SGOTM 15 - One Short Straw

You've got 3 axes and 5 cats with 2 more axes and a cat coming in the next 2 turns. Getting a total of 8 axes and 6 cats built and to the front line might take another 6 to 8 turns.

We also need an axe to take care of Toku's archer, which is trapped in the SW. This can be the last unit we build while the rest are moving to the front.

I like getting the library early in Chandi. That will help with the GS generation. I'm not sure if The Great Library or the 'Mids are better. Going all the way to Literature right now needs to be justified, but it sounds doable.

Are you liking settling on the mable? I like it. Saving 6 worker turns and being able to share tiles with Delhi is very flexible...

My kids are yelling at me to come down and eat, so I gotta run... :D
 
Mitchum said:
1. It took a long time to march around Osaka to get to Kyoto, especially if Osaka has a border pop.
2. By the time I took Kyoto and got back to Osaka, there were 4 archers there already.
That's what we can expect out of many AI Cities when we attack with 1-movement-point units... Archer spam.

I much prefer your idea of capturing Osaka on the way to Kyoto. However, if we want to lure an Archer into attacking the City, you will have a much greater chance of Toku attacking if you put a Warrior in Osaka than if you leave it empty. Go figure, but the AI is "smart" enough to see your ruse of an empty City and doesn't prioritise taking it, but said AI is also willing to "Capitalize on your mistake" of weakly-defending your newly-captured City.

We can use other Warriors to lure Archers out of Kyoto.

Using Toku's Road network in this manner (even if we only save a turn or two of movement) will be worth it even if my "Warrior lure" gambit fails, as we'll get there faster and likely will thus face 1 or 2 less whipped Archers in Kyoto itself.


Bypassing Cities is great if said bypassed Cities already have a stack, but in Osaka's case, it'll probably have 1 to 2 Archers plus a freshly-whipped Archer if we attack it right away.

So, I think that our war path should most definitely be: Osaka -> Kyoto


Mitchum said:
5. I built libraries in Zlatorog and Nature's Chandi. It took too long, which is why I'm waiting forever for my next GS.
A neat idea, but I much prefer either straight-out military units or Granaries plus military units from these two Cities.

Libraries will be better to build once we have Monotheism and once Hinduism has spread around a bit.



Mitchum said:
7. The Pyramids in Kyoto will come way too late. Kyoto just recently came out of revolt.
Will our war effort even be feasible if we were to, say, build Granary -> The Pyramids in Delhi, essentially building 0 units out of Delhi?

Common wisdom says that you really want your capital contributing to a war effort, to help make it finish quickly... but will missing The Pyramids be too big of a blow relative to other teams who do get it?



LowtherCastle said:
1. Only one Chandi worker is need to mine the gems in time. The other worker is free to help road from Delhi to Marble and chop the Oracle.
Perhaps, but then what do we do with that Worker action? A partial Road that we probably don't want? I mean, I plan to have Nature's Chandi stay disconnected from the rest of our empire, so that it can build Warrior -> Granary -> Warriors

A partial Farm that we probably won't complete for a while?

At least having both Workers work the Gem Mine for 1 turn, you get one of the Workers closer to the east while still contributing a useful Worker action along the way.


LowtherCastle said:
2. By roading Delhi-SE->Delhi-2SE->Copper-S, the settler lands on the marble tile in 1 turn.
Hmmm, interesting. One tradeoff is that we'll have far less Hammers in Gold-E Locks, due to delaying the connecting of the Marble.

It's also going to be harder to get a Worker from the west to come in and help with the Roading, since the way that I was doing it, said Worker moved 2 squares onto the Copper and then Roaded it... errr, wait, I guess that we could save the 1SE of Delhi Road segment for that Worker, which could work.

Probably the main tradeoff, then is less Hammers and Commerce on Gold-E Locks for an extra turn of Food and Hammers (Commerce is either at a loss or even) in Marble City. I'm not sure which is better, but I think that it's going to be harder to get Hammers for a Granary in Gold-E Locks.


Okay, well with us settling on the Marble and going after a Toku that likely doesn't have a Seafood, we can still delay Fishing for quite some time.

Researching Code of Laws messes up your Machinery + Engineering Lightbulbing idea, right?


Another random thought, just to throw it out there: should we take Currency or Metal Casting with The Oracle? Nah, non-Foreign Trade Routes... no production to build Forges... okay, Construction it is... I just thought that I should mention it, however briefly. ;)



Mitchum said:
I'm not sure if The Great Library or the 'Mids are better.
Both would be ideal. The real question, though, is where will the Hammers come from? I mean, the tradeoff of building Wonders is probably a slower start to our war machine.

Maybe we'll be lucky and Mr. Stone Hammurabi will build The Pyramids for us. We know that he has Masonry, since he completed The Great Wall.

The big risk is having The Pyramids built halfway across of the world.

Of course, having both The Pyramids and The Great Wall in Babylon could suck, too, as we would have to give up on Police State just to be able to allow Barbs to capture some of our Cities.


We should probably try and optimize the timing of Granary-creation, but doing so requires us to have relatively locked-down on the Worker actions first, so that we'll know how many Hammers we will have to play with in each City.
 
A neat idea, but I much prefer either straight-out military units or Granaries plus military units from these two Cities.

Both cities, Zlatorog and Nature's Candhi, did build granaries and units for our initial assult on Toku. It was after this initial war build up that I built the libraries. I was trying to get the libraries in place to get a GS. I guess we really only need one of them to build a library as the other GS will come from Delhi. I was just playing along quickly to get a feel for how the game would play and ended up building libraries in both. One benefit of the library was a border pop...

The question is: Do we continue our war effort against Hammy and the AIs beyond right after our war with Toku or do we take several turns to focus on infrastructure (forges, libraries, barracks, GLib, Mids, etc.), research and/or religion spread so that we're fielding a smaller, more advanced army = lower support costs.

I'm starting to like the GLib in Delhi option. If we could get a GS to pop in Nature's Candhi (or Zlatorog) when Delhi is just a turn from popping its own (e.g. 190 GPP), Delhi could very quickly pop the following one with the two GLib scientists plus two more hired scientists.

Will our war effort even be feasible if we were to, say, build Granary -> The Pyramids in Delhi, essentially building 0 units out of Delhi?

As you said, no. We need Delhi to produce units for the war effort otherwise there would be a rather large delay. Then is could build a forge and then possibly the GLib or 'Mids.

