SGOTM 11 - Fifth Element

Partial PPP for the next few turns

Based on doing this, when do we learn SM? I ask because I ran the spreadsheet and came up with different answers, so maybe we learn SM in 3 turns rather than 4.

2. Use the "Starve Slower" scenario for Three Clams, which will net us Great Person #2 on T267

We need to be careful here. If we learn SM in four turns as I have in my spreadsheet, on T267, Three Clams has 1845 GPP and Delhi has 1816 GPP. I'm not sure which one will actually spawn the great person, but I recall reading a post from Klarius that led me to believe that the city with the SMALLER GPP would actually spawn the great person. Just to be safe, we can always slow down Delhi such that we won't have to take a chance.

3. Use the "Starve a bit" scenario for Delhi, which will net us Great Person #3 on T271.

Hmmm... I came up with T270...

4. Use the "Starve" scenario for Crabs, which will net us Great Person #4 on T285.

I got T284...

5. Great Person #5 will come from Grt Person Farm on T296.

I got T294...

These discrepancies are not major deal, but it would be nice to know what you're doing. Can you post your version of the spreadsheet just so that I can check it out?

Also, please watch the actual GPP in each city on the first few turns to make sure that they match the spreadsheet. I would rather catch an error in the spreadsheet after 1 or 2 turns than later when it's too late. If it's not correct, please pause play so that the spreadsheet can be fixed.

Try and set up a Caravel + Galleon chain to Isabella, as we'll need to send her at least 3 Buddhist Missionaries and the sooner that we can do so, the better.

Hmmm... I thought we built that caravel for exploration. I'd really like to see what's up north. Knowing what's up there could really change our strategy, especially if we find out that the fur is up there...

Reasons to pause play
Pause play if an AI Demands Paper or Education.

Pause play if an AI Demands that we go to war with another AI.

Pause play if any more wars start.

Pause play if Saladin (or any other AI) actually learns Education.

Pause play if you find out that Mitchum's GPP spreadsheet is garbage.
 
I've been thinking about the barb island and I'm a bit concerned about it. If Fur city is so heavily guarded, why haven't the barbs moved some of these stonger units from Fur into their northern city? Maybe it's because the can't...

(...)

So I guess I answered my own question. Even if this far out, whacky setup exists, we can safely burn our GArt on a Golden Age now.
If they have only 2-3 units in the other city, they will never move them. Also, "heavily guarded" can mean that there's a buffer city. I doubt there will be GP units, it would be unfair, but i won't bet on it.
A city surronded by ice and peaks can not be connected. I don't know if an airport can do the trick (i think so), but again, i doubt a so crazy setup for the furs. Again, i won't bet on the above.
 
Trebs and Pikes will be built for certain, but do you have some way of justifying a Crossbowman being better than a Maceman?
XBows are great in the open (or as defenders) to counter Melee, any Melee unit. But WE are even better and they can better counter mounted, so feel free to forget XBows and to go with some WE. With WE you can probably avoid also Pikes, just cover them with a Mace or a LB.
 
Reasons to pause play
1) Pause play if an AI Demands Paper or Education.

2) Pause play if an AI Demands that we go to war with another AI.

3) Pause play if any more wars start.

4) Pause play if Saladin (or any other AI) actually learns Education.
I think that you have to pause play only in case of 4) or 1) Education.
We can give in to Paper now, i think. In the not-easy case of a new war, just go ahead and do what you can. for 2) just gently refuse.
 
Scientific Method and The Parthenon
Based on doing this, when do we learn SM? I ask because I ran the spreadsheet and came up with different answers, so maybe we learn SM in 3 turns rather than 4.
I estimate that we'll learn Scientific Method 4 turns from now, although this number COULD be off by spawning a Golden Age.

However, I did some testing and this fact means that we will only get THREE turns' worth out of Scientific Method, as the turn on which you learn Scientific Method does not give you the bonus GPP from The Parthenon, even though the game's interface makes it look like you will get the bonus GPP.

You also don't get The Great Library's Specialists.

So, the calculations will have to be redone for 3 turns' worth of The Parthenon, which probably means running Pacifism for 2 turns just to make everything work.


Race Condition
We need to be careful here. If we learn SM in four turns as I have in my spreadsheet, on T267, Three Clams has 1845 GPP and Delhi has 1816 GPP.
Indeed, I'll have to double-check the numbers, given that we'll only get 3 turns' worth of Scientific Method (as per my estimate, it could even end up being 2 turns, but that's unlikely--I'll know for certain as soon as I launch the Golden Age and if it becomes 2 turns, I won't play ahead until the calculations are done yet again), especially to see if it means setting up a race condition between Delhi and Three Clams for the 2nd Great Person.


