SGOTM 13 - One Short Straw

Played a turn.

We are...
Spoiler :

Victorious! :woohoo: 0.1 health left :lol:


It's hard to tell from the screenshot, but are we working a Cottage in Paris?

Now might be a good time to re-evaluate whether we should work that Cottage or not. I am tempted to say "work it," for the following reasons:
1. We will not be building The Colossus, so a Cottage will beat out a Coast square in due course
AND
2. We are likely going to build Moai Statues elsewhere (since the capital makes for a decent Great Person Farm and a decent Settler-pump, which makes it a poor Moai location), meaning that a Coast square won't get better later on. In fact, we'll probably put Moai Statues in Stone City, as that City has sufficient Food to grow, plenty of Coast squares to work, but not so much Food as to ever be able to generate a Great Person. Don't forget that Moai provides Great Prophet Points, which would be another reason to build it in a City that won't generate a Great Person
AND
3. It's going to be pretty micro-intensive to avoid working that Cottage
AND
4. I can't speak for everyone but I do not feel a tech pressure squeeze from the AIs, so I'd be willing to invest in a Cottage now with the expectation of future potential making up for it

So, my current vote is to just continue working that Cottage in Paris, which the City governor should do automatically for you by prioritizing it over a Coast square
 
MESSAGE FROM mdy:
It looks like we will be able to see Williams research in a few turns, if we then switch EP's to Catherine (just keeping enough on William to see his research) we should be able to see 2 AI's research before we would have to decide whether to self tech alphabet/maths early or not.

As long as only 1 galley comes at us at a time it looks like one trieme will be enough to cover marble/gold/capital. We will need a second to protect stone/pigs later, but I would not sacrifice anything important to get a second really early trieme.

Have we opened borders with ereryone yet. If not I think we should to help with exploration/get them before religion can become a problem with getting them. AI trade routes would also speed up there research which is good as it reduces the chances we would have to self tech alphabet/maths+other techs.

mdy​
 
Sorry been a bit busy.

I'm ok with going for an aggressive whipping plan if that's how you guys want to go. I will post an updated PPP tonight.

I actually meant to take the worker off the cottage. It'll take too long to break even and we will be either (a) whipping Paris or (b) working rep. specialists, both of which are better than a sucky cottage.
 
@ shyuhe

Can you make a bit more detailed PPP than last time? That will make it easier for us to comment. I should have some time next week... unless you've already played by then. :mischief:
 
@ shyuhe

Are you still working on the PPP or are you too busy? If you're too busy, we should probably hand the game off to someone else...

Personally, I can contribute a bit in the next two weeks but can't play a turnset due to RL constraints.
 
Hi folks :hatsoff:

I had barely time for anything last couple of weeks and it should be the same for some time still (maybe till mid may or something...) so consider me as a lurker untill further notice. I am really disappointed not to be able to participate more. I am staying around for the bad jokes in case u need some :)

Cheers,
Ras
 
Note that I am not currently volunteering to take the save, since I am quite busy and I also played a turnset not-too-long ago in the rotation, but for anyone else to take up the save, we'd at least need Shyuhe to upload his game. The latest saved game is from LC's 1400 BC upload, as opposed to the current turn's 1375 BC date.


We have one of the largest teams with a solid set of players. Surely, someone can step up, right? I'd prefer to comment on a PPP for this next turnset, but if no activity is happening over the next few days, then I suppose that I could be convinced to play... but only as a last resort.
 
Another thought: if Shyuhe is too busy and does upload the game, there's nothing stopping us from playing extremely-short turnsets. We have an up-to-date test game, so it's not necessarily TOO HARD for someone (even a planned Lurker) to write a PPP for about 5 turns' worth of play.

With Barb Galleys potentially showing up, we might not benefit from planning too much further ahead, anyway.