I plan to have Nature's Chandi stay disconnected from the rest of our empire, so that it can build Warrior -> Granary -> Warriors

Not having the +1:) (+2:) with forge) is a pretty big price to pay...


Hmmm, interesting. One tradeoff is that we'll have far less Hammers in Gold-E Locks, due to delaying the connecting of the Marble.

Zlatorog is generating 4 hammers per turn if I remember correctly. So every turn that we don't connect marble is costing us 4 hammers.

but I think that it's going to be harder to get Hammers for a Granary in Gold-E Locks.

Hammers were not a problem in GEL. If we steal the corn from Toku quickly, which we should, then hammers come via the whip. I worked the sheep, corn, gold, farms and an occasional mine. I whipped from 5 -> 3 and regrew very quickly.

Researching Code of Laws messes up your Machinery + Engineering Lightbulbing idea, right?

I believe you're right. Since we know Mediation, CoL (and Drama) open the Philosophy bulb which is higher on the GS list than both Engineering and Machinery.

BTW, you asked at one point what happens if we open up Fishing. If we did this, Sailing, Calendar, Compass, Optics and Astronomy would all come before Engineering and Machinery on the GS preference list.


Both would be ideal. The real question, though, is where will the Hammers come from? I mean, the tradeoff of building Wonders is probably a slower start to our war machine.

I think we need to pick one or the other as a priority and build it AFTER our attack force for Toku. As I said above, I think the GLib option gives us the best chance at getting two quick GSs. As you said, we can't use Caste System to hire a bunch of scientists because researching CoL is a no no.
 
1. Only one Chandi worker is need to mine the gems in time. The other worker is free to help road from Delhi to Marble and chop the Oracle.

Did you connect GEL to Delhi and then connect Delhi to the marble?

2. By roading Delhi-SE->Delhi-2SE->Copper-S, the settler lands on the marble tile in 1 turn. This means the copper mine is worked 1 turn more. It's possible to finish these three road segments for a settler completed on T60 or T61. (My test above was for a T61 settler.)

So did you wait for Pottery, put one turn into a granary while working max food, and then whip the settler on the following turn? We'll eventually want a barracks in Delhi, so maybe it's not worth it to wait for pottery but instead focus on settling Marble ASAP so that we can work the copper mine sooner. I'm assuming that this delay's Delhi's granary a turn or two but speeds up Marble City's by a turn or two.

How long do we have before hammers start to decay from an unfinished building in a city's queue?

3. We might as well test assuming we get the corn from Osaka, only to make all our tests comparable.

Agree. If I remember correctly, I was getting the corn 3 turns after completing the Oracle.

4. Let's not chop any forest growth.

Yep, I remove forest growth and religion spread in WB as soon as they happen. In one test, Hindu spread to BOTH GEL and Zlatorog on the same turn. That would be nice!!

5. I think we can wrap up this testing in 1 or 2 days max.

Can you post a save on the turn before the Oracle is completed so that we can compare it with Dhoom's plan (and all the other tests we've been running)?


EDIT: @ ZPV You've been quite lately. Is it mid-game burnout or are you just fed up with our snail's pace? :D
 
Mitchum said:
I guess we really only need one of them to build a library as the other GS will come from Delhi.
You raise a valid point. How soon do we need the Library if we were to build it in Nature's Chandi? Do we have to skip the Warrior and go straight for a Library? Can we build the Warrior, a Granary, and Whip + Chop the Library? For example, we might use one or two of the 20-Hammer Forest Chops that are outside of our Cultural Borders... not ideal, but hey, if we want the Great Scientist faster, then sometimes we have to make sacrifices (like Chopping Forests with only the Math bonus but not the Cultural Borders bonus).

One advantage, as you implied, of not spamming Warriors from Nature's Chandi is that we could get the Gem Resource connected to other Cities, although I feel that it will be a long while before any of them need the extra Happiness (Delhi has +1 from Hinduism, don't forget).

Without access to Caste System (otherwise there's no point in going for the Great Scientists if we screw up the Lightbulbing path), our bottleneck is probably going to be getting a Library somewhere, and it's clear that Nature's Chandi is a billion times more suited to running 2 Scientists than in Zlatorog... +1 Food per turn at Size 4 from Pig, Gems, and 2 Scientists

Compare that to -1 Food per turn at Size 4 from Deer, Gold, and 2 Scientists... which is not very sustainable at all

Add to that fact that Zlatorog has 4 GHills Riv squares and it's clear that we want to be working Farms and Mines in Zlatorog, not hiring Specialists.


Mitchum said:
How long do we have before hammers start to decay from an unfinished building in a city's queue?
60 turns for a Building
10 turns for a Unit
I'm not sure for a Wonder, but it's at least 60, if not more
 
EDIT: @ ZPV You've been quite lately. Is it mid-game burnout or are you just fed up with our snail's pace? :D

Hehe. I'm quiet because RL is eating all my time/energy. Come Thursday, I should have a little more.
 
ZPV, whenever you find time, there are a couple a code questions that would be extremely useful to resolve before we attack Kyoto. I'm nog sure how easy it is to answer such questions, because klarius said the war stuff is complicated, but if it's possible, that would be great. I konw I've seen soem stuff from DanF, so I'll see if I can find that sometime today.
However, if we want to lure an Archer into attacking the City, you will have a much greater chance of Toku attacking if you put a Warrior in Osaka than if you leave it empty. Go figure, but the AI is "smart" enough to see your ruse of an empty City and doesn't prioritise taking it, but said AI is also willing to "Capitalize on your mistake" of weakly-defending your newly-captured City.
It would be useful to know the code on this, to maximize its usefulness.
We can use other Warriors to lure Archers out of Kyoto.
It would be useful to know the code on this also, to maximize its usefulness. Do scouts also lure out units? Is either one a better lure?
Using Toku's Road network in this manner (even if we only save a turn or two of movement) will be worth it even if my "Warrior lure" gambit fails, as we'll get there faster and likely will thus face 1 or 2 less whipped Archers in Kyoto itself.
Even if our warriors lure an archer out, it's difficult to prevent it from returning safely to Kyoto. 1N of Kyoto's sheep is Grass, so we could kill that archer if forest doesn't grow there. Other tiles are either hills or forest, so killing the archer might be difficult.
 
