SGOTM 13 - Gypsy Kings

Reading through all the posts now, going to ask questions as I find them.

@FC, do we have plans to hook up the second Fur? Do we need it?

@Hastings....I forgot to mention that there is an Axe that has 22/52:hammers: in the que. The forest is pre-chopped, my thinking was to finish the chop in an emergency to complete the Axe if needed. Alternatively, I think that forest would mostly finish the CH.

On the trade of Eng to Willem, if you can do it with 1 turn to go, it should eliminate any overflow and slow his next research. I will often give in to demands for techs, or tech for gold offers, on techs I know the AI may be close finishing. I think that may be a reasonable strategy here with all of the AI. If Isabella or Ragnar ask for a tech in exchange for a a small gold offer we might as well accept it.

Ragnar...Maybe Literature for his gold....it is worth much less in beaker value.
 
@Hastings....I forgot to mention that there is an Axe that has 22/52 in the que. The forest is pre-chopped, my thinking was to finish the chop in an emergency to complete the Axe if needed. Alternatively, I think that forest would mostly finish the CH.

okay I'll delay the chop for 2 more turns, then I'll chop it into the courthouse if I don't see any barbarians. I think we would be able to finish the axe quickly in an emergency. Plus Ferry will swing past on T224, T225, T226 the south part of England so it will fog bust and detect if there are any barbarian threats farther out. Yeltsin chopping the forest in Hastings will help fog bust a bit after that too.

On the trade of Eng to Willem, if you can do it with 1 turn to go, it should eliminate any overflow and slow his next research. I will often give in to demands for techs, or tech for gold offers, on techs I know the AI may be close finishing. I think that may be a reasonable strategy here with all of the AI. If Isabella or Ragnar ask for a tech in exchange for a a small gold offer we might as well accept it.

I want to do it with 2 turns left just because this will guarantee we get the most gold(willem keeps a lot of gold and with 1 turn left it is conceivable the remaining research he needs would be of less value than the gold he has to him), and will allow him to build up some more gold when we have to trade for optics with guilds.
 
We will have Guilds in 1 turn I believe. We can probably do the Optics for Guilds deal sooner and get all of his gold that way.
 
There is no urgency to the guilds for optics and gold trade we are going to go 0% research until the next great person is born in 5 turns.

If do the guilds for optics and gold next turn, then he has 3 turns left on engineering. So we could trade for the gold he makes in 2 turns.

If we trade for engineering in 2 turns then we can wait 3 turns for the guilds for optics trade giving Willem 3 turns to make more gold for us.
 
There is no urgency to the guilds for optics and gold trade we are going to go 0% research until the next great person is born in 5 turns.

If do the guilds for optics and gold next turn, then he has 3 turns left on engineering. So we could trade for the gold he makes in 2 turns.

If we trade for engineering in 2 turns then we can wait 3 turns for the guilds for optics trade giving Willem 3 turns to make more gold for us.
Correct me if I am wrong, but Guilds won't finish next turn if we are at 0%? Is there a good reason to delay learning Guilds (and gaining +1:hammers: to our workshops)?

Also, is there scope to get that GPerson a turn or two sooner? Ie, is there some food in the bin that can be starved down while running an extra scientist or two? Or potentially burn off one pop on the final turn by assigning every man, woman and child as a scientist?

It seems to me that getting the 4th GS a turn or two earlier is more valuable than the 5th being 3 or 4 turns later.

Another point: Gunpowder has a cost of 2,808 if I'm not mistaken. Can a single GS bulb that in one go at 2,250 + 4.5*POP. Ie, is our POP > 124? If not, then consider putting one of those 0% turns into Gunpowder instead of CS.
 
Correct me if I am wrong, but Guilds won't finish next turn if we are at 0%? Is there a good reason to delay learning Guilds (and gaining +1 to our workshops)?

Also, is there scope to get that GPerson a turn or two sooner? Ie, is there some food in the bin that can be starved down while running an extra scientist or two? Or potentially burn off one pop on the final turn by assigning every man, woman and child as a scientist?

