SGOTM 11 - Plastic Ducks

T135 Pata
??? this is what's in the plan:

The chop comes into the settler and overflows to wb, which will complete and make the fish net right as fish+deer pops borders. Pata can be 2-whipped at size 5.

Really, I have difficulty seeing how it could work out better than this scenario. I'm updating plan and will post an example save.

That's also my point about MC... Patali would benefit more from a LH than a forge next, offshore cities will be busy with granary>LH,

newer cities are still on granary

Vijay is busy with wb,granary or Parthenon, Bombay with worker... it only benefits Delhi and then as dingding showed it's not efficient before finishing those 3 buildings. We can always whip the forge into HG after TGL... works pretty well together.
 
Let's look at the direct way of comparison. How many turns of delay of TGL if we go for MC instead of Lit? By going MC 1st , how many hammers we save from the tiles and forest chop?

Pat gets benefit from earlier forge, it saves 22H for LH whip vs 4~5F if we whip LH 1st. Calendar before MC is not even to be comparable.
 
Updated.
Parts in red are new/fixed.

Every turn
Spoiler :

Check for Alphabet completion - stop, save and upload if it happens.
Check for gpt/luxury resources <-> horses
Check if Justinian is Pleased -> beg gold (40~50 preferably, 30 else)
Refuse every demands except: religion conversion (switch out in 5 turns), resources, techs


t130 750BC - Alphabet ETA 12
Spoiler :


Adjust EP (Saladin/Justinian/Toku, whichever has least EP against us so we can see their demographics). re-focus on ZY to keep seeing his research.
Workers
n/a

Units
n/a

Cities
Delhi switches to wealth


t131 725BC - Alphabet ETA 11
Spoiler :

Workers
FW by Delhi goes SW and makes cottage
2 FW by Vijay move 1S of Vijay, road+cancel

Units
Move WIII warrior back to Vijay (get him inside our culture ASAP via Delhi)
Warrior on tundra peninsula goes to ice silvers to explore
Vijay wb goes to explore north. fogbusts island if there's no more exploring to do. If there's more islands, the wb must be back 1 tile from clams on t145 (turn back around t137~t138 depending on lay of islands). Alternatively we can look to t142 to trade the clams in which case we need to turn back ~t136
Bombay settler goes towards Galley (shipping to crabs+gold)

Cities
Bombay builds wealth, horses to floodplain
Vijay builds settler, floodplain to horses



t132 700BC - Alphabet ETA 10
Spoiler :

Workers
2 FW by Vijay move to closest floodplain and start cottaging

Units
Settler loaded in galley, start moving to crab/gold spot.

Cities
Varanasi works 2 cottages
Agra starts working gold mine
Delhi 6th citizen on mine: working farm only accelerates 8th pop by 2 turns, no difference for 7th pop. Plus we delay CS by 1 turn if we can't beg for gold... i.e. we lose commerce and production for food


t133 675BC - Alphabet ETA 9
Spoiler :

Workers
FW by Agra roads gold
FW by Calcutta goes to Incense road+cancel

Units
Unload settler SE of gold (1N2W of crabs)

Cities
n/a



t134 650BC - Alphabet ETA 8
Spoiler :

Workers
FW by Calcutta goes SE and chops

Units
Galley starts moving towards Calcutta

Cities
Lahore founded, assign Artist and starts granary



t135 625BC - Alphabet ETA 7
Spoiler :

Workers
1st cottage finishes by Varanasi

Units
n/a

Cities
Delhi 7th citizen on second mine
Pataliputra switches to wb (4th citizen on 3F) to ship just in time to crabs


t136 600BC - Alphabet ETA 6
Spoiler :

Workers
1 FW by Varanasi roads floodplain 2N of Patali
1 FW by Varanasi goes 2S of Vijay and finishes farm (for Bombay's 3rd pop)
FW by Agra moves 1 tile from Lahore gold, road+cancel (no upkeep problem)

Units
start moving Patali wb to crabs

Cities
Delhi 7th citizen mine -> cottage
Calcutta 2nd pop on horses, starts settler



t137 575BC - Alphabet ETA 5
Spoiler :

Science slider as low as possible to have the least overflow possible when finishing CS.

