SGOTM 12 - Plastic Ducks

Okies, I'll try to get the test map ready.

City on our tip would be nice, he's willing to take any of our cities so far. That'd be a great site as there's no city culture flipping too!

Better shift EPs if we want to steal Nat in a reasonable amount of time.

Churchill with Feudalism: meh =\ he'll have CG3 LBs all over the place.

Mao still lacks Monarchy, let's push hard on him for a while. Conveniently, the 3 cities of his that we see are coastal. Probably a few more as well.
 
Game is getting pretty complicate now, need to run more tests to optimize the play.

The next set is going to be ~9 turns till the born of next GP.

Are you interested in any available wonder now -- Parthenon, SP, MoM?
 
SP: Only use would be FR.... I think we'd best be served by OR or Pacifism so no.
MoM: capturing it is a possibility like we said earlier. Mao probably has the best shot at it I think, he's had Calendar the longest. Maybe gift him Marble after we take a few more cities? Say Xian+Nanjing then press on DG, 10 turns should be done by then).

Parthenon is 13 gpp in Moscow (if we build it there). Assuming we're trying for Liberalism>AL then we can push back the date it obsoletes by quite a bit making it semi-useful (we have what, 70~80 turns?)... it would be worth about 1 GP. Grabbing Sid's Sushi earlier could prove more powerful but it needs more techs... we aren't in a great position to bulb several times either with GS.

I agree that the micro is quite complicated now... we need a ton of workers down south while getting 5 cities ready to whip Universities in 15~25 turns.

We're not really swimming in hammers so I think we'd best forget about more wonders for now.
 
Plan to next GP

EP on DG

Military action -- Current SOD go toward Chinese cities in order, reinforcements gather around Rh

Diplomacy -- As usual. (Check for trade opportunity, call peace if necessary), will trade map around.

Empire management

T144 -- Mos(2F1H1C to 3F, 2 workers to 2W silk P, 1 worker to 2S finish farm, GG to SP), Rh( 2workers to Dye SF&C, 1 turn of SF short in test game), Tv(2 workers go 2W1N SF&C, 1 worker to Sugar P&C), SP(Mace). Tours(Gra), Novos(Gra, takes Sheep), Val(3rd pop on 2F3C), Ros(2 workers I), Yek(AUTO Emphsize food)

T145 -- Val(WB, WB to north fish, G1 goes 1E, settler to 1SE, G1 to 1SE of Val, worker chop), SP(cat, GG settles), Mos(worker to 2W silk P, 3F to improved silk), Kha(2 workers to Sugar P, 1 worker to Rice SF&C), Tours(3 workers SF on gem), Ore(CH), Ros(2F1C to 2F1H1C from Nov), Nov(lib), Yaku(whip worker, G2 on 1SW), Yek(whip worker), Smo(Silk to 2F1H1C)

T146 -- R0% on Edu, Mos(CH, 3F to 2F1H1C, 3 worker to 1W silk P), Yaku(worker to G2 goes 1W), Yek(worker to Corn), Novos(WB CFB), Val(2F3C to sheep from Novos), Fish site settled(Gra, takes 2F1H tile from Val), Kha(worker on Rice to Dye SF&C), Ros(2F1H1C to 3F1C, worker goes 1SE), SP(5 maces, Hill to farm from Nov), Yek(WB), Nov(whip worker, Farm to silver), Smo(Silk to 2F1H1C), Kra(whip Gra)

T147 -- Nov(worker goes 4S), Ros(worker SF, worker to Fur), Tours(4 workers mine gem), Kha(worker to Rice SF&C, worker to sugar SF), Mos(cot to silk, windmill to 3F), Smo(1F3C to cot, worker on silk R), (G2 goes 1W, worker to copper, G2 goes 1NE), Bry(worker I), Yek(Forge, WB to 1SW of eastern Clam), Mag(2F1H to 3H, worker chop), Val(settler), SP(whip mace), Ore(Lib), Kra(whip Gra)

T148 -- Mag(worker goes 1E), SP(cat, worker to Rice), Smo(2 workers to 1S3W PH SF&C), Ros(worker camp), Rh(4 workers to Dye SF &P), Kh(worker to 1SE city ruin), G2 to 1S of Banana, worker on copper SF, Nov(Forge), Ore(whip lib), Val(whip settler), Mos(Settler, 3F to 2F1H1C, 3F to Eng)

