SGOTM 12 - One Short Straw

OK, I'm going to stop now. London is ours with no losses. But Canterbury will take two turns to take because he kept reinforcing it. New Castle will take another turn as well. So, if we want to take those two plus Marseilles, will have to do it on T+1 and sign a CF then.

Bing-Mao is ready.

Mitchum's Oasis has been settled.

Sushi is spreading.

We have enough epp on Churchill, so I directed it toward Stalin last turn.

Save will be uploaded in 2 minutes.
 
Who's up next? I need a break. ;)

Here is your Session Turn Log from 1420 AD to 1450 AD:
Spoiler :
Turn 202, 1420 AD: Sid's Sushi Co has expanded into GP Farm.
Turn 202, 1420 AD: Sid's Sushi Co has brought +17?+66?, -23? to GP Farm. Increase this bonus by acquiring more Crab, Clam, Fish, Rice.
Turn 202, 1420 AD: You have constructed a Grocer in Fish. Work has now begun on Wall Street.
Turn 202, 1420 AD: You have trained Confucian Missionary in Bermuda. Work has now begun on Versailles.
Turn 202, 1420 AD: You have trained a Settler in Beijing. Work has now begun on a University.
Turn 202, 1420 AD: Beijing celebrates "We Love the Prime Minister Day"!!!
Turn 202, 1420 AD: The borders of Tours have expanded!
Turn 202, 1420 AD: Churchill's Caravel (3.60) vs Catherine's Caravel 4 (Rheims) (3.00)
Turn 202, 1420 AD: Combat Odds: 73.0%
Turn 202, 1420 AD: (Extra Combat: -20%)
Turn 202, 1420 AD: Churchill's Caravel is hit for 18 (82/100HP)
Turn 202, 1420 AD: Catherine's Caravel 4 (Rheims) is hit for 21 (79/100HP)
Turn 202, 1420 AD: Churchill's Caravel is hit for 18 (64/100HP)
Turn 202, 1420 AD: Churchill's Caravel is hit for 18 (46/100HP)
Turn 202, 1420 AD: Catherine's Caravel 4 (Rheims) is hit for 21 (58/100HP)
Turn 202, 1420 AD: Catherine's Caravel 4 (Rheims) is hit for 21 (37/100HP)
Turn 202, 1420 AD: Catherine's Caravel 4 (Rheims) is hit for 21 (16/100HP)
Turn 202, 1420 AD: Churchill's Caravel is hit for 18 (28/100HP)
Turn 202, 1420 AD: Churchill's Caravel is hit for 18 (10/100HP)
Turn 202, 1420 AD: Catherine's Caravel 4 (Rheims) is hit for 21 (0/100HP)
Turn 202, 1420 AD: Churchill's Caravel has defeated Catherine's Caravel 4 (Rheims)!
Turn 202, 1420 AD: Stalin the Despicable adopts Slavery!
Turn 202, 1420 AD: A Russian revolt has taken place in Troy!