Golden Age Length
A Golden Age will last 10 turns, not 12 turns, which may be why some of the numbers don't appear to match up.


Caravel, Closed Borders with Zara, New Push on Buddhism
Hmmm... I thought we built that caravel for exploration. I'd really like to see what's up north. Knowing what's up there could really change our strategy, especially if we find out that the fur is up there...
We have Closed Borders with Zara. As such, Caravels and Galleons will be needed to send Buddhist Missionaries to Isabella.

Galleys will not work.

Can we Open Borders with Zara? I dare not to do so until Toku and Zara have +3 Shared Mutual Military Struggle Diplo modifiers with each other, otherwise, if one of them backs out of the war, Zara will become Toku's Worst Enemy.

If we have to cancel Open Borders with Zara, we won't get +1 for Open Borders with him. We also won't be able to trade Open Borders with him again for a long time, probably until the end of the game.

If we WAIT until they get +3 or until one of them declares peace and can be dragged back into the war 10 turns later, there is a chance that Opening Borders with Zara will:
a) Give us Open Borders with an AI late in the game when Toku is likely to switch into Mercantilism, giving us the extra Trade Routes when we need them
AND
b) Give us a chance for +1 Open Borders with Zara (25 turns I think it will take for us to accumulate +1 with him)


Well, can't we just use Galleons to transport our Buddhist Missionaries?

The trouble is that we want to transport the Buddhist Missionaries ASAP, as we can only have 1 of them being built or in existence at a time. 2 Buddhist Missionaries went west already, for the Barb Cities. So, the shorter time that we can have between completing a Buddhist Missionary and getting that Buddhist Missionary gifted to Isabella, the shorter time frame in which we can start to build the next Buddhist Missionary.

The Caravel seems best used in this enterprise, as the sooner that we make Isabella Buddhist, the sooner that she'll begin to like us some more.


Confucian Missionary
As for the remaining Confucian Missionary that I was going to send to Isabella, if I give it to her now, she'll just like Zara for Shared Religion for a long time and then may even be hesitant to switch to Buddhism.

So, I can either send this Confucian Missionary west to a Barb City or west to Justinian.

It would only matter for Justinian if we were able to capture all 4-population-points worth of Mehmed's Confucian Cities (likely, just 1 City) before we learned Mass Media and obsoleted The Apostolic Palace.


Spreadsheet
The spreadsheet is awesome and has been extremely useful and helpful! I just need to change some of the numbers that we've been plugging into it... 10 turns instead of 12 for a Golden Age and 3 turns instead of 4 turns for The Parthenon (and Great Library) bonus.
 
Barb Fur Speculation
If they have only 2-3 units in the other city, they will never move them. Also, "heavily guarded" can mean that there's a buffer city. I doubt there will be GP units, it would be unfair, but i won't bet on it.
A city surronded by ice and peaks can not be connected. I don't know if an airport can do the trick (i think so), but again, i doubt a so crazy setup for the furs. Again, i won't bet on the above.
Even with such conditions, we could consider building Forts as a way to connect up Trade Routes. Whatever, there'll be a way to win the game and we'll just have to face whatever extra challenges are thrown at us as soon as we learn about them.
 
Crossbowmen vs War Elephants
XBows are great in the open (or as defenders) to counter Melee, any Melee unit. But WE are even better and they can better counter mounted, so feel free to forget XBows and to go with some WE. With WE you can probably avoid also Pikes, just cover them with a Mace or a LB.
War Elephants don't get defensive bonuses. On the march, that's fine, but in a City, Pikemen are good as they can get the +25% Fortification bonus and possibly a City Defence bonus.

So our army will have both War Elephants and Pikemen (as you said yourself, the screenshot showed Mehmed having considerable Horseback units). But, our army will probably not have any Crossbowmen in it and I just wanted to make sure that you'd be fine with this fact, which it sounds like you are.

War Elephant with Combat I = 8.8 vs Melee
Crossbowman with Combat I = 9.6 vs Melee

But, would we use Combat I on our Crossbowmen or would we give them City Defence promotions? If we'd save its promotions, then it would only be 9 in the open, not much different from a War Elephant.

The biggest difference would be that a Crossbowman would get defensive bonuses, but Mehmed's most mobile units that attack us will probably be Catapults and Horse Archers, where a War Elephant would serve well. We'll still have Macemen to discourage Spearmen from attacking our stack.