T149 -- Rh(1worker P, 1 worker to 3W gem), worker on city ruin SF, Smo(takes hill from SP, worker on Rice to sugar SF, worker on silk goes 2S3E, 2 workers on PH to sugar P), Mag(worker chop), Novos(takes sheep), Val(whip WB, settler to G1 to south Clam), Mos(Settler, 3F to 2F1H1C, 3F to Eng), Ros(whip market), Nov(4th citizen on farm from SP)

T150 -- Tours(worker on gem R, 3 workers from Rh to Corn SF&C), Mos(Settler, worker SF, settler to G2), Kha(1 worker P, 1worker to 2E SF&C), Vla(WB, WB to Mag Fish), Ros(archer), SP(whip mace), Yaro(whip CH)

T151 -- R 100%, Mag(citizen to fish, worker chop), settler on clam land 1S or 1SE depends on the seafood resource, G1 to 1SE of Val, Kha(2 workers to Rice SF, 1 worker goes 2E SF), Tv(worker to banana SF), Tours(worker on gem R, 3 workers to gem SF), Mos(Silk to 3F), SP(2F3C to hill), Smo(takes silk), Yaro(Forge), Yaku(whip CH), Val(worker)

Not enough cities are ready to whip univ in short time (they should have forge), the earliest OU date is ~1100AD. It does not matter too much. We will stop research after Edu and/or Phi.
 
Ok, a few things.

Sometimes it's not always clear so I might have misunderstood what plan means.

t144
I'd suggest putting Yek with Governor on, emphasize food. This way there's no need to check for the stupid spy specialist every time it grows.

t145 Smolensk to 2F1H1C rather than t146

t146
Kras whip granary rather than t147 (+2F, -6C now but we'll gain the commerce back eventually)
Moscow 3F to 2F1H1C windmill -> CH done in 2 turns rather then 3 (+3.50 gold)
Since Nov is not using the 3F1C tile, have SP take it (messes up the whole micro of SP afterwards, whips will be moved from 1 turn to the next/previous, but +2F will mean several gained hammers later on)

I was confused about Yek until I saw you had two entries for the city on this turn.

t147
Moscow reassigns farms from windmill

t149
Moscow 3rd worker to the tile on the tip? Wasn't specified.

t150
Yaro was some food short in my test to whip CH here, maybe I did something wrong, didn't double check... doesn't really matter.
 
t146
Kras whip granary rather than t147 (+2F, -6C now but we'll gain the commerce back eventually)
The food bar is empty on T146, will whipping now gain 2F eventually? I'm still not very clear about the mechanism of pottery.

I was confused about Yek until I saw you had two entries for the city on this turn.
Combine them together.

t149
Moscow 3rd worker to the tile on the tip? Wasn't specified.
I mentioned it in Smo category.

t150
Yaro was some food short in my test to whip CH here, maybe I did something wrong, didn't double check... doesn't really matter.
Forgot to mention this, the Deer tile changed from Tuna to Ice mysterious.

Other suggestions looks good, will run another test to fix them and update the plan.

BTW, FE's SOD of axemans encountered tough battles!:lol:
 
Granary:
The city has 2 clams 4F3C and the rest are 1F3C. Let's count them as +2 net and -1 net +2F from city tile.

iIrc we get to pop 4 at 0/28F 2+2+2-1-1 = 4F/turn whereas 2+2+2= 6F/turn so... Edit: Wrong, it's 1/28F, corrected values

whip 147 vs whip 146
t146 1/28+4 vs 1/24+6
t147 5/24+6 vs 7/24+6
t148 11/24+6 vs 13/24+6
t149 17/24+6 vs 19/24+6
t150 23/24+6 vs 13/26+5 pop 3 (3C gained back)
t151 17 vs 18 ... so it's really only 1F but eventually that 1F will mean 3C earlier or 1t sooner building etc...

It's hard to define rules of thumb for every situation. However, when you're working negative food tiles, they have to bring in hammers to compensate for the lost food.

