with HC soon for +7 net...probably will need at least 1 more beyond that, so no friendly trades just yet. :(

I agree with Sleepless we should assign two more scientists in LM from the two forest preserves. I do not think adding the lake tile as another scientist is worth it -- it would put food to -6 without getting the next GP any faster (5 turns either way). Working the two food tiles plus the lake gives enough food to get a GP in 5 turns without quite completely emptying the food bar; then LM can go back to food positive while IT goes for the next GP.

IT can stagnate by shifting the forest preserve to a third scientist; this would get it a GP in 10 turns, plus the turns needed to cover the next increment in GPP cost. That would give LM about 8 turns at minimal food positive 32 GPP, so it would be well along for the following GP but in no danger of overtaking IT.

Speaking of IT, it needs to get a workboat out to hook up the whales. We do not need the happy right now, but could likely trade it for some overseas resource (or gift it for diplo). We should hook up the other wine tiles and some more furs for similar reasons. Resources traded get the same diplo bonus as resources gifted, so why not get something useful in return?

JH, sorry to hear about your health concerns; hopefully the MRI will give you a clean report. :please: Do you want to take the next turnset (you are up), or will it not fit your schedule? I can swap with you if desired, but with this next set looking fairly straight-forward you might be up again before Wednesday. Let me know if I should post a turnset plan.

Tentatively, JH is UP to settle more towns, and haphazard1 is on deck. If JH needs a swap, or even to drop back 2 positions (past Kale), just give the word.
 
I think it would have been best to attack the barbs in the forest after airstrikes. If our 7xp cover mace lost we had the 6 xp one behind it.

I don't agree. We only had 1 Airship for damaging (the 2nd one was build on my last turn), and they fully recovered every turn. Our units had something like 30% winning odds. Worth risking our hammers here? I don't think so, as they were sitting on a tile we don't need yet.

I preferred to keep our units alive and healthy, to take out new barb landings. That didn't happen, but how could I know?


Lake Mastiff. Where are the scientists? I would be running 5 or 6 plus the engineer at -3 food. Max scientists atm with a -3 food will get us a gp just before the city starves. Then grow the food bar and then run lots of scientists again. Repeat in SdL/IT/Food Heaven to some extent as well.

Hmmm, Hap agrees with you, but are both you sure that it pays off better to starve our cities to get their GPeople faster? Instead of running the specialists we can feed, while working other tiles and (very) slowly growing for then working yet another tile?


Suggested tech path. Once Astro is in we cannot afford to ignore currency especially as we will have continental trade routes. Hopefully we will get it in the meantime.

True; they are simply teching too slow :(

And another major problem is that both continents still don't know each other, except for Hammi - Wang Kon.

I think we should give the AI Compass and Optics immediately, so they can start building Caravels and meeting each other!

If Calendar still isn't available once we have Astro, yes, we'll absolutely need to research it.


I would then prefer to go Philo (Joao won't trade for a long time), Lib take Radio, hopefully get a GE somewhere for the Cristo, Gunpowder, Rifles. We can then safely trade Edu etc.

I would do it the other way around. First Gunpowder>Rifling, so we can start building our Paratroopers as soon as they cities have built the Obs and Labs.

By then, we may be able to trade for Philo and immediately research Lib, to share Edu around.


Also I think our best move in the long run will be to take Joao and Ham out. Once we have Lib/Rifles we can then go for Communism for State Property (does mean a heavy cost of losing enviro though :(). No need worrying about distance costs then. Look to build wealth to keep slider at 100% and swap builds as and when necessary.

I can agree with those plans. What else are we going to do with our 'Babylonian' Paratroopers? :D

But adopting State Property, instead of keeping Environmentalism and being able to found Corporations, I don't agree. If we build the Forbidden Palace somewhere in Portugal, distance costs should hurt us too much. Most Hammi-cities are quite close to our capital ...


Since we have two settlers right now, this would leave us needing two more for TR and Grapeville. We are about to reach Astro and start building obs/labs, then later paras -- where to get the settlers? Or do we wait until (considerably) later? Those sites will take time to develop, so I think we should push to get them founded and growing. It will temporarily slow our economy, but some Colossus cash (if someone else builds it at roughly the right time) should help.

We could get another settler out of JH before Astro (needs 2 turns, have 3) and one from Sleeps (3 turns exactly) and send them on their way while the core cities start the obs/lab frenzy.

We can get one out of JH now, yes, but we could also start building the Airport for another traderoute.

Sleep's Shock doesn't need Obs/Lab or Airport now, and it should build both Settlers!
 
The forum ate my post :( But I coppied it to notepad first :) :lol:

Me lucky !

=========================================

Nice job on the turnset chris.... But a Great Prophet ??? :gripe::wow::wallbash::deadhorse:


At 15% odds... MAN ! Thats the second time the RNG is less than kind :(

- only bad news is that strange Great Prophet born in Lake Mastiff :cry: - and I settled it there, as Kale's post came too late (well, at least I believe that until I read your comments :D)
I did also meantion something about this earlier... Well... no turning back now, and well maybe just as well... with Taoism founded in Evora...

IBT
- Joao gets a GScientist
- Hammi gets a GArtist
- Joao founds and converts to Taoism
2 guesses where that GS went to??

GArtist = Hammi has music (probably) or got a REAL low odds roll on a Artist after building a theatre empowered Artist ... I am going to presume he has music thus Aesthetics > Lit > Music.

Now with Music done, how about going for CURRENCY Hammi, pall o pall o friend o mine? :cool: :mischief:

- Confucianism auto-spreads into SdL ... why not SS :(
Atleast its free :)
- Calendar is available in trade, as Shaka learned it as well; just in time :D
Shaka good for something :) Atleast he isnt researching Electricity (Anymore)

- CIB takes over the Colossus this turn; forge-overflow and the 2nd chop give it 74:hammers:
74 gold *ching*

Edit:
Plus 165 from SdL :D

T8
- Missionary confuses Sleep's Shock; I just noticed that the build is still a Spy (had to assign something before confusing the city) and I forgot to switch that to a Missionary!!!
Hmz, we could use some spies and steel Hammi's gold... maybe? But at what 50-60% odds of success this may not be worth the hammers.

Some units can still move
- the Settler near Two Rivers site; it looks like Cow/Wheat/Clams-area is still unclaimed by Joao, and we may try to settle Kale's brown city. That would mean the Settler moves South; if we go for red city, it moves east. I think we should try for brown city, and then live in peace with Joao forever.
I would -without reading further comments by others after this report- probably go for the red city at this time. It has the most immediate use...

Thoughts for the next turnset
Nothing special; finish researching Astronomy, then go Gunpowder - Rifling. Keep putting hammers into the Colossus, but take care to not finish it in SdL (only 3 turns left atm). Continue building it in CIB afterwards.
Colossus only has 2 turns left, not 3. So we can build it one more turn to a (near perfect) 165/167 non-build. :goodjob:

Builds 2 more Settlers, some Airports, some Missionaries ... and find a solution for those Barbs who refuse to move out of that forest
Limit the airports to the important places though.... JH and Sleeps I think for now.

Airport is a 10 turn build in Sleeps, but WAY more important than some missionaries to our upcomming war effort. Also once the airport is here, it can fly any then build missionaries to their destination in 1 turn :)

If our 7xp cover mace lost we had the 6 xp one behind it. Shame we havent had any more landings though. This will make getting a 10xp unit harder. Although there is a barb city couldn't see it before on the pig/horse/corn area we can take him over there and we should get the xp from that. Obviously need a galleon but if it ensures us the HE I think it would be the right move.
An attack on that city would be pretty costly... On a hill too ...

I already spotted that city in the fog (or atleast its culture)

I guess Chris saw the odds and deemed them not good enough? And I wouldnt risk our highest XP unit on a low odds battle, better to sacrifice a 3 xp mace to further up our odds IMHO.