Ideally, we'd also have Crossbowmen, but they're poor City attackers, while War Elephants can at least dual-role as City attackers. Since we are lean as it is on the number of military units, this factor of being able to multi-purpose use the War Elephants a whole lot better than Crossbowmen, is the deciding factor for me in skipping the production of Crossbowmen.
 
Using the Updated Values for getting our Great People:
It actually looks like without the 1 turn of The Parthenon's bonus, we will get our Great People on the same turn as the no-Pacifism approach, but we won't get as many gains from 1 turn of Pacifism.

So, the following info is still all correct:
1. Use the "Starve a lot" scenario for Grt Person Farm to generate Great Person #1. This scenario gives us the most GPP during our Golden Age. It also gives us our second Great Person from that City (our 5th generated Great Person from now) on T295, less than 40 turns from now.

2. Use the "Starve Slower" scenario for Three Clams, which will net us Great Person #2 on T267, at the same time as the "Starve to get GP here next" scenario but with a tiny bit more Food left over. After this point, we can run our "Food Neutral" value of 6 Scientists for research purposes. After Liberalism comes in, and Flask output is less of a priority, we can consider the option of growing the City (if we need more votes) versus continuing to run Scientists (for a bit faster tech rate).

3. Use the "Starve a bit" scenario for Delhi, which will net us Great Person #3 on T271, one turn faster than the "Food Neutral" option. This City is our primary Science-outputting City, so up until the end of the game, we'll keep running Scientists here.

4. Use the "Starve" scenario for Crabs, which will net us Great Person #4 on T285. If we were to use the "Grow +2 Size First" scenario, we'd delay our Great Person by a large margin, not getting it until T292, which would actually mean that Grt Person Farm would beat it to spawning Great Person #4 and we would not end up with Great Person #5 until turn 40. So, the extra growth is not warranted and the "Starve" scenario it will be. Once Liberalism is in and once we've generated Great Person #4 here, we can choose between growing the City for more votes or continuing to run Scientists for a faster research rate on the remaining techs.

5. Great Person #5 will come from Grt Person Farm on T295, well within our targeted 40 turn limit. At that point, Liberalism will most certainly have been learned and we can decide between growing the City or continuing to run Scientists.


The part that changes is the effect of running Pacifism

1 turn of Pacifism compared to 0 turns of Pacifism:
Great Person #3 comes 1 turn faster
We have to adjust Three Clams to avoid a race condition with Delhi

2 turns of Pacifism compared to 1 turn of Pacifism:
Great Person #2 comes 1 turn faster
Great Person #4 comes 1 turn faster
Great Person #5 comes 1 turn faster

3 turns of Pacifism compared to 2 turns of Pacifism:
Great Person #3 comes 1 turn faster
Great Person #4 comes 1 turn faster
We have to adjust Three Clams to avoid a race condition with Delhi

4 turns of Pacifism compared to 3 turns of Pacifism:
Great Person #5 comes 1 turn faster
We have to adjust Three Clams to avoid a race condition with Delhi

5 turns of Pacifism compared to 4 turns of Pacifism:
Great Person #2 comes 1 turn faster
Great Person #3 comes 1 turn faster
Great Person #4 comes 1 turn faster

6 turns of Pacifism compared to 5 turns of Pacifism:
Great Person #5 comes 1 turn faster
We have to adjust Three Clams to avoid a race condition with Delhi

7 turns of Pacifism compared to 6 turns of Pacifism:
Great Person #4 comes 1 turn faster
We have to adjust Three Clams to avoid a race condition with Delhi

8 turns of Pacifism compared to 7 turns of Pacifism:
Great Person #3 comes 1 turn faster
We have to adjust Three Clams to avoid a race condition with Delhi

9 turns of Pacifism compared to 8 turns of Pacifism:
Great Person #4 comes 1 turn faster
Great Person #5 comes 1 turn faster
We have to adjust Three Clams to avoid a race condition with Delhi

10 turns of Pacifism compared to 9 turns of Pacifism:
We have to adjust Three Clams to avoid a race condition with Delhi


From the new numbers, it looks like running Pacifism for 2 turns will be the most efficient approach, although 0 turns of Pacifism could work reasonably well, too.
 
Good job in testing!
So i think we'll go for 2 more turns of Pacifism. Needless to recommend to not have any unit completed in those turns.

Confu missionaries can be redirected to out barb cities, or saved for captured Ottoman cities. Our cheap temples still maintain the AP hammer bonus. Not spread them to Izzy.

What about another caravel? I agree with Mitch that's worth exploring a bit.

Agreed for the WEs, it's what i said.

