SGOTM 13 - Gypsy Kings

Ron, out of curiosity, It would be nice to know if the city gift was possible the turn you settled Pour Willy. Maybe you can look at a save game? If it was possible then it does have something to do with the culture, if it wasn't possible then the city isn't 9.5 tiles away?
Sorry, no save at the end of T222. :(
 
Can you move the autosave the turn you settled the city to another location and email it to me so it doesn't get written over. I would like to look at it after the game is over. Thanks.
 
Can you move the autosave the turn you settled the city to another location and email it to me so it doesn't get written over. I would like to look at it after the game is over. Thanks.

I have it saved!
 
Sorry to be absent without leave so long ...

RL has been a mess since mid April, and it's not done with me yet, so you can safely assume I'm a skip until you hear otherwise.

dV
 
I hate to be a spoilsport, but trading for Theology would ruin our bulbing plans.

Theology opens up Paper.

I would suggest not trading for Theology until we have Astro, Engineering and Gunpowder in the bag. Once we are shooting for Chemistry it would be fine, since Chemistry is higher priority than Paper.

The same can be said for Civil Service.

This assumes we aren't considering bulbing Military Science. Which I think is a bad idea anyway, as that would delay Civil Service->Nationalism by too much.
 
we are not going to steal optics on any decent time frame. I would estimate 8 turns minimum and that is with using the slider. Maybe 13 turns without the slider. Darn you Willem, take our gift!!! :(

We either trade guilds to him for it plus some gold, or we tech it ourselves.
 
Issues with this... Cathy will get optics from Willem that much earlier. We must first trade Willem engineering for his gold, since he needs it to trade Guilds to him. We can wait a turn between the engineering trade and the Guilds trade in the hopes he gets some more gold so we can get more with the guilds for optics and theology trade. I was wrong you don't need engineering for guilds, so we can trade for his gold twice probably. I would like to do this trade for his gold when he has 2 turns left on engineering. And then again a turn or 2 later when we trade guilds for optics & theology trade + gold after we see what he decides to tech after engineering. All the while doing 0% on Civil Service.

I'm okay with it but I think you dismiss 3 too quickly Or I'm stuck on getting cannons before we start serious warring.


If Willem starts Astronomy...

I estimated a while back that he'd take about 20 turns to tech Astronomy if he started.

We can steal optics from Willem. This plan only uses 3 great scientists and uses guilds to trade for Astronomy instead of optics and theology. Delaying the trade of guilds to the AI is significant since knights will be difficult to deal with.

Knights don't bother me at all. WvO doesn't have iron or horses. Cathy doesn't have horses. Izzy has neither. Rag has both, but we can take down his iron on the opening turn. We have plans for two pikes just so we don't get caught with our pants down, but muskets are fairly survivable against knights.

We would have a 4th GS for bulbing that would make the paper, education, liberalism path shorter than teching steel ourselves directly. Or we could have a 2nd GA that much earlier.

A single 2800:science: bulb reduces the Paper-Edu-Lib path to only 500 less than straight Steel. I'm not very interested in a plan that compromises the start of drafting (by slow-teching Gunpowder for about 10 turns) in order to save a couple of turns getting cannons. We can avoid needing cannons until after we've taken out Ragnar if we want to - but I'd prefer to hit WvO next to stop his galleons becoming a serious city-spamming force. Frigates and espionage avoid us needing overwhelming siege support.

The 5th GS could be used for the GA.
We could war with cannons and musketeers instead of Treb and musketeers. We can take out everyone except Cathy and Willem with Treb and Musketeers but I think we are going to need cannons to take Cathy out for her GLH. Knights would be difficult to deal with. A few pikemen would help, but knights would always be a threat to a Treb and musketeer army. Need to check if Willem or Cathy have access to horses and iron...

So option 3 delays the start of warring a few turns, but we get cannons. Keeps colossus 10+ turns longer.

Gives us more time to grow and would make whipping a cannon or 3 and whipping a few galleons or frigates realistic without crippling the drafting potential of the cities.

