SGOTM 21 - Plastic Ducks

I still think that mapmakers have an ability to learn from their mistakes.
 
Let's first get our current wonder. ;-) Also, I think it would be too big of a cost to delay Pottery in favour to Masonry.

There is no need to delay Pottery. Masonry takes 2 turns to research and Lighthouse and Granary take some time to be built.


Are we ready to proceed? There was that issue regarding granary whipping in Sparta. Doshin's arguments about food saving are convincing to me and I don't think it matters much regarding unhappiness problems and staying at size 3 later on. There are only 3 good tiles there and that city will be a production spot rather than GP farm. Especially since it would have GP pollution from the Oracle.

I have played a bit to see the GLH date from Doshin's Oracle test save (T61) and we can get it 1080BC, while Doshin would get it at least 1120BC if we compare our micro skills. It was Pottery first. Anyway, there is no point speaking a lot about this right now. GLH could go BIAFAL in Doshin's turn-set.

After Oracle, we have a problem with nothing left to build. No forges, no wonders, while cities past city #6 become economic burden.
 
Regarding barbs:

Spoiler :
AF6cBiV.jpg


Barbs can see Sparta if they go like this and will go past our defender straight for the city.
We need to move the warrior up and back him up with another warrior, if that is possible.
 
Given that all AI that we've seen came from the NW, I prefer to send our wbt in that direction (option 2). There could be more AI behind their borders and if there is in fact somerhing there at the option 1 passage, I'd expect some AI workboats by now comming from that direction.

There's possibility that more AIs are accessible from west, but their WBs will eventually be revealed by our culture. While ignoring the possibility of southern pathway could lead to completely missing or delaying of meeting more AIs.

Are we ready to proceed? There was that issue regarding granary whipping in Sparta. Doshin's arguments about food saving are convincing to me and I don't think it matters much regarding unhappiness problems and staying at size 3 later on. There are only 3 good tiles there and that city will be a production spot rather than GP farm. Especially since it would have GP pollution from the Oracle.

There's one major reason that I have not mentioned since it's more about whether to continue on the aggressively bulbing strategy, which we will know soon after winning Oracle. The result of low happy cap on Cow city is that it can't hire scientists. I'm still undecided about when to produce the GP from Cow city since whether to launch a GA before switching to CS or in the middle to save the anarchy from switching back to slavery after getting all the GSs is still an unclear issue.

After Oracle, we have a problem with nothing left to build. No forges, no wonders, while cities past city #6 become economic burden.

We have a lot to build after Oracle, granaries, settlers, and workers. At least 2 more cities are good to grab from current map. The horse/whale site and the Corn site. The only productive cities are the capital and Cow site can be counted as half. Capital also need to hire scientists to be able to produce 2 more GSs.
 
Regarding barbs:

Spoiler :
AF6cBiV.jpg


Barbs can see Sparta if they go like this and will go past our defender straight for the city.
We need to move the warrior up and back him up with another warrior, if that is possible.

Does anyone know how the human anti-barb trick works? Tachywaxon used it in the Joao isolated game, and I think Kakumeika used it in former SGOTMs.

I never took the time to understand the mechanic, and wonder if it could have a purpose here. The real map (Yamps' pic):

Spoiler :
4eyz2uxd89xe9bs7g.jpg

Can we "seal off" the southern land mass from barb invaders?
 
4W and 3W1S of Sparta will do the job. We also did partial sealing in SGOTM17 to control the movement direction in SGOTM17.
The mechanism is that if the direct way to a city is blocked by human or AI's unit, the barbarian will consider the city is unreachable.

Civ4ScreenShot0000-10_zpsdb134f63.jpg
 
We have a lot to build after Oracle, granaries, settlers, and workers. At least 2 more cities are good to grab from current map. The horse/whale site and the Corn site. The only productive cities are the capital and Cow site can be counted as half. Capital also need to hire scientists to be able to produce 2 more GSs.

Ok, nothing to build past T68.


Does anyone know how the human anti-barb trick works? Tachywaxon used it in the Joao isolated game, and I think Kakumeika used it in former SGOTMs.

You must make an impenetrable wall of units. Barbs lose interest in what they see past that and in unit wall too.
Barbs can still come near your unit and attempt to kill it, but that becomes a matter of RNG rather than a sure thing. We can obscure our cities with 4 units if test game is accurate. I can't open Real Save to see that myself.

Edit: xpost with Duckweed.
 
Ok, nothing to build past T68.

Settlers and workers takes lots of turns, with 2 island trade routes, the new cities won't be a heavy economical burden.

Edit: If you could show me a math model of how much GLH could offer us before we could capture it T110~115, I could be convinced.:) Of course, you need to count the cost of GLH which can be used for other build such as more settlers and workers. Moreover, the possible cost of the pollution of capital GP pool.
 