ZPV, whenever you find time, there are a couple a code questions that would be extremely useful to resolve before we attack Kyoto. I'm nog sure how easy it is to answer such questions, because klarius said the war stuff is complicated, but if it's possible, that would be great. I konw I've seen soem stuff from DanF, so I'll see if I can find that sometime today.It would be useful to know the code on this, to maximize its usefulness.It would be useful to know the code on this also, to maximize its usefulness. Do scouts also lure out units? Is either one a better lure?Even if our warriors lure an archer out, it's difficult to prevent it from returning safely to Kyoto. 1N of Kyoto's sheep is Grass, so we could kill that archer if forest doesn't grow there. Other tiles are either hills or forest, so killing the archer might be difficult.

I'll have a look. War stuff is complicated, but so are taxes, and I manage to pay those, if you believe Inland Revenue. :scan::mischief::rolleyes:
 
@LC

Thanks for playing forward and posting your save. It's great to have something to review and discuss rather than making assumptions. :goodjob:

I took a closer look at your save and it looks like we're in quite a strong position. I have a few comments, some nit-picky:

1. I think MC before the Literature beeline is good. It allows cities to start building up their infrastructure while we focus on research. Plus, once we bust through Toku's capital, I hope we'll meet a bunch of AI and should be able to pick up at least Polytheism in trade. The biggest concern is can we delay Literature and still get the GLib at a reasonable time...

2. I'd say a bit fewer roads and more improvements. Marble City could use a farm or three. Plus, we'll likely keep our army inside our cultural borders until the last second (right where you have our stack fortified) to minimize unit supply cost. Those last two road segments outside of our cultural borders can be built just before we attack. Best balance may be to try to have one worker (5 total) at each city (5 total) to ensure that we don't grow onto unimproved tiles. BTW, I really do like the road you build from east to west. It does what it needs to do with minimal road segments. It's going to be a juggling act to balance road building, chopping and tile improvement... as usual.

3. I like hooking up Nature's Candhi to our empire. The extra happiness was needed shortly, at least in my testing. Although a warrior MP in each city probably would help to... ;)

4. We just lost sight of Toku's demo data. We'll have to watch out for this in the real game and split epp between Toku and Hammy at the appropriate time.

5. Be aware of a DOW from Hammy when we declare on Toku. Maybe we need two extra axes; one for Toku's archer and one for the NW choke point.

6. Delhi's border pop brings Zlatorog's two forests into its BFC without a border pop in Zlatorog.

7. We have to remember to use our used-to-be spawn busting warriors as either MPs or archer bait. I forgot about using them in my save, leaving them fortified where they were...

8. Do we want libraries in more than 3 cities? I did it in my test too but I'm not sure it makes sense unless we plan to cottage or run scientists in both Zlatorog and Nature's Candhi. One of the two could build a barracks and keep building axes/cats for future wars... we may need these units to finish of Toku too. In my test, he had built 4 cities total (I had two of them).

9. Looking closer at the map, we can declare war and capture Osaka on the same turn (depending on what's happening with the cultureal battle over the corn tile). From there, it takes 3 turns to reach Kyoto. If we instead bypass Osaka, it takes 3 turns to reach Kyoto. So, either way, we're on Kyoto's doorstep on T+3. I suggest that we build 2 to 4 more units and take Osaka on our way to Kyoto. I didn't do this in my game and Osaka had 4 archers by the time I got back to take it. It's even possible to get our cats and a few axes to Kyoto a turn earlier and bombard for one turn while we wait 1 turn for the unit(s) that attacked Osaka to catch up.
 
I'll have a look. War stuff is complicated, but so are taxes, and I manage to pay those, if you believe Inland Revenue. :scan::mischief::rolleyes:
I found this from SG7:
The big difference is his units adjacent, not the defense bonus. No units adjacent means that the final odds threshold is 2 times the threshold on the call to anyAttack, which is in the 40-45% range for the units we expect.

3 of his potential attackers adjacent mean the final threshold equals the input threshold. More and the threshold gets even lower.
The formula is:
final threshold = 6/(adjacent attackers + 3) * input threshold
The "odds" which are compared to this threshold are calculated roughly as:
attacker strength/(attacker strength + defender strength) + random(8%)
here all the bonuses are taken into account in the usual manner.
I know you'll want to check it yourself, but I thought this might at least help you find the stuff sooner.
 
This week is actually quite busy for me in RL but I can play through the Oracle. I don't have a ton of time for testing as I mentioned earlier... although I did do a fair amount yesterday.

What do we have to do or decide in order to move this game forward? At a minimum, I think we have to decide:

1. Where to settle marble city
2. Which roads to build to connect the marble city, GEL and Delhi and in what order to build them
3. What to build in Nature's Candhi... warrior(s) or or partial library -> granary -> library
4. Earlier marble city with a turn of hammers in a barracks vs. later marble city with a turn of hammers in a granary
5. What to research after Pottery
6. Do we do queue swapping in GEL so that most Oracle hammers are marble enhanced

Did I miss anything?
 
LowtherCastle said:
Even if our warriors lure an archer out, it's difficult to prevent it from returning safely to Kyoto. 1N of Kyoto's sheep is Grass, so we could kill that archer if forest doesn't grow there. Other tiles are either hills or forest, so killing the archer might be difficult.
Hmmm, good point... the Peaks don't give us a lot of leeway... ideally, the Warrior will be 2 squares away from the City, so that the Archer will end its turn outside of the City.

Once an AI City has more than 3 defending Archers, any further Archers that it builds it is happy to hide out in the City, unless you give it an opportunity to attack a weaker unit, such as a heavily-wounded unit or a Warrior.


The BtS AIs are less susceptible to Worker lures but they really can't resist an "easy kill" lure. I'd much rather use a cheap Warrior than a more expensive wounded Axeman as the lure.


The flip side of the terrain problem is that if we can manage to cut off the roads (say, by an initially-invading pillaging party), we could leave just a single path, which could then be cut off, forcing the Archer to spend 2 turns marching back to Toku's capital.


Another point is that said Warrior defending from a Forest or a Hills Forest square will receive a Defensive bonus, too... which, Toku is still encouraged to attack us, could actually make the Archer get so badly wounded in attacking our Warrior that the Archer could still end up being an easy kill.