What can happen in 5 turns?
1. Worker actions and movements
2. Galley movements
3. Citizen allocation in Cities (probably not much different from what the City governors do, other than not working a Cottage in Paris, but the test game exists so that you can find out for certain)
4. Whipping timing (with a test game, you can get an exact turn number and/or date known in advance, to make it easy for yourself)
5. Build queuing (switching from one build item to another on the relevant turn numbers/dates--again easily found via the test game)
6. A few other details, such as refusing Open Borders agreements with AIs that we don't already have Open Borders with, etc


We have enough people willing to comment on a PPP to prevent you from going too far astray, while at the same time not requiring you to play a lot of turns. So, can we have a volunteer?
 
The way I see it, we (mdy, Dhoom, Mitchum, bbp, and I) had a failry aggreed-upon strategy for playing the turnsets up through the PYramids. I think this summarizes it. After we get there, then the game is simple conquest and anyone can play it, without even paying any attention to what happened before that.

It's important, though, that we get CoL first and the Pyramids quickly. That needs to be played according to the testing we've done.
 
I'd still prefer not to play, but I'd rather take a short set than see the game die. In any case, I'm going down to Seattle for the long weekend without my laptop, so the next set won't happen.

I agree with LC and Dhoom. There really isn't much to discuss in terms of strategy. The current plan is very specific and tight - doesn't leave much room for invention on the fly. Short sessions are in order for exploration and barb updates, but otherwise we just press on.
 
As I said earlier, I'm not available to play until the week after next due to Spring Break, guests and a business trip.

Regarding short turnsets, even if you only play 5 turns, you need to have a handle on how everything pieces together through the Pyramids. Therefore, it's not as easy as just planning a simple 5-turn set.
 
From mdy:

I will be off work from tomorrow till the third of May, so this may be by last email before then.

I think that playing in units of 5T is sensible if a lot of our players are under time constraints due to one thing or another.

In addition to the the things LC mentioned I think it is important thta we make sure that gold city is at size 9, the capital size 8, and pigs at size 7 by the time we are ready to revolt to CS/pacifism (around or just after 400BC seems like a good target date). Every turn we delay this after this point we delay astro by 1T (at least for pigs/gold, there is a LITTLE extra flexibility with the capital.
 
The Next Set
Okay, I think that everyone on the team has had a sufficient chance to pick up the saved game. Well, no takers? I guess it falls to me to take another set. Now's your last chance to complain that I will be getting too much playing time on one of the largest teams.


The micro details I can plan out myself easily enough, as I'm relatively familiar with them. However, I will not play out a test game until the completion of The Pyramids, so I will be relying on others to tell me if I'm doing something that will get us completely off of the right track. I will plan to play 5 turns, so that there can be a fast turn-around time. I will also aim to keep the test game updated so that if I run out of stamina, someone else on our team can pick the game up again after those 5 turns.


Heck, after I've got a PPP up, if someone wants to volunteer to just follow the PPP and play it out, they're more than welcome to volunteer. For me, the most fun comes into play during the planning stages whereas someone else might get more of a kick out of performing the execution [bad joke alert](insert Axe-wielding Headsman graphic here)[/bad joke alert].
Spoiler :



However, there are overall details that I'd like to confirm that people are on-board with or disagree with. I'm stating them now, before posting the PPP, since I believe that these details will have the most contention. If you want to argue about any of them, now is the time:

1. Tech Path
Research path: (AH)-CoL beeline

5. To bulb Philosphy, we need CoL+Math+Alpha. We hope to be first to CoL to found Confucianism for running Pacifism. We hope to get Math+Alpha+IW in trade.
I plan to grab Animal Husbandry first. Unless we end up doing something crazy like whipping 4 Triremes from Paris, such that the Settler for Pig + Magical City would be extremely delayed, we'll need Animal Husbandry in order to make Pig + Magical Fish City viable. So, the tech path will be:
AH-CoL-Alpha-Math

Obviously, if we can get Alpha and/or Math in trade, we will do so.


