SGOTM 15 - Misfit Gypsy Nuts

Courthouses:

It might be worthwhile building some of these instead of Wealth. Depends on the savings of course, and what our current inflation rate is. As an example, if it takes 10 turns to build one and it saves us 5:gold:/turn, then it would take only another 24 turns to repay the investment. Considering there is about 65 turns until T240, I think they're a good idea at the moment.

Theatres:

Note that I haven't made any attempt to build these in non-legendary cities. I'm not a big fan of Globe Theatre, and since we'll be in Caste System for the foreseeable future we don't really need the Artist slots.

@Griff - noted. Will update.

@All - Are we sure we want Gunpowder before Guilds? If we do it the other way around we get a discount on Guilds. Also, I wonder if I should put Iron Working in there first, just in case we have a source...
Courthouses - we have 5 built already! If we build one in Kyoto we'll gain +5.08 gold/turn, and it would allow us to build The Forbidden Palace in Kyoto, which would add +6 culture/turn when completed (although it would add some Great Spy points into Kyoto's gene pool). A courthouse in Agra would gain us another +4.83 gold/turn.

I'm OK with switching research over to the Guilds path. Or Iron Working if you'd like. Agree with Oz about going back to Gunpowder if we get attacked again.
 
In Kyoto I don't think a courthouse is worth it, since it has other buildings that are a much higher priority.

I think I'll ignore it in Agra as well. Once the city switches to max artists its :hammers: production will be decimated to the extent that a 40 turn courthouse build will only *just* pay for itself in 65 turns from now. I'd rather just switch to Wealth sooner.
 
Nothing to add.

Good Luck aj!
 
I played a few turns
Spoiler :
Here is your Session Turn Log from 1150 AD to 1180 AD:

Turn 175, 1150 AD: Gandhi adopts Representation!
Turn 175, 1150 AD: Gandhi adopts Free Speech!
Turn 175, 1150 AD: Gandhi adopts Caste System!
Turn 175, 1150 AD: Gandhi adopts Pacifism!