Turn 203, 1430 AD: The enemy has been spotted near Rheims!
Turn 203, 1430 AD: Fish has grown to size 13.
Turn 203, 1430 AD: Pigs has grown to size 15.
Turn 203, 1430 AD: GP Farm can hurry Sid's Sushi Executive for 2? with 45? overflow and +1? for 16 turns.
Turn 203, 1430 AD: Cuba has grown to size 9.
Turn 203, 1430 AD: Bermuda can hurry Versailles for 7? with 26? overflow and +1? for 25 turns.
Turn 203, 1430 AD: Bananas can hurry University for 3? with 38? overflow and +1? for 16 turns.
Turn 203, 1430 AD: Kamchatka has grown to size 12.
Turn 203, 1430 AD: Chengdu has grown to size 4.
Turn 203, 1430 AD: Chengdu can hurry Lighthouse for 1? with 13? overflow and +1? for 25 turns.
Turn 203, 1430 AD: Bcool Island has grown to size 7.
Turn 203, 1430 AD: Hastings has become unhappy.
Turn 203, 1430 AD: You have plundered 6? from the Hamlet!
Turn 203, 1430 AD: Sid's Sushi Co has expanded into Bahamas.
Turn 203, 1430 AD: Sid's Sushi Co has brought +17?+68?, -23? to Bahamas. Increase this bonus by acquiring more Crab, Clam, Fish, Rice.
Turn 203, 1430 AD: Your Cannon 10 (Moscow) has reduced the defenses of Marseilles to 0%!
Turn 203, 1430 AD: Fish will grow to size 14 on the next turn.
Turn 203, 1430 AD: GP Farm will grow to size 16 on the next turn.
Turn 203, 1430 AD: Rheims will grow to size 15 on the next turn.
Turn 203, 1430 AD: Shanghai will grow to size 11 on the next turn.
Turn 203, 1430 AD: The Crabbes will grow to size 7 on the next turn.
Turn 203, 1430 AD: Nanjing will grow to size 5 on the next turn.
Turn 203, 1430 AD: Hammer City will grow to size 4 on the next turn.
Turn 203, 1430 AD: Steam will grow to size 2 on the next turn.
Turn 203, 1430 AD: You have trained Sid's Sushi Executive in GP Farm. Work has now begun on a Market.
Turn 203, 1430 AD: Beijing celebrates "We Love the Prime Minister Day"!!!
Turn 203, 1430 AD: Christianity has spread in Oxford.
Turn 203, 1430 AD: Churchill's Caravel (3.00) vs Catherine's Galley 4 (Paris) (2.40)
Turn 203, 1430 AD: Combat Odds: 75.1%
Turn 203, 1430 AD: (Extra Combat: +10%)
Turn 203, 1430 AD: (Plot Defense: +10%)
Turn 203, 1430 AD: Churchill's Caravel is hit for 17 (83/100HP)
Turn 203, 1430 AD: Churchill's Caravel is hit for 17 (66/100HP)
Turn 203, 1430 AD: Churchill's Caravel is hit for 17 (49/100HP)
Turn 203, 1430 AD: Churchill's Caravel is hit for 17 (32/100HP)
Turn 203, 1430 AD: Churchill's Caravel is hit for 17 (15/100HP)
Turn 203, 1430 AD: Churchill's Caravel is hit for 17 (0/100HP)
Turn 203, 1430 AD: Catherine's Galley 4 (Paris) has defeated Churchill's Caravel!
Turn 203, 1430 AD: While defending, your Galley 4 (Paris) has killed a English Caravel!

Turn 204, 1440 AD: The enemy has been spotted near Rheims!
Turn 204, 1440 AD: Fish has grown to size 14.
Turn 204, 1440 AD: Fish can hurry Wall Street for 7? with 34? overflow and +1? for 74 turns.
Turn 204, 1440 AD: Bahamas can hurry Sid's Sushi Executive for 2? with 68? overflow and +1? for 10 turns.
Turn 204, 1440 AD: Rheims has grown to size 15.
Turn 204, 1440 AD: Bcool Island can hurry University for 3? with 24? overflow and +1? for 15 turns.
Turn 204, 1440 AD: Beijing has grown to size 13.
Turn 204, 1440 AD: Nanjing has grown to size 5.
Turn 204, 1440 AD: Hammer City has grown to size 4.
Turn 204, 1440 AD: Hammer City can hurry Courthouse for 1? with 10? overflow and +1? for 13 turns.
Turn 204, 1440 AD: Hastings will be pacified on the next turn.
Turn 204, 1440 AD: Steam has grown to size 2.
Turn 204, 1440 AD: Bing-Mao has been founded.
Turn 204, 1440 AD: Iron Spice has been founded.
Turn 204, 1440 AD: Clearing a Forest has created 30 ? for Haiti.
Turn 204, 1440 AD: Your Cannon 2 (Moscow) has reduced the defenses of London to 48%!
Turn 204, 1440 AD: Your Cannon 3 (Moscow) has reduced the defenses of London to 36%!
Turn 204, 1440 AD: Your Catapult 5 (Fish) has reduced the defenses of London to 28%!
Turn 204, 1440 AD: Your Trebuchet 24 (Moscow) has reduced the defenses of London to 16%!
Turn 204, 1440 AD: Sid's Sushi Co has expanded into Kamchatka.
Turn 204, 1440 AD: Sid's Sushi Co has brought +17?+68?, -21? to Kamchatka. Increase this bonus by acquiring more Crab, Clam, Fish, Rice.
Turn 204, 1440 AD: Your Confucian Missionary 12 (Bermuda) has failed to spread ? in Bahamas!!!
Turn 204, 1440 AD: Mitchum's Oasis has been founded.
Turn 204, 1440 AD: You have plundered 4? from the Cottage!
Turn 204, 1440 AD: Your Cannon 20 (Moscow) has reduced the defenses of Canterbury to 28%!
Turn 204, 1440 AD: Your Cannon 22 (Moscow) has reduced the defenses of Canterbury to 16%!
Turn 204, 1440 AD: Your Trebuchet 15 (Moscow) has reduced the defenses of Canterbury to 0%!
Turn 204, 1440 AD: Moscow will grow to size 21 on the next turn.
Turn 204, 1440 AD: GP Farm will grow to size 14 on the next turn.
Turn 204, 1440 AD: Bahamas will grow to size 13 on the next turn.
Turn 204, 1440 AD: Paris will grow to size 8 on the next turn.
Turn 204, 1440 AD: Kamchatka will grow to size 13 on the next turn.
Turn 204, 1440 AD: The Crabbes will grow to size 6 on the next turn.
Turn 204, 1440 AD: A Spy has been stumbled upon while operating near the Russian city of Hammer City!
Turn 204, 1440 AD: While defending, your Work Boat 12 (Rheims) was destroyed by a English Caravel!