And, if not, yet another thought is that there's always the retreat ability of Catapults--if an enemy unit is wounded, the Catapult will retreat at a certain amount of hitpoints remaining...
I'm not quite sure how the math works, but let's say that a Catapult retreats when a unit is at 60% hitpoints. Well, if by attacking the Warrior, the Archer is down to 80% hitpoints, our Catapult may only need 2 successful hits (just making that number up) before it can successfully retreat, after which the Archer might be an easier kill with an Axeman.

Still, it's probably not nearly as good of a situation as luring a Barb Archer out into open terrain.


Mitchum said:
3. I like hooking up Nature's Candhi to our empire. The extra happiness was needed shortly, at least in my testing. Although a warrior MP in each city
Well, that's just it. Having an unconnected City which can build Warriors can also provide us with Happiness...
One way to look at it is that a small-sized City does not need +1 Happiness, while a larger City without a Military Police unit will have 2 Unhappy faces... meaning that a Warrior will be a better investment than connecting-up a Happiness Resource, minus the fact that you're needing to pay maintenance costs for said Warrior due to having a large standing army.

We'll want some Warriors for the future, though, as you say, unless we're willing to spend more Hammers building Archers... but, in the meantime, we pay a bit in terms of Commerce (no trade route to one City and more Unit Costs).

Ultimately, as you say, we may be better off just building a Library in that City, but I think that a balance can be struck by using the outside-of-the-Cultural-Borders Forests to speed up the creation of the Library. I'm just not sure if we should aim to be building a Granary and whipping Warriors... I mean, we could whip Warriors for overflow into a Library after having fully-Chopped a Granary, which might actually turn out to be a best-of-both-worlds type of option... and once we've hit the Happiness limit, we'll be wanting to nearly stagnate growth by hiring Scientists anyway.


Mitchum said:
5. Be aware of a DOW from Hammy when we declare on Toku. Maybe we need two extra axes; one for Toku's archer and one for the NW choke point.
Last game, weren't we okay with just using Warriors at a choke point?

What situation might make that approach fail? If, say, an AI first marched an army up to our borders and then declared war by trying to "move into" our Cultural Borders?

If "yes," then we should be okay with just 1 Warrior at the chokepoint, since the scenario that you describe does not involve Hammurabi planning for a war but more that he is reacting to our declaration on Toku and thus won't have units at the front lines that would be close enough to kill the Warrior... if he's not close enough to kill the Warrior, his pathing algorithm should prevent him from sending any units that could kill the Warrior, right?


Mitchum said:
6. Delhi's border pop brings Zlatorog's two forests into its BFC without a border pop in Zlatorog.
Ohhh, excellent point! I like it! Which City will get the Forest Chops, though... the one which is closer to the Forests or the one whose Culture covered the Forests?


Mitchum said:
7. We have to remember to use our used-to-be spawn busting warriors as either MPs or archer bait. I forgot about using them in my save, leaving them fortified where they were...
Which is why I explicitly listed every Warrior in the PPP; even if the action is "stay Fortified," then we at least won't be forgetting about these units.


Mitchum said:
8. Do we want libraries in more than 3 cities?
Do we want Libraries in more than TWO Cities? If you only need 2 Great Scientists for now, can't we wait until we have The Great Library before generating a Great Scientist to Lightbulb Philosophy?

Other teams may be building The Pyramids for Representation, Lightbulbing Philosophy (and making use of it since we were all forced to research Hinduism, meaning that there wasn't a relative opportunity cost for them to spread around a State Religion), and teching up the tech tree... perhaps Lightbulbing Paper and Education for an early Liberalism for, say, Cuirassiers.

We just need to keep enough of a focus on our strategy, which is to take over AIs early in the game and leverage their land to further fuel our war machine.

Building 1 more Library (particularly if we can do it while whipping up an army, such as my suggestion of whipping Warriors into a Library in Nature's Chandi) sounds like it wouldn't hurt our war machine too much, but I'm not really convinced that we can justify generating a 3rd Great Scientist so early without Philosophy... if we REALLY want a 3rd Great Scientist, we should re-evaluate our entire plan and consider doing something like Oracling Code of Laws, having Delhi start on another Great Scientist ASAP, Lightbulbing Philosophy, manually spreading-around Hinduism, turtling up, and completing The Pyramids. It's still doable, but I prefer our Oracle Construction + war plan, and if we stick to our plan, then building any more Libraries that in necessary to generate our 2 Great Scientists for Machinery + Engineering seems like it will hurt our strategy more than help it.


We can always generate additional Great People in the future, once Hinduism has been better spread.

Besides, we might really want our 4th Great Person to be a Great Engineer to see if we can pull off the gift-the-AP gambit... something that other teams who don't go to war early won't be able to execute, unless they really butter-up Toku or Hammurabi, meaning that they didn't perform a Worker steal. Then, they'd also need to spam Christian Missionaries (or whatever Religion comes with Theology) and simply pray that Toku/Hammurabi converts on their own... whereas we will have more flexibility... gift a Great Engineer to a different AI that will Open Borders with us who, say, is an AI that founded and is running a non-Buddhist State Religion. Then, we can move in and capture said Religion's Cities. Much cleaner.

In other words, there is a potentially good synergy with the Great-Engineer-gifting and an early war approach, given our "two Toku prison," with the assumption that at least one other AI is both meetable and will give us Open Borders (probably the trickiest part will be that an AI that met Toku might hate us by -2 for having declared war on their friend).


Mitchum said:
9. Looking closer at the map, we can declare war and capture Osaka on the same turn (depending on what's happening with the cultureal battle over the corn tile).
Oh yeah, I forgot about that part. Well, in that case, capturing Osaka on the first turn of war is a no-brainer move. Why let Toku whip the City down to Size 1 and up in whipping anger when we can just take the population (minus 1) off of his hands immediately?
 
@ Dhoom

Regarding the choke point in last GOTM (i.e. the maginot line or whatever we were calling it), that was to prevent barbs from targeting our cities. I'm not sure if that works against an AI that has declared war on us...

The city that has the forest in its BFC gets the forest chop. If it's in two cities BFCs, the one that has the forest visible and workable get the chop. If it's not in a BFC the closest city gets it. I'm not sure what happens if its a tie.
 
Mitchum said:
1. Where to settle marble city
On the Marble gets my vote.


Mitchum said:
2. Which roads to build to connect the marble city, GEL and Delhi and in what order to build them
I still need to take a look at LC's test game. This point is the trickiest part since the order of the Worker actions is highly inter-related to everything else that happens this turnset.