Lake Mastiff. Where are the scientists? I would be running 5 or 6 plus the engineer at -3 food. Max scientists atm with a -3 food will get us a gp just before the city starves. Then grow the food bar and then run lots of scientists again. Repeat in SdL/IT/Food Heaven to some extent as well.
I am by no means a specialists specialist :crazyeye: but I would run LM by maxing food now (working the 4 preserves) with 3 scientists then add scientists as it grows.

We are currently getting 2 full scientists from Caste, thats not a lot :eek:

Edit:
After reading comments and some calc lower in this post, getting the GS !!! :eek: in LM in 5 turns is quite important so lets do this!

Suggested tech path. Once Astro is in we cannot afford to ignore currency especially as we will have continental trade routes. Hopefully we will get it in the meantime.
I really dont understand how Hammi seems to get Music without Currency, I think in "normal" games Currency should come before Music?? We should have had Currency by now, hopefully soon!

I would then prefer to go Philo (Joao won't trade for a long time), Lib take Radio, hopefully get a GE somewhere for the Cristo, Gunpowder, Rifles. We can then safely trade Edu etc. Also I think our best move in the long run will be to take Joao and Ham out. Once we have Lib/Rifles we can then go for Communism for State Property (does mean a heavy cost of losing enviro though :(). No need worrying about distance costs then. Look to build wealth to keep slider at 100% and swap builds as and when necessary.
I would go, techwize,
Riffling (we have postponed this to long to my liking anyway)
Liberalism (radio, gift around paper> Education, give them some turns to build Uni's with the OR bonus then gift around Lib too for FR)
Nationalism (Taj and a Marble wonder)
Consitution (Rep)

Now for some words on the save...
My farming project is FLAWED! How come nobody else noticed, not even you Chris?
It has a farm OUTSIDE our culture, yet Chris happilly put a sign there... We cannot improve that tile, so afterall we will need to farm that useless tile....

JH
Soon it will be at is pop-cap size 19, working 18 tiles and 1 specialist. What specialist (Engineer?), we could also put this citizen on the Corn allowing JH to grow more to store more Specialists in it... These MAY then at some point be subject to the :whipped: to convert to cash or something usefull...
Yet is currently has 21 (22 with the Whales) happyness, we will need some spare happy for the upcomming war(s), however we do need to start thinking about replacing the 3 riverside forests by watermils and the 2 other riversides by cottages.
Not quite building them, but putting in turn towards these as well as road these tiles so we can finish these in a hury if we want to.

Do we want (more) wonders in JH so it can (someday) possibly compete for a Great Person from JH. Candidate: Hagia

Airport > Obs > Lab
Looks like a good build to me :)

SdL
Colossus 1 more turn
Lighthouse 2 turns
Courthouse 2 turns
Obs/Lab

IT
Normaly under slavery I would have said grow it... but with Caste we probably want the extra scientist. Though not working the 2 preserves is 2 hammers, 4 commerce lost per turn.

With 3 scientists it will take 14 turns to get the next Great person (after LM), with 12GPP to spare...
Next GP: 335 + 67 = 402 GPP - 162 already = 240 / 18 = 13.3333 turns
14 * 18 = 252 with 240 needed = 12 surplus GPP (2 specialists for 1 turn)

This allows us to:
This turn work only 1 scientist, add 15 hammers to courthouse (72/80)
Next turn work 3 scientists, get the GP 14 turns from now, add 10 hammers to CH.
Also adds 3 food to the foodbar...

Assuming next build a Lighthouse would get us +1 food per turn with 3 scientists = 3 turns earlier working an extra tile (grass preserve to keep the +1 food or go stagnate with the Watermill)

This would give LM 5 turns to the next GP :cry:, then 9 turns to not get one.... At 5 specialists (sustainable) and 32 GPP, it will take 402/32 = 12.5 turns.
At 44 GPP/turn and 201GPP needed we will have 19 GPP overflow enough to put the next GP from LM in 12 turns.
7 Specialists to the next GP
5 Specialists to the one after that, this GP will take 17 turns from now, wnough time for IT to get the next at 14 turns.

Settlers,
We can build 1 in bear town, or just build 2 in Sleeps. Costs will skyrocket though, so a market (once we have currency) in JH is a requirement IMHO.

Building 1 (or 2) settlers in Bear Town is good because we are not keeping up tile improvements with its growth rate (needs more workers?), we will need 1 or 2 workers to run down to Food Heaven (road them forest/Jungle hills on the way though?) so they can get the Pig pastured ASAP. Also BT should probably build a workboat for FH's fish.

We also want atleast 1 worker going to Two Rivers, that leaves 2 workers for the farming project...

Currency
Currency now would probably have given 2 commerce/city at 7 cities = 14 commerce/turn at 400 beakers / 20% that would be about 20 turns after modifiers.
Now we would have had less commerce early on (only 1 instead of 2), which would probably make it 25 or so turns.

Back in 80bc (just when we were starting paper some 30 turns ago) we could have researched Currency, but now as a result we got Education 2 turns earlier and will get Astro 2 turns earlier, if we are able to trade for currency I think we are still on the upper part of the exchange, though I too would have expected currency to already be available for some turns already... We just need 1 AI to come up with the damned tech! Hammi and HC already have it, Joao, WK, Shaka or Stalin only one of them SHOULD be enough!!! Come on guys move your butt on this!

This should/could happen any turn now, actually should have happened many turns ago :(

EPs
If we are now in concensus about both Joao and Hammi beeing targets, do we need to keep sinking EPs towards Joao?? Or would it be smarter to send those to other AI?

Research and gold
We are at ~10 turns from Riffling, at -70gpt and 869 in the bank, settling cities will cost us though... We should still be able to make it...

However... With JH getting an Airport and the Intercontinental traderoutes and (hopefully) currency... Lets assume it will get 100 commerce, at 100% that is 50 beakers per turn with Obs and Lab, is it worth going 0% for ~5 turns.
0) 20f, 57 hammers this turn for the airport (57/167, 110 left)
1) 22f, at 27 * 175% = 47 (63)
2) 24f, 27 * 175% 47 (16)
3) 26f, Airport done 31 overflow / 175% = 17
4) 28f, Obs (27 + 17)*175% = 77/100
5) 30f, Obs done 24 overflow/175% = 13
6) 32f, Lab (27 + 13) * 175% = 70/167
7) 34f, 117/167
8) 36f, 164/167 ==> Just short of the Lab, just short 1 food of growing.

Now we need to find 2 or 3 hammers somewhere to have it finish this turn
Options:
- Engineer
Run an Engineer for 2 or 3 turns instead of working one of the grass preserves
- Corn
Take the Corn 1 turn from LM on turn 5 to add 4 food to JH, allowing it to grow turn 6 for an additional Engineer on turn 7 and 8. While putting back to work enough citizens in LM for it not to starve for that one turn, after which it gets back the corn.
- Great Scientist
If we get a GS and settle him in JH... +1 hammer or +3 total hammers = enough to get the Lab done.

Of course, 5 turns at 0% delays Riffling somewhat but running those 4 turns at 100% with Obs/Lab in JH gains us 300+ beakers.
 
I don't agree. We only had 1 Airship for damaging (the 2nd one was build on my last turn), and they fully recovered every turn. Our units had something like 30% winning odds. Worth risking our hammers here? I don't think so, as they were sitting on a tile we don't need yet.

I preferred to keep our units alive and healthy, to take out new barb landings. That didn't happen, but how could I know?
Right... No sense in risking high xp units on low odds useless barb battles.
Better to delay some and get better odds.