Turn 205, 1450 AD: The enemy has been spotted near Pigs!
Turn 205, 1450 AD: The enemy has been spotted near Rheims!
Turn 205, 1450 AD: Moscow has grown to size 21.
Turn 205, 1450 AD: GP Farm can hurry Sid's Sushi Executive for 1? with 41? overflow and +1? for 24 turns.
Turn 205, 1450 AD: Bermuda will become unhealthy on the next turn.
Turn 205, 1450 AD: Paris has grown to size 8.
Turn 205, 1450 AD: Paris can hurry Knight for 1? with 37? overflow and +1? for 49 turns.
Turn 205, 1450 AD: Kamchatka has grown to size 13.
Turn 205, 1450 AD: Kamchatka can hurry Sid's Sushi Executive for 1? with 47? overflow and +1? for 16 turns.
Turn 205, 1450 AD: Chengdu can hurry Library for 1? with 21? overflow and +1? for 33 turns.
Turn 205, 1450 AD: Shanghai can hurry Grocer for 2? with 42? overflow and +1? for 22 turns.
Turn 205, 1450 AD: The Crabbes has grown to size 6.
Turn 205, 1450 AD: The Crabbes can hurry Library for 1? with 21? overflow and +1? for 23 turns.
Turn 205, 1450 AD: Beijing can hurry Work Boat for 1? with 24? overflow, 19? added to the treasury, and +1? for 14 turns.
Turn 205, 1450 AD: Nanjing can hurry Courthouse for 2? with 9? overflow and +1? for 10 turns.
Turn 205, 1450 AD: Hastings has been pacified.
Turn 205, 1450 AD: Hastings has become happy.
Turn 205, 1450 AD: Hastings can hurry Forge for 4? with 10? overflow and +1? for 10 turns.
Turn 205, 1450 AD: Oxford will be pacified on the next turn.
Turn 205, 1450 AD: Gandhi has 120 gold available for trade.
Turn 205, 1450 AD: Gandhi will trade Fish
Turn 205, 1450 AD: Your Catapult 5 (Fish) has reduced the defenses of London to 8%!
Turn 205, 1450 AD: Your Trebuchet 29 (Moscow) has reduced the defenses of London to 0%!
Turn 205, 1450 AD: Catherine's Cannon 1 (Moscow) (12.00) vs Churchill's Longbowman (10.80)
Turn 205, 1450 AD: Combat Odds: 72.0%
Turn 205, 1450 AD: (Fortify: +25%)
Turn 205, 1450 AD: (City Defense: +100%)
Turn 205, 1450 AD: (City Attack: -45%)
Turn 205, 1450 AD: Your Cannon 1 (Moscow) has caused collateral damage! (2 Units)
Turn 205, 1450 AD: Catherine's Cannon 1 (Moscow) is hit for 18 (82/100HP)
Turn 205, 1450 AD: Churchill's Longbowman is hit for 21 (79/100HP)
Turn 205, 1450 AD: Churchill's Longbowman is hit for 21 (58/100HP)
Turn 205, 1450 AD: Churchill's Longbowman is hit for 21 (37/100HP)
Turn 205, 1450 AD: Your Cannon 1 (Moscow) has withdrawn from combat with a Longbowman!
Turn 205, 1450 AD: Catherine's Cannon 2 (Moscow) (12.00) vs Churchill's Longbowman (7.74)
Turn 205, 1450 AD: Combat Odds: 96.2%
Turn 205, 1450 AD: (Fortify: +25%)
Turn 205, 1450 AD: (City Defense: +70%)
Turn 205, 1450 AD: (City Attack: -45%)
Turn 205, 1450 AD: Your Cannon 2 (Moscow) has caused collateral damage! (1 Unit)
Turn 205, 1450 AD: Churchill's Longbowman is hit for 23 (63/100HP)
Turn 205, 1450 AD: Churchill's Longbowman is hit for 23 (40/100HP)