We can still do your option 4. We just wait on the trade of guilds for optics + theology + gold until we see Willem's next research choice. just a few turns of 0% into civil service either way. If he doesn't go for astronomy or if he does but won't finish it in a reasonable amount of time then we do your option 4.
 
If you read my PPP I've basically already given up on my plan unless Willem somehow shows he can tech it in 12 turns.

but you've convinced me to give it up entirely.
 
PPP draft ready for feedback...

Tech Path
finish guilds
switch to civil service at 0%
When Willem shows 2 turns left on engineering trade it for his gold
When we see what Willem is teching next decide what to do.
1) astronomy in less than 12? then (Option 3) turns go for gunpowder and set up steal of optics, etc. (okay this is looking more unlikely since we would need it in less than 12 turns probably to be useful, he might bulb it? I guess we really can't depend on a bulb)

I don't like spending time teching Gunpowder because it delays the start of drafting by about 10 turns, as discussed.

2) (Option 4) if he isn't teching astronomy in 10 turns, the stay with civil service at 0%, trade guilds for optics and theology + gold if possible.
Since we can't trade for theology, maybe we want to go for a steal of Optics... will look at this possibility and how fast we might be able to do it. -- steal of optics without city gift is at least 8 (with at least 1 turn of 100% slider) more likely 13 turns away with just using passive espionage and no slider
Wait until we get our 4th GS going 0% Civil service
Double bulb astronomy
bulb gunpowder (finish Gunpowder if necessary)
bulb chemistry (research chemistry)

You've now just said a steal of Optics is off the cards. So I think option 4 boils down to teching Guilds, 0% on CS, trading Eng for cash, trading Guilds for Optics+cash, 2 bulbs on Astro, bulb on Gunpowder (finish Gunpowder), bulb on Chemistry. Then we have about 10 turns to finish most of CS+Nat when the next (5th) GPerson arrives. He GAges and we finish Chemistry and start Steel (20ish turns), juggling GH and CC to produce two more different GPeople soon for another GAge.

Civic changes
none planned

Religion Changes
none planned

Tech Trading
Check every turn for new tech trading opportunities.
Check Research Screen each turn to see if AI Civs have completed any techs.

Planning to trade guilds to Willem for optics and theology + gold
plan to trade engineering to Willem for gold when he is close to finishing it.

I don't like the trade to Cathy for her gold for compass. I don't think we want to help her out. She will likely get optics from willem in a trade if we give her Compass.

Yeah, but we don't really care if she gets optics... caravels are not going to hurt our navy, and she's sure to have Optics herself by the time we target her.

I didn't look closely at options but tech something most everyone knows to Ragnar for his 90? gold.

Sure.

Other Trade Opportunities and Diplomacy
Maintain current trades
except
cancel corn for gems trade with Cathy, replace with corn for 6 gold trade.
Reject "Stop Trade" demands
If we have an excess resource, unload it if we can get some cash
If we have an expired deal for (easiest to check on the F4-"Active" screen by mousing over deals) and they have more income, cancel and try to get more. AIs will normally trade all their excess income for a resource up to about 10 (or more)
Check if there are other deals that can be canceled/reevaluated.
Accept research demands of low cost (<300 ) techs from others
Reject other research demands (but will check with the team if at all possible before doing so)

Espionage
switch espionage to Cathy 100%, divert some to maintain research view of willem if necessary

Will divert to this if Astronomy trade is possible.
option 2) leave espionage on Willem and move the spy from Pour Willy (which will be renamed bcool's mistake) and set up optics steal. would work with the plan to tech, instead of, bulbing gunpowder.

Great People
another GS is due 5 turns. Bulb plan depends most likely option 4, double bulb astronomy once we get the 4th GS.