Added lots of barbs with the standard attack script and some extra land in the west. Built a 5 Warrior wall. Hit enter until T114/25BC:

Spoiler :


0 battles fought.

Deleted two of the Warriors. On the next turn:

Spoiler :


Oh, what a coincidence. :mischief:

4 turns later:

Spoiler :


:run: :run: :run:

:lol:

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Western fogbusters:

  1. Woodsman I Warrior (in west now)
  2. Sparta Warrior build (on T55)
  3. Corinth Warrior #2 (built on T56) <------ currently earmarked to fogbust the Fish City
  4. Corinth Warrior #3 (built on T60)

If a 3 Warrior wall in the west is secure, I am not sure whether Corinth Warrior #2 should go here first, or fogbust the island as previously planned.
 

Attachments

Revised PPP to T62:

Spoiler :
T49 (current)

Open borders with Willem, Shaka, and Elizabeth.

Load Settler onto Galley.

Move Galley 1E.

Move Scout 1E then 1W? [repeat each turn]


T50

47G banked, +34GPT

Library in Athens completes. Begin Workboat.
----> run 1x Scientist (lose Grassland Hill)

Galley moves 1SE.
Unload Settler on island.
Galley moves 1NW.

Worker B: move 1W (to Furs).
Worker A: move to Cows.

Sparta: work Grassland. Build Library.

Research @ 0% (= +34GPT +3BPT)


T51

81G banked.

Corinth Warrior completes. Build Warrior.

Galley moves 2N1W.
Corinth Warrior loads onto Galley.

Worker A: begin Pasture (Cows).
Worker B: begin Camp (Fur).

Settler 3: found Island City. Work Crab.
-----> build Lighthouse.

Athens: run 2 Scientists.
Sparta: change build to Warrior. Work Forest.

Research Mysticism @ 100% (= +57BPT -12GPT)


T52

69G banked, -12GPT.

Galley: move 1S.
----> Warrior unloads 1SW.
Galley: move 1NE.

Sparta: change Warrior ---> Library.

EOT: 69G -12GPT +57BPT


T53

57G banked

Mysticism ---> Polytheism

Warrior 4 (Corinth): move 1S, into Athens
Galley: move 1E 1SW

Athens: work GH > (unimproved) Fur

EOT: 57G -12GPT +58BPT


T54

45G banked, -12GPT

Galley moves 2S1W

Athens: work (improved) Fur > Grass Hill
Sparta: build Warrior. Work Forest > Grassland.

EOT: 45G -12GPT +62BPT.


T55

33G banked, -12GPT

Research: Polytheism ----> Priesthood

Sparta: Warrior completes. Build Lighthouse. 2-pop whip Lighthouse.

Sparta Warrior goes NW or SW, TBD.

Worker A: move 1N. Farm (2/5) and cancel.
Worker B: move onto Galley.

Galley: move 1W, into Athens.
---> unload
---> move 1NE

EOT: 33G -12GPT +60BPT


T56

21G banked, -13GPT

Research: Priesthood ---> The Wheel.

Corinth: Warrior completes. Build Warrior.
---> change Grassland to Wheat

Galley: move 2N, next to Corinth
Corinth Warrior: move onto Galley

Worker B: move 1NW of Athens. Farm (2/5) and cancel.
Worker A: move 2N1E (= 1NW or Gems)

Sparta: build The Oracle. Work Forest > Lake

Athens: work Grassland Hill > Grass Forest

EOT: 21G -13GPT +61BPT


T57

8G banked -14GPT

Athens: WB completes. Build Settler.
----> change Fur to Wheat.

WB: move 2SE

Worker A: chop (1/3)

Galley: move 2E

Worker B: move 1N. Farm (4/5) and cancel.

Oracle City: work Lake > Forest
Gems City: work Forest Hill
Island City: work Clams and Fur. Build Worker.

Research @ 0%

EOT: 8G banked +34GPT +7BPT


T58

42G banked +34GPT

Worker B: move 2N1W

Galley: move 1E, 1NE
----> if safe, unload Warrior

WB: created Fishing Nets on Crab

Athens: change Wheat ---> Clams
Sparta: change Lake ---> Forest
Corinth: change Forest ---> Wheat

Research @0%

EOT: 44G +37GPT +7BPT


T59

79G banked, +36GPT

Research: The Wheel ----> Pottery

Bulb Mathematics

Worker A. Chop (3/3)
Worker B. Chop (1/3)

Galley: can explore for ~2 tiles (check in game)

Research @0%

Athens: work Grass Forest x2, Grass Hill, Deer, Fur
Thebes: work Crab x2


T60

116G banked, +36GPT

Gems City: Warrior completes. Build WB.

Worker A: move 1S. Road ? and cancel.
Galley: must end turn 4 tiles away from Athens.

Sparta: whip Library. Change Crab to Gems.

Research @ 60%


T61

Worker B: chop (3/3)

Galley: must end turn 2 tiles away from Athens.