2. The Pyramids in Paris
If we're running lots of specialists, then Representation gives a huge research boost and we have stone, so we can cost-effectively build the Pyramids.
Maybe it's a foregone conclusion that we'll try to build this Wonder at all and that we'll try to put it in Paris (which risks giving us a Great Engineer). A Great Engineer would likely be used on Machinery, which is on the path to Astronomy, or on Engineering, for Trebuchets. But, if you don't want The Pyramids to go in Paris, speak up now, as (if I recall correctly) we will already start building them within the next 5 turns.


3. Trireme Defence
6. We'll need 2-3 triremes for defense against barb galleys. If we can get the forge in Paris quickly, then Paris can whip a trireme or two with max overflow into the Pyramids without seriously altering our overall Astro beeline (I think).
--------------------------
EDIT: I changed the text in this section between the dashed lines. The original text, which I no longer subscribe tom after having played a bit with the test game, is spoilered below.

We originally had planned to build a Settler before any Triremes in Paris. Every Trireme that we build before Settler 5 delays City 5 by several turns, which, from my understanding of what mdy has been saying, will delay Astronomy by a corresponding number of turns.

So, while I plan to put 1 turn worth of Hammers into a Trireme in Paris, I don't want to build it until after we have completed Settler 5 (unless there is an emergency, in which case we'll be ready to whip the Trireme at a moment's notice).

After Settler 5 is out, we'll definitely build at least 1 Trireme. We'll need to decide whether or not we'll want 2 Triremes before we build Settler 6, but that decision can come later--for now, just starting thinking, at the back of your mind, about whether you'd want 1 or 2 Triremes before completing Settler 6.

Spoiler Ignore this text :
We originally had planned to build a Settler before any Triremes in Paris. Every Trireme that we build before our next Settler may very well delay Astronomy by a little bit compared to the ideal situation. Of course, every Trireme that we don't build when we see our Fishing Nets Pillaged by Barb Galleys means that we will still have a delayed Astronomy date relative to the ideal case, so I don't think that we can play by an ideal case.

Therefore, I'm planning a risk-balanced approach of getting 1 Trireme after we build the Forge in Paris, followed by a Settler, before starting on the 2nd Trireme. I have NOT played out the test game to the completion of the The Pyramids, let alone to Astronomy, so I don't know how much of an effect slotting-in 1 Trireme will have, but I like this risk-balanced approach.

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

If we have an emergency with a Barb Galley, we can also use a Work Boat to lure the Barb Galley around. I have just successfully played a game where, against two AIs that I was at war with, I lured AI boats to chase my circumnavigation-enhanced weaker boats (2 Caravels chased my Galley and a Frigate chased my Galleon) through my shipping lines and the enemy boats complete ignored my Fishing Nets. Since the Barbs are technically "always at war" with us, I am going under the assumption that they will do the same. I don't have the inclination to test out this theory and no one else has done so during this downtime, so if you fear the potential success of using a "Work Boat lure" to keep a Barb Galley at bay, then now's your time to speak up.

If you speak up, I'll give you time to play out a test game and prove or disprove your theory before I play.

Another trireme will hopefully come from Marble, which gets the next wb coming from Paris.
I don't want to build an early Trireme from Marble City. Building a Trireme before building a Granary in Marble City seriously hurts this City, far more than the tiny delay of getting a Work Boat to Marble City's Clam hurt this City. Granary-first is the way to go, in my mind.

In the meantime, "Work Boat lures" or Paris' Triremes will have to suffice (unless you object).


4. Exploration
1. The wb near Willem should try to come home, because we need nets but also triremes asap.
2. The wb at Izzy hopes to find the last AI then meet Ragnar. (We're not concerned with defogging anymore, only meeting these two AIs asap, because of the barb galley danger.)
I have no strong opinions about exploration, at least now that we have agreed not to delay meeting Ragnar. However, our discussion back-and-forth only focused on whether or not we would delay meeting Ragnar until we learned Alphabet: it didn't specify WHEN we would meet Ragnar relative to the other unknown AI.

So, lacking any other feedback, I'll go with what LC suggested, in that we'll aim to meet Bismarck (well, that's who the unmet AI is in the test game--who knows who it will be for real, except that it won't be another French Leader), followed by going to meet Ragnar.