City Builds (I'm considering not working workshop in our homeland cities until Astronomy even, maximize growth so that we can whip out some treb/galleons

I recall you did this temporary switch to Slavery in your test game. I'm not convinced. Assuming Caste and Chemistry, our grassland workshops are tiles that convert 1:food: into 4:hammers: (plains workshops convert 2:food: into 5:hammers:). Right now they're converting 1:food: into 2:hammers:, going up to 3:hammers: next turn. Assuming drafting muskets, we convert 1:food: into about 4:hammers: on a musket. We have five galleys to become galleons, and plans to build a couple more in the short term. We have plans to build some siege units in the short term. Why do we want to cater to using a game mechanism that converts 1:food: into about 1:hammers:, by avoiding using our more efficient tiles in the meantime? I don't think the short-term boost is worth it, because it costs us our longer-term, and we will need that longer term to generate a pile of units for dealing with Cathy. We also lose access to Caste for running many specialists during the GAge to aim at Steel and GPersons for a second GAge.

The only population I'd actually want to 3-whip (or so) for a treb is from cities that have population in excess of 6, that are still working all their hammers tiles while being able to regrow in 15 turns for more drafting. I think the only city that will definitely be in that condition is SM. BF, PC and FH can probably accommodate that. FC and GH maybe. Maybe some of our new high-seafood cities. And I'd not want to give up working any Gworkshops, ever. They're too good.

Next turn, as you note below, SR will grow and should work both its workshops instead of the coast. Then it produces 10:hammers:/turn and can have built the trebuchet it otherwise might have been able to afford to whip in 15-20 turns' time.

and still draft and the coastal tiles give us good commerce until colossus is obsolete. And after the colossus is obsolete we might want to work specialists instead of the workshops. This will accelerate our teching which seems to be the limiting factor right now. Possible exception for FC since it is losing hammers on it galley build and needs to finish pikeman too)

I think the rate-limiting factor for finishing the game is hammers on trebs/cannons and boats. The necessary tech will come, but when it gets here we have to have boats to put muskets on and trebs & frigates to send with them. Hypothetically, if we could get all the tech apart from Chemistry right now from the Civ fairies, we'd have to switch to Slavery to get out some boats to put the muskets on and some trebs to go with them. However, we have about 15 turns to start getting organized, and we can do a lot of that.

Where are we going to send our troops from the home islands? To marshal in BC's Mistake to march on Amsterdam with spies in support? We'll need another spy (at least)

CC... continue courthouse
FH..switches to workboat for bcool's mistake, then back to galley but planning to switch to max growth and not to finish the galley (waiting for it to switch to galleon) gives up workshop this turn for coast, then takes back after guilds, After the workboat gives workshop to SM

There's a philosophical point here - once we lose the Colossus, we'll probably have better access to hammers than to gold, so we do want units to convert on queues, rather than pay gold to convert them later.

SM Barracks (taking workshop from FH eventually), then treb (which might switch to cannon eventually)
PC Treb, Treb
stop the spy here

MC... switch to workboat for bcool's mistake, barracks, then pikeman, then another pikeman? or treb?
working marble after the next growth?

I don't think we want new trebs pikes. It does seem about the right time to be working marble.

BF... Barracks, Treb (no workshops for this turn, then switch back after guilds)
FC... switch back to galley, switching to workshop next turn, and then switching to workshops as they are built

Sure. Note that we lack the food to work all three workshops sustainably, so at size 6 we will run crabs, two workshops and two coasts, and the last person will alternate coast and workshop. On average, that allows us to convert 6:food:/turn into 5+5+2.5:hammers/turn, and not draft it which is not great. Alternatively, we could draft it, then work coasts for 5 turns per cycle to re-grow, then use the workshops for the rest of the cycle for more like 17:hammers:/turn net. Repeat. Either seems better than over-growing to get out a single 3-whip of a unit.

GH... works on galley, when grows to 9 pop switch to 5 merchants, seafood and gold
SR... switching to workshops next turn, continues barracks.