For example, if we Road to Marble City, do we use this Road to:
a) Settle Marble City 1 turn faster?
OR
b) Settler Marble City at the same time or later but with more Hammer overflow into a Granary in Delhi?

As another example, when do we connected-up GEL?
a) Do we connect it up ASAP, for an additional Trade Route and sooner Marble-enhanced Hammers, which translates into us putting more raw Hammers into a Warrior that will become a Spearman and into a Granary?
OR
b) Connect it up later and lose out on these raw Hammers in favour of having 1 extra turn of existence of our Marble City?


Mitchum said:
3. What to build in Nature's Candhi... warrior(s) or or partial library -> granary -> library
I haven't tested it yet, but right now I'm thinking:
Warrior until we learn Pottery -> Granary -> manually complete the Warrior -> invest 1 turn into another Warrior -> Whip the Warrior and overflow its Hammers into a Library -> manually build a Library until we are two turns from the ideal whipping time -> Build a partial Warrior that we will whip for overflow into a Library -> keep whipping Warriors and overflowing Hammers into a Library + Chop the rest of the Library -> Hire 2 Scientists (which may mean not being able to work the Gem Mine when the 2 Scientists get hired, depending upon our Whipping Unhappiness level and City Size at the time).


Mitchum said:
4. Earlier marble city with a turn of hammers in a barracks vs. later marble city with a turn of hammers in a granary
If we're going to build the Barracks anyway, I think that it makes sense not to wait for a Granary. We can complete the Granary with a Forest Chop, so I'm not too worried about trying to capture these 7 Hammers into the Granary.

I think that we are in relative agreement that it's better to settle Marble City than to delay the Settler for extra Hammers in Delhi.

What's not clear is whether it's better to use a Road network from Delhi to Marble City in order to settle Marble City 1 turn sooner versus connecting-up GEL sooner.


Mitchum said:
5. What to research after Pottery
Pottery -> Hunting... and then what is the question.

Perhaps Polytheism -> Monotheism! :)

Err, probably not, but if you can repeat the "Hinduism spread to two Cities on the same turn" trick that you saw in the test game, it will be an option.

Otherwise, probably some tech at a 0% Science Rate... I'm leaning toward Metal Casting, since we're unlikely to get it in trade, while there is a slim possibility of us getting some of the other techs that we need in trade.

Either way, we probably won't be ready to build a Forge and won't be building Aesthetics Wonders, so either is a wash, really.


Mitchum said:
6. Do we do queue swapping in GEL so that most Oracle hammers are marble enhanced
The answer depends upon what we do with our Workers... it's an obvious "yes" if we get Marble connected in time to make it work. I say so because the "bonus" Hammers received from the Forest Chops will just never appear once we have hit the 150/150 Hammer limit, so the less base Hammers that we invest into The Oracle which are not Marble-enhanced, the more bonus Hammers we'll obtain from the Forest Chopping and thus the better off that we will be. In terms of Marble-enhanced base Hammers versus Marble-enhanced Forest-Chopped Hammers, there is no difference, so the only difference comes from using the non-Marble-enhanced Hammers in other build items.

We want 1 Spearman, but I'm not sure if the Hammers will decay if we build Warrior (until learning Pottery) -> Granary -> Oracle (once connecting-up the Marble) -> Granary (partially-Choped with the Forest NW + N of GEL) -> continue building the Warrior which is now a Spearman... BUT, we will only get the Hammers in the Spearman if you leave the Warrior in our build queue at the end of the turn that we learn Hunting (the Warrior does not need to be the first item in the build queue, but it does need to remain in the build queue in order for us to keep said Hammers).


7. Do we research Hunting and grow Zlatorog?
I say "yes," since we have so many Forests up there that can be Chopped into a Granary and we have so many nice GH Riv (some with Forests) squares that are begging to be worked.

Zlatorog has the potential to be a decent military-unit pump that probably won't get whipped at all but will just keep growing into using additional GH Riv Mines, but we do want a Granary so that the low Food-output from having to work the PH Riv Gold can actually be used to grow the City at a reasonable pace. We probably even want 1 to 2 GRiv Farms before any GH Riv Mines, so that we can first grow the City and then switch to working the Mines... yet, there is a balance since we are still playing for the short-term here, which might force us to work the Mines sooner than we would if we weren't trying to raise an army quickly.
 
Here is my latest PPP. Basically, what I changed from Dhoom's test was:

- Built roads per LC's test
- Earliest settling of marble city by building a barracks for 1 turn and poprushing the settler on T58. Marble City is founded on T61.
- Roads are built to connect Delhi, GEL and MC all on T61.
- GEL builds a granary after Pottery while waiting for marble to be connected.
- NC switches from the partial warrior to a granary on the turn Pottery is learned.

56 1760BC

Nature's Candi workers both NW pasture
Delhi se worker SE road Grassland at copper-1E
Warrior 1 (John) stay on the GRiv For
Warrior 2 (Jack) stay on the GH Riv
Warrior 3 (near Zlatorog) 1W GRiv

57 1720bc

PH -> Pottery
Manually save the game
If Toku’s Archer did not move SW onto the GH Riv (2S of the GRiv Copper), then stop play and let the team know where Toku’s Archer went
pig workers finish pasture verify working pigs
Change delhi to barracks
1 sci corn fp bronze in delhi

Warrior 1 (John) if Toku’s Archer went SW, then move 1S GH Riv (2S of the GRiv Copper): SAY NO when you are asked if we want to declare war on Toku
Warrior 2 (Jack) It kind of depends upon what Toku’s Archer did, but if Toku’s Archer went SW, Warrior 1 (John) will let us know where the Barb Archer is… and if the Barb Archer is not going to put Warrior 2 (Jack) in danger, then Warrior 2 (Jack) can move 1SE onto the GH (2N of the Crab)… but if the Barb Archer is next to that square, then Warrior 2 (Jack) can just stay where he is
Warrior 3 (near Zlatorog) If the Barb Warrior is 1N on the GRiv For (1W of the Deer), then move 1E GRiv For (1S of the Deer). If the Barb Warrior is not there but is still visible, stay in place. If the Barb Warrior is not visible, move 1N GRiv For (1W of the Deer)