I was a bit confused by the 12 turns of GAge, but i thought i not remember well.
 
From the new numbers, it looks like running Pacifism for 2 turns will be the most efficient approach, although 0 turns of Pacifism could work reasonably well, too.

After reading your first post, I came to the same conclusion. I suggest 0 turns of Pacifism. The sooner we get the shared civic bonus with Sal and Justinian, the better chance we have of beating Toku for the sec gen vote, right?
 
A few more Comments and Questions before Playing
I'm sorry but I did not get a chance to play yet.

It will have to happen tomorrow, as I only recently got home and my eyes are already closing on me as I type.


Switching Immediately
I like the idea of being able to "count on" getting "double positive Diplo modifiers" by switching into Buddhism and Theocracy at the same time--i.e. it will be easy to predict when an AI will get more positive Diplo modifers with us.

So, I'll switch into both on the first turn, without much difference in the timing of our Great People spawning but with us having a better chance of being well-liked.


4 Lightbulbers
Now, is everyone okay if I plan to use 4 Great Scientists on Lightbulbing? 1 on Physics and 3 on Electricity? If yes, then Electricity should be a 2-turn-to-learn tech. Counting the Great Scientist from Physics, that will allow us to accidentally get one "non Great Scientist" out of our next 3 Great People and still end up with enough Scientists.


After the Lightbulbing fiesta is over, we'd have:
2 Great Engineers
1 Great Person of the first 3 that we will spawn


If we are very unlucky in Great People Spawning
Of course, if I only get 1 out of 3 of our next Great People being Great Scientists, it'll be a lot tougher to Lightbulb Electricity, so I'll plan to take Electricity with Liberalism in that case.

Otherwise, as long as we get 2 of our next 3 Great People being Great Scientists, we'll have sufficient Great Scientists to be able to take Radio with Liberalism--as long as we're okay with using up 4 Great Scientists on Lightbulbing. The alternative is to drag the game out longer while we self-tech Radio and have way too many Great People on our hands (the Great Scientists won't be of much use--it would be a total joke to build an Academy or settle one at this point--other than to use as the Final Four).


The Final Four if we use 4 Great People to Lightbulb
So, assuming that I'm able to use 4 Great Scientists on Lightbulbing, that leaves us with waiting a number of turns for 2 more Great People to spawn, getting them on T285 and T295.

We'd still need to either use one of our 2 Great Engineers for the Final Four or else spawn a Great General for the Final Four. Does anyone know the algorithm for determining where a Great General will spawn? For example, is there any way to set things up so that we can pick which City it will spawn in? If not, we'll just have to be ready with Galleons near all of our Cities and just hope that a Great General spawns in an easily-accessible location (i.e. not in a captured City in the middle of Mehmed's terrain).


Attacking Mehmed
There should be units landing on Mehmed's shores at the end of my turnset. The plan is to hit the west coast, as that side is the closest to us and thus the most logically feasible location to attack. We also know that there is a Silk Resource on the west coast.
 
Switching Immediately
I like the idea of being able to "count on" getting "double positive Diplo modifiers" by switching into Buddhism and Theocracy at the same time--i.e. it will be easy to predict when an AI will get more positive Diplo modifers with us.

So, I'll switch into both on the first turn, without much difference in the timing of our Great People spawning but with us having a better chance of being well-liked.

Based on the info further down in your post, getting the Final Four should not be a gating factor in our game. Therefore, I agree that we should switch to both Buddhism and Theocracy on T0 for the positive diplo effects.


4 Lightbulbers
Now, is everyone okay if I plan to use 4 Great Scientists on Lightbulbing? 1 on Physics and 3 on Electricity? If yes, then Electricity should be a 2-turn-to-learn tech. Counting the Great Scientist from Physics, that will allow us to accidentally get one "non Great Scientist" out of our next 3 Great People and still end up with enough Scientists.

This sounds good to me. For all of those worry warts and risk-averse players (you know who you are... :)), if things look tight on the Liberalism race, we can burn 2 (or 3) GSs on Physics and take Electricity as a fall back position.

Does anyone know the algorithm for determining where a Great General will spawn? For example, is there any way to set things up so that we can pick which City it will spawn in? If not, we'll just have to be ready with Galleons near all of our Cities and just hope that a Great General spawns in an easily-accessible location (i.e. not in a captured City in the middle of Mehmed's terrain).

I could be wrong, but I thought the Great General spawned in the field of battle on the tile where the attacker was standing... This should be easy enough to test if no one knows for sure.
 