Turn 205, 1450 AD: Catherine's Cannon 2 (Moscow) is hit for 16 (84/100HP)
Turn 205, 1450 AD: Your Cannon 2 (Moscow) has withdrawn from combat with a Longbowman!
Turn 205, 1450 AD: Catherine's Cannon 3 (Moscow) (12.00) vs Churchill's Axeman (4.37)
Turn 205, 1450 AD: Combat Odds: 100.0%
Turn 205, 1450 AD: (Extra Combat: +20%)
Turn 205, 1450 AD: (Fortify: +25%)
Turn 205, 1450 AD: (City Attack: -20%)
Turn 205, 1450 AD: Churchill's Axeman is hit for 29 (41/100HP)
Turn 205, 1450 AD: Your Cannon 3 (Moscow) has withdrawn from combat with a Axeman!
Turn 205, 1450 AD: Catherine's Maceman 3 (Fish) (8.00) vs Churchill's Catapult (3.03)
Turn 205, 1450 AD: Combat Odds: 99.9%
Turn 205, 1450 AD: (City Attack: -75%)
Turn 205, 1450 AD: (Combat: +10%)
Turn 205, 1450 AD: Catherine's Maceman 3 (Fish) is hit for 12 (88/100HP)
Turn 205, 1450 AD: Churchill's Catapult is hit for 31 (69/100HP)
Turn 205, 1450 AD: Churchill's Catapult is hit for 31 (38/100HP)
Turn 205, 1450 AD: Churchill's Catapult is hit for 31 (7/100HP)
Turn 205, 1450 AD: Catherine's Maceman 3 (Fish) is hit for 12 (76/100HP)
Turn 205, 1450 AD: Catherine's Maceman 3 (Fish) is hit for 12 (64/100HP)
Turn 205, 1450 AD: Churchill's Catapult is hit for 31 (0/100HP)
Turn 205, 1450 AD: Catherine's Maceman 3 (Fish) has defeated Churchill's Catapult!
Turn 205, 1450 AD: Your Maceman 3 (Fish) has destroyed a Catapult!
Turn 205, 1450 AD: Catherine's Maceman 1 (Moscow) (8.00) vs Churchill's Longbowman (1.92)
Turn 205, 1450 AD: Combat Odds: 99.9%
Turn 205, 1450 AD: (Fortify: +25%)
Turn 205, 1450 AD: (City Defense: +100%)
Turn 205, 1450 AD: (City Attack: -75%)
Turn 205, 1450 AD: (Combat: +10%)
Turn 205, 1450 AD: Catherine's Maceman 1 (Moscow) is hit for 16 (84/100HP)
Turn 205, 1450 AD: Churchill's Longbowman is hit for 23 (0/100HP)
Turn 205, 1450 AD: Catherine's Maceman 1 (Moscow) has defeated Churchill's Longbowman!
Turn 205, 1450 AD: Your Maceman 1 (Moscow) has destroyed a Longbowman!
Turn 205, 1450 AD: Catherine's Maceman 9 (Fish) (7.30) vs Churchill's Longbowman (2.04)
Turn 205, 1450 AD: Combat Odds: 99.9%
Turn 205, 1450 AD: (Extra Combat: -10%)
Turn 205, 1450 AD: (Fortify: +25%)
Turn 205, 1450 AD: (City Defense: +70%)
Turn 205, 1450 AD: (Combat: -25%)
Turn 205, 1450 AD: Churchill's Longbowman is hit for 22 (0/100HP)
Turn 205, 1450 AD: Catherine's Maceman 9 (Fish) has defeated Churchill's Longbowman!
Turn 205, 1450 AD: Your Maceman 9 (Fish) has destroyed a Longbowman!
Turn 205, 1450 AD: Catherine's Musketman (9.00) vs Churchill's Axeman (1.45)
Turn 205, 1450 AD: Combat Odds: 100.0%
Turn 205, 1450 AD: (Extra Combat: +20%)
Turn 205, 1450 AD: (Fortify: +25%)
Turn 205, 1450 AD: Churchill's Axeman is hit for 28 (0/100HP)
Turn 205, 1450 AD: Catherine's Musketman has defeated Churchill's Axeman!
Turn 205, 1450 AD: Your Musketman has destroyed a Axeman!
Turn 205, 1450 AD: You have captured London!!!
 