London, continues the Globe Theater
2 workers plan near london
chopping river forest this turn, then both workers work on grass river workshop, then both workshop the plains forest, switch cottage to engineer specialist. I think we workshop rather than chop the plains forest because we can work it until we convert it to a workshop.

Sure. Note that York will finish its FP before the GT, and should give the cows tile to London then. Note there's a turn on a workshop SE of London.

Nottingham, finishes courthouse this turn with forest chop and running a citizen
debating on axe for MP duties or a worker?
Nottingham worker
chops forest this turn
moves to join a worker from Hastings to build a grass workshop for Nottingham, then moves back workshops for 1 turn, then moves on to chop forest to the north of Nottingham.

There's a tile E of Hastings with one turn on a workshop already.

York
Forbidden Palace, needs that plains forest chopped so can finish the Forbidden Palace in 7 turns, then barracks

If York plans to give away its tiles to London and Canterbury, perhaps it can spend its time best building some workboats for SL and Hittite?

Hastings Heroic Epic
workers (4) near hastings
#1
finish plantation this turn
worker who finishes plantation moves 1NE roads & stops
moves to forest SW of York, chops that forest into the Forbidden palace should finish the Forbidden Place
then starts workshop on the former forest tile
#2
moves and joins #3 working together to finish GrassFarm
then moves NW and combines with worker from Nottingham to build a workshop on a roaded grassland in Nottingham's BFC (NE of a lake)
then goes back and finishes partially completed workshop near Hastings then moves East roads on his way to help cities in the East side
#3
after finishing the GrassFarm moves to join workers in London putting workshop on plains forest. Then maybe to mine the iron near Silver Load or to chop the forest near Silver Load.
#4
finishes GMine, starts another Grass workshop near Hastings

OK. Making sure that Hastings has all its Gworkshops is a priority. Probably one worker should stay and start working on Pworkshops.

Silver Lode, lighthouse, eventually builds its own 3rd workboat with help of a forest chop.

Or granary if York helps with WB.

bcool's mistake (Pour Willy) (keep merchant in the hopes willem will change his mind, use artist if workboats are getting close and willem hasn't taken the city)
galley (I think it should be able to whip out a galleon for us)

Hittite (I don't think we are going to get the clams from Cathy anytime soon)
continue lighthouse

Workers
Strauss chops dye jungle, plantation after clear jungle (SR borders pop in 4 turns)

Is a fort faster than chop-plantation?

Eiffel Workshop for SM then ferried over to PC to start the workshop there
Stevenson finishes workshop for FC then picked up by Beta moves on to PC to start workshop there (I really don't think FC needs 3 workshops, we can use Stevenson more usefully in England and beyond.)

OK

Hoover one of the workers near Hastings see Hastings plan above
Yeltsin Beta takes Yeltsin to PC, Yeltsin boards Ferry then on to Old England. Ferry takes the southern route dropping Yeltsin off on the forest SW of Hastings. Then Ferry takes the catapult to the sugar island north of Joao's capital. Yeltsin chops that forest SW of Hastings, then moves to start a workshop on the plains or start fort on the grassland???

So that we can get galleons into Hastings to head south? I'd rather use three turns on a road and board the galleon there. Hastings cannot build boats itself.

Others 3 others near Hastings see Hastings plan, 2 near London, see London plan, 1 near Nottingham see Nottingham plan.

War Plans
taking barbarian city soon,
Will land the crIII swords and take out the barbarian archers. I don't think it is worth the risk to catapults or axes to take the barbarian archers. If someone dies I will try to give the axe with 3/4 xp the experience for killing the archer.

Or just forget about Goth. It was a suggestion for temporising with, perhaps a base for upgrading units, but the city is worthless until we build it at least one workboat. Maybe take it on the way out from conquering Joao. Edit: Our CR3 swords are so good that we can afford to take it and raze it for the gold. We'll have a few turns to heal up on boats on the way to the DOW, and a few more under the stack while the cats bomb.