I think that with 4 GSs and a backup plan i can be fine.
Even i f don't understand all the discussion we has yesterday, where it seem that 1 more turn of pacifism was so efficent and now is useless.

Your first GG usually spawns in your Capital or or in one of your early cities. He'll never spawns so faraway from your core. It was in CivIII that a Great Leader spawned in the battlefield.
Sure we must be ready to transport him to the furs.
 
We need to have the save posted for today.
We're already 1 day in late with our replanned schedule.
In any case, we need to replan everything (turns/TS and dates) once we can foresee when the UN can be completed.

If we arrive sooner in terms of turns (and if we can squeeze Radio out of Lib we'll do), we can shorten the TS to 10-15 turns or just cancel one before the final rush, which is reserved to Dhoom.
 
I'm trying to gather some info from the graphs.
I'm focusing only on the teams which are already past 1300 AD:
Dwarves, Maple, Phoenix, and WhoDat.

Score
They're packed in about the same as us in 1050 (our last posted save), but Who Dat is growing fast and Phoenix is just impressive.

Power
They all have a spike starting in late 1200, mainly Phoenix and Maple.

Culture
Dwarves and Maple are increasing vertically, so they should go for that VC.

If we manage to arrive to the UN around or even before 1400 (and to win the elections quickly, of course), Maple and Phoenix are already beaten.
Please remember that when a team upload its victory (or defeat) save, we can see only the second last in the P&R page.

A quick look to all the competitors tells me that we're deadly last in power and that Plastic Duck started with a big military around 300 AD. Their Score goes in pair with their power, so i think they choose to vassal a good portion of the world to be elected with vassal's votes. This can slow-down their research, but it's not sure.
 
I don't think the Plastic Ducks have posted a save in a long time. Could it be possible that they are done already?
Unfortunately i haven't look to the P&R page too frequently, so i can't say it. Sure is that it's a high date and probably they finished around 1660 according to the frequency they were uploading their latest TSs (4-5 turns each, i think). We'll be done a lot faster unless the luck turns her face. (touch...)
 
I don't think the Plastic Ducks have posted a save in a long time. Could it be possible that they are done already?
Oops... sorry, i was thinking (and referring) to Phoenix in my earlier post :blush:

Plastic Ducks:
i mentioned their impressive spike in power and score starting around 300 AD. But anything they can have done, it's nearly impossible they managed to have the UN before 1000 AD and absolutely impossible they achieved a Cultural, especially given their power.

So, i think that they arrived to a point where they need to discuss their strategy.

Their names tell me nothing (well, i don't know everyone in CFC), they're not top players.
If they were Murky i can suspect some magic, but i think i can affirm they have not finished.
If a good player like cas posted an HoF Diplo around 1400 AD, i can hardly think to a less renowned player beating him by 400-500 years and under the restrictions of this game.
 
Partial Turnset Report--the rest of the turnset
Please note that I ended a turn early, as it appears that we're ahead of schedule in our tech path as it is. Plus, now is a good time to regroup, consider what techs we might want to trade for.

It is also a time to gather and consolodate our military forces in Mehmed's lands--attacking Cities is a bit premature at this stage and could just cost us our in-the-field units.

Anyway, onto the report...

T258 (1130 AD)
We spawn our Golden Age, switch into Buddhism, and switch into Theocracy.

Most Cities hire Scientists in place of Food-based squares or in place of other Specialists.

Scientific Method is due in 4 turns after all of the Scientists have been hired, although we came close to seeing it being learned in 3 turns.

T259 (1140 AD)
We earned 385 Gold from Angkor Wat.

Toku adopts Bureaucracy.

Guilds is for sale from Justinian and Saladin but I won't be buying techs until after we have Liberalism. If I'm forced to take Liberalism in my turnset, I'll probably stop play before trading, so that we can get team consultation on which techs to buy, if any. Guilds could lead to Banking, which could help get Toku's vote, but we'll save that discussion for the next turnset.

Isabella gets a Great General. Hey! I want one of those!

Our Caravel is off exploring, leaving Missionary-transportation duties up to our future Galleons.

T260 (1150 AD)
A Great Scientist is born in Grt Person Farm. One down, one to go.

Zara got a Great Spy. I wonder if we'll be a victim of his Espionage, if he'll build a Scotland Yard, or if he'll use it for a Golden Age.

We capture the northern Barb City! It comes with a Granary and we set to work on building a Courthouse.

We have 23.52% of the World's Population, compared to Toku's 20.00%. We're mostly stagnating growth to generate more GPP, but the odd City here and there is still growing (Mystic will grow next turn, for example).