If you'd like to meet Ragnar first, now's the time to say so.

--------------------------
EDIT: Oh yeah, on a very related note: I took a look at the real game.

If we send the Work Boat that is currently near Willem towards home, then it should hopefully be able to meet Ragnar on the way home. So, that fact solves the dilemma about whether or not to meet Ragnar before or after the unknown AI: we will almost certainly meet Ragnar in short order.

That said, I'm not really sure where to find the unknown AI. So, I guess that I will just have our "Seeker" Work Boat explore some of the blackness. Of course, exploring the blackness risks us running into a Barb Galley.

Thus, a valid alternative will be to send BOTH Work Boats home. They are currently close enough to each other that it's not too far of a distance to travel, while one can "scout" for the other... thus, even if a Barb Galley appears to intercept, we should be able to get at least one of these Work Boats home.

Then there's the middle-of-the-road option of just exploring within AIs' Cultural Borders with our Work Boat, mapping out AIs' lands while hoping that the unknown AI is adjacent to one of the other existing AIs and thus will be found in a safe manner.

So, that's a decision that needs to be made. It won't affect the test game (since we're not even actively exploring in the test game), but I'll need to know before I play whether we should:
a) Send both Work Boats home (and thereby hopefully meet Ragnar along the way)
OR
b) Send 1 Work Boat home (still hopefully meeting Ragnar) and send the other Work Boat into the darkness (and potentially to its death)
OR
c) Send 1 Work Boat home (still hopefully meeting Ragnar) and send the other Work Boat into an AI's lands (such as Isabella's, since we currently have Open Borders with her and the Work Boat is pretty close to her area already)
--------------------------


5. Open Borders Agreements
1. We currently have OBs with Vicky and Izzy, enough for +3c trade routes in all 4 cities.
2. We probably don't want OBs with Willem for now, because he is a threat to beat us to CoL.
My thoughts on this issue:

a) We are the only player with Writing. The more Open Borders agreements that we have, the more that additional AIs will benefit.

b) We could benefit from +1 or +2 Diplo modifiers after 25 turns and 50 turns of Opening Borders with other AIs. HOWEVER, when I raised the issue of trying to please Ragnar, no one took the bait: it seemed to be the general consensus that we don't really care (very much) about pleasing the AIs. Therefore, I find it VERY questionable to try and get a +1 Diplo modifier with an AI when we will intentionally avoid getting a very easy +4 Diplo modifier with both Ragnar and the unknown AI.

c) As LC said, we have sufficient Open Borders agreements in order to "fill up" our quota of Trade Routes with 100% Foreign Trade Routes (no "made in France" shipping crates for us!). We will NOT benefit in terms of additional Commerce by further Opening Borders with other AIs.

d) While we might not care TOO much about Pleasing the AIs, we probably don't want to unnecessarily anger any of them, either. The more Open Borders agreements that we initiate, the greater the chance that we'll piss off an AI for trading with their Worst Enemy. Unlike the "only 25 turns" in order to get a +1 Diplo Modifier, the NEGATIVE Diplo modifier of trading with an AI's Worst Enemy lasts for 100 turns or 200 turns (depending upon the AI). Such a -1 Diplo Modifier could easily push us from a Cautious Attitude to an Annoyed Attitude, which gives us a whole host of potential problems: not getting Open Borders when we want them, not getting tech trades (although we won't get any trades from Ragnar at Cautious, most other AIs will give us such trades, with Shaka, Stalin, and Toku being the other AIs that require a Pleased Attitude for trading), not getting valuable Resource trades, becoming an AI's Worst Enemy and thus being declared upon at an inopportune time, etc.

e) Exploration may require Open Borders, but only when there is an exploring unit near said AI's lands. I don't believe in Opening Borders "just in case we *might* send our Work Boat there in 20 turns if it doesn't die to a Barb Galley on the way there." :p


So, like Tokugawa, I prefer to minimize the Open Borders agreements and thus I do not plan to Open any more Borders unless they become necessary for exploration. In fact, say we were to try and explore Ragnar's lands, then I would consider Opening Borders with him and Closing them with another AI, again to minimize points a) and d) above, while still maintaining point c).