Joao war plan
see attached screenshot

(note I think I can move Ferry a bit more efficiently than shown on the screenshot but doesn't make a difference on DOW turn so I won't show it)

Also, I think your screenshot is cheating with the ocean SW of PC. You can still get to the DOW in time, though. Otherwise, the DOW plan is fine. There's some merit in landing east of Lisbon (units coming out of a city can't attack our stack that turn), but it's probably not worth any delay landing the second round of troops.

Galleys and Triremes
Beta takes Yeltsin to PC, then Beta goes back to pick up Stevenson off of FC island, takes him to PC
Ferry takes Yeltsin and catapult to England, comes back for the treb in PC
New Galley takes spy to scout out Willem, spy hikes to Cathy's capital scouting as he goes, New Galley comes back and protects the homeland
Nautilus & KT take troops around near Joao

Sal II tours Ragnar's lands looking for a stack and more intelligence (hopefully staying close enough to the homeland for some barbarian protection)
La C hunts for Izzy or comes around joao's island for some protection for ferry coming in with a catapult?

If Izzy and Joao haven't found each other, I don't think we're likely to find her from where we are. Prefer protection.

Paralus and New Jersey protect Nautilus and KT

Stopping/Pausing Conditions
A barbarian spawns in an awkward position that I can't immediately deal with
AI declares war on us
Timing of something goes badly awry
Willem starts teching astronomy???


Checklist every turn before hitting end turn
double check MM and whip timing for each city
check tech trades available
check if and what AI have researched from F4 screen
check for new/better resource trades
check espionage screen for large sabotage production values in all visible AI cities
check if any AI went into war prep mode
check for any barbarians
turn off spy specialists
save the game

While scouting
will put a note that notes the most recent location of barbarians
will put a note that notes the most recent location of all AI units
 
comments in blue.

I don't like spending time teching Gunpowder because it delays the start of drafting by about 10 turns, as discussed.

You've now just said a steal of Optics is off the cards. So I think option 4 boils down to teching Guilds, 0% on CS, trading Eng for cash, trading Guilds for Optics+cash, 2 bulbs on Astro, bulb on Gunpowder (finish Gunpowder), bulb on Chemistry. Then we have about 10 turns to finish most of CS+Nat when the next (5th) GPerson arrives. He GAges and we finish Chemistry and start Steel (20ish turns), juggling GH and CC to produce two more different GPeople soon for another GAge.

Okay I agree.

Yeah, but we don't really care if she gets optics... caravels are not going to hurt our navy, and she's sure to have Optics herself by the time we target her.

I'm okay with the trade for her gold, it might even get us out of worst enemy status.

I recall you did this temporary switch to Slavery in your test game. I'm not convinced. Assuming Caste and Chemistry, our grassland workshops are tiles that convert 1:food: into 4:hammers: (plains workshops convert 2:food: into 5:hammers:). Right now they're converting 1:food: into 2:hammers:, going up to 3:hammers: next turn. Assuming drafting muskets, we convert 1:food: into about 4:hammers: on a musket. We have five galleys to become galleons, and plans to build a couple more in the short term. We have plans to build some siege units in the short term. Why do we want to cater to using a game mechanism that converts 1:food: into about 1:hammers:, by avoiding using our more efficient tiles in the meantime? I don't think the short-term boost is worth it, because it costs us our longer-term, and we will need that longer term to generate a pile of units for dealing with Cathy. We also lose access to Caste for running many specialists during the GAge to aim at Steel and GPersons for a second GAge.

The only population I'd actually want to 3-whip (or so) for a treb is from cities that have population in excess of 6, that are still working all their hammers tiles while being able to regrow in 15 turns for more drafting. I think the only city that will definitely be in that condition is SM. BF, PC and FH can probably accommodate that. FC and GH maybe. Maybe some of our new high-seafood cities. And I'd not want to give up working any Gworkshops, ever. They're too good.

I will compromise, I will try to grow SM, BF, PC and FH a little bit more than the others, and we can look at the slavery switch in more detail as it comes closer.