Hmmm, Hap agrees with you, but are both you sure that it pays off better to starve our cities to get their GPeople faster? Instead of running the specialists we can feed, while working other tiles and (very) slowly growing for then working yet another tile?
Given my previous post I think doing the starving GP from LM is the thing to do.
Dont know about other cities though, for IT we dont really need to I think.... but a couple of food is certainly worth 18 beakers and 1 hammer per turn. (21 beakers with Obs/Lab) And with rounding the 1 hammer could actually be worth 2 hammers.

Overall I think it makes sense to work max (self feeding) tiles before running specialists though... A coastal tile isnt great, but even that gives +2 commerce +100% = 4 beakers/turn lost if not worked.
A preserve is better with the extra hammer.... as long as the happyness is able to support working the tiles + specialists I dont see a down side for working more tiles.

True; they are simply teching too slow :(

And another major problem is that both continents still don't know each other, except for Hammi - Wang Kon.

I think we should give the AI Compass and Optics immediately, so they can start building Caravels and meeting each other!

If Calendar still isn't available once we have Astro, yes, we'll absolutely need to research it.
The AI not knowing eachother (pre-Astro) is actually a blessing as they reach their "known %" faster, thus trade earlier.

Giving around Compass and Optics is a good thing, if they are researching Compass may re-set them to Currency/Aesthetics. But them meeting and building potentially good relations with us about to declare war on Hammi may not be what we want.

I would do it the other way around. First Gunpowder>Rifling, so we can start building our Paratroopers as soon as they cities have built the Obs and Labs.

By then, we may be able to trade for Philo and immediately research Lib, to share Edu around.
Already sharing Education around is not a problem, only Joao has Philo at this time and its low prio for the AI once Toaism is gone.

Also our tech que is dependant on build que, already started that discussion a bit in my previous post. It all depends on i.e. How many Missionaries we want/need from Sleeps, getting a Airport in Sleeps and JH is IMHO a must to get the (fresh) Para's to the front lines ASAP.

We also want atleast 1, maybe 2 or 3 more Zeppelins. That way we can have 4 Zeppelins focussed on Hammi and 2 in reserve to attack defensively on either Hammi or Barbs.

But adopting State Property, instead of keeping Environmentalism and being able to found Corporations, I don't agree. If we build the Forbidden Palace somewhere in Portugal, distance costs should hurt us too much. Most Hammi-cities are quite close to our capital ...
State property vs Enviromentalism vs Free Market vs Rep-enhanced-Mercantalism...

Who is going to make sense of that??? :eek: :crazyeye: :scan:

What are our current goals techwize though??
Riffling
Nationalism
Liberalism

I think... Then we see after that where we go,
Coorporations is going to be big, Biology for the National park...


Sleep's Shock doesn't need Obs/Lab or Airport now, and it should build both Settlers!
Dont think Sleeps should build a Settler at all!
It does need an Airport for
1) XP on the Airship(s) it is going to build (need 2 or 3 more IMHO)
2) Getting fresh Para's to the front lines ASAP
 

Heh... Sorry, couldn't resist! :D

It's an old Jimmy Buffet song:

Spoiler :
He worked hard all year just wanted a few weeks alone
But his old lady's into modeling,
She can't stay away from the phone
Besides she . .. .. .. .. .es about the mosquitoes
She says "Down there there is nothing to do"
Her goddamn phone never stops ringing
He'll try the service in a day maybe two

Well, he's on his third drink before the
wheels of the plane leave the ground
Making points with the stewardess
climbing over Long Island Sound
She's also spending some time on the island
Too much city madness gives her the blues
They make a date to go dancing and dining
Seems neither has that much to lose

The weather is here I wish you were beautiful
My thoughts aren't too clear but don't run away
My girlfriend's a bore, my job is too dutiful
Hell, nobody's perfect would you like to play
I feel together today

Well now that was just the start of
a well-deserved over due binge
Meanwhile back in the city certain
people are starting to cringe
His lawyers are calling his parents
His girlfriend doesn't know what to think
His partners are studying their options
He's just singing and ordering drinks

The weather is here I wish you were beautiful
The skies are too clear life's easy today
The beer is too cold, the daiquiri's too fruitful
There's no place like home when it's this far away
I don't care what they say

He's going back to New York pack it up
and let everyone know
It was something that he should have done
such a long time ago
Still time to start a new life in the palm trees
Billy Clyde wasn't insane
And it doesn't work out there'll never be any doubt
That the pleasure was worth all the pain

The weather is here I wish you were beautiful
The skies are too clear, life is easy today
The beer is too cold, the daiquiri's too fruitful
There's no place like home when it's this far away
I need time for to play
Time for to play


I am home... not feeling too well and a lot of catching up to do. But home!

MF
 
I am home... not feeling too well and a lot of catching up to do. But home!

MF

Hope you had a good time though. :)

Just a reminder I probably won't have any civ/internet access from 03 - 17 May. Probably be back earlier but can't guarantee it.
 
I am home... not feeling too well and a lot of catching up to do. But home!

Hope you had a good time, Mastiff! Feel better soon. We can add you back into the rotation soon, maybe as the on-deck player to give you time to get caught up.

No word from JH yet, and his availability is unclear at least through Wednesday. Should I swap him down a position?

A few thoughts from reading Kale and Chris' latest posts:

- Settlers

I we want to try for the brown site, plus Food Heaven, Two Rivers, and Grapeville, then we need two more settlers -- unless we want to leave two of the sites empty until after the war with Hammi. I do not like that idea -- we have decent sites available for settling, with enough units and workers (probably) already available for them. Yes, it will drive up costs for now, but should pay off over time.

So the questions are:

1) Do we settle all four sites? Only three sites (leaving brown dot to Joao)? Only two sites?

2) If we do want three or four sites, where to get the settlers? Sleeps? JH? Bear Town? Other?

I agree with Kale that Sleeps will need an airport before we start the war with Hammi, but it looks like a logical place to build the settlers. It does not need an obs/lab until much later (space ship parts bonus), so it can build settlers then the airport.

Or if we want airport + zeps out of Sleeps, where to get the settlers?

- Techs

Finish Astro at 100% (duh! :lol:). Then we could pick one of:

a) Research Currency, then Gunpowder/Rifling
b) Reseach Gunpowder/Rifling while hoping an AI will finally trade Currency
c) Research Philo/Lib (and maybe Nationalism?), then either (a) or (b)
d) Build cash for several turns as obs/labs get built in key cities, then either (a), (b), or (c)

(a) is the certain path, where we control all aspects. (b) is fastest to paras, but with uncertainty about when Currency will be obtained and whether our cash will run out too early due to increasing city costs. (c) gets us through Lib so we can trade enabling techs, and are positioned to grab Cristo if low odds give us a GE. (d) will delay reaching paras a bit, but gets us more total beakers, enough cash to finish Rifling even with new city costs, and (maybe) time for an AI to become willing to trade Currency.

- Great People

While working self-feeding tiles is good for city development, it will greatly slow our GP production. Are a few additional hammers and a handful of commerce per turn worth sacrificing to get more GPs sooner?

If we get more prophets, probably not...but we can not control that. If we get GS -- 18 (soon to be 21) beakers/turn + 1 (or 2, with Bur and rounding) hammers/turn -- that would rapidly more than pay for not working a couple forest preserves for some turns. If we get GE -- early Cristo.

I think we need to run max specialists, starving but not actually losing pop, to get our next 2/3 GPs as quickly as we can. After the next 2/3, we are likely looking at too many turns required to keep starving cities, and will have to run sustainable specialists. But a couple GP in the near future is worth some hammers and commerce, I think.

- Missionaries

We are running OR and paying cash for it each turn. What missionaries are we going to build: from which cities and targeted to convert which cities? I see mention of Sleeps to build missionaries, but we already have many things for Sleeps to do. :(


Maybe we forget adding more cities after our 2 current settlers? I don't really like leaving decent sites unsettled. :( But it would solve a number of problems -- building the settlers, worker turns needed, increased costs slowing our research.