Turn 176, 1160 AD: The enemy has been spotted near Kyoto!
Turn 176, 1160 AD: The enemy has been spotted near Kyoto!
Turn 176, 1160 AD: Delhi has grown to size 15.
Turn 176, 1160 AD: Bombay has grown to size 13.
Turn 176, 1160 AD: Osaka has become happy.
Turn 176, 1160 AD: Kyoto has grown to size 11.
Turn 176, 1160 AD: Kyoto has become happy.
Turn 176, 1160 AD: Agra has become happy.
Turn 176, 1160 AD: Your land area: 216 (12.11%) is close to the Domination Limit: 1070 (60.00%)
Turn 176, 1160 AD: Hinduism has spread in Akkad.
Turn 176, 1160 AD: You have constructed a Buddhist Temple in Pataliputra. Work has now begun on a Lighthouse.
Turn 176, 1160 AD: Amir Khusro (Great Artist) has been born in Varanasi (Gandhi)!
Turn 176, 1160 AD: Gandhi's Golden Age has ended...
Turn 176, 1160 AD: Hatsegawa's Trebuchet (4.00) vs Gandhi's Longbowman 2 (Varanasi) (8.16)
Turn 176, 1160 AD: Combat Odds: 2.5%
Turn 176, 1160 AD: (Plot Defense: +36%)
Turn 176, 1160 AD: (Fortify: +25%)
Turn 176, 1160 AD: (City Defense: +70%)
Turn 176, 1160 AD: (Hills Defense: +25%)
Turn 176, 1160 AD: (City Attack: -145%)
Turn 176, 1160 AD: (River Attack: +25%)
Turn 176, 1160 AD: You have suffered collateral damage! (5 Units)
Turn 176, 1160 AD: Gandhi's Longbowman 2 (Varanasi) is hit for 14 (86/100HP)
Turn 176, 1160 AD: Hatsegawa's Trebuchet is hit for 28 (72/100HP)
Turn 176, 1160 AD: Hatsegawa's Trebuchet is hit for 28 (44/100HP)
Turn 176, 1160 AD: Hatsegawa's Trebuchet is hit for 28 (16/100HP)
Turn 176, 1160 AD: Gandhi's Longbowman 2 (Varanasi) is hit for 14 (72/100HP)
Turn 176, 1160 AD: Hatsegawa's Trebuchet is hit for 28 (0/100HP)
Turn 176, 1160 AD: Gandhi's Longbowman 2 (Varanasi) has defeated Hatsegawa's Trebuchet!
Turn 176, 1160 AD: While defending, your Longbowman 2 (Varanasi) has killed a Egyptian Trebuchet!
Turn 176, 1160 AD: Hatsegawa's War Chariot (6.00) vs Gandhi's Longbowman 12 (Kyoto) (15.96)
Turn 176, 1160 AD: Combat Odds: 0.1%
Turn 176, 1160 AD: (Extra Combat: -20%)
Turn 176, 1160 AD: (Plot Defense: +36%)
Turn 176, 1160 AD: (Fortify: +5%)
Turn 176, 1160 AD: (City Defense: +25%)
Turn 176, 1160 AD: (Hills Defense: +75%)
Turn 176, 1160 AD: (River Attack: +25%)
Turn 176, 1160 AD: Hatsegawa's War Chariot is hit for 31 (69/100HP)
Turn 176, 1160 AD: Gandhi's Longbowman 12 (Kyoto) is hit for 12 (88/100HP)
Turn 176, 1160 AD: Hatsegawa's War Chariot is hit for 31 (38/100HP)
Turn 176, 1160 AD: Hatsegawa's War Chariot is hit for 31 (7/100HP)
Turn 176, 1160 AD: A War Chariot has withdrawn from combat with your Longbowman 12 (Kyoto)!
Turn 176, 1160 AD: Hatsegawa's War Elephant (9.60) vs Gandhi's Longbowman 4 (Kyoto) (15.96)
Turn 176, 1160 AD: Combat Odds: 2.6%
Turn 176, 1160 AD: (Extra Combat: -20%)
Turn 176, 1160 AD: (Plot Defense: +36%)
Turn 176, 1160 AD: (Fortify: +10%)
Turn 176, 1160 AD: (City Defense: +70%)
Turn 176, 1160 AD: (Hills Defense: +25%)
Turn 176, 1160 AD: (River Attack: +25%)
Turn 176, 1160 AD: Hatsegawa's War Elephant is hit for 25 (75/100HP)
Turn 176, 1160 AD: Hatsegawa's War Elephant is hit for 25 (50/100HP)
Turn 176, 1160 AD: Hatsegawa's War Elephant is hit for 25 (25/100HP)
Turn 176, 1160 AD: Hatsegawa's War Elephant is hit for 25 (0/100HP)
Turn 176, 1160 AD: Gandhi's Longbowman 4 (Kyoto) has defeated Hatsegawa's War Elephant!
Turn 176, 1160 AD: While defending, your Longbowman 4 (Kyoto) has killed a Egyptian War Elephant!
Turn 176, 1160 AD: Hatsegawa's Pikeman (7.20) vs Gandhi's Longbowman 4 (Kyoto) (15.96)
Turn 176, 1160 AD: Combat Odds: 0.3%
Turn 176, 1160 AD: (Extra Combat: -20%)
Turn 176, 1160 AD: (Plot Defense: +36%)
Turn 176, 1160 AD: (Fortify: +10%)
Turn 176, 1160 AD: (City Defense: +70%)
Turn 176, 1160 AD: (Hills Defense: +25%)
Turn 176, 1160 AD: (River Attack: +25%)
Turn 176, 1160 AD: Hatsegawa's Pikeman is hit for 29 (71/100HP)
Turn 176, 1160 AD: Hatsegawa's Pikeman is hit for 29 (42/100HP)
Turn 176, 1160 AD: Gandhi's Longbowman 4 (Kyoto) is hit for 13 (87/100HP)
Turn 176, 1160 AD: Hatsegawa's Pikeman is hit for 29 (13/100HP)
Turn 176, 1160 AD: Hatsegawa's Pikeman is hit for 29 (0/100HP)
Turn 176, 1160 AD: Gandhi's Longbowman 4 (Kyoto) has defeated Hatsegawa's Pikeman!
Turn 176, 1160 AD: While defending, your Longbowman 4 (Kyoto) has killed a Egyptian Pikeman!
Turn 176, 1160 AD: Hatsegawa's Maceman (3.69) vs Gandhi's Longbowman 1 (Delhi) (12.96)
Turn 176, 1160 AD: Combat Odds: 0.0%
Turn 176, 1160 AD: (Extra Combat: -10%)
Turn 176, 1160 AD: (Plot Defense: +36%)
Turn 176, 1160 AD: (City Defense: +25%)
Turn 176, 1160 AD: (Hills Defense: +75%)
Turn 176, 1160 AD: (City Attack: -45%)
Turn 176, 1160 AD: (River Attack: +25%)
Turn 176, 1160 AD: Hatsegawa's Maceman is hit for 28 (14/100HP)
Turn 176, 1160 AD: Hatsegawa's Maceman is hit for 28 (0/100HP)
Turn 176, 1160 AD: Gandhi's Longbowman 1 (Delhi) has defeated Hatsegawa's Maceman!
Turn 176, 1160 AD: While defending, your Longbowman 1 (Delhi) has killed a Egyptian Maceman!
Turn 176, 1160 AD: A Farm has been destroyed by a marauding Egyptian War Chariot!
Turn 176, 1160 AD: Cyrusgawa adopts Caste System!
Turn 176, 1160 AD: Atisha (Great Prophet) has been born in Dur-Kurigalzu (Hammuragawa)!
Turn 176, 1160 AD: Genghigawa adopts Bureaucracy!
Turn 176, 1160 AD: You have made peace with Hatsegawa!
Turn 176, 1160 AD: Hatsegawa is willing to negotiate.
Turn 176, 1160 AD: The Apostolic Palace voting members have announced their decision: Stop the war against Gandhi (Requires 168 of 272 Total Votes)