Generally though it's like you said in SGOTM11, when you're working unimproved tiles without a granary, earlier whip is better.

t150 Yaro

Oh I see... I've been having this radioactive fallouts when testing, they change the tile's nature and cover it in fallout. I removed the fallout and placed back the Camp but forgot to change back to Tundra. Nice catch!

FE: Hehehe, we have a nice proverb in French for that, it translates to:
"Running is worthless, you have to leave on time."

With agg. AI, Axes/Swords/Catapults will have a hard time. Even Elepults don't fare that well vs cities... I mean, they're just like Combat Macemen :D (which we have a few of...)

Quality of quantity :p
 
Game Log

Spoiler :

Turn 144, 680 AD: Catherine's Maceman 5 (St. Petersburg) (8.00) vs De Gaulle's Archer (4.50)
Turn 144, 680 AD: Combat Odds: 95.8%
Turn 144, 680 AD: (Fortify: +25%)
Turn 144, 680 AD: (City Defense: +70%)
Turn 144, 680 AD: (City Attack: -45%)
Turn 144, 680 AD: Catherine's Maceman 5 (St. Petersburg) is hit for 15 (85/100HP)
Turn 144, 680 AD: Catherine's Maceman 5 (St. Petersburg) is hit for 15 (70/100HP)
Turn 144, 680 AD: De Gaulle's Archer is hit for 26 (74/100HP)
Turn 144, 680 AD: Catherine's Maceman 5 (St. Petersburg) is hit for 15 (55/100HP)
Turn 144, 680 AD: Catherine's Maceman 5 (St. Petersburg) is hit for 15 (40/100HP)
Turn 144, 680 AD: De Gaulle's Archer is hit for 26 (48/100HP)
Turn 144, 680 AD: De Gaulle's Archer is hit for 26 (22/100HP)
Turn 144, 680 AD: De Gaulle's Archer is hit for 26 (0/100HP)
Turn 144, 680 AD: Catherine's Maceman 5 (St. Petersburg) has defeated De Gaulle's Archer!
Turn 144, 680 AD: Catherine's Maceman 6 (St. Petersburg) (8.00) vs De Gaulle's Axeman (4.54)
Turn 144, 680 AD: Combat Odds: 96.8%
Turn 144, 680 AD: (Extra Combat: +10%)
Turn 144, 680 AD: (Fortify: +25%)
Turn 144, 680 AD: (City Attack: -45%)
Turn 144, 680 AD: (Combat: -50%)
Turn 144, 680 AD: (Combat: +50%)
Turn 144, 680 AD: De Gaulle's Axeman is hit for 26 (74/100HP)
Turn 144, 680 AD: De Gaulle's Axeman is hit for 26 (48/100HP)
Turn 144, 680 AD: De Gaulle's Axeman is hit for 26 (22/100HP)
Turn 144, 680 AD: De Gaulle's Axeman is hit for 26 (0/100HP)
Turn 144, 680 AD: Catherine's Maceman 6 (St. Petersburg) has defeated De Gaulle's Axeman!
Turn 144, 680 AD: Catherine's Maceman 7 (Moscow) (8.00) vs De Gaulle's Swordsman (4.00)
Turn 144, 680 AD: Combat Odds: 99.1%
Turn 144, 680 AD: (Combat: -50%)
Turn 144, 680 AD: Catherine's Maceman 7 (Moscow) is hit for 14 (86/100HP)
Turn 144, 680 AD: Catherine's Maceman 7 (Moscow) is hit for 14 (72/100HP)
Turn 144, 680 AD: De Gaulle's Swordsman is hit for 28 (72/100HP)
Turn 144, 680 AD: Catherine's Maceman 7 (Moscow) is hit for 14 (58/100HP)
Turn 144, 680 AD: De Gaulle's Swordsman is hit for 28 (44/100HP)
Turn 144, 680 AD: Catherine's Maceman 7 (Moscow) is hit for 14 (44/100HP)
Turn 144, 680 AD: De Gaulle's Swordsman is hit for 28 (16/100HP)
Turn 144, 680 AD: Catherine's Maceman 7 (Moscow) is hit for 14 (30/100HP)
Turn 144, 680 AD: De Gaulle's Swordsman is hit for 28 (0/100HP)
Turn 144, 680 AD: Catherine's Maceman 7 (Moscow) has defeated De Gaulle's Swordsman!
Turn 144, 680 AD: Nebuchadrezzar II (Great General) has been born in Moscow (Catherine)!
Turn 144, 680 AD: Catherine's Maceman 3 (Moscow) (5.84) vs De Gaulle's Spearman (2.50)
Turn 144, 680 AD: Combat Odds: 99.0%
Turn 144, 680 AD: (Extra Combat: +10%)
Turn 144, 680 AD: (Fortify: +25%)
Turn 144, 680 AD: (City Attack: -45%)
Turn 144, 680 AD: (Combat: -50%)
Turn 144, 680 AD: De Gaulle's Spearman is hit for 32 (68/100HP)
Turn 144, 680 AD: Catherine's Maceman 3 (Moscow) is hit for 12 (61/100HP)
Turn 144, 680 AD: De Gaulle's Spearman is hit for 32 (36/100HP)
Turn 144, 680 AD: De Gaulle's Spearman is hit for 32 (4/100HP)
Turn 144, 680 AD: De Gaulle's Spearman is hit for 32 (0/100HP)
Turn 144, 680 AD: Catherine's Maceman 3 (Moscow) has defeated De Gaulle's Spearman!
Turn 144, 680 AD: You have captured Tours!!!
Turn 144, 680 AD: Novosibirsk has been founded.
Turn 144, 680 AD: You have made peace with De Gaulle!
Turn 144, 680 AD: You have discovered Monotheism!
Turn 144, 680 AD: You have discovered Calendar!
Turn 144, 680 AD: You have discovered Archery!
Turn 144, 680 AD: Buddhism has spread in Khabarovsk.
Turn 144, 680 AD: Buddhism has spread in Tver'.
Turn 144, 680 AD: Sinan (Great Engineer) has been born in a far away land!