Next turn, as you note below, SR will grow and should work both its workshops instead of the coast. Then it produces 10:hammers:/turn and can have built the trebuchet it otherwise might have been able to afford to whip in 15-20 turns' time.

Okay

I think the rate-limiting factor for finishing the game is hammers on trebs/cannons and boats. The necessary tech will come, but when it gets here we have to have boats to put muskets on and trebs & frigates to send with them. Hypothetically, if we could get all the tech apart from Chemistry right now from the Civ fairies, we'd have to switch to Slavery to get out some boats to put the muskets on and some trebs to go with them. However, we have about 15 turns to start getting organized, and we can do a lot of that.

slavery converts food to hammers at about 1 to 2 with a granary, but its biggest advantage is the instantaneous production of units. Getting the stacks organized where we want them when we want them is very much accelerated with whipping.

Where are we going to send our troops from the home islands? To marshal in BC's Mistake to march on Amsterdam with spies in support? We'll need another spy (at least)

I'll look into making another spy

There's a philosophical point here - once we lose the Colossus, we'll probably have better access to hammers than to gold, so we do want units to convert on queues, rather than pay gold to convert them later.

Having them convert will delay their production too. It works well with slavery. If we don't plan to use a slavery dip, then maybe it is better to produce them since that happens nearly instantaneously at a larger cost to our research probably than whipping.

I don't think we want new trebs. It does seem about the right time to be working marble.
Really you don't want new trebs? What do you want instead? MC has a barracks, I would assume we should produce land units instead.

Sure. Note that we lack the food to work all three workshops sustainably, so at size 6 we will run crabs, two workshops and two coasts, and the last person will alternate coast and workshop. On average, that allows us to convert 6:food:/turn into 5+5+2.5:hammers/turn, and not draft it which is not great. Alternatively, we could draft it, then work coasts for 5 turns per cycle to re-grow, then use the workshops for the rest of the cycle for more like 17:hammers:/turn net. Repeat. Either seems better than over-growing to get out a single 3-whip of a unit.

Won't overgrow FC then, but I won't build its 3rd workshop since I would rather move the worker to somewhere where his work will be fully appreciated :)

Sure. Note that York will finish its FP before the GT, and should give the cows tile to London then. Note there's a turn on a workshop SE of London.

Noted I will give the cows to London after the FP is built, I've noted the 1 turn on the workshop but I think building the plains workshop on the plains forest is better right now.


There's a tile E of Hastings with one turn on a workshop already.

Ok, I'll try to add to it if the movement works out.

If York plans to give away its tiles to London and Canterbury, perhaps it can spend its time best building some workboats for SL and Hittite?

I was thinking this was going to be significantly slower since there is travel time as well, but I'll take a look at it and will build the workboats in York after the FP if it does work out better for SL.

With Cathy being creative it will be quite a while before we get that clams from her. It might be better to just build a lighthouse with that pop working a grass forest hill rather than run an artist...

OK. Making sure that Hastings has all its Gworkshops is a priority. Probably one worker should stay and start working on Pworkshops.

I think it is better to improve tiles nearby that a city can immediately use if those workers will still be around to finish the Gworkshops for hastings in time for its use. I will juggle the workers as necessary to get those Gworkshops up as quickly as I can, but I will take opportunities to improve tiles that are immediately needed elsewhere. Hastings has those GHine mines that it can work in a pinch. but I will avoid that if at all possible.

Or granary if York helps with WB.

right ok will look at it.

Is a fort faster than chop-plantation?

no the chop is 5 turns, the plantation is 8 turns. The fort is 15 turns.

So that we can get galleons into Hastings to head south? I'd rather use three turns on a road and board the galleon there. Hastings cannot build boats itself.

Okay just thought galley chaining through English lands might have made sense. Especially since Hastings will likely be building trebs for us.

