SGOTM 14 - Kakumeika

Spoiler :



:lol::lol::lol::lol:

Nice one....
a side effect from that city gift.
The only thing we might fear is an acceleration of a SoD...if ever any will come in the future.

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Those montainous islands look so suspicious...
 
Tachy, what do you think of 50 gold for research vision from Elizabeth. I am leaning toward no. Kaitzilla is hesitant too.

Elizabeth was 5 turns from engineering on turn 137. I am on T 139 now.

Edit: Moving on with out the slider change.
 
Tachy, what do you think of 50 gold for research vision from Elizabeth. I am leaning toward no. Kaitzilla is hesitant too.

Elizabeth was 5 turns from engineering on turn 137. I am on T 139 now.

Humm...err. :blush: :eek:

If I could find those damn formulae for tech stealing and other stuff, then I would be slightly less hesitant. For now, I would prefer to wait before investing EP coming from the slider.

mabraham
will come with a strong justification for any yes or no.


Good luck. I went too far into night.
 
Question:
Eastern witches are pushing their EP points up. Most of our points are going to them to stay ahead of their research.
After stealing from Elizabeth, we are far from being able to see her research.

I suggest we wait for the infiltration, which is probably 10 turns away.

I don't want to touch the slider, but...

Should I put the slider up for one turn all on Elizabeth? It will cost 50 gold at 50% reasearch to put us at 160 when she is at 153.

I'm not yet sold on the idea of infiltrating the north.

In the meantime, knowing what they are teching is not immediately useful to us unless they are beelining Lib. If we commit to a pre-positioned spy in Boston, then whenever they get a tech we might steal, we'd be able to steal it, but we won't have enough EPs to steal, probably.

Neither is knowing what East is teching all that useful.

I'm in favour of EPs on north and south to get their tech vision, then perhaps residue on east. I'm not in favour of spending our gold on the slider to get EPs with no multiplier when that could be beakers with heavy multipliers. Edit I see we didn't spend on the slider, so fine.
 
Asoka is going to block off our route to Cimmeran, he has a settler en route:

Spoiler :



I am poised to switch to CS/Pacifism. I don't see much value to trying to block him. Am I wrong?

I don't see it matters. I suggest we leave a single elephant to defend, expect to lose this city to Ragnar after the DOW, and use that single elephant to escort our worker home after the DOW.
 
I don't see it matters. I suggest we leave a single elephant to defend, expect to lose this city to Ragnar after the DOW, and use that single elephant to escort our worker home after the DOW.

I like that plan.

Moving on.
 
T 142
Steal Optics. Spy lives.
Monty will have CS in 5 turns. I galleyed in a spy to Trojan Horse right after spy gone. He can already run missions. Five turns until CS steal.

Make sure you unload the spy. Stationary bonuses no longer accrue to spies on boats, though once upon a time they did.
 
Turn set finished. I will comment on it tomorrow.

I also have a new sneaky, legal, plan to find the wizard!

Spoiler :

News Update: The Wizard of Oz is still alive


Here is your Session Turn Log from 475 AD to 680 AD:

Turn 134, 475 AD: You have discovered Education!

Turn 135, 500 AD: Taoism has spread in Culture Bridge.
Turn 135, 500 AD: Taoism has spread in Boston.
Turn 135, 500 AD: You have discovered Compass!
Turn 135, 500 AD: The borders of Stone City have expanded!
Turn 135, 500 AD: Confucianism has spread in Phants City.
Turn 135, 500 AD: Euclid (Great Scientist) has been born in Varanasi (Good Witch of the East)!

Turn 136, 520 AD: You have constructed a University in Gems City. Work has now begun on The Apostolic Palace.
Turn 136, 520 AD: A American revolt has taken place in Boston!

Turn 137, 540 AD: You have discovered Drama!
Turn 137, 540 AD: You have constructed a University in Stone City. Work has now begun on a Taoist Monastery.
Turn 137, 540 AD: You have constructed a University in GP Farm. Work has now begun on a Taoist Monastery.
Turn 137, 540 AD: Good Witch of the South adopts Bureaucracy!
Turn 137, 540 AD: Good Witch of the South adopts Caste System!