T261 (1160 AD)
We have built our first Galleon. The people are happy, so, to celebrate, we start work on another one!

Science Rate gets set back to 100%. The Tech Race is now officially on!

The Apostolic Palace vote comes up. Our options are:
a) Stop the War against Zara
OR
b) Stop trading with Justinian

I don't like either option, so I choose the last possibilty of "None."

T262 (1170 AD)
We learn Scientific Method and hard work begins on researching Physics!

I can finally confirm that Saladin is researching Education, but he doesn't appear to have a very fast tech pace.

Our Workers start to build Forest Preserves, starting with the Forest around Delhi that has 3 spots to regrow and the Tundra Forest by Riverdale, to hope for a Forest regrowing there.

Note that I have already put a Farm on the last PRiv square (1S of Riverdale), so there's only 1 spot for the Forest to spawn growth (1S of the Tun For), but a bigger chance than a negligible chance is better than a negligible chance!

T263 (1180 AD)
I stop Crabs from starving a population point to death.

Justinian and Isabella cancel their enforced Peace Treaty deals with us. BLubz earlier suggested that if an AI Demands Paper, then I'll give into that Demand.

Well, these two AIs are about to start Demanding, but it'll be to cancel deals or join a war.

I make a command decision and leverage Paper for peace with Justinian. We pick up his World Map, which shows an island to the north of Toku's area.

For her part, Isabella gets Compass in exchange for going to war with Mehmed. Welcome back to the War with Mehmed Club!

T264 (1190 AD)
Justinian adopts Caste System. I don't see why he needs to do so. Maybe he wants +1 Hammer from his lone Workshop? Maybe he's going to try and generate a few Great People and spawn a couple of Golden Ages? You'd think that an AI would have enough Specialists slots in their Cities by now, though.

Then again, Saladin and Zara are also running Caste System, so what do I know?

Military Units are starting to spawn across the empire. We built 5 units this turn, counting a Galleon.

Buddhism gets spread in the northern Barb City. Delhi immediately gets to work on building a replacement Buddhist Missionary.

T265 (1200 AD)
We're advancing slowly towards the next Barb City. There are several hostile units in the open (I am guessing that somebody World-buildered in certain "personalities" for these units that are not City Defence. Fortunately, we're only seeing Axemen and Longbowmen, for which our army is well-equiped to handle.

Justinian offers up Nationalism up for trade. It is tempting but I will wait until after the end of my turnset or Liberalism, whichever comes first. Besides, if we do take Nationalism in trade, then we'll just have a fight about whether to use 2 Great Engineers on The UN, save one for one of the Final Four, or use one on building The Taj Mahal out from under Saladin's nose. Actually, Saladin isn't saying about "having his reasons," but that message might not come up unless he'd otherwise be willing to trade the tech around. Justinian is Friendly with us, which is why he'll cough it up to us.

Mehmed spawns himself another Great General while Isabella gets herself a Great Prophet.

Land ho! Our Caravel arrives at the island that Justinian told us about. A Barb City exists there. However, it is only Size 4 (and thus would only be Size 3 after we capture it). I will scout around to see if there is Fur there.

A Buddhist Missionary is on its way to Isabella!

T266 (1210 AD)
The moment that we have been long awaiting has arrived!

Toku will now like Zara more than he hates him if one of them ducks out of the war.

I take the opportunity to Open Borders with Zara, in case we'll be looking to cater his vote near the end of the game.

The hour is approaching. I use one Great Scientist to Lightbulb Physics at the last moment, so that we'll learn the tech at the end of this turn. Next turn, I'll have to make a choice between Electricity and Radio.


T267 (1220 AD)
Researched Physics -> Electricity

Saladin has Education, but we're going to beat him to Liberalism! Well, at his ridiculously slow pace to learn Education, we will.

We spawn 2 Great Scientists (one from Physics). Now is the time! We Lightbulb 3 Great Scientists. But we're short of learning Electricity in 1 turn by only a tiny amount. Can we pull it off?

I actually am able to squeeze our empire into learning Electricity in ONE TURN! Scientists EVERYWHERE, even spots that they normally wouldn't appear, are hired--scientists in bars, in mental institutions, and even some are dug up from under a rock--just to push us through a 1-turn Electricity run.

As a side note, Isabella spread Buddhism in one of her Cities, yaaaa! It is a shame that she is not yet ready to convert.

We get our Deer back from Isabella, while giving her a Wheat from the northern Barb City, in exchange for the Resource that she'd previously been trading to us.

We capture the southern Barb City and THE FUR IS REVEALED!