Turn 145, 700 AD: You have discovered Paper!
Turn 145, 700 AD: You have trained a Worker in Yakutsk. Work has now begun on a Courthouse.
Turn 145, 700 AD: Buddhism has spread in Orenburg.

Turn 146, 720 AD: Catherine's Maceman 6 (St. Petersburg) (8.00) vs Mao Zedong's Archer (5.25)
Turn 146, 720 AD: Combat Odds: 86.4%
Turn 146, 720 AD: (Fortify: +25%)
Turn 146, 720 AD: (City Defense: +95%)
Turn 146, 720 AD: (City Attack: -45%)
Turn 146, 720 AD: Catherine's Maceman 6 (St. Petersburg) is hit for 16 (84/100HP)
Turn 146, 720 AD: Mao Zedong's Archer is hit for 24 (76/100HP)
Turn 146, 720 AD: Mao Zedong's Archer is hit for 24 (52/100HP)
Turn 146, 720 AD: Mao Zedong's Archer is hit for 24 (28/100HP)
Turn 146, 720 AD: Catherine's Maceman 6 (St. Petersburg) is hit for 16 (68/100HP)
Turn 146, 720 AD: Catherine's Maceman 6 (St. Petersburg) is hit for 16 (52/100HP)
Turn 146, 720 AD: Mao Zedong's Archer is hit for 24 (4/100HP)
Turn 146, 720 AD: Catherine's Maceman 6 (St. Petersburg) is hit for 16 (36/100HP)
Turn 146, 720 AD: Mao Zedong's Archer is hit for 24 (0/100HP)
Turn 146, 720 AD: Catherine's Maceman 6 (St. Petersburg) has defeated Mao Zedong's Archer!
Turn 146, 720 AD: Magadan has been founded.
Turn 146, 720 AD: You have trained a Worker in Novgorod. Work has now begun on a Library.
Turn 146, 720 AD: You have constructed a Granary in Krasnoyarsk. Work has now begun on a Lighthouse.
Turn 146, 720 AD: The borders of Khabarovsk have expanded!
Turn 146, 720 AD: The borders of Tver' have expanded!