Turn 177, 1170 AD: Hatsegawa has 210 gold available for trade.
Turn 177, 1170 AD: Huayanagawa has 50 gold available for trade.
Turn 177, 1170 AD: Genghigawa has 70 gold available for trade.
Turn 177, 1170 AD: Hatsegawa has 9 gold per turn available for trade.
Turn 177, 1170 AD: Your land area: 216 (12.11%) is close to the Domination Limit: 1070 (60.00%)
Turn 177, 1170 AD: Hammuragawa will trade Alphabet, Calendar, Horseback Riding, Metal Casting
Turn 177, 1170 AD: You have discovered Iron Working!
Turn 177, 1170 AD: You have discovered a source of Iron near Delhi!
Turn 177, 1170 AD: You have discovered a source of Iron near Pataliputra!
Turn 177, 1170 AD: You have constructed a Christian Cathedral in Bombay. Work has now begun on a Theatre.
Turn 177, 1170 AD: Moses (Great Prophet) has been born in a far away land!

Turn 178, 1180 AD: Shakagawa has no worst enemy.
Turn 178, 1180 AD: Your land area: 216 (12.11%) is close to the Domination Limit: 1070 (60.00%)
Turn 178, 1180 AD: Hammuragawa will trade Compass
Turn 178, 1180 AD: Will Sign a Defensive Pact: Hammuragawa

Spoiler :
Logging by BUFFY 3.19.003 (BtS 3.19)
------------------------------------------------
Turn 175/500 (1150 AD) [07-May-2012 19:54:08]
Pataliputra begins: Buddhist Temple (2 turns)
Archer 7 (Delhi) promoted: Drill I
Archer 7 (Delhi) promoted: Drill II
Spearman 5 (Delhi) promoted: Combat I
Spearman 7 (Bombay) promoted: Combat I
Spearman 4 (Varanasi) promoted: Combat I
Spearman 6 (Bombay) promoted: Combat I
Spearman 5 (Delhi) promoted: Combat II
Spearman 7 (Bombay) promoted: Combat II
Research begun: Iron Working (3 Turns)
0% Research: 89 per turn
20% Culture: 1122 per turn
0% Espionage: 14 per turn
80% Gold: 113 per turn, 376 in the bank

After End Turn:
Delhi grows to size 15
Bombay grows to size 13
Kyoto grows to size 11

Other Player Actions:
A Road near Kyoto was destroyed by Egyptian War Chariot
A Road near Satsuma was destroyed by Egyptian War Chariot
Civics Change: Gandhi(India) from 'Police State' to 'Representation'
Civics Change: Gandhi(India) from 'Nationhood' to 'Free Speech'
Civics Change: Gandhi(India) from 'Slavery' to 'Caste System'
Civics Change: Gandhi(India) from 'Theocracy' to 'Pacifism'

Turn 176/500 (1160 AD) [07-May-2012 20:05:16]
Longbowman 1 (Delhi) promoted: Guerilla I
Longbowman 1 (Delhi) promoted: Guerilla II
A Cottage was built near Delhi
A Farm was built near Agra
Hinduism has spread: Akkad (Babylonian Empire)
0% Research: 107 per turn
20% Culture: 1156 per turn
0% Espionage: 14 per turn
80% Gold: 118 per turn, 489 in the bank