T268 (1230 AD)
We learn Electricity and have enough Gold remaining to research Liberalism in one turn.

No AI has learned Liberalism yet, so it will be ours first!

Even at an unsustainable 100% Science Rate, Radio would have taken us 12 turns to learn!

Silverado and Wheaties, our high-production Cities, decide to try out a new prototype... when the Engineers say that it'll be a great way to spy on our enemies and unleash waves of destruction from afar, the Scientists claim that the Engineers are full of hot air... and the Engineers, for once, choose to agree with the Scientists, snickering about their clever word-play. The Scientists, not to be outdone, suggest that the Engineers try a trial flight by filling their blimps with hydrogen...

We spot another City near the first Barb City on the island to the north of Toku.

T269 (1240 AD)
Zara offers to peacefully become our Vassal. We DEFINITELY DO NOT WANT any vassals, so I turn down his offer.

We score Radio with Liberalism!

I'm going to stop play on this turn, as we need to reassess our priorities. We should also talk about trading options for UT's turnset.

Here are some of the trades that are available:
Music from Toku for Paper and 150 Gold
Music from Zara for Paper and 150 Gold
Nationalism from Justinian for Astronomy (a monopoly tech) and 150 Gold
Nationalism, Guilds, his World Map, and all 150 of his Gold for Education and Printing Press
Guilds and Music from Justinian for Education and 100 Gold
Guilds, Music, and 390 Gold (not all of his Gold) from Saladin for Astronomy (a monopoly tech)

Note that Justinian "has his reasons" for not trading us Divine Right, so he's building one of the two Wonders that are associated with that tech. I don't think that we'll need that tech any any point in our game, though, so trading for it would be a bad move. No one is offering it for trade at the moment, anywa.


Please note that our economy is totally dead. We're at +16 Gold per Turn at a 0% Science Rate.

Still, Mass Media will be learned in 16 turns, 16 turns which are fast approaching! One turn of 100% Science counts for about two and a third turns at a 0% Science Rate.



Suggetsions for the next player:
Galleon 1 can finish taking our Great Scientist to the Fur. I figured that I'd hedge our bets by being able to Lightbulb from anywhere in the world (including in the Ocean) and send him on a sailing cruise. Since we have a monopoly on Astronomy, this plan was feasible. However, for transporting any future Great People to the Fur, we'll want a Galleon chain.

My suggestion is to send the Galleon chain EAST instead of west--i.e. leave from Zara's side of the continent. But, we'll have to keep shuttling Military units over to Mehmed before we're ready to set up any such sort of a Galleon chain. Worst case, we'll just stack multiple Galleons on top of each other and just move them as a group towards the Fur, near the end of the game.

Anyway, after dropping off our Scientist, Galleon 1 can pick up some of our Cats and Maces and head towards Isabella. He can double-back once those land units been dropped off in her lands to pick up the remainder. I'd suggest, however, leaving a few units in the Barb area--one Longbowman on the Fur and one Longbowman in the northern Barb City. Any Warriors that we get here can hide in the southern Barb City of Zhou until the last turn of the game.

There's a bit of an army of our units forming to the NW of Cordoba. I would at a minimum wait until we have 6 units in a stack before we press onto any of Mehmed's Cities. That said, I would actually recommend that we just camp his GHFor square there (NW + N + N + N + N of Cordoba and E + E + E of the GUranium) until we have a big stack of units. Hopefully, he'll throw the odd unit at our stack, so that we can get a couple of promotions while waiting for enough of an army to arrive.

Probably the worst thing that we can do is press the attack before we have enough units to successfully capture and keep a City, thus greatly risking losing almost all of our army at once.


If we get more units over near Toledo (we don't have enough there yet) or if Isabella gets a stack of units to help us out, we can consider capturing Toledo. Upon capturing it, we should immediately Liberate it to Isabella, in hopes of getting a +1 "You liberated our Cities!" Diplo modifier. The City is too hard to defend for us to want to keep ourselves and its location will help keep the two AIs throwing units at each other.


The Confucian Missionary in Isabella's lands has mostly been used as a scouting unit. We DO NOT want to gift it to Isabella. We also don't want to spread it in a captured City unless we are POSITIVE that the captured City will not become the future home of The UN.


We should figure out how we're going to take on Mehmed. I'm thinking that while we gather our forces in his lands, we'll just play defensively, hiding on Hilly Forests or Hilly Jungles (like the GH Jungle 1S of Toledo).

Once we have a critical mass of units near him, then we can go after his Cities.

We should consider making one such City The UN City, while we'll also need to capture a Silk City, like the one on his north-west coast.