Just in case it wasn't clear above, our entire army other than the one attacking London can still move this turn. There are more defenders that attackers in Caterbury plus he's building a crossbow that will be done next turn, so it will take two turns to capture if we want it.
 
This morning:
Spoiler :

ducks_win.jpg


Does that mean winning in 1750 AD? That save date is still showing up, but usually the system doesn't display the last save, correct?
Thoughts?
 
Very rough for 3 more golden ages (I'll get into spreadsheets later, no idea how realistic it actually is to expect 3 more). I think we might wanna run artists in Pigs now, merhcants in Fish and GP. In any case, we need to work at this hard now.

3+4+5 = 12 (8 max Caste, 2 freebies)

3-1 1200 T+12 GS (Moscow) - actual cost: 268gpp option 3-2 @ 468gpp avg rate: 22gpt / 39gpt
3-2 1400 T+12 GM (Fish) - actual coast: 1007gpp option 3-1 @ 807gpp avg rate: 82gpt / 67gpt
3-3 1600 T+12 GA (Pigs) - actual cost: 1443gpp avg rate: 121gpt
4-1 0000 T+24 GS (Physics)
4-2 1800 T+24 GM (GP Farm) - actual cost: 1622gpp avg rate: 68gpt
4-3 2000 T+24 GM Spy (Beijing) - actual cost: 1541gpp avg rate: 64gpt
4-4 2200 T+24 GE (Siberia) - actual cost: 1644gpp avg rate: 69gpt
5-1 2400 T+36 GP (London)? - actual cost: 2400gpp avg rate: 67gpt
5-2 2600 T+36 Spy (somewhere)?
5-3 2800 T+36 GS (somewhere)?
5-4 3000 T+36 GA (Pigs) - actual cost: 4443gpp avg rate: 124gpt
5-5 0000 T+36 GE (Fusion)

Some could obviously switch.

Edit: seems impossible. :crazyeye: Not so impossible, now that I look at required rates...
Edit: Moscow is currently GS-GE. That means we delay Siberia for next, and can't depend on researching Physics after RR.
Edit: need ConfMiss and SushiExec in London asap, build Jew Temple, build Conf Temple...
Edit: when wonders obsolete, do we still get gpp?
Edit: I think we'll probably want heavy backup on the 5-GP GA especially. Maybe run 7-8 cities, push the lower odds first, then abort/push as needed based on results. Pure genetics are nearly impossible anywhere.
 
That means launch by T+44, so we probably should have fired off the GA T-3 and figured out our gpp from there. Def. now and need to make sure we can run continuous.
 
Looked at gpp a bit more.

Getting 3GP in 12t - hard to get the third (Moscow+Pigs is easy). That one's probably the biggest limiting factor of all (aside from maybe the last two for the 5GP, which will be low odds most likely).

Also, sucks that we didn't think to keep Pigs genetics pure. It's a bit of a mess now - hard to know what type to push elsewhere.

MOSCOW 1400gpp (GS or GE)
Current: 932gpp
Needed: 468gpp
Target date: T+11
201gpp in 2t - Wonders+6-7Sci
201gpp in 1t - Wonders+19Sci (starve, I guess) --> Gives us an extra turn for the 1200gpp, which makes a big difference

PIGS 1600gpp (GA/GM)
Current: 157gpp
Needed: 1443gpp
Target date: T+12 > 121gpp/t
1242gpp in 11t > 113gpp/t
203gpp in 1t - TGL+NE+16Mer/Art (starve if needed)

Options for 1200: Siberia, Fish and Beijing

Fish is too slow, because of WS build

Siberia is overlapping Moscow with GE odds + it needs to focus on hammers right now. We should save it for the 4GP GA.