Or just forget about Goth. It was a suggestion for temporising with, perhaps a base for upgrading units, but the city is worthless until we build it at least one workboat. Maybe take it on the way out from conquering Joao. Edit: Our CR3 swords are so good that we can afford to take it and raze it for the gold. We'll have a few turns to heal up on boats on the way to the DOW, and a few more under the stack while the cats bomb.

I will destroy it with the crIII swords that have 8xp so they will get some xp from it.

Also, I think your screenshot is cheating with the ocean SW of PC. You can still get to the DOW in time, though. Otherwise, the DOW plan is fine. There's some merit in landing east of Lisbon (units coming out of a city can't attack our stack that turn), but it's probably not worth any delay landing the second round of troops.

I'll take a closer look at the galley movement

If Izzy and Joao haven't found each other, I don't think we're likely to find her from where we are. Prefer protection.
okay protection it is
 
If WvO techs CS next, what do we do about that?

set up to steal it perhaps by putting the spy in her closest taoist city and perhaps running spy specialists again. Although that won't work well with research we will have invested in it going 0% on for several turns.
 
I don't think we want new trebs. It does seem about the right time to be working marble.
Really you don't want new trebs? What do you want instead? MC has a barracks, I would assume we should produce land units instead.

Sorry. I meant I don't want new pikes. Trebs are great. However we don't need lots of pike support for opponents who won't have knights.
 
Tech Path editted
finish guilds
switch to civil service at 0%
When Willem shows 2 turns left on engineering trade it for his gold
When we see what Willem is teching I'll briefly pause to consult if possible but I assume I will continue with civil service at 0% and trade guilds for optics but not theology + gold if possible.


Wait until we get our 4th GS going 0% Civil service
Double bulb astronomy
bulb gunpowder (finish Gunpowder if necessary)
bulb chemistry (research chemistry)
Not sure if this fits in with this turnset, but as soon as we have knowledge of Gunpowder you can put the slider back to 100% on Civil Service and trade for Theology if you wish.
Paper becoming available is not a problem when are about to tech Chemistry, since Chemistry is a higher priority for the bulb.
Tech Trading
Planning to trade guilds to Willem for optics and theology + gold
plan to trade engineering to Willem for gold when he is close to finishing it.

I will trade compass to Cathy for her gold, it will possibly get us out of being her worst enemy and the gold will be very nice.

Trade drama to Ragnar for his 90 gold. This is the least useful tech for him. The others are all prerequisites for worse stuff for him.
I presume we won't get Theology.
Other deals look good.
Other Trade Opportunities and Diplomacy
Maintain current trades
except
cancel corn for gems trade with Cathy, replace with corn for 6 gold trade.
Reject "Stop Trade" demands
If we have an excess resource, unload it if we can get some cash
If we have an expired deal for (easiest to check on the F4-"Active" screen by mousing over deals) and they have more income, cancel and try to get more. AIs will normally trade all their excess income for a resource up to about 10 (or more)
Check if there are other deals that can be canceled/reevaluated.
Accept research demands of low cost (<300 ) techs from others
Reject other research demands (but will check with the team if at all possible before doing so)
Giving in to demands may need to be reconsidered. The only player we care to have friendly is Willem, so only give in to demands from him. Reject everyone else.
Also, be alert to possibilities of bribing AIs into war with eachother. Eg, Willem vs someone he dislikes if we get him friendly.
Espionage
switch espionage to Cathy 100%, divert some to maintain research view of willem if necessary

Will consider changing this if willem starts to tech something we could conceivably steal

Great People
another GS is due 5 turns. Bulb plan depends most likely option 4, double bulb astronomy once we get the 4th GS.
Is the 4th GS the limiting factor on Astro, or learning Optics? I see no reason to delay until the 4th GS if we pick up Optics earlier through trade.
City Builds
...snip
I'm not really in any position to comment on MM.
War Plans
taking barbarian city soon,
Will land the crIII swords and take out the barbarian archers. will raze it. The crIII swords likely will just get a few more xp and will have some time to heal on boats before being needed against joao.