But if adding cities is so negative, why are we planning to conquer Hammi and perhaps Joao? A conquered city may (may) be larger/more developed, but it also costs hammers to conquer and ongoing maintenance costs. A new city costs hammers for a settler and an MP,and ongoing maintenance costs. At what point will we have "enough" cities? How do we determine that a new city (settled or conquered) will be a net positive in terms of our space ship victory date?

I think we need to make a rough estimate/outline of how many turns remain in the game, how many beakers we expect to run, and from that we can estimate payoff times for additional cities. All of this would have to be rough (very rough!) figures of course, but even a general idea would be helpful to planning our course.
 
I'm happy to chime in but I definitely need to be swapped down the order right now. I'm so very upset that the Shrine has caused us so much pain. Stupid in retrospect. Oh well, live and learn.

I believe we should push to settle the two sites Joao hasn't claimed BECAUSE they will take a long time to develop, but they'll help us in the long run enabling a faster launch date.

I'm less concerned about AI attacks now seeing how Joao handled himself. But, Hammi has some critical cities and is the only credible threat. I'm still for Currency --> Rifling --> Paras, and bye bye Hammi
 
I agree with Kale that Sleeps will need an airport before we start the war with Hammi, but it looks like a logical place to build the settlers. It does not need an obs/lab until much later (space ship parts bonus), so it can build settlers then the airport.

Or if we want airport + zeps out of Sleeps, where to get the settlers?
I would scout that coast first with the Xbow thats down there anyways... to make sure Joao really doestnt have anything down there. Brown is totaly optional IMHO, because it will only become "usefull" with matured Towns which will take a while.

I would go for settling the "3" food heaven, Two Rivers and the rice city for now... That leaves one settler and that IMHO comes from Bear town.
1) Bear has overgrown improved tiles, it can do with stagnating
2) Bear can with the food do it in reasonable time.

- Techs

Finish Astro at 100% (duh! :lol:). Then we could pick one of:

a) Research Currency, then Gunpowder/Rifling
b) Reseach Gunpowder/Rifling while hoping an AI will finally trade Currency
c) Research Philo/Lib (and maybe Nationalism?), then either (a) or (b)
d) Build cash for several turns as obs/labs get built in key cities, then either (a), (b), or (c)
D - B would be my choice... The AI MUST be comming up with currency SOONest!

Even without D we should (possibly just) be able to make it, if/when we get the Colossus gold !!! MIND THE COLOSSUS BUILD, DO NOT FINISH IT!!!! we are sure to get to Riffling at 100% which ever way we choose.

and (maybe) time for an AI to become willing to trade Currency.
If we want to get out on top with not researching currency, we NEED to get it in traded! If we self research it we have a serious net LOSS.

- Great People

I think we need to run max specialists, starving but not actually losing pop, to get our next 2/3 GPs as quickly as we can.
I think I agree, but only where it actually saves turns... i agree to the fact, we are in Caste and thus should utilize that fact to the maximum...
I.e.
We can run 5 scientists in IT at the cost of -2 food -5 hammers -15 beakers per turn for 6 turns and a total of 180 GPP (240 needed).
-12 food -30 hammers -90 beakers

We can then run 4 scientists, putting one back to work on the preserve for
0 food -4 hammers -12 beakers per turn
60 / 24 = 3 turns

0 food -12 hammers - 36 beakers

Total
-12 food - 42 hammers - 48 beakers and we get the GS in 9 turns instead of 14 turns total. 5 turns of settled GS: +5 hammers +105 beakers

So the equation becomes is 42 hammers (= 42 gold) and 48 beakers lost vs 5 hammers and 105 beakers gained worth the tradeoff? At a gold:beaker conversion of 1:1.5 (we have a much higher conversion of atleast 1.8 and will get better with Obs/Labs) we lose out on 63 + 42 = 105 beakers (not taking food into account) vs gaining 7.5 + 105 = 112 beakers gained. It looks like it doesnt matter (much) which we do and even NOT rushing the GS in IT (in particular) may not be a good idea because of the exelent tiles that are lost in doing so.

- Missionaries

We are running OR and paying cash for it each turn. What missionaries are we going to build: from which cities and targeted to convert which cities? I see mention of Sleeps to build missionaries, but we already have many things for Sleeps to do.
1st thing in Sleeps IMHO is an airport, both the new units and/or missionaries will benifit from the immediate transport function. The airport is a 10 turn build, lets see what we have to build at that time...

Maybe we forget adding more cities after our 2 current settlers? I don't really like leaving decent sites unsettled. :( But it would solve a number of problems -- building the settlers, worker turns needed, increased costs slowing our research.
I think these 3 cities and possibly brown when still available MUST be settled ASAP they will turn a good profit for the rest of the game...

But if adding cities is so negative, why are we planning to conquer Hammi and perhaps Joao? A conquered city may (may) be larger/more developed, but it also costs hammers to conquer and ongoing maintenance costs. A new city costs hammers for a settler and an MP,and ongoing maintenance costs. At what point will we have "enough" cities? How do we determine that a new city (settled or conquered) will be a net positive in terms of our space ship victory date?
Conquering Hammi can only be good IMHO, we still have the FP to build this will reduce cost (somewhere) considerably. Hammies cities are nicely place -for an AI- IMHO.

Weather or not we conquer Joao is another matter, to be discussed later.

I think we need to make a rough estimate/outline of how many turns remain in the game, how many beakers we expect to run, and from that we can estimate payoff times for additional cities. All of this would have to be rough (very rough!) figures of course, but even a general idea would be helpful to planning our course.
A more exact guestimate to be done later but ... say launch pre turn # 200, is that a nice target to *badam bam* shoot for??

I'm less concerned about AI attacks now seeing how Joao handled himself. But, Hammi has some critical cities and is the only credible threat. I'm still for Currency --> Rifling --> Paras, and bye bye Hammi

I agree :crazyeye: :goodjob: ;)

Be good Jericho !
 
Another quick couple of comments as I'm at work atm.

Specialists. For SdL and IT I stated earlier we would only get 1 or 2 out of them. It looks like 1 each so it's best to get them now imho. Otherwise just stop running specs in these cities. The only other city beside CiB and LM to get a late spec will be JH so might be worth getting the next 3 from JH, IT and SdL in no particular order. Although the latter 2 will be scientists or a hoped for engineer.

Has anyone calculated/guessed how many paras we are going to need? With 105 hammers per unit (I think) they are a heavy build. So my preference is probably going for rifling (1 turn currency or not doesn't matter) now as it is going to take a lot of time to build an army. Remember we need barracks as well in any city building mil.
 
0400 T Currency
1001 T Engineering
0700 T Feudalism
0801 R Philosophy
1001 R Guilds
0700 R Banking
1802 R Nationalism
2003 R Constitution
1402 R Economics
1201 R Gunpowder
2403 R Riffling
1602 R Corporation
1802 R Chemistry
1046 R Astronomy
3205 R Steam power
2804 R Steel
4507 R Railroad
3605 R Biology
5008 R Assembly Line
3605 R Combustion
6009 R Radio
5508 R Fission
6510 R Industrialism
5008 R Rocketery
6009 R Satelites
7011 R Plastics
6510 R Computers
7512 R Composites
5508 R Ecology
7512 R Fiber Optics
7011 R Geneteics
8013 R Fusion

In order of where they appear on the tech-tree, These are the techs we need and the ones we aim to R(esearch), T(rade for).
For now I have assumed minimal trade, for a total of 116.618 beakers. Lets take turn 200 as a target, leaving 95 turns. 1,227 beakers/turn, / 120% = 1022 beakers/turn needed on average to research the techs by turn 200.