Workers
FW by Delhi goes 2E and starts cottage
1 FW by Patali start chopping forest 1N of Patali
1FW by Vijay goes 1N of Patali pigs road+cancel

Units
Galley skips turn inside culture to avoid -1gpt (because of Lahore wb)

Cities
n/a



t138 550BC - Alphabet ETA 4
Spoiler :

CS in, revolt to Bureaucracy (need to stay in Caste for a few more turns to pop borders of new cities), start Aesthetics (prove that more than Delhi will need to start a Forge between completion of Literature and MC)
Research to 0% I think (depends on begging)

Workers
FW by Patali joins 2nd in forest chop
FW by Calcutta completes first chop

Units
wb by Lahore makes crabs net
Warrior by 2x silver explores tip
Galley skips turn again (wait for warrior to come back in culture next turn)

Cities
Delhi starts Aqueduct
Bombay stays on wealth for 1 turn
Lahore works crabs


t139 525BC - Alphabet ETA 3
Spoiler :

Research to 100%

Workers
FW by Calcutta starts second forest chop
2 FW by Patali finishes chop

Units
Warrior on silver tip moves back in Culture, send him to Delhi
Galley starts moving to Calcutta

Cities
Delhi 8th pop on mine (growth in 5, whip anger goes away in 5 - no unhappiness)
Bombay starts worker, 3rd pop on 3F1C, takes horses for 2nd pop [1 turn faster worker this way)
Vijay switches horses to fp



t140 500BC - Alphabet ETA 2
Spoiler :

Adjust resource deals with Justinian (I think it's on this turn)
Research from now on depends on gold, basically 100% if enough gold, 0% otherwise

Workers
2 FW by Patali cottage Varanasi's last fp

Units
Patali settler goes to fish+deer site
WIII warrior on Vijay cows (load on Galley next turn)

Cities
Patali overflows into workboat (4 turns)


t141 475BC - Alphabet ETA 1
Spoiler :

Workers
n/a

Units
Vijay settler goes to Vijay cows, skip turn (not enough movement left to found this turn)
Load WIII warrior in Galley
Galley moves towards Calcutta
Settler from Patali moves into place (2E of fish, 1N2W of deer)

Cities
Vijay starts workboat (triple clams)


t142 450BC - Alphabet done
Spoiler :

stop+save+upload+report


Continuing forward this gives...
Spoiler :

t142
GP in Delhi settled (most likely)
Madras founded by fish-deer, assign artist to pop borders in 4
Bangalore runs artist (to pop borders)

t144
load Calcutta settler and FW on galley

t146
Madras and Bangalore pop borders
Madras fish net done
Vijay wb done, move to to triple clams, start another wb
Hyderabad founded on sugar works improved clams, worker starts mine/cottage
Ready to revolt to Slavery+OR+Confu

After MC we can overflow research into Hunting to improve the Deer and then Aesthetics>Literature



Attached save of t142 and t138. I'd like to see how MC first comes out ahead in non-Delhi cities. I'll happily switch in MC back otherwise :)
 

Attachments

After trying it out...
Patali is the only city besides Delhi that would be able to start a Forge if we go MC>Aesth+Lit... other cities are busy with something else.

However, the lost hammers in Delhi (assuming we're chopping all those forests to get TGL out faster) is :
(45+36+36+36+30+30+30)*.25 = 243/4 = 60

Or the cost of 2 forests 4 tiles from city.

Anyway, I don't know which will be better in the end but I'm willing to change my vote to the majority just so we can get moving with this set.

MC: Duckweed, Bugg?, BIC (original suggestion)
Aesth+Lit: dingding, kossin

>>>I'll vote MC just to get things moving.

BTW, no answer from AlanH... either it's fine or they're discussing it.
(Context)
 
To calculate the output of forge in Delhi, it's easy to find the break-even:
Cost: 180H/(1+25%+50%) = 103H
Bonus on output (if building wonders): (1+25%+50%+100%+25%)/(1+25%+50%+100%)-100% = 9.1%
Break-even: 103H/9.1% = 1131H
Delhi has :
City tile (2H) + 3mines (9H) + Settled GPs (3H ; maybe 4H from next GP, turn 142, but I won't count it) = 14hpt.
With 200% production and no whip, that gives 42hpt. 1131/42 = 26,9.
So, yes, it is a 25-30 turns investment. I think it's pretty good for infra, but maybe we're looking for things that pay off more quickly right now :)
The Great Lib kinda pays off right away.