Worker A: move 2S1E

Athens: whip Settler. Change Grass Forest to GH.


T62

Pottery ---> CoLs (@ 0%)

Athens: Settler completes. Build Granary.
Sparta: The Oracle completes. Build Granary. Take Currency.

Worker A: move 2S1E

Galley: move adjacent to Athens
---> Settler load onto Galley

Worker B: mine (1/4)

Athens: Deer, GH, Crab
Sparta: resources x3
Corinth: Wheat + Forest + Gems x2
Thebes: Crab + Fur
 
Which way barbarians want to go also depends on the distance of their possible targets. Since there are 3 known AIs from west, I'd assume that the barbarians from middle west have a good chance of being closer to AI's cities. Therefore 2 warriors to block the SW direction are probably enough to solve the barbarian problem.
 
Four is the minimum needed to complete a seal:

Spoiler :

Use three in a withdrawn position, and the barb line of sight still sees the an open path:

Spoiler :


Since 3 won't cut it, blocking the SW (Warrior 4W and 2W1S ---> 3W1S of Sparta (T55-6) seems the best compromise to me, following Duckweed's logic:

Spoiler :
4eyz2uxd89xe9bs7g.jpg

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I'll start playing at approx. 3:30PM EST, if anyone wants to keep me company. :)
 
Er, the fire alarm just went off in my apartment building and we had to evacuate for an hour. :crazyeye: Nothing dangerous, but lots of smoke and soot everywhere.

I might need to play tomorrow. The heat has been turned off and it's snowing outside.
 
Settlers and workers takes lots of turns, with 2 island trade routes, the new cities won't be a heavy economical burden.

Edit: If you could show me a math model of how much GLH could offer us before we could capture it T110~115, I could be convinced.:) Of course, you need to count the cost of GLH which can be used for other build such as more settlers and workers. Moreover, the possible cost of the pollution of capital GP pool.

Too late for GLH now. Too much delay for too much risk now.

Which way barbarians want to go also depends on the distance of their possible targets. Since there are 3 known AIs from west, I'd assume that the barbarians from middle west have a good chance of being closer to AI's cities. Therefore 2 warriors to block the SW direction are probably enough to solve the barbarian problem.

That seems reasonable and I agree. Still bear in mind the possibility of warrior wall if there is too much barb activity. Delaying city #6 is less of a problem than barb Spears and Axes.

Er, the fire alarm just went off in my apartment building and we had to evacuate for an hour. :crazyeye: Nothing dangerous, but lots of smoke and soot everywhere.

I might need to play tomorrow. The heat has been turned off and it's snowing outside.

Crazy stuff! At least you aren't bored. Try not to freeze. :)
 
Started playing.

On T50, we see Willem is researching Sailing.

A barb Warrior appears 1NW of our Woodsman I Warrior (full health). I won't move.

There is a second Whale 1W of the Whale revealed by Yamps. The island is 2 tiles long (left to right).
 
1 turn in and stopping for feedback. :D

Willem settled a second city IBT. The barbarian Warrior didn't attack.

Before moving, I looked for culture and found:

Spoiler :




The red looks like Catherine.

(1) Shall we move the Warrior 1NW? I say yes. Alternative is to wait for a border pop.

This is the WB and Whale Island:

Spoiler :


A barbarian city popped up IBT. The spot looks terrible, so I don't know what resources the city is hiding.

On a hill. :(


(2) Should we turn the WB around and Scout around Whale Island?

(a) T51: 1S2E; T52: 1SW, and as far west as we can go.
(b) T51: 1S2E; T52: 1SE, 1NE (or could be 1W); then reassess.​

2.b is fine with me.

If we can open borders with Catherine, I'd be happy to explore any potential passageway to the south of Whale Island.

The alternative is to carry on exploring the mainland as per the previous plan. But the barb city blocks any coastal trade with our current map knowledge (we need to scout the coast of the 1-tile island), so I am strongly against this.
 
Don't think the color is cathy, we won't miss her scouts if she is so close, should be William. That's good, I'd leave where warriors should be according to the plan.

That barbarian city is a pity, there's no way to enable the trade routes from south. We should look for north with a WB from Gem city in the future. This leaves WB the option 3 that I proposed, hopefully there's a pathway to compensate the unlucky event.

The WB could look for SE direction since the west is disabled by Ice tile.
 
The tile would coincide with Willem's second city, if it is him. I can leave the Warrior in place.

Trade routes through the south depend on the tiles around Ice Island, as I mentioned:

Spoiler :


Since we won't have another ship in this area for a long time (15 turns+) I would prefer to scout these tiles now (2.b in my previous post).

---

I'll wait 15 more minutes for any feedback (Duckweed or other team members who come online), and then play on.
 
To clarify, the Ice hasn't completely sealed off the southern coast. 2W1N of the WB's current location looks clear with our present map knowledge:

Spoiler :


 
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