It seems to me that getting the 4th GS a turn or two earlier is more valuable than the 5th being 3 or 4 turns later.

Another point: Gunpowder has a cost of 2,808 if I'm not mistaken. Can a single GS bulb that in one go at 2,250 + 4.5*POP. Ie, is our POP > 124? If not, then consider putting one of those 0% turns into Gunpowder instead of CS.

we are finishing guilds next turn. There is no urgency to trading it. What I meant to say was after teching guilds at 100% we are going at 0% for the next 4 turns on Civil Service while we wait for the 4th great person to be born.

No there is no scope to getting the 4th Great person earlier, we already used up the granary food earlier to accelerate them as much as possible. We could starve but it would only allow us to run 4 more scientists for 1 turn at the cost of not running a scientist for 10+ turns. And the value of the 4th Great person 1 turn earlier isn't that great. We would know sooner that we have the 4th GS, but that would just let us obsolete the colossus a turn earlier.

I will look into putting 1 turn of 0% into gunpowder.
 
Another point: Gunpowder has a cost of 2,808 if I'm not mistaken. Can a single GS bulb that in one go at 2,250 + 4.5*POP. Ie, is our POP > 124? If not, then consider putting one of those 0% turns into Gunpowder instead of CS.

Pop is 110 right now. In five turns we'll have grown another 11 (see F1 - food and health buildings). So long as we haven't finished CS, we can delay the third bulb a few more turns for a few more.
 
Ragnar...Maybe Literature for his gold....it is worth much less in beaker value.

true but drama has so much less military value to Ragnar and he won't be researching it himself anytime either I suspect. Literature on the other hand opens up Heroic Epic for him which I assume we want to delay him getting this as long as possible. (Also opens up National Epic but that is only indirectly useful for him by accelerating his great people and bulbing possibilities)
 
Pop is 110 right now. In five turns we'll have grown another 11 (see F1 - food and health buildings). So long as we haven't finished CS, we can delay the third bulb a few more turns for a few more.

I calculate pop to be 106 right now. So I don't think we will hit 124 even with a capture of joao's capital, and by putting a turn at 0% on gunpowder while this allows us to finish gunpowder the turn we bulb it, it does waste the overflow that a bulb and a turn of 0% research would give us.
(if we put the research into gunpowder first then any excess research from the bulb doesn't Overflow)

However, if we just bulb gunpowder when we think we have enough gold to finish chemistry (assuming 1 bulb into chemistry as well) we put something like 2750 research into it. Then switch to gunpowder from civil service and we will get all the research overflow from gunpowder into chemistry.
 
PPP final? T223-T233 (most recent changes clarifications to tech plan, specifics about growing a few cities before colossus obsoletes, a little editting for clarity, a question about espionage and chances of spies getting caught)

Will plan to play in roughly 10 hours from now.

Tech Path
finish guilds using just enough slider% to finish it this turn, T223.
switch to civil service at 0% for 4 turns until 4th great person is born.
When Willem shows 2 turns left (T225 probably) 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 on T228 when the 4th great person is born and hopefully Willem has more gold to trade for
T228 assuming we have enough gold to finish ~1400 research on Chemistry I will double bulb astronomy, bulb gunpowder
T228 switch research to gunpowder at 100% after bulbs (which will send a lot of OF into Chemistry next turn)
T229-T223 hopefully bulb chemistry with 4th GS and go 100% into Chemistry
If I finish Chemistry I will go 100% into Civil Service (go 0% if run out of gold) then on to Nationalism


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 + 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.

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)

reassess trades for health resources if we capture the Hanging Gardens in Joao's capital

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

When the spy is in Willem's lands I will split the espionage between Cathy and Willem, I'm under the impression but don't know for sure that espionage does help prevent a spy from being caught.

Great People
another GS (hopefully) is due 5 turns. Bulb plan depends most likely option 4, double bulb astronomy and bulb gunpowder and bulb chemistry the next turn once we get the 4th GS.