6. Overall Diplomacy
If possible, I'll try and pause play if a request from an AI comes up. However, pausing play doesn't always give everyone a chance to comment, so I figure that if I relay my overall intentions now, you can comment ahead of time in case you disagree with a particular policy:
a) If an AI requests that we cancel trade agreements with another AI, I will tend to refuse. There are always exception cases, but this approach is my default thinking on the matter

b) If an AI proposes an Open Borders agreement, I'll pass. We're the ones to initiate these agreements, and as per above, we don't want any more of them

c) If an AI goes to war with another AI, I think it's a good time to just pause play, before either side starts requesting our aid. Still, I would tend to stay out of wars as a "default" policy; we'd probably only initiate a war when it's on our terms, especially given our planned beeline (a beeline which has us having a weak Military for now)

d) If an AI offers a tech trade, again it's probably a good idea to pause play. However, if we get a chance to get either Alphabet or Math in trade, even if it is a lop-sided trade (Code of Laws for Math), the default policy will be to take either of these techs as soon as possible (since we need them for our Philosophy Lightbulb). Other techs, such as Iron Working, we can safely wait to get until multiple AIs are offering the tech in trade, so that we don't necessarily keep benefitting only the AI tech leaders

e) If an AI offers a Resource trade, I'll again probably pause play, but the default option will be to take it. I doubt that we'll get one (from what I recall, the AIs didn't care for our Fish and Clam Resources), but if I see an opportunity to trade our only source (say, our only Pig) for a Resource that we could use, the default behaviour will be to make the trade

EDIT: f) Resource demands (or tech demands if an AI learns Alphabet early on): I would tend to give in to whatever the AI asks for as my "default" answer (again, pausing for feedback but you might not be one of the people available at the time to give feedback). It's not like we'll have any Strategic Resources that can be demanded, while if someone really wants our Clam/Fish/whatever, we should probably just let them have it. Only "extra" copies of a Resource can be demanded anyway, so it's not like we'd lose our only source of said Resource.


Please note that these trade policies are debateable, but if the corresponding situation arises, you might not have time to be one of the other team members to comment between me pausing play and resuming play. So, if you have a strong opinion on any of those issues but don't plan to be regularly checking this thread, then now's your chance to weigh-in with an opinion.



It's late here, so don't expect a PPP for a few days (if I get it sooner, great, but I don't want to make a promise that I might end up having to break). However, you can consider the save to have been "officially picked up."
 
Some random comments while working on creating a PPP:
I was trying to see if certain parts of the old PPP still work (the Worker actions will have to be redone but a lot of the City stuff should still apply), but I couldn't figure out what Gold City was doing. In particular, I can't remember why we temporarily fired our Scientist on Turn 115, 1125 BC for a turn, as doing so doesn't seem to help us grow 1 turn faster (and growing faster wouldn't help us anyway, as we'd just have an extra turn with an Unhappy person).

Also, firing this Scientist seems to delay the Great Scientist by 1 turn relative to LC's "yellow highlighted" date, so I'm not going to do this 1-turn-worth of Scientist-firing anymore (unless someone can present a good reason why we should do so).


It does look like we gain 1 turn of working Marble City's Netted Clam thanks to the Circumnavigation bonus, but I haven't really paid attention as to whether or not having 2 extra Food helps us in terms of any growth breakpoints (and since the previous PPP didn't keep track of City Sizes all that well, I don't think that I will bother to try to find out).


Ummm, if we build the Trireme before Pig + Magical Fish City's Settler, then the Workers will have some idle turns... since Pig + Magical Fish City won't be settled and thus the Workers can't improve the Pig. So, I guess they'll just work on building a Grassland Workshop for Stone City and/or put a Road on the Grassland Hills square to the S + S of Stone City (our borders won't have expanded over that Hills square yet, though, so no Mine there). Still, it's not really ideal (essentially our Workers are just killing time), so there's one reason to get Settler 5 before Trireme 1.