I'd rather not try for the Silk City until we can put at least 10 units in the area, or else we might lose whatever force we send there, since it's kind of in his "back country" and thus Isabella won't be helping to absorb some of the attacks in that area.


When exploring with the Caravel, try and keep all Barb Galleys alive. There are at least 4 Barb Galleys floating around that island to the north of Toku. The more Barb Galleys that are alive, the more discouraged the AIs will be to settle the area or to capture the Barb Cities there. So, just make sure that you don't end the turn of the Caravel on a Coast square.


A Fort already has our Barb Cities connected to the rest of our empire, so there's not much worry there. The City Governor should automatically assign a few Artist Specialists on your behalf when the southern City comes out of revolt, allowing you to connect up the Fur once our borders expand over it. In the meantime, you might as well just keep the Workers in the southerns Barb City, saving us on Unit Supply costs.


There are some unirrigated Wheat Resources by the Barbs' Cities area, but we'd have to mow down some nicely matured cottages, and we don't really need to grow these Cities anyway. Bigger populations will just mean more costlier maintenance.

We can't afford to switch into Slavery to whip Courthouses there, though, as we need Caste System to keep up the Great People Production, as well as to keep our Science afloat.


Airships can presumably be rebased to Isabella's Cities and thus attacking Mehmed's southern Cities seems to make the most sense for our initial assualt. Two Airships are currently being built.


Workers on our mainland can keep building Forest Preserves. I have put a few down already, such as one on the Tundra Forest SE of Riverdale and the one on the PRiv For E + E + E of Delhi. You can hover your mouse over a Forested square to see if it says "Forest Preserve" in the pop-up text. If it doesn't say that, then it's a square that still needs a Forest Preserve.


Presumably, if a Forest grows near Riverdale, we'll save it for The UN.

We also want to avoid settling Whales, as we'll probably need the Forest near there in order to complete The UN, should we choose to build it in Riverdale.

Go slowly into battle with Mehmed--it's better to wait for Airship support and large stacks, winning us conclusive battles, than to kill off a few of his units if it means losing several of our units in the bargain.


None of the Cities are currently losing Food, but you should note that Crabs has an almost empty Foodbox. If we get a lot of unhappiness from War Weariness, we'll have to keep an eye on this City so that it doesn't starve.


Please DO NOT create a colony, as that's the same thing as getting a vassal, in terms of making it next to impossible for us to get voted-for as the winner of the game. Either you get a ton of vassals or no vassals, and we have chosen to go down the "no vassals" route.


Please do not declare peace with Mehmed. We must continue to stay at war with him, as we won't be able to redeclare war on him without angering some of the other AIs.



Saladin knows both Banking and Education, so he is likely to be the first player to Economics. We don't need to compete with him, as we'll be learning Mass Media and can always get Economics in trade later, should sufficient AIs research it.


Keep sending Buddhist Missionaries to Isabella, drop them off in a City of hers (it doesn't matter which City--just bit the closest City--Seville) and gift her the Buddhist Missionaries (just make sure to unload them from the boat first, so that you don't accidentally end up gifting the entire boat!).



I've already pre-built a bunch of Workshops near Riverdale, so there should be no need to build more. There are 4 that are "partially completed" within 1 turn of completing, but we DO NOT want to complete them now, as doing so would reduce the Food output of Riverdale. If we do turn those squares into Workshops, it'll happen when we're just starting to build The UN, but no sooner.


There are 4 military units of ours that are near Toledo. We can consider moving them onto the GH Jungle 1S of Toledo and just defending from any attacks there. If you want, you can "scout" 3 squares to the north with Confucian Misionary 12, look at the defenders in Toledo, and then send the Missionary back into Barcelona to hide. That info should tell you if you'll feel safe in standing 1S of Toledo.


If a City doesn't make a lot of Hammers, it's probably best to just build some of the cheapest Military Units there, such as Longbowmen.


I have yet to spread Buddhism to Ivory Towers as Saladin sent a Caravel to Sugar Daddy, converted the City to Buddhism, and then had a Buddhist Missionary "sitting, waiting," in a coastal City along his northern Coast that one of our units saw as it went by. Saladin's Caravel is on its way east again, so chances are that he's got a Buddhist Missionary in there and that its headed for Ivory Towers. It's up to you if you want to complete the 0-experience War Elepant in Ivory Towers in 3 turns or if you want to start building a different Military Unit for now, so that both units should hopefully be created after Buddhism gets spread to Ivory Towers by Saladin.



Screenshots will have to wait until another day. I am exhausted.
 
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