Turn 147, 740 AD: Catherine's Maceman 2 (Moscow) (8.00) vs Mao Zedong's Archer (4.35)
Turn 147, 740 AD: Combat Odds: 97.9%
Turn 147, 740 AD: (Fortify: +25%)
Turn 147, 740 AD: (City Defense: +95%)
Turn 147, 740 AD: (City Attack: -75%)
Turn 147, 740 AD: Catherine's Maceman 2 (Moscow) is hit for 14 (86/100HP)
Turn 147, 740 AD: Mao Zedong's Archer is hit for 26 (74/100HP)
Turn 147, 740 AD: Mao Zedong's Archer is hit for 26 (48/100HP)
Turn 147, 740 AD: Mao Zedong's Archer is hit for 26 (22/100HP)
Turn 147, 740 AD: Mao Zedong's Archer is hit for 26 (0/100HP)
Turn 147, 740 AD: Catherine's Maceman 2 (Moscow) has defeated Mao Zedong's Archer!
Turn 147, 740 AD: Catherine's Maceman 3 (Moscow) (6.40) vs Mao Zedong's Archer (3.60)
Turn 147, 740 AD: Combat Odds: 90.6%
Turn 147, 740 AD: (City Defense: +95%)
Turn 147, 740 AD: (City Attack: -75%)
Turn 147, 740 AD: Catherine's Maceman 3 (Moscow) is hit for 14 (66/100HP)
Turn 147, 740 AD: Mao Zedong's Archer is hit for 28 (72/100HP)
Turn 147, 740 AD: Mao Zedong's Archer is hit for 28 (44/100HP)
Turn 147, 740 AD: Catherine's Maceman 3 (Moscow) is hit for 14 (52/100HP)
Turn 147, 740 AD: Mao Zedong's Archer is hit for 28 (16/100HP)
Turn 147, 740 AD: Mao Zedong's Archer is hit for 28 (0/100HP)
Turn 147, 740 AD: Catherine's Maceman 3 (Moscow) has defeated Mao Zedong's Archer!
Turn 147, 740 AD: Catherine's Maceman 7 (Moscow) (6.56) vs Mao Zedong's Archer (4.50)
Turn 147, 740 AD: Combat Odds: 84.3%
Turn 147, 740 AD: (City Defense: +95%)
Turn 147, 740 AD: (City Attack: -45%)
Turn 147, 740 AD: Catherine's Maceman 7 (Moscow) is hit for 15 (67/100HP)
Turn 147, 740 AD: Mao Zedong's Archer is hit for 25 (75/100HP)
Turn 147, 740 AD: Catherine's Maceman 7 (Moscow) is hit for 15 (52/100HP)
Turn 147, 740 AD: Mao Zedong's Archer is hit for 25 (50/100HP)
Turn 147, 740 AD: Mao Zedong's Archer is hit for 25 (25/100HP)
Turn 147, 740 AD: Mao Zedong's Archer is hit for 25 (0/100HP)
Turn 147, 740 AD: Catherine's Maceman 7 (Moscow) has defeated Mao Zedong's Archer!
Turn 147, 740 AD: Catherine's Maceman 5 (St. Petersburg) (5.60) vs Mao Zedong's Chariot (2.96)
Turn 147, 740 AD: Combat Odds: 95.0%
Turn 147, 740 AD: (Extra Combat: +10%)
Turn 147, 740 AD: (City Attack: -45%)
Turn 147, 740 AD: Mao Zedong's Chariot is hit for 29 (71/100HP)
Turn 147, 740 AD: Mao Zedong's Chariot is hit for 29 (42/100HP)
Turn 147, 740 AD: Mao Zedong's Chariot is hit for 29 (13/100HP)
Turn 147, 740 AD: Mao Zedong's Chariot is hit for 29 (0/100HP)
Turn 147, 740 AD: Catherine's Maceman 5 (St. Petersburg) has defeated Mao Zedong's Chariot!
Turn 147, 740 AD: Catherine's Catapult 2 (Moscow) (5.00) vs Mao Zedong's Chariot (3.33)
Turn 147, 740 AD: Combat Odds: 94.6%
Turn 147, 740 AD: (City Attack: -20%)
Turn 147, 740 AD: Mao Zedong's Chariot is hit for 24 (76/100HP)
Turn 147, 740 AD: Mao Zedong's Chariot is hit for 24 (52/100HP)
Turn 147, 740 AD: Mao Zedong's Chariot is hit for 24 (28/100HP)
Turn 147, 740 AD: Catherine's Ivan the Terrible (Maceman) (8.80) vs Mao Zedong's Chariot (1.00)
Turn 147, 740 AD: Combat Odds: 100.0%
Turn 147, 740 AD: (Extra Combat: -10%)
Turn 147, 740 AD: Mao Zedong's Chariot is hit for 35 (0/100HP)
Turn 147, 740 AD: Catherine's Ivan the Terrible (Maceman) has defeated Mao Zedong's Chariot!
Turn 147, 740 AD: You have captured Xian!!!
Turn 147, 740 AD: You have trained a Maceman in St. Petersburg. Work has now begun on a Maceman.
Turn 147, 740 AD: The borders of Rheims have expanded!
Turn 147, 740 AD: The borders of Bryansk have expanded!