Also, what's the plan for whipping a Trireme? It looks like I'll probably be getting the base 8 Hammers per turn (aka 10 Hammers per turn) by the time that we are at Size 5, so I'll at most be able to put 1 turn worth of Hammers into the Trireme before it becomes a 1-pop-whip instead of a 2-pop-whip.

But, if we grow to Size 6, we'll have -1 Food from Unhealthiness. While working Grassland Hills Mines make for decent squares, my understanding is that working Desert Hills Mines aren't all that amazing (and that's what you can "count" one of the Grassland Hills Mines squares as due to the lost Food).

So, I am tempted to whip Triremes just before growing to Size 6, so as to avoid Unhealthiness and thus to save on Food (likely meaning faster regrowth, but I haven't really checked and don't plan to check, either).


Now, in terms of whipping that Settler, we'll want to make it a 3-pop-whip, but we have two options for building it:
a) At Size 5, such that we don't have any Unhealthiness
OR
b) At Size 6, such that we will have 1 Unhealthiness but can work a Coast, which is essentially a 1 Food + 2 Commerce square (getting us 1 less base overflow-Hammer per turn but 2 more Commerce per turn)

Unlike the Trireme, where lost Food = lost Food, I think that for a Settler, where lost Food really = lost Hammers, is not as serious of an issue, so I'm strongly tempted to take those 2 extra Commerce per turn. Given that we have a minor concern over getting Code of Laws and given that 2 Commerce roughly equals 4% to 5% of our raw Commerce, I think that I'll take the extra Commerce here.


After that point, we'll need to start thinking about whether we'll build a second Trireme in Paris before our Settler 6.


On that note, I totally forget where we agreed (maybe it's because we haven't agreed yet?) on where we're going to settle City 6. At 2 Clams + 1 Plains Hills square in the east? At the Crab + 2 Furs in the north? At Fish + Clam (to the west of Gold City)? We don't need to decide immediately, but it doesn't hurt to have some sort of option in place, so that whoever is running the test games can have an inkling of how to go about doing the testing.


Actually, I'm having major second-doubts about Trireme -> Settler 5 in Paris. I haven't figured out exactly how many turns, but there is a multiple-turn delay in getting the Pig + Magical Fish City up and running. Despite what I originally wrote in my last message about building a Trireme before Settler 5, I think that I would rather "hedge our bets" and just build a Trireme in Paris for 1 turn but not whip it--instead, we'll just complete Settler 5 first.

Honestly, it is REALLY PAINFUL to see how nicely our Worker actions were planned out such that we'd have Settler 5 walking onto the square that it needs to settle at the ideal time (thanks to just having completed a Road to the site for it) and such that we could have been Pasturing the Pig (which won't happen without a City there).

Then there's the whole concept that mdy keeps bringing up about delaying Astronomy.

Honestly, I'm pretty confident about the whole "Work Boat luring" tactic being sufficient to deal with any stray Barb Galleys that come our way and I really want to try finessing Settler 5 before our first Trireme (but being ready and willing to whip Trireme 1 on a moment's notice if a Barb Galley is approaching any of our Fishing Nets).
 
The WB luring tactic will work against barb galleys.

My primary concern at this point is about maximizing whip overflow into the Pyramids so that we can get those built as soon as possible. But because of the math of a 10 hpt base, it makes no difference whether we maximize whip overflow or just build the Pyramids using our base hammers. So in essence, we should just whip as frequently as we can (in terms of anger limitation) and our needs. As long as we continue working the two hills, it makes no difference from a hammer standpoint whether we get the hammers from whip overflow or raw hammers. I think that makes Paris planning easier.

We'll see AI planning wars before they actually declare so I'm not too worried about the diplo modifiers there.