58 1680

Manually save the game
If we didn’t stop play last turn, we should this turn so that we can discuss what to do with our Warriors
One of the pig workers to gems and mine the gems.
The other pig worker moves 2SE to Nature’s Chandi-SE and farm/stop.
gold e locks worker nw road
Delhi-2SE worker move 1SE and road GHill
Gold e locks build oracle
slavery
change delhi to settler
whip 2 pop
mm delhi 2 sci

Warrior 1 (John) ??? Need to know where the Barb Archer and Toku’s Archer are located
Warrior 2 (Jack) ??? Need to know where the Barb Archer and Toku’s Archer are located
Warrior 3 (near Zlatorog) ??? Need to know where the Barb Warrior is located

59 1640bc

Manually save the game
Pottery Fini
change to hunting
Gold e locks switch from partial Oracle to Granary if the Barb Archer is dead
Natures Candhi switch from partial warrior to granary
Natures Candhi-SE worker move SE+E+SE to marble-N to prevent forest growth for settler. This is the one turn I don’t get an action out of a worker.
Settler to corn
delhi change to granary work corn 2 sci
tech slider to 0
Warrior 1 (John) ???
Warrior 2 (Jack) ???
Warrior 3 (near Zlatorog) ???

60 1600bc

Manually save the game
Marble-1N worker moves 1E to GRivFor (copper-S) and road.
Deer-2S worker moves NW+SW to GRivFor (copper-S) and road.
Gold-1N worker moves SW to GHill (gold-W) and road.
If the Barb Archer is dead, Settler se + s onto the Marble, otherwise stop play to discuss
tech slider to 100
Warrior 1 (John) ???
Warrior 2 (Jack) ???
Warrior 3 (near Zlatorog) ???


61 1560bc

Manually save the game
Both workers at copper-s move to Delhi-SE and road.
Make sure worker at gold-W finishes road.
Settle Marble City once roads are done and Delhi, GEL and MC will all be connected. Build granary. Steal the copper (or Flood Plains?) from Delhi and work the copper mine.
Nature’s Candhi grows to 2 pops and should be working the pigs and improved gems mine… JIT.
Gold-E Locks builds The Oracle from partial Granary now that the Marble has been connected
tech slider to 0 (Hunting in 1 turn thanks to our Scientist Specialists)
Warrior 1 (John) ???
Warrior 2 (Jack) ???
Warrior 3 (near Zlatorog) ???

62 1520bc

Learned Hunting
Tech Metal Casting
Zlatorog builds a Worker -> Granary
Manually save the game
Zlatorog’s new Worker moves NW GRiv For Deer and Camps
gold-W worker moves to GEL-N and chops.
One Delhi-SE worker moves to GEL-NW and chops.
Second Delhi-SW worker moves to Marble City-NE and chops.
NC-S worker moves to NC-E and chops.
Warrior 1 (John) ???
Warrior 2 (Jack) ???
Warrior 3 (near Zlatorog) ???

63 1480bc
Manually save the game
Verify that all chopping workers have stopped chopping.
Warrior 1 (John) ???
Warrior 2 (Jack) ???
Warrior 3 (near Zlatorog) ???


64 1440bc
Manually save the game
Bulb Math
Gold-E Locks-1N Worker waits for Math to be Lightbulbed and then Chops the GRiv For into The Oracle
Gold-E Locks-1NW Worker chops the PRiv For into The Oracle

Markup of Dhoom's plan for reference:

Spoiler :
56 1760BC

Nature's Candi workers both NW pasture
Delhi se worker SE road Grassland at copper-1E
Warrior 1 (John) stay on the GRiv For
Warrior 2 (Jack) stay on the GH Riv
Warrior 3 (near Zlatorog) 1W GRiv

57 1720bc

PH -> Pottery
Manually save the game
If Toku’s Archer did not move SW onto the GH Riv (2S of the GRiv Copper), then stop play and let the team know where Toku’s Archer went

pig workers finish pasture verify working pigs
Change delhi to barracks
1 sci corn fp bronze in delhi
Delhi se + e + e worker road the GHFor Deer


Warrior 1 (John) if Toku’s Archer went SW, then move 1S GH Riv (2S of the GRiv Copper): SAY NO when you are asked if we want to declare war on Toku
Warrior 2 (Jack) It kind of depends upon what Toku’s Archer did, but if Toku’s Archer went SW, Warrior 1 (John) will let us know where the Barb Archer is… and if the Barb Archer is not going to put Warrior 2 (Jack) in danger, then Warrior 2 (Jack) can move 1SE onto the GH (2N of the Crab)… but if the Barb Archer is next to that square, then Warrior 2 (Jack) can just stay where he is
Warrior 3 (near Zlatorog) If the Barb Warrior is 1N on the GRiv For (1W of the Deer), then move 1E GRiv For (1S of the Deer). If the Barb Warrior is not there but is still visible, stay in place. If the Barb Warrior is not visible, move 1N GRiv For (1W of the Deer)


58 1680

Manually save the game
If we didn’t stop play last turn, we should this turn so that we can discuss what to do with our Warriors

One of the pig workers to gems mine and mine the gems.
The other pig worker moves 2SE to Nature’s Chandi-SE and farm/stop.

gold e locks worker nw road
Delhi-2SE worker move 1SE and road GHill
Gold e locks build oracle—actually, if the Barb Archer is dead and if we will settle on top of the Marble, we’ll get the Marble connected early and can start to build something else at this point, such as a Warrior that will later get completed as a Spearman
slavery
change delhi to settler
whip 2 pop
mm delhi 2 sci

Warrior 1 (John) ??? Need to know where the Barb Archer and Toku’s Archer are located
Warrior 2 (Jack) ??? Need to know where the Barb Archer and Toku’s Archer are located
Warrior 3 (near Zlatorog) ??? Need to know where the Barb Warrior is located

59 1640bc

Manually save the game
Pottery Fini
change to hunting
Gold e locks switch from partial Oracle to Granary if the Barb Archer is dead and if we will settle on top of the Marble
Natures Candhi switch from partial warrior to granary
Deer worker se GH (NW of the PH Gold) road
1 Gems Worker (say, Worker 2) move se + e to the GRiv (1W of the GRiv Corn) and Road and STOP building the Road

Natures Candhi-SE worker move SE+E+SE to marble-N to prevent forest growth for settler. This is the one turn I don’t get an action out of a worker.