Turn 148, 760 AD: You have trained a Catapult in St. Petersburg. Work has now begun on a Maceman.
Turn 148, 760 AD: You have trained a Settler in Vladivostok. Work has now begun on a Work Boat.
Turn 148, 760 AD: You have constructed a Library in Orenburg. Work has now begun on a Courthouse.
Turn 148, 760 AD: The borders of Novosibirsk have expanded!
Turn 148, 760 AD: Ethel Rosenberg (Great Spy) has been born in Washington (Roosevelt)!
Turn 148, 760 AD: Gandhi adopts Vassalage!

Turn 150, 800 AD: St. Petersburg has grown to size 7.
Turn 150, 800 AD: Yaroslavl' has grown to size 6.
Turn 150, 800 AD: Yaroslavl' can hurry Courthouse for 3? with 4? overflow and +1? for 17 turns.
Turn 150, 800 AD: Yakutsk has grown to size 5.
Turn 150, 800 AD: Orenburg has grown to size 5.
Turn 150, 800 AD: Krasnoyarsk has grown to size 3.
Turn 150, 800 AD: Xian will be pacified on the next turn.
Turn 150, 800 AD: The borders of Tours are about to expand.
Turn 150, 800 AD: The borders of Magadan are about to expand.
Turn 150, 800 AD: Mao Zedong will trade Drama
Turn 150, 800 AD: Gandhi will trade Iron
Turn 150, 800 AD: Rostov will grow to size 6 on the next turn.
Turn 150, 800 AD: Yekaterinburg will grow to size 5 on the next turn.
Turn 150, 800 AD: Yakutsk will grow to size 6 on the next turn.
Turn 150, 800 AD: Vladivostok will grow to size 4 on the next turn.
Turn 150, 800 AD: Bryansk will grow to size 2 on the next turn.
Turn 150, 800 AD: You have trained a Maceman in St. Petersburg. Work has now begun on a Maceman.
Turn 150, 800 AD: The borders of Tours have expanded!
Turn 150, 800 AD: The borders of Magadan have expanded!
Turn 150, 800 AD: Alexander Graham Bell (Great Engineer) has been born in Delhi (Gandhi)!

Turn 151, 820 AD: Moscow can hurry Settler for 1? with 44? overflow, 29? added to the treasury, and +1? for 10 turns.
Turn 151, 820 AD: Rostov has grown to size 6.
Turn 151, 820 AD: Rostov can hurry Archer for 1? with 20? overflow, 5? added to the treasury, and +1? for 46 turns.
Turn 151, 820 AD: Yekaterinburg has grown to size 5.
Turn 151, 820 AD: Yakutsk has grown to size 6.
Turn 151, 820 AD: Yakutsk can hurry Courthouse for 3? with 18? overflow and +1? for 23 turns.
Turn 151, 820 AD: Vladivostok has grown to size 4.
Turn 151, 820 AD: Vladivostok can hurry Work Boat for 1? with 21? overflow and +1? for 44 turns.
Turn 151, 820 AD: Bryansk has grown to size 2.
Turn 151, 820 AD: Xian has been pacified.
Turn 151, 820 AD: Mao Zedong has 80 gold available for trade.
Turn 151, 820 AD: Clearing a Forest has created 30 ? for Magadan.
Turn 151, 820 AD: Novgorod will grow to size 5 on the next turn.
Turn 151, 820 AD: Smolensk will grow to size 6 on the next turn.
Turn 151, 820 AD: Orenburg will grow to size 6 on the next turn.
Turn 151, 820 AD: Novosibirsk will grow to size 3 on the next turn.
Turn 151, 820 AD: Deal Canceled: Peace Treaty (10 Turns) to Churchill for Peace Treaty (10 Turns)
Turn 151, 820 AD: Socrates (Great Scientist) has been born in Moscow (Catherine)!
Turn 151, 820 AD: You have trained a Maceman in St. Petersburg. Work has now begun on a Maceman.
Turn 151, 820 AD: Gandhi has completed The Parthenon!