After End Turn:
Pataliputra finishes: Buddhist Temple
Amir Khusro (Great Artist) born in Varanasi
Agra finishes: Buddhist Temple
Golden Age ends

Other Player Actions:
While defending in Indian territory at Kyoto, Longbowman 2 (Varanasi) (4.32/6) defeats Egyptian Trebuchet (Prob Victory: 97.5%)
While defending in Indian territory at Kyoto, Longbowman 4 (Kyoto) (6.00/6) defeats Egyptian War Elephant (Prob Victory: 97.4%)
While defending in Indian territory at Kyoto, Longbowman 4 (Kyoto) (5.22/6) defeats Egyptian Pikeman (Prob Victory: 99.7%)
While defending in Indian territory at Kyoto, Longbowman 1 (Delhi) (6.00/6) defeats Egyptian Maceman (Prob Victory: 100.0%)
A Farm was destroyed near Kyoto
A Farm near Kyoto was destroyed by Egyptian War Chariot
Hatsegawa (Egypt) and Gandhi (India) have signed a peace treaty
Attitude Change: Hatsegawa (Egypt) towards Hammuragawa (Babylon), from 'Pleased' to 'Friendly'
Attitude Change: Hammuragawa (Babylon) towards Gandhi (India), from 'Cautious' to 'Pleased'
Attitude Change: Hammuragawa (Babylon) towards Elizagawa (England), from 'Pleased' to 'Friendly'
Attitude Change: Shakagawa (Zululand) towards Mansagawa (Mali), from 'Pleased' to 'Friendly'
Civics Change: Cyrusgawa(Persia) from 'Slavery' to 'Caste System'
Civics Change: Genghigawa(Mongolia) from 'Barbarism' to 'Bureaucracy'

Turn 177/500 (1170 AD) [07-May-2012 20:10:38]
Diplomacy (Tribute Demand): Shakagawa (Zululand) demands that Gandhi (India) gives Liberalism; Gandhi AGREES.
Tech traded to Shakagawa (Zululand): Liberalism
Archer 9 (Varanasi) promoted: City Garrison I
Longbowman 10 (Vijayanagara) promoted: City Garrison I
Longbowman 10 (Vijayanagara) promoted: City Garrison II
Kyoto begins: Buddhist Stupa (8 turns)
0% Research: 139 per turn
80% Culture: 1506 per turn
0% Espionage: 14 per turn
20% Gold: -47 per turn, 607 in the bank

After End Turn:
Tech research finished: Iron Working
Bombay finishes: Christian Cathedral
Pataliputra finishes: Lighthouse

Other Player Actions:
Attitude Change: Shakagawa (Zululand) towards Gandhi (India), from 'Annoyed' to 'Cautious'

Turn 178/500 (1180 AD) [07-May-2012 20:17:34]
Archer 4 (Pataliputra) promoted: City Garrison I
Longbowman 13 (Vijayanagara) promoted: Drill I
Longbowman 13 (Vijayanagara) promoted: Drill II
Longbowman 11 (Pataliputra) promoted: Drill I
Longbowman 11 (Pataliputra) promoted: Drill II
Longbowman 5 (Vijayanagara) promoted: City Garrison I
Longbowman 6 (Pataliputra) promoted: City Garrison I
Longbowman 5 (Vijayanagara) promoted: City Garrison II
Longbowman 6 (Pataliputra) promoted: City Garrison II
A Pasture was built near Agra
Longbowman 9 (Varanasi) promoted: City Garrison I
Longbowman 9 (Varanasi) promoted: City Garrison II
Research begun: Metal Casting (3 Turns)
Pataliputra begins: Heroic Epic (8 turns)
Pataliputra begins: Spearman (3 turns)
Agra begins: Courthouse (24 turns)
 
Some very interesting developments:

1. The AP resolution to end the war with Ghandi passed! We are now at peace with Hatty and everyone else. Still some WHEEOHRNs out there though. ABout the AP - we only *just* scraped in with enough votes.

2. We learned Iron Working, and TWO sources of iron popped up, one by Delhi, the other by Patal.

3. Shaka demanded Liberalism. I gave it to him.

4. Hammu is willing to trade techs! We can pick up Alphabetm Calendar, HBR, MC and Compass all for the low low price of Education.