Turn 138, 560 AD: You have constructed a University in Washington. Work has now begun on a Taoist Monastery.
Turn 138, 560 AD: Leaders of Taoism have a vision of uniting all Taoist faithful under the The Apostolic Palace.
Turn 138, 560 AD: Dorothy has completed The Apostolic Palace!
Turn 138, 560 AD: The borders of Isengard have expanded!
Turn 138, 560 AD: You have constructed a University in Culture Bridge. Work has now begun on a Courthouse.
Turn 138, 560 AD: Magyar (Barbarian) has been captured by the Indian Empire!!!
Turn 138, 560 AD: Taoism has spread in Nottingham.

Turn 139, 580 AD: The Apostolic Palace voting members have announced their decision: Apostolic Palace Election (Winner Proposes Apostolic Palace Resolutions) (Requires 70 of 175 Total Votes)

Turn 140, 600 AD: Hanno (Great Merchant) has been born in Delhi (Good Witch of the West)!

Turn 141, 620 AD: The borders of Culture Bridge have expanded!
Turn 141, 620 AD: Taoism has spread in York.
Turn 141, 620 AD: A American revolt has taken place in Boston!

Turn 142, 640 AD: Gems City has grown to size 8.
Turn 142, 640 AD: GP Farm has grown to size 16.
Turn 142, 640 AD: Marble City has grown to size 6.
Turn 142, 640 AD: Phants City has grown to size 5.
Turn 142, 640 AD: Fur City has grown to size 3.
Turn 142, 640 AD: Fur City can hurry Courthouse for 1⇴ with 1ℤ overflow and +1⇤ for 14 turns.
Turn 142, 640 AD: The borders of GP Farm are about to expand.
Turn 142, 640 AD: You have discovered Optics!
Turn 142, 640 AD: Espionage Mission undertaken successfully!
Turn 142, 640 AD: Upon completing the mission the Spy 6 (Culture Bridge) has returned safely to Washington.
Turn 142, 640 AD: Gems City will grow to size 9 on the next turn.
Turn 142, 640 AD: Isengard will grow to size 9 on the next turn.
Turn 142, 640 AD: Culture Bridge will grow to size 4 on the next turn.
Turn 142, 640 AD: The revolution has begun!!!
Turn 142, 640 AD: Dorothy adopts Caste System!
Turn 142, 640 AD: Dorothy adopts Pacifism!
Turn 142, 640 AD: Deal Canceled: Crab to Good Witch of the West for Gold Per Turn (4)
Turn 142, 640 AD: Deal Canceled: Silk to Wicked Witch of the North for Gold Per Turn (2)
Turn 142, 640 AD: Deal Canceled: Fish to Wicked Witch of the North for Gold Per Turn (1)
Turn 142, 640 AD: Deal Canceled: Peace Treaty (10 Turns) to Wicked Witch of the North for Peace Treaty (10 Turns)
Turn 142, 640 AD: GP Farm can no longer work on Moai Statues. The lost ℤ is converted into 2ℴ!
Turn 142, 640 AD: The anarchy is over! Your government is re-established.
Turn 142, 640 AD: Wicked Witch of the South has founded Ndondakusuka in a distant land.
Turn 142, 640 AD: Taoism has spread in Hastings.

Turn 143, 660 AD: A American Spy 4 (Gems City) has been stumbled upon while operating near the Indian city of Madurai!
Turn 143, 660 AD: A American Spy 5 (Stone City) has been stumbled upon while operating near the Aztec city of Trojan horse!
Turn 143, 660 AD: The borders of GP Farm are about to expand.
Turn 143, 660 AD: Gems City will grow to size 9 on the next turn.
Turn 143, 660 AD: Isengard will grow to size 9 on the next turn.
Turn 143, 660 AD: Culture Bridge will grow to size 4 on the next turn.
Turn 143, 660 AD: The borders of GP Farm have expanded!
Turn 143, 660 AD: Good Witch of the East adopts Caste System!