Turn 152, 840 AD: Novgorod has grown to size 5.
Turn 152, 840 AD: Vladivostok can hurry Worker for 2? with 12? overflow and +1? for 43 turns.
Turn 152, 840 AD: Smolensk has grown to size 6.
Turn 152, 840 AD: Smolensk can hurry Courthouse for 3? with 22? overflow and +1? for 10 turns.
Turn 152, 840 AD: Orenburg has grown to size 6.
Turn 152, 840 AD: Orenburg can hurry Courthouse for 3? with 10? overflow and +1? for 27 turns.
Turn 152, 840 AD: Novosibirsk has grown to size 3.
Turn 152, 840 AD: Murmansk has been founded.


Game Report

The micro difference -- there's 1 turn road on the western gem already, so on T150, 3 workers from Rh could go to gem SF right away.

T147 -- Something amazing in Xian, the IA is almost worth a GSpy!:thanx: How could Xian(no food, no production) build it in such a short time?

Spoiler :

civ4screenshot0000u.jpg



T152

This can be ignored.

Spoiler :

civ4screenshot0001.jpg



Decision?:confused:
Spoiler :

civ4screenshot0002s.jpg



Nanjing, Mao just 2 pop whip an archer.:mad:

Spoiler :

civ4screenshot0003y.jpg



City on new island.:)

Spoiler :

civ4screenshot0004n.jpg



Indian Empire, less fallouts than our land, but still quite a few.

Spoiler :

civ4screenshot0005f.jpg



American Empire.

Spoiler :

civ4screenshot0006a.jpg



Tech, Mao is 1 step from LB now.

Spoiler :

civ4screenshot0007.jpg



Do you have enough time in the next 2 weeks? If so, I am going to play another set to ~1000AD and hand to you. I'd like to focus on BOTM 35 for the last AP award and WOTM32 could be an interesting challenge.
 
Looks very good!
There are so many seafood on the map!

This coming week is a bit hectic but I should be able to find some time here and there, especially the following week.
 
I think settling this GS might be better long term as we aren't really ready to start on Universities yet in 6 cities. 120~150 turns to go * current 11 beakers (will go up to 20ish) > ~1500 bulb.

We have sufficient gold to manually finish Education and then Philo won't be very very long.

BTW, Shanghai also has an IA... could be interesting to grab it as well before moving on DG.
 
I will try to update the test game tonight but no guarantees tonight. Otherwise it will be tomorrow night or Wednesday... or you could do it to help with further testing until 1000AD.
 
Plan to 1000AD

Diplomacy -- Will give Churchill 4 resources on T152. He is too tough for us for a long time.

Military Action -- Aim to take Nanjing, Shanghai, and Beijing (which seems to be able to culturally press on Shanghai), so some reinforcements will be drawn to Chinese land and the war with France will be delayed.

Empire Management


Candidate cities for the 6 universities -- Mos, Oren, Ros, Nov, Yek, Yaku/SP
The bottleneck of OU date is the 6th city if it's Yaku as it will produce 2 WBs for the 2 new cities. Picking SP will slow down the unit pumping, which is urgent in the battle field and good for deterrence of AI DOW, who knows who is Roosevelt's target? The cost of delaying OU is 12 beakers plus 2 GPPs per turn, acceptable?;)