@Dhoom - I have some free time this week through Thursday to help plan out a PPP but I'm out of town this weekend.
 
Diplo:
There isn't much point in pleasing AIs here. We're planning to run Confu and start DOWing their friends by 1 AD. There's no chance of anything higher than a temporary Pleased. Some tech trades in the late BC's will be essential, but we should be able to get those from Willem, Vicky and (Biz) at least.
I'd deny any demand.

Exploration/OB:
I think Ragnar's our first target. His land gives us a good base of operations for the 3 other AIs, and I suspect Biz is somewhere south of him, as well. Comparatively, Vicky is both isolated on the map and, in my experience, a ridiculously easy AI to conquer at any stage. Any mapping out of Ragnar's land that we can do right now is tactically very useful, IMO. That would mean signing OB and circling around the south side of his continent. The Willem WB could take the shortest route home, while the Spanish WB does the south route through Ragnar. That could easily give us contact with the last AI, too.

Pyramids:
Definitely in Paris. I don't see how we're gonna build it anywhere else. Whether we're building Pyramids at all is another question, but I think the majority of the team is set on it and we need to stick with our major decisions at this point.

Triremes:
Always a really tough call, and here even worse (since we don't even have AIs covering us at all). I'm more of a "better safe than sorry" kind of player, but I think our team has typically been the opposite. I'm extra worried because we don't have a clear explanation for the barb galley timeline. This was significantly faster than what LC and I figured and what the test game gives. Sometimes when you tinker with the map a lot, unexpected things go way off. Don't know... Dhoom's suggested timeline sounds reasonable, I guess. Just keep our fingers crossed that it works out well...
 
Attached is an updated spreadsheet for roughly the next 16 turns, from Turn 105, 1375 BC to Turn 120, 1000 BC.

I have also attached an updated test game for Turn 105, 1375 BC.

Further, I have attached the test game as per Turn 120, 1000 BC, so that anyone who wants to simply examine what the results of the PPP after 16 turns' worth of play would look like can do so.


There a few question marks of things that I don't know how to resolve via the test game. However, these items are things that will probably start to resolve themselves as play continues and we see how things unfold in the real game:

1. Will we get our exploring Work Boat home? If yes, then we can probably use it to Net a Seafood... one of Marble City's Seafood seems to be the only appropriate choice, given that other Seafood don't really benefit from being netted any earlier. This possibility can impact what we do with Stone City's Work Boat (as Marble City's Work Boat wouldn't be needed for Marble City anymore and could probably be used for Pig + Magical Fish City), thus I didn't send Stone City's Work Boat anywhere as of Turn 120, 1000 BC in the test game

2. What should we do with Galley 1 after landing Settler 5 (i.e. the Settler for Pig + Magical Fish City)? I have no idea. Since we won't be building Settler 6 ASAP, in favour of building a Trireme in Paris, there isn't any rush to ferry the Workers over to the Fur island. I guess that the Workers can just "hang out" and build improvements for Stone City. Perhaps we'll send the Galley to spawn-bust Copper island or something.


Since we all love screenshots, here's a screenshot of our empire as of Turn 120, 1000 BC in the test game.


Note that it may look like we obtained "too much" Gold, but we were making Gold in increments of approximately 30 to 35 Gold per turn, so it's the "right amount" according to a Binary Science policy.

If we want, I can switch to 100% Science a turn earlier and then at the end of Code of Laws we could consider using non-Binary-Science, if anyone prefers.


I wasn't 100% certain about whether we wanted a Lighthouse or a Granary in Stone City first, but we apparently decided that a Lighthouse was better than a Granary in Pig + Magical Fish City (it's been a while so I forget the reasoning but it made sense at the time and was already in the PPP). Thus, since Stone City only has a Seafood Resource for a Food source, it seemed to make even more sense to favour building a Lighthouse there prior to the Granary.

It probably has to do with the fact that we have cheap Lighthouses.


Since I have 16 turns' worth of play here, rather than planning to play in 5-turn increments, it will probably be played in multiple turnsets that are roughtly 5-turns-long with us pausing play whenever anything interesting happens.