@Other cities,
Yep, we may not need the forge to build infra but, in Delhi or elsewhere, it isn't only worth an inconditionnal +25% hammer :
- +2 happy (maybe +3 later on; that's relevant about everywhere. I can't see a forge bringing +2happy being a bad investment in any kind of high food city)
- +1 specialist slot (relevant for Pataliputra, especially for when we're in Slavery but maybe as well for just the sake of running an engineer)


@Kossin,
About commerce being the limiting factor. I would have thought that issue was fixed, actually. I read some discussion saying (roughly) that at our current tech rate vs expansion/development, we could reach Education BEFORE being ready to build/whip 6 universities. I believe it meant we wouldn't have 6 cities size 8 or bigger.
-->
To get Oxford asap, commerce would not be the limiting factor.
Well... that's about when I started thinking about taking a detour in techs.
If we want Education asap, which is a different thing from Oxford asap, then I'll gladly approve the research of Aesthetics first :)


EDIT:
@Kossin:
I guess you should be safe (don't ban the captain !!! :lol: ). As elaborate as the admin security checks may be, well, people willing to cheat can cheat. So these games rely on trust, first... I hope they'll trust YOU ^^
+ They have some ways to check you didn't actually do something bad.
- You gave the admins some work, that is the worst part :p
 
After trying it out...
Patali is the only city besides Delhi that would be able to start a Forge if we go MC>Aesth+Lit... other cities are busy with something else.

However, the lost hammers in Delhi (assuming we're chopping all those forests to get TGL out faster) is :
(45+36+36+36+30+30+30)*.25 = 243/4 = 60

Or the cost of 2 forests 4 tiles from city.

Vij can also start forge at that time.

The difference between 2 tech path is not too much. We will probably want to whip Forge (might be able to finish naturally) or other building to allow some overflow to TGL. The benefit of Lit 1st really relies on how fast we can complete TGL. My imagination is that it won't be that fast due to the short of worker force, therefore MC 1st won't delay TGL for many turns. This is the simple and direct comparison.
 
Been debating this whole Aest/MC thing, and can't really bring any new arguments to the table, I think.

I guess saving 60h and removing unhappiness issues in Delhi also counts for something. We'll run into that shortly, no?

Also.. whipping in a forge will get us more hammers ahead without really giving up much.

We are giving up some beakers and commerce doing it this way, but right now those are not our main issues. Getting hammers into all the Delhi wonders seems like more of our immediate concern, no?

I don't really think it'll matter all that much, but I do see benefits of immediate forge in Delhi.
 
The difference between 2 tech path is not too much. We will probably want to whip Forge (might be able to finish naturally) or other building to allow some overflow to TGL. The benefit of Lit 1st really relies on how fast we can complete TGL. My imagination is that it won't be that fast due to the short of worker force, therefore MC 1st won't delay TGL for many turns. This is the simple and direct comparison.

I think at least 1 pop into forge, maybe 2 (letting all new cities pop borders, including the sugar site if we want that). So that gives us quite a lot of hammers into TGL.

Good point about workerturns to chop all those forests too..
 
I'm good with this plan. I just played it through, and nothing jumped out, so..

You sorted out your "issue" with AlanH?

Good luck!
 
No, he hasn't answered back despite logging on a few times since... either he didn't bother replying since it's silly, has too many pm's or is discussing the issue with other mods/admins.

The rules state one may not look at other threads... but I can't begin to fathom how using the search engine would be grounds for disqualification when searching for something totally unrelated =\
 
Nah.. it's probably nothing. We don't worry about it. He'll answer in his own time. Que sera, sera!
 
Alright, everything went according to plan. Some good news, some bad news.

I'll let screenshots do most of the talk for me.
Spoiler :

















Summary - text notes by me
Spoiler :

Last AI is Mehmed (north of Izzy)
Found a source of Silk in the north of Mehmed
Found a strange island with several barbs on it (maybe Fur location)
We have almost circled the globe.. I'm guessing ~10 turns unless there's more stupid Ice patches.
t132 Justinian goes Pleased, beg 50 gold successfully
t136 gems pop in Delhi!
t137 update deals with Justinian (cancel 2, replace by fish<->2gpt)
t138 Toku asks we cancel deals with ZY, I send him packing and he goes Annoyed
Corn+crabs<->Ivory deal with Justinian
t139 F*****ing barb galley spawns on our north island in one of 3 tiles we hadn't covered (thank god we're pursuing Metal Casting). How I wish I had left the wb in place rather than explore that last tile.
t140 Zara has Alphabet, stopped saved and uploaded - didn't move anything


Turn log
Spoiler :
Here is your Session Turn Log from 750 BC to 500 BC:

Turn 130, 750 BC: Confucianism has spread in Varanasi.

Turn 131, 725 BC: The borders of Varanasi have expanded!

Turn 133, 675 BC: The borders of Vijayanagara have expanded!

Turn 134, 650 BC: Lahore has been founded.

Turn 135, 625 BC: You have discovered a source of Gems near Delhi!
Turn 135, 625 BC: You have trained a Work Boat in Pataliputra. Work has now begun on a Settler.
Turn 135, 625 BC: Saladin adopts Hereditary Rule!