Beijing - needs Sushi asap, so it can run 3-4 more specialists, keeping only food tiles. Presumably the one from Kamchatka? It would probably run Artists, with Pigs going all Merchant. That avoids overlap with Moscow, at least.

We obviously don't need 3 in 12t. Delaying by 1-2t makes it significantly easier, ofc. Still, I think we should try. Maybe someone else has alternate ideas.
 
I think the most important thing this TS is figuring out an efficient plan for Roosevelt. Our troops in England are stretched thin ATM, and still need some turns to finish that campaign.
 
There's a lot of random islands, btw. We should make sure we explore everything soonish, so we can plan the scrubbing in good time.

Edit: are we gifting Gandhi the Demo pre-reqs?
 
scrubbing might take priority over anything else short term for our workers. Other then helping out cities that need to produce GP for us.

I'll have more to say tomorrow evening.
 
I think the most important thing this TS is figuring out an efficient plan for Roosevelt. Our troops in England are stretched thin ATM, and still need some turns to finish that campaign.

I wouldn't say our troops are spread thin. They are spread out in 4 stacks for the 4-pronged attack plan. We would need to attack Canterbury this turn and we can finish it off on T+1 since there are so many units there. The other two cities can be taken on T+1 as well. That sets up up to sign a CF next turn, gift Steam and steal SP with one of our two spies. We can then wipe out Churchill's remaining cities in the next few turns while our units are in the area or just leave him down there to freeze. I don't have the save on this computer so I don't recall how many Mining Inc. resources he may have other than the copper west of London.

Regarding Mao, we should gift him Bing-Mao this turn. I forgot to do it last turn.:blush: Then, with the cannon near Moscow and the knight in the queue at Moscow, we can take St Nick on T+1. There are two spies right there that can move in on T+1. We can either wait the required number of turns until we have enough epp to steal Military Science and gift Stalin the city then, which risks him founding another city. Or, we can gift it to him on T+1 and hope that our spies are undetected until we have enough epp. With more scouting we'll be able to figure out if he even can settle another city pre-Astronomy.

Regarding the gpp gene pool in Pigs, we did think about it. We had to run a hodge-podge of great people when not in Caste System just to get the GM that we now have. Had we kept the gene pool pure, we'd still be waiting for that great person to be born.

In Moscow, we have a good shot at getting a non-GM/GS. I think we need to do whatever we can to decrease the odds of a GS. We'll be running scientists in a lot of cities, so I'm not worried about getting a GS later.

Regarding WS, once we trigger our GA, I think we can finish it a turn (or two?) sooner than what it currently shows. I'm okay either way, but prefer not to whip wonders if we can avoid it. We have plenty of food, but whip unhappiness is a bigger concern.

I think we need to start growing GP Farm (i.e. no more whipping or drafting). That means that we'll need two or three cities to build whatever army we need to take out Roosevelt and Gandhi. I think our current force (once maces are upgraded to grens) is enough to take them out one at a time. If we want to go after both of them, we'll need two or three cities cranking out mainly siege.

We also need a plan for how we're going to take out Stalingrad. I don't have much experience with nukes, but it would be nice if we could get him to fire them off at our caravels.

I agree with bpp that our great person production needs to be figured out very carefully so that we can do our best to get the great people we need when we need them.

With all of the food Sushi brings, we're going to have a lot of population. I think most cities will need a market and grocer to deal with the pops. Other happy/healthy buildings may also be needed. Since we have mainly farms and work shops, maybe we should have theaters in all of our cities so that we can ease the culture slider up to allow us to run more specialists.

Once we switch research to RR, we should do what we can to keep our slider at 100% for the rest of the game (unless we fiddle with the culture slider a bit). That means that some cities will have to build wealth and we'll have to run merchants in a lot of our cities. Science is currently the critical path in this game, so anything we can do to keep the gold slider at 0% will speed up our victory date.

@bbp, yes, obsolete wonders still provide their gpp. It looks like you already figured this out.
 