By comparison, we currently have 422 beakers/turn. With Obs/Lab/Astro and 100 base commerce in JH for + 75 beakers/turn ~500 beakers/turn
6 settled GS (on average?) for 6 * 21 = 121 bpt, ~620 beakers
and this is at 100% research, so we have a LOT of work ahead of us to get it done prior to turn 200 (impossible?)

Now optionaly we additionaly need:
1402 Liberalism
This should shave of a few beakers on another tech Riffling/Biology/Radio/Genetics/Assembly line are the techs I can see us bulbing. But probably sooner rather than later.

1602 (T?) + 2802 Printing Press + Democracy
4406 beakers for
1) Statue of liberty
2) Emancipation and faster cottage growth/Uni Suff

If we build SoL, for a free Scientist in every city... We invest 4406 beakers.
Assuming we have 16 cities (our current on continent + 3 planned + hammies) for 3 beakers per scientist, each city having a Library and a Uni (may be better) for +50%
15 * 3 * 150% = 67.5

Jericho we know will have 3 * 350% = 10.5 + 67.5 = 78 beakers/turn + 20% = 93 beakers/turn.
Not accounting for GPP we need 4406 / 93 = 47 turns to earn that back. 24 turns if we are running Representation

If we can trade for Printing press 2802 / 93 = 30 turns, 15 with Representation

In both situation researching Democracy and building SoL seems to be worth the effort real quickly, not even accounting for the GPP here! To generate more GPs, or atleast faster for more / earlier beakers. And offcourse more cities we have more scientists we run from it, more benifit we get.

Some stats about our empire at current. At 100% we are running at -69GPT
Courthouses in progress in SdL, CiB, IT and LM will save approx 3, 2, 3, 2 for a total of 10 putting us at -59gpt.

If we were to stick SdL (16) BT (7) CiB (8) IT (16) and LM (13) on gold building they can build 60 gold.
So for the moment if we go "all out" we can run 100% and still "build stuff" in Sleeps and JH at +1gpt (assuming the courthouses).
These are obtainable figures NOW... Add a market/Grocer to LM for additional (currently) 5 GPT per building. At 100 hammers each, takes 20 turns to pay off.

So the tough question is going to be, is building an Observatory in a city (100 hammers or gold) ultimatly worth it?
100 gold currently is 1 turn at 0% to compensate, thus (assuming Obs/Lab in JH) 500 beakers.

I.e. IT, a pretty good commerce city, working all it citizens on tiles making 29 commerce.
Added route of Currency say 32 add 6 for another 2 tiles worked (Fur and Preserve) add 2 more for a coastal = 40 commerce @ 100% * 25% = 8 beakers.

500 beakers / 8 = 62 turns pay off!! THAT is a freaking long time!

Now we have Sleeps (20) and JH (47) in hand for gold building, which means if we can have these two gold building we can free up the others (effectively) to add +% modifiers. Or have Sleeps and/or JH build research outright at 67 beakers/turn.
Also doing some multiplyer (1:2) gold building (Taj, Hagia, Eifel, HE, Hermitage, Apollo) can generate more gold to free up gold building cities. Also multiplyers with Factories/Coal plants, etc make more gold building available. Getting more cities with effective 0GPT with them building gold adding (some) commerce can only benifit us (long) term as cities can add +beaker buildings and/or +hammer buildings

Getting to an average of 1000 beakers a turn is going to take some doing though even with some Golden Ages mixed in, but conquering Hammi ASAP is atleast required IMHO.
 
Has anyone calculated/guessed how many paras we are going to need? With 105 hammers per unit (I think) they are a heavy build. So my preference is probably going for rifling (1 turn currency or not doesn't matter) now as it is going to take a lot of time to build an army. Remember we need barracks as well in any city building mil.

I have no clue how much military we are going to need. I think we want atleast a Riffle in CiB as defence if we are going to attack from the south (going Dur > Babylon) to take out his 2 major prod cities ASAP.

A riffle on a Hill should be able to take quite some beating from some Mace's

But I think 10 should do quite nicely if we get them fast enough... what is fast enough?
Lets assume an additional Engineer in JH and the 3 riversides replaced with Watermills. 32 hammers/turn * 175% = 56, 1 Para every 2 turns
For Sleeps lets assume +2 hammers from the mill for 16 base, 20 building hammers. 1 Para every 5 turns. 7 in 10 turns

IMHO we dont need no Stinking barracks everywhere to build a Para someplace! Str 24 vs 8 of a mace should do quite nicely... A few promoted do the trick to crack the hard nuts, then unpromoted clean up. So we can do one or two from SdL and IT as well IMHO with no promotions on them. 2 / 3 more from these 2 cities, 9 or 10 = more than enough to start the war with a few following from JH and Sleeps untill we are "good".

I think... and with 10 we can make 2 groups of 5, to target different cities I think?

Some recon on how much we are actually looking on taking on will be needed.
 
OK, I will move JH down 2 slots in the order (should be enough to get past Wednesday, and we can always shift further if needed).

Mastiff, where would you like to go back into the roster? I could put you as the on-deck player if you want, or if that is not enough time to catch up or does not fit your schedule I can place you another slot or two down. Let me know.

So for now I am the player up, and this is my got it post. Kale is on deck, unless Mastiff wants the on-deck spot.

We need to discuss and decide a number of issues for the next turnset, the most important of these are:

1) Settling cities - try for brown dot, yes or no? Do we want 1 more settler now, 2 more, zero more? Where to build any additional settlers? Order of sites to be settled?

Note: I see Kale has crossposted while I write this, so that is one vote in. :) I like his idea of taking Food Heaven, Two Rivers, and Bear Town building a settler for Grapeville.

2) Tech path after Astro finishes

From my previous post, we have several options:

a) Research Currency, then Gunpowder/Rifling
b) Reseach Gunpowder/Rifling while hoping an AI will finally trade Currency
c) Research Philo/Lib (and maybe Nationalism?), then either (a) or (b)
d) Build cash for several turns as obs/labs get built in key cities, then either (a), (b), or (c)

(a) is the certain path, where we control all aspects. (b) is fastest to paras, but with uncertainty about when Currency will be obtained and whether our cash will run out too early due to increasing city costs. (c) gets us through Lib so we can trade enabling techs, and are positioned to grab Cristo if low odds give us a GE. (d) will delay reaching paras a bit, but gets us more total beakers, enough cash to finish Rifling even with new city costs, and (maybe) time for an AI to become willing to trade Currency.

I personally favor (d) for a small number of turns. Maybe 3, which should complete the obs in JH, or else 6 to complete obs + lab in JH and maybe obs in one or two other cities, then hopefully (b).

A quick look at the AIs and possible trade opportunities:

HBR - Not an important tech for us. Shaka, HC, and Joao know it. Joao will trade if Hammi gets it; HC will trade if either of WK or Stalin gets it.

Aesthetics - useful as a prereq to Lit and the Epics. Known by HC, WK, and Hammi, but presumably none will trade until Shwedagon is built. WK we are not trading with, Hammi should trade once the wonder is built, and HC would require one more AI to know it.

Currency - highly desired by us, known to HC and Hammi. Hammi needs one of Joao and WK to know it before he will trade, HC requires two more AIs to know it. It would help if Hammi and HC knew one another. Odds are poor that we will be able to get this in trade in time. :(

Philo - highly desirable to us for Lib, known only to Joao. He would require Hammi to know it, and probably for Angkor Wat to have been built. Not likely to be tradable soon.

Engineering - desirable to us for opening future techs (Chemistry), known only to HC. He will require two AIs he knows to know it before trading, and for Notre Dame to be built. Not likely to be tradable anytime soon, but not yet an urgent need.


So overall, our best hope for Currency is if Joao or WK are researching it right now. How likely that is...who knows? Odds are not great that we get it quickly by trade, and with Astro opening off-continent TRs we should probably tech it ourselves if it is not available immediately.