T152 -- G1 to 3S of Sheep, Mos(Settler for potential site on the new island, Farm to Silk, GS settles, settler to Kha Rice), Smo(whip CH), Tv(worker to Banana SF, G2 goes 2S), Xian(2 workers M, 1 worker to Corn SF), Bry(worker to 2N1W), Mag(LH, worker M), Yaku(2 WBs), Mur(Gra,LH), Ore(whip CH), Nov(5th citizen on farm from Ros), Ros(2F1C to Fur, chariot to Tv banana), Vla(whip worker)

T153 -- Mos(3 workers, settler to Tv banana then to G2), Ros(7th pop on Fur, worker goes 2S1E SF&C, worker I), (G2 goes 1SW, settler lands 1SW, G2 goes 1NE), Xian(2 workers goes 3W SF&C, 1 worker to Corn SF), Kha(2 workers I), Bry(worker SF), Mag(WB SFB), Val(worker goes 2S), Smo(Forge), Ore(Forge), Kra(whip LH), SP(whip mace)

T154 -- Mos(worker to Tv western banana), Yaku(whip WB, G2 goes 2N), Tv(worker P), Copper site settled(Gra, LH, worker to Pig), Vla(CH, WB to Mur fish, worker to G1 to Clam), Ros(worker to 2S1W I), Xian(2 workers to Namjin Rice SF), SP(5 maces, 2F3C to hill), Kra(CH), Novos(takes Fish from Vla)

T155 -- Mos(worker to 1W of Smo), Rice/Fish/Pig city settled(Gra, LH, worker goes 1E, worker on Rice to 1S of Dye SF), Ros(Archer, archer to 3W), Yaku(WB to Chita Fish), Tv(settler and chariot to G2 to Yaku, chariot unload, worker P), (worker on G1 unload 1SE, G1 to 1SW of Vla), Tours(worker I), Novos(whip Gra), Vla(takes Fish), Nanjin(AUTO OFF), Partially R to finish Edu.

T156 -- R0% on Phi, Mos(Univ, Eng and windmill to 3F, worker to Smo Rice, south worker goes 1NW), Ros(settler, 2 workers goes 2N1E SF&C), Mur( worker chop), Mag( worker goes 1W WS&C), Tours(worker I), Tv(worker R), Smo(worker SF), G2 to 1NW of Mur, Chita(2 workers SF, worker on Rice to 1S of Dye SF), Novos(LH), Bry(whip Gra), Yaku(whip WB), Oren(AUTO FOOD), SP(whip mace, hill to farm from Nov), Nov(whip forge, farm to silver)

T157 -- Nanjin(2 workers I), Ros(univ, archer to Oren, 2 workers to 2S and 3S of Nov), Mos(worker to 2N2E SF as not sure of mine or windmill on PH), Smo(5th pop on hill from SP, worker on Rice to 1SW PH SF&C), Yaku(Forge, WB to Irk fish), Mag(2nd pop on hill, worker to G1), Tv(2 workers to banana SF), Nov(univ), Bry(LH), Yek(whip forge), Kha(whip Gra)

T158 -- Mur(WB CFB, worker chop), Rh(3rd pop on hill from Tours, 3 workers to 1S of Dye I), SP(2 workers SF), Smo(worker on PH to banana SF), Tv(whip Gra, worker SF), Yek(lib), Kha(CH), Ros(whip settler, farm to Fur), Nov(2F1H1C to 3F1C from SP), Vla(lib)

T159 -- Bry(worker goes 1NE), Mur(whip Gra, worker goes 1S), Rh(hill to farm, 2workers goes 1SW I), Ore(whip forge), Ros(Fur to farm, settler to Mos gift site), Tv(CH, 1worker goes 1SW, 1 worker goes 1SE, 2 workers P), Irk(WB CFB), Nanjin(AUTO FOOD, worker to sugar SF), SP(whip mace), Yek(whip lib), Vla(whip lib), Mag(whip LH)

T160 -- Tv(worker R), Kha(worker chop), Chita(WB CFB), Nanjin(worker to sugar SF), Bry(worker chop), Mur(worker chop, G1 to Mur, worker unload 1SE), Tours(1worker goes 1SW I, 1 worker to Xian sugar), Yek(univ), Ore(univ), Mag(CH), Novos(whip LH), Smo(whip forge), SP(cat), Kra(whip CH)
 
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