Settler to corn
delhi change to granary work corn 2 sci
tech slider to 0
Warrior 1 (John) ???
Warrior 2 (Jack) ???
Warrior 3 (near Zlatorog) ???


60 1600bc

Manually save the game
Gems se + e (Delhi sw + sw) worker SE GRiv For (1NW of the Marble) Chop and STOP Chopping
Gold 1NW (GH For Deer 1SE) Worker manually finishes the Road before the next Worker moves
Gold 1 N worker auto-moves to the G that is 1SW of the GH For Deer (1E of the GRiv Copper) and Road

Marble-1N worker moves 1E to GRivFor (copper-S) and road.
Deer-2S worker moves NW+SW to GRivFor (copper-S) and road.
Gold-1N worker moves SW to GHill (gold-W) and road.

If the Barb Archer is dead, Settler se + s onto the Marble, otherwise stop play to discuss
tech slider to 100
Warrior 1 (John) ???
Warrior 2 (Jack) ???
Warrior 3 (near Zlatorog) ???


61 1560bc
Dismiss the message about Sheep being connected, since we just connected Gems City to our capital
Manually save the game
In the ideal case, Settler should be able to settle a City on top of the Marble, but if not, we will need to figure out when it is safe to move the Settler
If we can settle Marble City, give it an appropriate name, then build a Granary and work the GRiv Copper
Gems Worker move NE to the PFor (1E of Nature’s Chandi) and Chop then STOP Chopping ***Note that this Worker could optionally be doing something else, but it seems like a good idea to Chop that Forest by Nature’s Chandi that we saved as soon as we learn Math***
Marble 1NW Worker move E + NE to the GRiv Copper and Road
Delhi SE + SE Worker (1E of the GRiv Copper) manually completes the Road
1NW PH Riv Gold (1SE GH For Deer) waits for the above Worker to complete its Road and then auto-moves to the GRiv Copper and completes the Copper’s Road--if we settled on top of the Marble, the Marble will now have been connected

Both workers at copper-s move to Delhi-SE and road.
Make sure worker at gold-W finishes road.
Settle Marble City once roads are done and Delhi, GEL and MC will all be connected. Build granary. Steal the copper (or Flood Plains?) from Delhi and work the copper mine.
Nature’s Candhi grows to 2 pops and should be working the pigs and improved gems mine… JIT.

Gold-E Locks builds The Oracle from partial Granary now that the Marble has been connected
tech slider to 0 (Hunting in 1 turn thanks to our Scientist Specialists)
Warrior 1 (John) ???
Warrior 2 (Jack) ???
Warrior 3 (near Zlatorog) ???

62 1520bc
Learned Hunting
Tech Metal Casting?
Zlatorog builds a Worker -> Granary (or an Axeman if we don’t think that we will grow past City Size 1 in the short term)
Nature’s Chandi builds a Warrior -> Granary

Dismiss the message about connecting Copper to our capital
Manually save the game
One GRiv Copper Worker auto-moves to the PRiv For 1NW of Gold-E Locks (1N of the Gold) and Chops and STOPS Chopping
Copper 1E (GH Riv For Deer 1SW) Worker auto-moves to the PRiv For 1NW of Gold-E Locks (1N of the Gold) and Chops and STOPS Chopping
The other GRiv Copper Worker moves 1S to the GRiv For 1NE of the Marble (1S of the Copper) and Chops and STOPS Chopping
1E Nature’s Chandi (SE + E of the GH Pig) Worker moves S + SE to the GRiv (1W of the GRiv Corn) and completes the Road

Zlatorog’s new Worker moves NW GRiv For Deer and Camps
gold-W worker moves to GEL-N and chops.
One Delhi-SW worker moves to GEL-NW and chops.
Second Delhi-SW worker moves to Marble City-NE and chops.
NC-S worker moves to NC-E and chops.

Warrior 1 (John) ???
Warrior 2 (Jack) ???
Warrior 3 (near Zlatorog) ???
Warrior 4 (built in Nature’s Chandi) ???

63 1480bc
Manually save the game
1NE Marble (1S Copper) Worker Chops and STOPS Chopping the GRiv For
Two Workers NW of Gold-E Locks (1N of the Gold) move 1E to the GRiv For and Chop and STOP Chopping (make sure that both of them stop Chopping)
NW + NW of the Marble (1W of the GRiv Corn) Worker moves 1SE GRiv For (1NW of the Marble) and Chops and STOPS Chopping

Verify that all chopping workers have stopped chopping.
Warrior 1 (John) ???
Warrior 2 (Jack) ???
Warrior 3 (near Zlatorog) ???
Warrior 4 (built in Nature’s Chandi) ???


64 1440bc
Manually save the game
Bulb Math
Gold-E Locks-1N Worker waits for Math to be Lightbulbed and then Chops the GRiv For into The Oracle
Gold-E Locks-1NW Worker chops the PRiv For into The Oracle
 

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  • PPP T64 - OSS Test BC-1440.CivBeyondSwordSave
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Edited. Edits in blue and red.Here are my two variations, with the settler done on ST60 and ST61, plus what Mitch just showed, with the settler done on ST59:
Code:
[COLOR="Blue"]       Settler done on:
       ST59     ST60     ST61  [COLOR="SeaGreen"]Mitch's test save is ST59[/COLOR]
       Marble settled on:
       MT61     MT61     MT62[/COLOR]

Delhi  24/60h   30/60    43/60
[COLOR="Red"]        7/50     7/50     0/50[/COLOR] [COLOR="SeaGreen"]I forgot the barracks before.[/COLOR]
       10/26f    8/26     6/26

GEL   152/150  152/150  150/150 
        4/50     4/50     0/50
        8/60     8/60    12/60
        0+3f     0+3f     0+2f

Marbl  21/60    21/60    14/60
        6/22     6/22     4/22

Resrch     0       +4       +6
       +0gpt    +1gpt    +1gpt


Delta    +7f      +5f      +0f
         +0h      +6h      +4h
         +0g      +4g      +6g 
       +0gpt    +1gpt    +1gpt
ST59 and ST60 are basically identical except that ST60 works the copper mine at pop4 +1t, yielding +6food-h at a cost of -2f in Delhi. Edge to ST60.

ST60 is also better than ST61. ST60 has +5f spread between Delhi (+2f), Marble (+2f) and GEL (+1f) and +2h overall.
Edge to ST60.