Turn 144, 680 AD: Gems City has grown to size 9.
Turn 144, 680 AD: GP Farm will become unhealthy on the next turn.
Turn 144, 680 AD: Isengard has grown to size 9.
Turn 144, 680 AD: Culture Bridge has grown to size 4.
Turn 144, 680 AD: Good Witch of the West has 70 gold available for trade.
Turn 144, 680 AD: Good Witch of the North has 70 gold available for trade.
Turn 144, 680 AD: Good Witch of the East has 60 gold available for trade.
 
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Final screenshots
 

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In no particular order:
  • Workboat over on the west heads towards the barb island city near Monty, hopefully to sync with Astro to let us scout
  • PPr (2496) is next to bulb. Bulb is worth 1740 right now. We put out 375 base beakers at 100%. Oxford is due in 3 turns. We won't have excess Gscientists to spend, so we must maximize bulbing efficiency. So I suggest we wait for Oxford, bulb and plan to put one turn of 100% on PPr to approximately finish it, then juggle slider to finish it. Then go back to temporising on Lib until we have the next GSci to bulb about half of Astro, which we finish manually.
  • Are we sure we don't want an academy?
  • Liz has a settler at the base of her spoke, heading somewhere.
  • See screenshots for a possible UN site that we will need to organize settling this turn set. We want a bunch of forests to chop to go with our GEng, assuming that there's enough forests there to finish the UN... should do some maths some time.
  • Asoka is spamming cities heavily
  • Monty has roaded across the hub, which will help our missionary spread
  • Next resolution in 4 turns. Only one member each of North and West is an AP member - but I think that is enough for holy war. Spreading to south by T158 or T168 and us DOWing the East could work for inciting holy war.
  • We probably have enough votes to incite holy war all on our own - should we do it fast to buy ourselves a smoke screen? After spreading to South? Cimmerian will just die, but Isengard should be fine to spam longbows as required
  • GPfarm is at full working size
  • East and South are WE of two AIs each
  • A border pop in Cimmerian will see some useful tiles
  • A caravel can scout the seas heading clockwise without needing open borders
  • Various trades can be renegotiated for more cash, Liz particularly
  • EPs on West are half used up
  • It will take 6+ turns to get tech vision on north with natural EPs
  • Our espionage spending bonus is -28% (irrespective of the AI we spent against), so almost as good as the religion bonus!
  • The mountains between Gandhi and Genghis cannot hide a unit. If we infiltrate the North, it will be known whether the mountains between Genghis and Eliz could have the wizard. (See screenshots.) Other mountain regions are unknowable at this stage.
 
I will call it "closed border teleportation".

When a unit is in foreign territory when borders are closed, they are "teleported" to the nearest neutral land territory. Once the land by Ning-hsia in Genghis' land is claimed as his territory, we can put a unit on the peninsula in Elizabeths land. We close the borders, and if there is an unoccupied land tile in the mountain island, the unit will be "teleported" there.

I started an archer up that direction to consider trying that. We can also send our wandering chariot into Mansa's lands and try to teleport him to the island east of his lands.

This requires the AI to own all territory nearby. Potentially a stack can be teleported in if need be.
 
I will call it "closed border teleportation".

When a unit is in foreign territory when borders are closed, they are "teleported" to the nearest neutral land territory. Once the land by Ning-hsia in Genghis' land is claimed as his territory, we can put a unit on the peninsula in Elizabeths land. We close the borders, and if there is an unoccupied land tile in the mountain island, the unit will be "teleported" there.

I started an archer up that direction to consider trying that. We can also send our wandering chariot into Mansa's lands and try to teleport him to the island east of his lands.

This requires the AI to own all territory nearby. Potentially a stack can be teleported in if need be.

Bumping units out of cultural borders always was a mystery to me as I barely was able to guess the neutral tile of arrival.


BTW, shulec, that must have been harsh to sleep 4 hours.
 
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