I don't feel like planning out much further due to the unpredictability of Barb Galleys. Later in the game, once we have a good defence set up, we won't have to worry as much, but for now our empire could be vulnerable, so I think that it's worth taking things slowly and only planning so far, since the plans may very well need to change (like if we have to whip the Work Boat in Gold City just to keep a Barb Galley lured away or something).
 

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My primary concern at this point is about maximizing whip overflow into the Pyramids so that we can get those built as soon as possible. But because of the math of a 10 hpt base, it makes no difference whether we maximize whip overflow or just build the Pyramids using our base hammers. So in essence, we should just whip as frequently as we can (in terms of anger limitation) and our needs. As long as we continue working the two hills, it makes no difference from a hammer standpoint whether we get the hammers from whip overflow or raw hammers. I think that makes Paris planning easier.
Yes, the only "bonus" Hammers that we will get are:
a) Food converted to Hammers via whipping a Settler for maximum overflow
AND
b) A potential for a slight gain in efficiency for the Forge's bonus to Hammers when whipping compared to turns where we don't make increments of 4 Hammers

However, due to the nature of whipping being better at smaller City Sizes, we will aim to always be working the 3 Food Resources after whipping first, followed by the Mines. So, there are turns when we are regrowing where we won't be working the Mines.

The alternative is to grow more before whipping. Doing so for Settler 5 just delays City 5, so I don't think that it's worth it. We could consider delaying Trireme 1, but it's already a bit "pushing it" in terms of risk when it comes out (Turn 121), so I don't think that we'll want to delay it, either.

We could, of course, consider growing more for other build items, but it's hard to say if it's worth it... the more that you grow, the more turns that you have to spend making Food, taking you longer between whipping cycles, and when we're converting Food into Hammers, it's not really clear as to whether or not working a Grassland Hills Mine sufficiently beats whipping sooner to make it worth delaying future whipping.

Still, I think that this decision will only apply to items that are whipped after Turn 120.


I'd deny any demand.
Duly noted. I'd still be tempted to acceed to at least a Resource request (since it can be canclled in 10 turns anyway), but I will therefore not have a "default policy" on this matter and will aim to get sufficient feedback before going ahead with any decision on this matter (counting your vote as "1 for refusing" if you don't have time to respond).

Any mapping out of Ragnar's land that we can do right now is tactically very useful, IMO. That would mean signing OB and circling around the south side of his continent. The Willem WB could take the shortest route home, while the Spanish WB does the south route through Ragnar. That could easily give us contact with the last AI, too.
Okay, well we will aim to scout the north part of Ragnar's lands with the first Work Boat.

Since people want to meet the other AI, I think that we'll still head west with the other Work Boat, looping around the land to the NW of Isabella's Cities, then we can head back through her territory and try and scout the southern end of Ragnar's landmass (which may or may not be the same landmass as Isabella's).

Doing so should give us a bit more chance to meet the last AI, while also "giving up" after a certain point and just aiming to see what we can see of Ragnar's lands. There will be a certain point where sending a Work Boat too far from a known AI's area will be too suicidal, and I think that this exploration approach about meets that level of risk.


Triremes:
Always a really tough call, and here even worse (since we don't even have AIs covering us at all). I'm more of a "better safe than sorry" kind of player, but I think our team has typically been the opposite. I'm extra worried because we don't have a clear explanation for the barb galley timeline. This was significantly faster than what LC and I figured and what the test game gives. Sometimes when you tinker with the map a lot, unexpected things go way off. Don't know... Dhoom's suggested timeline sounds reasonable, I guess. Just keep our fingers crossed that it works out well...
Okay, well what happens is that we can whip a Trireme in Paris as soon as Turn 111, 1225 BC (and just about anytime thereafter except for the turns immediately after having whipped Settler 5 while we're still at City Size 3), but won't actually plan to whip the Trireme until Turn 120, 1000 BC unless there is an emergency situation.
 
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