3) Great People production - see discussion below for details of options.


OK, here is v1.0 of the turnset plan. A lot depends on the questions above, so this may change. But for discussion....

Diplomacy

Continue to exclude WK from all deals, unless he becomes no longer the worst enemy of HC.

Trade for techs if we can get them, especially Currency, Philo, or Aesthetics. HBR...who cares? :lol:

If Hammi asks us to adopt Confu, how do we respond?

If Taoism spreads and Joao asks us to adopt it, how do we respond?

If any religion spreads from overseas (should we build missionaries to Confuse our non-Confu cities to prevent this?) and we are asked to adopt, how do we respond? Judaism is no one's SR (founded by WK), so no one will ask. Hindusim is WK's SR...presumably reject. But Buddhism...would annoy Hammi and Joao (soon to die), and cement friendship with HC, Stalin, and Shaka. Hmmmm. :satan:

Resource Deals

We could trade corn for Joao's wheat just to get one more resource counting towards diplo bonuses. But with Astro in 3 turns, I will hold off and see what deals are available overseas. Cancel the giveaway deals with Joao and Hammi at that time, and make the best trades we can overseas. We do not really need more health or happiness, but if we get some resources in trade we can then hand them to other AIs for more diplo with everyone.

Possible thought -- wait on deals until have Currency, then pull in as much cash as possible while still gaining diplo bonuses. More gold = more research = sooner launch date. But it requires Currency. :( Maybe we should just tech the damn thing right after Astro, if it is not available? Stupid backwards AIs! :gripe: :wallbash: :gripe:

Civics

OR is costing us 6 or even 7 gpt, compared to paganism. :cry: Do we switch to Confu, and at least get the building bonus for our obs/labs/airports? Would wreck our diplo for trading, though. :( Or swap back to Paganism - ouch on anarchy? Stand pat and continue bleeding cash? :(

Why did we switch to OR, exactly?

Espionage

We can now see HC's research, so dial him back to weight 1 but keep an eye on it - increase if necessary to keep research visible.

We are in danger of no longer being able to see demos for Hammi and Joao. Do we care? If yes, put weight 1 on each, and a final weight 1 on WK to eventually see his demos and research. If not, put all remaining wieght wherever -- who might we want to target?

Great People

LM - Will pull two pop off the forest preserves and run as scientists for 5 turns, getting our next GP. Then assign those two pop back to the preserves and run "sustainable" specialists with very slow growth. The following GP would be another 12 turns after that (19 GPP overflow, 32 GPP/turn "sustainable").

Alternately, stay on "sustainable" configuration the entire time. Next GP is then in 7 turns, and the following another 13 turns. So we delay the first by 2 turns, and the second by 3 turns. Each is worth (assuming GP and settled in JH) 1.5 hammers and 21 beakers per turn (minor issue with first couple turns of first GS not having the lab up, maybe a beaker total). So that is 7.5 hammers and 105 beakers total, for losing 20 food, 10 hammers, and 20 base commerce (30 beakers) in LM. But the extra scientists in LM would give 5 * 9 bpt = 45 beakers back. Overall cost to get the GP earlier:

20 food, 2.5 hammers for 120 beakers

Not a bad deal. If we manipulate IT to produce an additional GP between the two from LM, the math gets more complex. As Kale demonstrated earlier, IT has strong tiles to work so the benefit of getting another GP earlier is a lot more questionable. I do not match his calculations exactly:

Take the three 1 food tiles for -3 food, -8 hammers, -13 commerce (19.5 beakers), giving 3 more scientists (+13.5 beakers) for a loss per turn of 3 food, 8 hammers, 6 beakers. This lasts 6 turns:

-18 food, -48 hammers, -36 beakers

One turn with 4 scientists at -2 food, -5 hammers, -3 beakers:

-20 food, -53 hammers, -39 beakers

Then 3 turns with 3 scientists at -1 food, -2 hammers, 0 beakers:

-23 food, -59 hammers, -39 beakers

This gets us a GP at 5 turns (from LM), a GP at 10 turns (from IT), and another GP from LM at 19 turns. Compared to GPs from LM alone at 5 turns and 17 turns, we gain the second GP 7 turns early (although 3 turns travel time before it can settle in JH, so we only get 4 turns value), but a third GP at T19. If only LM produces GP, it would be about 400 GPP short of a third GP (about 13 turns in "sustainable" configuration). Call it 17 turns of an additional GP, which if all are GS means:

25.5 hammers and 357 beakers

Compared to the loss in IT of 23 food, 59 hammers, and 39 beakers, again this looks like a very good deal.

I would go with the max specialists approach in both LM and IT. But I may have dropped or carried incorrectly somewhere - check my math!

Cities and Builds

JH - Builds airport (4 turns, but with 31 overflow), then obs (2 turns, 27 overflow), lab (3 turns, 1 overflow) - 9 turns total, getting an extra TR and the +50% beakers up. Will grow at 9 turns as well, probably running a scientist at that point.

LM - Currently building a courthouse. With max scientists, will still be 19 hammers (3 turns) short when Astro completes. The courthouse will save a bit under 2 gpt (+2 EP, of course), while an obs will give 6.25 bpt (plus any increase in TR commerce). So leave the courthouse unfinished and begin an observatory.

Sleeps - Unless we want some missionaries to get some value from OR, I guess this is an airport for future military purposes. 9 turns with growing next turn and adding the windmill tile, so it will take the whole turnset.

CiB - Currently building a courthouse. Do this for one more turn (until CiB is done putting hammers in the Colossus), then switch to Colossus. An observatory here will only provide 4.5 beakers per turn (averaging with extra coast tile). Do we want to keep putting hammers into Colossus for as long as possible? Or start the observatory as soon as Astro comes in? I think we want the cash.

Will grow to use all seafood tiles in 3 turns, and then again about 6 turns later. We will want another windmill up by that time (see worker actions below).

SdL - Puts 1 more turn into Colossus, leaving it 2 hammers from done. Then switch to lighthouse, which will finish in 2 turns with some overflow. Start observatory, followed by lab (into next turnset).

IT - Runs max scientists as described above (or do we want one engineer?), leaving minimal hammers until they get put back on tiles as the food bar runs out. Currently building a courthouse, as usual an obs will provide more benefit. So switch after Astro comes in.

Alternate idea: once SdL and CiB are done putting hammers in, put some hammers into the Colossus if it is not yet built.

Bear Town - Switch immediately to settler (6 turns). Once done, finish granary (4 turns), then build workboat for IT's whales (we will have Astro, so it can get there). Work the watermill once it is ready (4 turns from now).

New settlers:

SdL guy (can still move this turn) goes to Two Rivers site and settles next turn. Other settlers goes to Food Heaven, settles turn 7. Bear Town settler goes to Grapeville, settles turn 8.

If SdL guy goes to Food Heaven and other settler to TR, they settle T5 and T6. So for one turn delay at Food Heaven we can settler TR 6 turns early. Our costs are definitely going to jump with three new cities so close together, but we need to get these sites growing and developing.

Two Rivers - work flood plain, build lighthouse (for 3 food from lake tiles). Work iron once improved (see worker actions below).

Food Heaven - start lighthouse.

Grapeville - start granary.

Worker Actions

The farming project is not all that urgent, and we need workers down south to road and build improvements at the new cities. So that will be my focus.

- Emmett Brown (SW of BT) finishes farm, then builds a winery to give BT another strong tile (equal to a grass forest preserve on a river). We will want the extra wine for trade.

- Fearless (east of BT) finishes watermill, then moves (with escorts as necessary) to preserve another forest for BT.

- DeLorean roads his current tile (T1,2) then joins the road project towards TR with Einstein and Jules Verne.