@mdy,
can you play next?

Yes, I can take the next turnset. I will post some thoughts in a few hours once I have had a chance to study the save carefully.


EDIT: One major point that has just occured to me: Maybe it would be better to attack Gandhi next instead of Rooservelt. He is weaker and an easier target, and this would leave Rooservelt free to research techs for us to steal. We can quickly put enough espionage on him to see what tech he is researching and if he researches a tech we already have we could gift it to him to ensure he is always researching something for us.

Given the relatively short time left I think we should immediately start our next GA and revolt to Caste System and Pacifism.
 
How to ensure we have 3 different GP's within the next turn for the next golden age:

Immediately revolt to Caste System/Pacifism and start our 2 GP golden age.

Moscow:

hire 1 engineer amd 1 spy. Hire 1 scientist when the city grows.

generates GP on T+7. 36% GS 35% GE 15%GP 6%GA 5%Gspy


Pigs:

Immediately hire 9 artists, work 3 food and 3 hammer tiles. Spread Sid's with next executive from GP farm. Hire additional artists as the city grows.

generates GP on T+10 85% GA 7% GS 7.5%GM, 1.5%Gspy

Fish:

Hires 3 merchants immediately. Also works fish and all land tiles except watermill. Builds wall street on T+4. Then hire 13 merchants.

generates GP on T+12 97.5% GM 2.5% GP negligable Gspy

This should give us a probability of about 92% for being able to start our 3 GP golden age before the second has ended.

Longer Term GP plans:

GP farm:

I think we should stop drafting GP farm and start building the population for the end game. Once we are working all tiles starting hiring specialists, starting with prophets, engineers, and spys, then probably scientists. In order to make more room for rare specialists I think we should just build buildings there after the current executive was built. I would also leave the current hammer improvements as we have more than enough food there for now.

Siberia:

Immediately hire a spy and engineer, and then 3 more engineers once we have the ironworks, this should put this city in a position to generate a GP for our 4 GP golden age. Build jail/intelligence agency after ironworks to open up spy slots.

Other cities:

As they run out of good tiles to work hire specialists in order: prophets, engineers, spys, then either all scientists/merchants/artists.(but with more cities running scientists than artists)

Exceptions: Bermuda/Beijing should focus on spys first.

Rheims should concentrate on generating a GM for the 4 GP golden age.
 
mdy, I think you should decide what poprushing we want to do before revolting, so we can then poprush and revolt. That would make planning a bit easier.

In general, we want to run as many specialists and as many of the best specialists for max research as possible. The way to do this, in theory, is to produce our GPs far enough in advance of when we need them to pick and choose for our GAs.

So a preferable solution right now would be to spam 4 GPs in the next 12 turns, rather than 3.
 
Spreading Shushi:

The limit of only being able to have/be building 5 executives is going to delay the spreading of Shushi.

The executive in Bahamas can go to Bermuda immediately. The one being built there can be sent to BCool island. Theareafter Bermuda builds all the remaining executives for the islands.

The executive built next turn in GP farm spreads it to pigs.

The one being built in Kamchatks goes to Siberia. We can also then build an executive in Siberia for Paris and Orleans, Hammer City and into China.

The one in steam can spread it to Rheims, which can then send send one to Beijing which can in turn spread it to the surrounding cities and China. Rheims can send the occasional executive into England. Rheims should probably start hiring merchants once it reaches size 17 so it can generate one for the 4 GP golden age.
 
In general, we want to run as many specialists and as many of the best specialists for max research as possible. The way to do this, in theory, is to produce our GPs far enough in advance of when we need them to pick and choose for our GAs.

So a preferable solution right now would be to spam 4 GPs in the next 12 turns, rather than 3.

Ideally, this is of course true, though in the current circumstances it looks like it is going to be very difficult(maybe impossible) to push out 4 GP's in 12 turn, though I will have another look and see if it can be done.

mdy, I think you should decide what poprushing we want to do before revolting, so we can then poprush and revolt. That would make planning a bit easier.

Good point. looking at the save I think we can whip:
The library in crab and Chengdu, universities in Cuba, pigs, and Bananas, Executive in Karmatchka, Knight in Paris, courthouse in Nanjing and Hasting(though we currently have 0 hammers in it), granary in Tours (again no hammers invested yet)
 
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