5. Hammu is also willing to trade a Defensive Pact! I certainly think it is something we should consider. I wonder if it will come up as an AP option next cycle...

6. Minor point, but Osaka has been relegated to the never-will-produce-a-gp group. It has assigned a merchant and the idea is to work mines and merchants to generate gold.

Most of the micromanagement is pretty much done - it's just a matter of keeping an eye on things and working through the turns - provided the AI plays nicely. Somebody else can take over the save now.
 

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Looking good AJ.

Tect trades I would pick up MC by using theo + little bit of gold this turn. Then machinery and what else we can get for Edu next turn.

DP with Hammy 100%. It makes us safe from him and will keep him at pleased etc for the rest of the game unless someone attacks and breaks it.

Personally if you want to play on for a few more turns I would go for it. Tho be an idea to move the LBs from Osak/Tok to Kyoto.
 
Good job, aj! :hatsoff:

One Great Artist born during your turn set, and another due in two turns!! :clap:

4. Hammu is willing to trade techs! We can pick up Alphabetm Calendar, HBR, MC and Compass all for the low low price of Education.
It's hard to see in aj's screen shot, but when we ask Hammy what he will give us for Education, he throws in 20 Gold in addition to all the techs listed above! IMO, we should make this trade now! HBR is the only tech we can't use.

5. Hammu is also willing to trade a Defensive Pact! I certainly think it is something we should consider. I wonder if it will come up as an AP option next cycle...
IMO signing the DP with Hammy is a good idea. Between this and the Education trade above, maybe he like us enough to consider a request to convert to Hinduism.
 
@Grifftavian if we trade for MC this turn we can use edu to get machinery + others the next turn and probably guilds or something using lib the turn after.

If we use Edu this turn - lib next we have nothing to trade for guilds the turn after.

Calendar for the bananas should be a high priority as well.

2 weeks left to go so we need to push on a bit so who's up.
 
Yes Griff is up, I played a bit out of sequence before C63.
 
@Grifftavian if we trade for MC this turn we can use edu to get machinery + others the next turn and probably guilds or something using lib the turn after.

If we use Edu this turn - lib next we have nothing to trade for guilds the turn after.

Calendar for the bananas should be a high priority as well.

2 weeks left to go so we need to push on a bit so who's up.
Currently the only Techs we have that Hammy wants are Theology and Education.

If I ask what he wants for Metal Casting, the response is 525 Gold from us. Pretty sure we don't want to do that.

If I ask what he will give for Theology, the response is Alphabet + 20 Gold.

I can try and see if he'll trade Metal casting for Theology straight up. He might go for it, but more than likely we'll have to kick in some Gold to sweeten the deal.

Are {Theology for Alphabet + 20 Gold} or {Theology + ??? Gold for Metal Casting} trades we would like to pursue? If the second option, how much Gold would we be willing to kick in as a deal sweetener?

If not, that still leaves the Education trade previously discussed.
 
Currently the only Techs we have that Hammy wants are Theology and Education.

If I ask what he wants for Metal Casting, the response is 525 Gold from us. Pretty sure we don't want to do that.

If I ask what he will give for Theology, the response is Alphabet + 20 Gold.

I can try and see if he'll trade Metal casting for Theology straight up. He might go for it, but more than likely we'll have to kick in some Gold to sweeten the deal.

Are {Theology for Alphabet + 20 Gold} or {Theology + ??? Gold for Metal Casting} trades we would like to pursue? If the second option, how much Gold would we be willing to kick in as a deal sweetener?

If not, that still leaves the Education trade previously discussed.

I think its theo + 20 gold to get MC from Hammy. Def worth it as were not worried if he goes into theocracy now he's pleased and dp will only improve that. Of course it'll make the other AI hate us more if thats possible.. :lol:

Edit. Worker actions need to get the workers off the island. All AI have sheep so improving those won't get us much. Need to get Kyoto's copper and corn up asap so would send mainland workers there. The 2 on the island can put a plantation on the bananas once we have calendar.

Edit again. Tech trades I find the best question is usually "what would make this deal work?"
 
Just another thought (at work so plenty of time to think of these things atm). :)

Defensive pacts and AP votes? I assume we need to know mil tradition to get a defensive pact resolution to come up in the votes. If not that is the certain one we want to put up. To much to hope for getting a dp with Hattie and Liz though would be fun if we did. :lol:

Another edit: Noticed that none of the AI are in merc either so not to much shared fav civic bonus available though it might improve by the time we get there. Will the extra spec be better than trade routes/loss of commerce with other civs if we go into merc. Something else to look at/think about.
 