- Einstein moves NE and roads the wine (T1), then moves SW and assists DeLorean and Jules Verne in roading towards TR and improving the iron.

- Jules Verne moves SE,NE and roads the wine (T1). Then moves SW and assists DeLorean and Einstein in roading towards TR and improving iron.

- namliaM moves NW and roads, then SW and roads wheat. Then moves back east for the farming project and improving tiles for Grapeville once founded.

- Arcadic (by LM and JH) starts pre-watermilling SE of JH. Does NOT complete any of them yet. Someone please advise on which tiles specifically should be prepared.

- Obama (near CiB) stops the preserve (not needed that urgently), moves to CiB (T1), then starts windmill on roaded ice hill. Will be needed by the time he finishes it.

- Thorrez (near TR) moves SE and builds watermill (city will be founded next turn). Once completed, help with team roading towards Food Heaven or possibly start a windmill.

- Biff (near IT) completes camp, then moves NE and builds camp. Then W and build camp.

Military

Remain on defensive at Bear Town. If barbs move out of forest into open land, smash them. Attempt to get more XP for our top units to get a 10 XP unit and unlock the HE.

If more barbs land, similar as above.

In the south, move our brown dot xbow back north, and send Friar Tuck towards Food Heaven to fogbust there so our settler can move in. We will need a unit for TR - maybe the brown dot xbow once Food Heaven is founded? Friar Tuck will garrison FH, and our fogbusting phalanx on the hill can garrison Grapeville once it is founded.

Zep overseas continues some exploration, otherwise keep zeps available for barb smashing duty.


Should be a quiet turnset, overall, building obs/labs, founding cities, lots of worker micro.

I will aim to play either Monday night (about 28 hours from now) or Tuesday night, depending on discussion and whether outstanding questions are settled. Let me know what you think, especially on the big open issues.
 
Another quick couple of comments as I'm at work atm.

Specialists. For SdL and IT I stated earlier we would only get 1 or 2 out of them. It looks like 1 each so it's best to get them now imho. Otherwise just stop running specs in these cities. The only other city beside CiB and LM to get a late spec will be JH so might be worth getting the next 3 from JH, IT and SdL in no particular order. Although the latter 2 will be scientists or a hoped for engineer.

See my notes in previous post about getting GP from LM, IT, and LM at 5, 10, and 19 turns. We could fit another from SdL at about T17/18, then LM again maybe around T22. But it would require absolutely crippling SdL for nearly 20 turns -- very few hammers for anything, lots of lost windmill commerce, etc. Not sure it is worth it to try to get a GP from SdL at this point. IT at least has over 100 GPP already in the bank.

Has anyone calculated/guessed how many paras we are going to need? With 105 hammers per unit (I think) they are a heavy build. So my preference is probably going for rifling (1 turn currency or not doesn't matter) now as it is going to take a lot of time to build an army. Remember we need barracks as well in any city building mil.

There is always the Nationhood/draft route to quickly build an army. I do not know if paras are draftable, though, or if we would get rifles. It would take us out of Bur, costing hammers/commerce in JH, but maybe as part of the Taj golden age switch just for a handful of turns, drafting the max each turn, then back to Bur on the final turn of the golden age?

0400 T Currency
1001 T Engineering
0700 T Feudalism
0801 R Philosophy
1001 R Guilds
0700 R Banking
1802 R Nationalism
2003 R Constitution
1402 R Economics
1201 R Gunpowder
2403 R Riffling
1602 R Corporation
1802 R Chemistry
1046 R Astronomy
3205 R Steam power
2804 R Steel
4507 R Railroad
3605 R Biology
5008 R Assembly Line
3605 R Combustion
6009 R Radio
5508 R Fission
6510 R Industrialism
5008 R Rocketery
6009 R Satelites
7011 R Plastics
6510 R Computers
7512 R Composites
5508 R Ecology
7512 R Fiber Optics
7011 R Geneteics
8013 R Fusion

In order of where they appear on the tech-tree, These are the techs we need and the ones we aim to R(esearch), T(rade for).
For now I have assumed minimal trade, for a total of 116.618 beakers. Lets take turn 200 as a target, leaving 95 turns. 1,227 beakers/turn, / 120% = 1022 beakers/turn needed on average to research the techs by turn 200.

Nice work on the list, Kale! :goodjob: I am hopeful we can get a bit more trade, by continuing to feed techs to the AIs all throughout the game. Riskier for us, definitely, especially military techs. But we should stay enough ahead, and hopefully manage good enough relations, to stay safe.

Still, your overall figure is probably pretty close. Some techs have multiple prereqs so get more than 20%, but aiming for at least 900 beakers/turn (or more if we can manage it) looks about right to me. It's a big target.

By comparison, we currently have 422 beakers/turn. With Obs/Lab/Astro and 100 base commerce in JH for + 75 beakers/turn ~500 beakers/turn
6 settled GS (on average?) for 6 * 21 = 121 bpt, ~620 beakers
and this is at 100% research, so we have a LOT of work ahead of us to get it done prior to turn 200 (impossible?)

I am skeptical about the 6 settled GS, given how things have gone for us so far. But if we assume Rep (very likely), that will be more like 31.5 bpt. That means a settled GS pays off in what, 40-45 turns (not sure just how many beakers a GS bulb is worth in quick)? So any GS after about T150, certainly after T160, should be bulbed instead. We will not have 6 GS in the next 45 turns, so we are a bit behind your calcs here.

Now optionaly we additionaly need:
1402 Liberalism
This should shave of a few beakers on another tech Riffling/Biology/Radio/Genetics/Assembly line are the techs I can see us bulbing. But probably sooner rather than later.

I think Lib is a given, as we can take a tech worth at least 3 times the beaker cost of Lib itself.

1602 (T?) + 2802 Printing Press + Democracy
4406 beakers for
1) Statue of liberty
2) Emancipation and faster cottage growth/Uni Suff

If we build SoL, for a free Scientist in every city... We invest 4406 beakers.
Assuming we have 16 cities (our current on continent + 3 planned + hammies) for 3 beakers per scientist, each city having a Library and a Uni (may be better) for +50%
15 * 3 * 150% = 67.5

Jericho we know will have 3 * 350% = 10.5 + 67.5 = 78 beakers/turn + 20% = 93 beakers/turn.
Not accounting for GPP we need 4406 / 93 = 47 turns to earn that back. 24 turns if we are running Representation

If we can trade for Printing press 2802 / 93 = 30 turns, 15 with Representation

In both situation researching Democracy and building SoL seems to be worth the effort real quickly, not even accounting for the GPP here! To generate more GPs, or atleast faster for more / earlier beakers. And offcourse more cities we have more scientists we run from it, more benifit we get.

Looks good. I think Rep is definitely in the plans, and hopefully we can trade for PP. Makes it a very quick payoff. And if we pop a GE to spend on this and not Cristo...get the Statue much faster == quicker payoff. We will have to see, but looks worthwhile.

A couple additional techs, but hopefully can be traded for:

Aesthetics + Lit for HE, NE

Some stats about our empire at current. At 100% we are running at -69GPT
Courthouses in progress in SdL, CiB, IT and LM will save approx 3, 2, 3, 2 for a total of 10 putting us at -59gpt.

If we were to stick SdL (16) BT (7) CiB (8) IT (16) and LM (13) on gold building they can build 60 gold.
So for the moment if we go "all out" we can run 100% and still "build stuff" in Sleeps and JH at +1gpt (assuming the courthouses).
These are obtainable figures NOW... Add a market/Grocer to LM for additional (currently) 5 GPT per building. At 100 hammers each, takes 20 turns to pay off.

So the tough question is going to be, is building an Observatory in a city (100 hammers or gold) ultimatly worth it?
100 gold currently is 1 turn at 0% to compensate, thus (assuming Obs/Lab in JH) 500 beakers.