To adapt Mitch's ST59 PPP to ST60, the settler is 2popped on T60 and he travels by road to the marble tile on the same turn. On T58, one worker from the pigs moves 2 tiles eastward, then does something (I roaded Chandi-1NE for 1t), then on T59, moves two more tiles eastward and does something (I roaded Delhi-1SW for 1t),, then on T60 roads Delhi-1SE. The other pigs workers mines the gems. The Delhi-1SE worker roads Delhi-2SE, then marble-1NE, then Delhi-1SE (T60). That allows the settler to move to the marble tile.

On T61, the two workers at Delhi-1SE then both road Deer-1S (or Deer-2S). I think I prefer Deer-1S, just seems better. Meanwhile, the GEL worker roads GEL-1NW (1t), then GEL-2W, then GEL-1NW. That connects GEL to Delhi and the marble on T61. Two workers are then enough to chop the Oracle.

-------------------------

Then there's the question of what to do with the other three workers starting T62. This is a bit of a complex optimization and I don't feel like doing all the testing to optimize. Instead, I eyeballed the food and granary builds in Delhi and Marble and concluded that it's probably ideal to finish the Delhi granary on T64->T65, which requires one chop, and the Marble granary onT66->T67, also requring one chop. So I accomplished that this way:

T62
Worker at Deer-1S chops Marble-1NE (1t)
Worker at gems completes road at Chandi-1NE
Zlat worker moves 2SE (assuming no forest growth on Zlat-1SE)

T63
Worker at Marble-1NE moves to Delhi-1NE and farms(1t)
Worker at Chandi-1NE roads Chandi-2NE
Zlat worker at Zlat-2SE chops Delhi-2N (1t)

T64
Bulb Mathematics !!!
Verify Mathematics has been bulbed
Verify we have researched Mathematics
Verify we no longer have a Great Scientist
Verify that our next GP costs 200gpps.
Bulb Mathematics if we haven't yet. :D

Worker at Delhi-1NE chops Delhi-2N
Worker at Chandi-2NE roads (he'll chop Chandi-1E next)
Zlat worker Delhi-2N chops

---------------

Other notes:

1. Instead of teching hunting at 100% on T60, we can leave the slider at 0% until the gems are being worked. Then we can complete Hunting at 100% in 1t. That minimizes our beaker overflow giving us flexibility with our next tech choice.

2. On T58, GEL can build rax instead of the Oracle. I haven't tested it, but I'm thinking rax are better in GEL than Delhi for two reasons: 1) Delhi might build the GLib instead of units for ~12t and 2) GEL is closer to Kyoto, so it has time to squeeze in rax and still produce units that will arrive at Kyoto in time. Of course, we only build the rax 1t, then switch to granary and then to the Oracle on T61 when the marble is connected.

Also note that putting 4 no-bonus hammers into the Oracle comes back as only 2h of overflow hammers, because in your save you have 6hOF / 200% = 3hOF.

3. In Chandi I would switch to library immediately and forget about the warrior forever. If we had time and energy to test GS spamming and GLib building etc., we could optimize this. Instead, I'd rather play it safe and allow us the flexibility to build the library asap. The extra 13h into the library instead of the warrior gets us started on our GS at least 2 turns sooner. We want the research anyway asap.

4. On T58, the GEL worker roads GEL-1NW (1t). Next two turns he roads GEL-2W, then comes back and finishes GEL-1NW. The reason is to not have 3 workers outside our cultural borders on T61 (in the unlikely event we need to have 3 warriors outside on T61, which would cost us 1g in unit supply costs).

5. I agree with your save on Marble working the copper mine from the beginning. Gets us the granary much faster.

6. 56 turns and we haven't had any forest growth yet, we haven't had any religion spread yet. Let's make up for lost time... ;)
 

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  • OSS Test BC-1440 T64 Marble settled and GEL connected on T61.CivBeyondSwordSave
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  • OSS Test BC-1440 T64 Marble settled and GEL connected on T62.CivBeyondSwordSave
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Hmm...okay, in reviewing the above, I realized that we're running those 2 sci straight through to T64 and that's putting a fair amount fo beakers into Hunting till it's done and then into something else. That's concerning to me because if we're going to go for the GLib, I think the research will be really tight and any beakers into Metal Casting might come back to haunt us. What to do?

Too late for me to do more testing tonight. I'll see if I can't put a serious run at the GLib tomorrow and find out what's realistic. Find out if we're idiots to postpone researching Fishing or what.
 
Hmm...okay, in reviewing the above, I realized that we're running those 2 sci straight through to T64 and that's putting a fair amount fo beakers into Hunting till it's done and then into something else. That's concerning to me because if we're going to go for the GLib, I think the research will be really tight and any beakers into Metal Casting might come back to haunt us. What to do?
Well, for certain, we'll need Polytheism for Literature. So, it might be worth it to get Monotheism so that we can speed up the construction of The Great Library--it won't be a +25% boost, though, more like... if we make, say 10 Hammers in Delhi, we'll get 10 from the Marble and 2 from Organized Religion... so, a 2/22 = 10% bonus on building The Great Library, but we can get a boost to production on other items, too.

Thus, maybe we should go Hunting -> Polytheism -> Monotheism -> Aesthetics -> Literature?

I'm not really certain what's best for the tech path, but part of it will depend upon our luckiness with Hinduism auto-spreading.


I was going to try a run-through of Mitchum's PPP, but now it seems like it might be better to hold off until he's had a chance to incorporate LC's feedback.
 
Good point on the OrgRel bonus, Dhoom. I just did a quick calc and it only saves us 2t on the GLib. Mono will take us an extra 4-5t, I think, so it slows us down.
 
Okay, here's my suggestion so we can move forward post haste. We put extra beakers into Aesthetics at 0% research slider. Since it's a small number of beakers, it has minimal effect on Metal Casting if for some reason we want to switch, which I highly doubt. (I don't think we'll build forges for quite a while.) Aesthetics is on the path to LIterature or bulbing Mach+Eng if we decide to do either. It's also a good tech to trade around, if it turns out we'll be able to trade with people. It's not likely to get any cheaper by meeting other AIs, unlike Polytheism possibly.

To me, the only other alternative would be to research IW, which I seem to like a whole lot more than Dhoom. For example, an axe has 20-something odds against a fortified archer in Osaka, whereas a sword has to be well over 50%, since the archer only shows 5-something adjusted strength against the axe in my testing.
 
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