Joao war plan
see attached screenshot

(note I think I can move Ferry a bit more efficiently than shown on the screenshot but doesn't make a difference on DOW turn so I won't show it and I might have cheated on the galley move with Yeltsin but DOW is unaffected)

Galleys and Triremes
Beta takes Yeltsin to PC, then Beta goes back to pick up Stevenson off of FC island, takes him to PC
Ferry takes Yeltsin and catapult to England, comes back for the treb in PC
New Galley takes spy to scout out Willem, spy hikes to Cathy's capital scouting as he goes, New Galley comes back and protects the homeland
Nautilus & KT take troops around near Joao

Sal II tours Ragnar's lands looking for a stack and more intelligence (hopefully staying close enough to the homeland for some barbarian protection)
La C swings around to Joao's north coast to try to protect Ferry if any barb galleys show up.
Paralus and New Jersey protect Nautilus and KT

Stopping/Pausing Conditions
A barbarian spawns in an awkward position that I can't immediately deal with
AI declares war on us
Timing of something goes badly awry
Willem starts teching astronomy???
What would we do differently if Willem teched Astro?
Even if he got there before us, I think it is still more efficient to double bulb it than attempt to trade or steal it. I would suggest keep an eye on him, but if he starts it is no reason to stop.
Checklist every turn before hitting end turn
double check MM and whip timing for each city
check tech trades available
check if and what AI have researched from F4 screen
check for new/better resource trades
check espionage screen for large sabotage production values in all visible AI cities
check if any AI went into war prep mode
check for any barbarians
turn off spy specialists
save the game
Sabotage values? Meh, let the AI build wonders.
While scouting
will put a note that notes the most recent location of barbarians
will put a note that notes the most recent location of all AI units
Cool :cool:
 
comments in blue
Not sure if this fits in with this turnset, but as soon as we have knowledge of Gunpowder you can put the slider back to 100% on Civil Service and trade for Theology if you wish.
Paper becoming available is not a problem when are about to tech Chemistry, since Chemistry is a higher priority for the bulb.

I presume we won't get Theology.
Other deals look good.
fixed no theology


Giving in to demands may need to be reconsidered. The only player we care to have friendly is Willem, so only give in to demands from him. Reject everyone else.
Also, be alert to possibilities of bribing AIs into war with eachother. Eg, Willem vs someone he dislikes if we get him friendly.
I would still give into small demands since for the next 15 turns or so a war would be awkward, and if an AI hates us it makes it more likely they would attempt a war on us.


Is the 4th GS the limiting factor on Astro, or learning Optics? I see no reason to delay until the 4th GS if we pick up Optics earlier through trade.

Yes we keep the colossus benefit longer and we assure that the 4th great person is a GS.

I'm not really in any position to comment on MM.

What would we do differently if Willem teched Astro?
Even if he got there before us, I think it is still more efficient to double bulb it than attempt to trade or steal it. I would suggest keep an eye on him, but if he starts it is no reason to stop.

Okay this is a hold out from my earlier ideas of teching gunpowder ourselves.

Sabotage values? Meh, let the AI build wonders.

It is nice to know where they are, so we can better plan wars. Like the MoM would be nice to have.

Cool :cool:
 
Okay I have plans tomorrow evening, but I should be able to play the next evening so about 44 hours from now. All feedback is welcome of course still.

If we are concerned about the delay and mostly agree on the PPP for the next turn set, the next player could even draft a rough draft of the next PPP if we wanted to accelerate things slightly.
 
Okay I have plans tomorrow evening, but I should be able to play the next evening so about 44 hours from now. All feedback is welcome of course still.

If we are concerned about the delay and mostly agree on the PPP for the next turn set, the next player could even draft a rough draft of the next PPP if we wanted to accelerate things slightly.

OK, that'll be midday Saturday for me, and I don't think I have any plans for Saturday, so I ought to be available for any mid-set consultation, and (assuming I'm next) should be able to table a draft PPP later that day.
 
Top Bottom