I.e. IT, a pretty good commerce city, working all it citizens on tiles making 29 commerce.
Added route of Currency say 32 add 6 for another 2 tiles worked (Fur and Preserve) add 2 more for a coastal = 40 commerce @ 100% * 25% = 8 beakers.

25% of 40 commerce is 10 beakers, not 8. And corporation will eventually add another TR for a bit more commerce. Say 10 beakers.

500 beakers / 8 = 62 turns pay off!! THAT is a freaking long time!

About 50 turns with 10 rather than 8. Still a long time, yes. But we are talking about at least 95 more turns, and that may be over-ambitious. It does pay off within our expected timeframe, so the obs are worth building. The labs are more expensive and have even longer payoff time, but also give a bonus on building space ship parts.

I think the lesson to be learned here is that we need to build obs + labs pronto. The obs will pay off with 30-40 turns to spare, while the labs will about break even but will boost SS parts construction rates. Worth doing, I think.

Now we have Sleeps (20) and JH (47) in hand for gold building, which means if we can have these two gold building we can free up the others (effectively) to add +% modifiers. Or have Sleeps and/or JH build research outright at 67 beakers/turn.
Also doing some multiplyer (1:2) gold building (Taj, Hagia, Eifel, HE, Hermitage, Apollo) can generate more gold to free up gold building cities. Also multiplyers with Factories/Coal plants, etc make more gold building available. Getting more cities with effective 0GPT with them building gold adding (some) commerce can only benifit us (long) term as cities can add +beaker buildings and/or +hammer buildings

Apollo? That assumes we have aluminum...and that we do not want to complete it ASAP to start putting up ship parts. Taj...probably, as we will want to control the timing of the golden age anyway. The rest are good candidates, although not being able to control timing of the received cash is an issue.

Factories and coal plants will be expensive investments, but needed most likely for SS parts, at least in key cities. Assumes we have coal, of course. Or maybe can get Three Gorges built somewhere? Needs hydro, so Bear Town or Two Rivers, or maybe one of Hammi's cities? Dur-Kurigalzu or Bersippa...I do not think Babylon is actually on the river. :( Dur-Kurigalzu with a levee should be a pretty strong hammer city.

What about the Space Elevator? Presumably JH is too far north to build it. Maybe SdL, but more likely Two Rivers would have to do it. Expensive, even with aluminum.

Getting to an average of 1000 beakers a turn is going to take some doing though even with some Golden Ages mixed in, but conquering Hammi ASAP is atleast required IMHO.

Or would it be better to aim for more trade with the AI, and push hard to get several friendly AI to trade with and then feed them techs? Instead of upping our beakers/turn, cut down the total amount we have to research.

Ideally we would have HC -- proven techer, and eventually he should settle more of "Australia" and get a bit bigger/stronger -- and at least one other civ at friendly to trade techs. Who else can we get to friendly? Hammi, because of his fave civic of Bureaucracy. But he presumably dies so we can take his cities. Who does that leave? No one, really, since WK is HC's worst enemy, Stalin is hopeless for trading, Joao will not like us once we switch to Rep, and Shaka...well, maybe we can get a couple things from Shaka.

I really wonder if eliminating Hammi is the right thing to do, rather than keeping him as a trade partner. Maybe it is Joao we should be aiming to conquer? His land is at least equal to Hammi's, maybe even better overall due to more food.

I have no clue how much military we are going to need. I think we want atleast a Riffle in CiB as defence if we are going to attack from the south (going Dur > Babylon) to take out his 2 major prod cities ASAP.

A riffle on a Hill should be able to take quite some beating from some Mace's

Agree we will need a strong defender in CiB. Which city has the Statue of Zeus - Babylon, if I am looking at the right building. Hammi also has an airport there, so hitting Babylon first using paras may be the way to go.

But I think 10 should do quite nicely if we get them fast enough... what is fast enough?
Lets assume an additional Engineer in JH and the 3 riversides replaced with Watermills. 32 hammers/turn * 175% = 56, 1 Para every 2 turns
For Sleeps lets assume +2 hammers from the mill for 16 base, 20 building hammers. 1 Para every 5 turns. 7 in 10 turns

IMHO we dont need no Stinking barracks everywhere to build a Para someplace! Str 24 vs 8 of a mace should do quite nicely... A few promoted do the trick to crack the hard nuts, then unpromoted clean up. So we can do one or two from SdL and IT as well IMHO with no promotions on them. 2 / 3 more from these 2 cities, 9 or 10 = more than enough to start the war with a few following from JH and Sleeps untill we are "good".

I think... and with 10 we can make 2 groups of 5, to target different cities I think?

Some recon on how much we are actually looking on taking on will be needed.

:agree: on all the above. Barracks in JH and Sleepy we already have, and most of our units will come from these two cities, so we should be fine. And I think 5 paras is likely to be plenty for pre-gunpowder defenders. 4 per group would probably be enough, even if it takes 2 turns to kill all the defenders.

With the build rates you show above, we could be ready to go 10 turns after reaching rifling -- about 25 - 30 turns from now, say. Just about right for 1 turnset finishing Astro, founding cities, and building obs/labs (mine), 1 turnset completing tech to rifling and building paras, then a turnset to position and attack.

Sounds like a plan to me...unless we decide to kill Joao instead. :lol:

Hmmm...Astro and paras, overseas war on WK to gain "mutual military struggle" bonus with all remaining AIs, getting them to friendly. Mass trade...hmmm. :devil:
 
1) Settling cities - try for brown dot, yes or no? Do we want 1 more settler now, 2 more, zero more? Where to build any additional settlers? Order of sites to be settled?

Note: I see Kale has crossposted while I write this, so that is one vote in. I like his idea of taking Food Heaven, Two Rivers, and Bear Town building a settler for Grapeville.

2) Tech path after Astro finishes

From my previous post, we have several options:

a) Research Currency, then Gunpowder/Rifling
b) Reseach Gunpowder/Rifling while hoping an AI will finally trade Currency
c) Research Philo/Lib (and maybe Nationalism?), then either (a) or (b)
d) Build cash for several turns as obs/labs get built in key cities, then either (a), (b), or (c)

I'm more inclined to settle the top 3 as well. The cow/wheat site doesn't give us anything we haven't already got. Let Joao build it and we can take it. :)

My fav is B then C including Nat then towards Bio > Industrialism > Rocketry etc. Probably a quick diversion to get the GM from Economics before anyone else.

Religion? To me we should be in NSR then FR. Any adopting of religion can be done if/when we have the CR. One of the reasons for early Lib. So I would personally refuse all requests to change at this time.

Great People? I recommend getting our next 2 GP's from IT and SdL after the one from LM. Short term we might lose a little bit but if we don't get them now we aren't likely to get them at all from those 2 cities.

City builds. All seems reasonable. Just remember as soon as we have astro we won't be able to build the collossus. It just dissappears from our screen but we do get the money when it's built.

Regarding KaleLambiek's techs needed post. It is pretty certain we are going to have to tech virtually everything ourselves. This is why I now favour taking out Joao as well (later though). I would virtually farm/workshop/mill everywhere and non important cities should be put on building wealth or research/builds if were making money at 100%. Obviously no point in bulldozing any towns but I can't see many of them atm either. Another reason for state property later.

The Statue of Liberty. Would be great to have but do we need to tech pp/demo? Hopefully we will get it them in trade from one of our friends and perhaps build it but otherwise I wouldn't bother. Certainly quite a way away and we can decide later.
 
OK, just ran a couple world builder tests using the old test game. Two bits of bad news:

1) Drafting produces rifles, even once we can build paras.


EDIT: OK, found with further testing that #2 is OK - you do eventually get the cash once an AI builds the Colossus. Whew! :D

2) Finishing Astro obsoletes the Colossus...and does NOT give any gold for hammers invested!
 

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