PPP for the next few turns starting T178/1180 AD

Questions in Blue
Updates in Maroon

RESEARCH

Continue research on Guilds -> Banking path @ 0% Science pending trades

TECH TRADES

This turn: Trade Theology + 15 Gold for Metal Casting.
Next turn: Trade Education for as much as we can get.
Turn after next: See if we can trade Hammy Liberalism or something else, hopefully getting Guilds.

Check for new trade deals every turn.

DIPOLMACY

Sign Defensive Pact with Hammy this turn.
Be nice to everyone else.
Encourage heathens to convert to Hinduism or adopt Free Religion.

CITY BUILDS

Delhi: finish Hermitage (3T); Monument; Buddhist Monastery; University; Culture.

Bombay: finish Theater (5T); Christian Monastery; Buddhist Monastery; University; Culture.

Vijay: continue building Wealth & running Artist Specialists

Pata: finish Spearamn (2T); Wealth until we get Machinery, then some Macemen.
Pata currently starving @ -1 Food/turn; fix it? Yes, and change to Merchant Specialists.
Build Iron Mine near Pata? No.

Vara: continue building Wealth & running Artist Specialists

Osaka: continue building Wealth & running Merchant Specialists
Do we need another Fast Worker? No.

Toyko: continue building Wealth & running Artist Specialists

Kyoto: finish Buddhist Stupa (8T); finish Christian Cathedral (11T) (get Stone back!); Monument; Christian Monastery; University; Culture.

Agra: continue building Wealth & running Artist Specialists. Generate GA before Bombay!


FAST WORKER ACTION PLAN

Replace improvement on east side of Kyoto.
Farms for Wealth/Artist cities.

UNIT MOVES

Military units to Kyoto or Fort NW of Pata.
Work Boat 3 to explore West toward Inca.


CIVICS CHANGES & OTHER STUFF

No Civics changes planned. Change to Mercantilism if/when we get Banking!
Will be nice toward everyone.


REASONS TO PAUSE

Anything out of the ordinary (like a large stack of units showing up).
 
I think its theo + 20 gold to get MC from Hammy. Def worth it as were not worried if he goes into theocracy now he's pleased and dp will only improve that. Of course it'll make the other AI hate us more if thats possible.. :lol:

Edit. Worker actions need to get the workers off the island. All AI have sheep so improving those won't get us much. Need to get Kyoto's copper and corn up asap so would send mainland workers there. The 2 on the island can put a plantation on the bananas once we have calendar.

Edit again. Tech trades I find the best question is usually "what would make this deal work?"
Tried the "What would make this deal work?" question, and it's Theology + 15 Gold!!!!

Agree that's a good deal, so how does this sound to everyone...

This turn: Trade Theology + 15 Gold for Metal Casting.

Next turn: Trade Education for as much as we can get.

Turn after next: See if we can trade Hammy Liberalism or something else, hopefully getting Guilds.
 
That trade plan sounds great.

Stop conditions: don't stop just for trade talks. Better that you decide and we keep things moving.

Patal is slowly starving, which is fine. With DP from hammy, does Patal still need to be building troops? Wealth build might push up the slider a notch.

I also moved most of Patal's garrison to the fort bottleneck. Just seems like a much better defensive position.
 
My reasoning for stopping was less because I had to, but more because I thought the DP and sudden availability of trade was a good reason. Had I continued without consulting I would have taken the immediate trade deal (now judged to be inferior, and I agree) and definitely would have taken the DP. But I could just imagine posting a save 10 turns later and all the team thinking - 'A Defensive Pact! Where'd that come from!? Trade options!?'

I think we should broaden the discussion on what is really a 'Stop Condition'. On a tight schedule I think we put more trust in the active player. At this stage, only events that truly affect our existence (existential threats if you will ;)) should be cause to stop. Perhaps Patal should build the National Wonder 'Transportation Security Administration'. I think techs required are Flight and Fascism.

@Griff (and all active players):
Take whatever trade deals you think best.
(Re)Negotiate Resource trades as you see fit.
City Builds - should be able to stick to what's written in the PPP.
Micromanage cities as you see fit, while sticking to the overall game plan of trying to generate lots of GArtists.
Choose whatever AP resolutions you like - though we could make a list of ones NOT to take, eg, don't try to claim a neighbour's city or get us into an undesirable war.
 
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