Turn 137, 575 BC: You have discovered Civil Service!
Turn 137, 575 BC: Confucianism has spread in Calcutta.
Turn 137, 575 BC: The borders of Lahore have expanded!

Turn 138, 550 BC: Saladin has 30 gold available for trade.
Turn 138, 550 BC: Justinian I will trade Ivory
Turn 138, 550 BC: Clearing a Forest has created 44 ? for Calcutta.
Turn 138, 550 BC: Delhi will grow to size 8 on the next turn.
Turn 138, 550 BC: Bombay will grow to size 3 on the next turn.
Turn 138, 550 BC: Gandhi adopts Bureaucracy!

Turn 139, 525 BC: Delhi has grown to size 8.
Turn 139, 525 BC: Bombay has grown to size 3.
Turn 139, 525 BC: Isabella has 1 gold per turn available for trade.
Turn 139, 525 BC: You are the worst enemy of Tokugawa.
Turn 139, 525 BC: Clearing a Forest has created 44 ? for Pataliputra.
Turn 139, 525 BC: You have trained a Settler in Pataliputra. Work has now begun on a Work Boat.
Turn 139, 525 BC: Isabella has founded Santiago in a distant land.

Turn 140, 500 BC: Tokugawa has 30 gold available for trade.
Turn 140, 500 BC: Zara Yaqob will trade Alphabet, Hunting, Iron Working


EDIT: I'll update the test game tomorrow... had enough for today. If anyone wants to do it however, you're welcome to it!
 
Overall good news >> bad news.

OMG, I had not seen any resource pop for many many months!:D

Too bad to get a demand from Toku, hope he can forget soon.

There are 3 three choices for tech trading next
1. Col + 25g <-> Alpha
2. Currency <-> Alpha + 30g
3. 3 turns later MC <-> Alpha + ?

I don't have a strong preference right now. We are going to turtle for the next few turns. I hope kossin can continue on a little bit.
 
:goodjob:

Popping gems is definately quite allright :)

I'm hoping that galley won't really do us much harm. Maybe we should try to get sugar-island set up before 3xclam now. Other than that I guess just try to lead the galley to Zara and have him deal with it :)

@duckweed:
I kinda like Col+25 for Alpha, I think. Then get whatever else we can.

Maybe we can just keep pushing? Adjust plan slightly to get sugar-city up (could be ok to navigate the galley with settler up there) and do a few trades/donations? If we have to, queue up a trireme in Vijay ahead of WBs for the (possibly) delayed 3xclam?
 
:goodjob:

Popping gems is definately quite allright :)
Let's put it that way :D


So... the bad news is Toku being annoyed, right ? Then he may target our gold cities when he's done with his expansion. We're his worst ennemies. Uncool.
What do you guys think of the diplo ? Is it still feasable to get Toku to pleased ? If not, it's not worth anymore to go Hindhu. Better go Buddhist, since the 3 eastern AIs are Buddhist...
But... In that case, we would definitely need to plan a war against Toku. What military tech should we target, then ? I'm thinking maybe Military Science, for the Navy/Infantry balance... But Grenadiers aren't the best units out there.
Cuirassiers could work as well, I guess. Military Tradition also brings in Defensive pacts.
We could set some spare EP/turn towards Toku.


Trade for Alpha :
I don't mind either of the 3 techs. I can see pros and cons to each choice.
My (slight... and blind) preference would go to Currency, though. Here are a few reasons :
I suppose it is the tech that will speed up the AI the most. That would be a good thing for us, right ? If we can trade some more with them, we will also be faster overall.
CoL is 1 tech away from Civil Service. MC is 1 tech away from Machinery. Both are prereq to Macemen... I'm willing to speed up the AI but I'd rather delay the moment they get Macemen...
Although I can see how leading the AI to the bottom of the tech tree could be wise (--> trading MC) : having them tech Guilds & Banking would be nice. Still, MC is our most expansive tech to trade. Maybe we should keep it for other techs.
Last, for Currency : I'd rather let the AI build markets than Courthouses/Forges.
 
The gems are most welcome indeed!

Funny that I said we'd pop gems in Delhi a long time ago!

I like BIC's explanation to trade Currency. It also adds trade routes to the AI.

I'm not too worried about Toku. We can gift him techs to get him up to Cautious again, plus he's the likely target of Justinian.

While we can't DOW AIs just yet, there's nothing preventing us from bribing war... We're quite safe I believe. And not land targets on top of that.

Duckweed, you want me to play the next 2 turns that were planned?

I'm fine with that. However a few things:

I'd go for another pre-set, trade for Alpha then upload so we can decide other trades. Also we need to decide how to handle the barb galley.
 
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