City Builds
I will grow SM, BF, PC, FH a little bit before colossus is obsoleted by not always working the hammer tiles in anticipation that we might want to whip them during a GA dip into slavery. But otherwise I will be working the workshops in the homeland cities as they become available.

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

SM Barracks (taking workshop from FH eventually), then treb (which might switch to cannon eventually) Will switch GMine to coast for a few turns before colossus obsoletes and to accel growth a little bit.
PC Treb, Treb (will switch off the PMine for a few turns to accelerate growth before astronomy obsoletes the colossus)
stop the spy specialist here

MC... switch to workboat for bcool's mistake, barracks, then pikeman, a 2nd spy
working coast/marble so that next growth isn't slowed down but intending to continue working the marble after growth as well.

BF... Barracks, Treb (no workshops for this turn, then switch back after guilds) may go off workshops to accelerate growth by a turn here or there
FC... switch back to galley, switching to workshop next turn, and then switching to workshops as they are built
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.
will get support from a 3rd worker on the plains forest workshop eventually.

Nottingham, finishes courthouse in 2 turns with a chop if no barb threats. Then I will switch to axe build and will come within 1 turn of finishing the axe.
If no immediate threats switch build to barracks, then finish the axe.
If there is a threat, I will finish the axe

Nottingham's worker moves to forest and workshops for 1 turn, moves to join a worker from Hastings to build a grass workshop for Nottingham on tile with 1 turn into workshop already for 1 turn.
then chops forest if no immediate threat
then moves back to finish workshop with other worker
then moves back while stopping to workshop for 1 turn then back to original tile to workshop. I'll save the forest to the north.

YorkForbidden Palace,
needs that plains forest chopped so can finish the Forbidden Palace in 7 turns, then workboat for SL if can finish in a reasonable amount of time including travel time.
Will give up its cows to London after FP is built

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 to mine the iron near Silver Load.
#4
finishes GMine, starts another Grass workshop near Hastings

Silver Lode, lighthouse, granary if york can build the workboat in a reasonable amount of time.

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)
So if we are not doing a dip into slavery, then perhaps lighthouse is better. 45 turns later... diverting a worker here perhaps after the dye plantation is built for a plains workshop...

Hittite (I don't think we are going to get the clams from Cathy anytime soon)
continue lighthouse
And artist?? I will look at how quickly we are winning the cultural war with Cathy. If it is 30+ turns I will abandon and work the grass hill forest instead of the artist.

Workers
Strauss chops dye jungle, plantation after clear jungle (SR borders pop in 4 turns)
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.)
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 grass tiles
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. 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 in prior PPP plan http://forums.civfanatics.com/showpost.php?p=10528920&postcount=1876

(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
We don't get a 4th GS in 5 turns
Start of T233

Checklist every turn before hitting end turn
double check MM
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
 
Good by me!

I believe that the chance of a spy being detected is based on TOTAL EP's, not necessarily where they are spent.
 
getting ready to play, putting in reminder labels and turn by turn reminders.

Will be on messenger if anyone wants updates or can provide feedback.
 
uploaded due to threat of war with Ragnar.


Spoiler :
Here is your Session Turn Log from 745 AD to 805 AD:

Turn 223, 745 AD: You have discovered Guilds!
Turn 223, 745 AD: London celebrates "We Love the Prime Minister Day"!!!

Turn 224, 760 AD: Napoleon's Swordsman (6.00) vs Barbarian's Archer (2.72)
Turn 224, 760 AD: Combat Odds: 99.2%
Turn 224, 760 AD: (Fortify: +25%)
Turn 224, 760 AD: (City Defense: +50%)
Turn 224, 760 AD: (City Attack: -85%)
Turn 224, 760 AD: Napoleon's Swordsman is hit for 13 (87/100HP)
Turn 224, 760 AD: Barbarian's Archer is hit for 29 (71/100HP)
Turn 224, 760 AD: Barbarian's Archer is hit for 29 (42/100HP)
Turn 224, 760 AD: Barbarian's Archer is hit for 29 (13/100HP)
Turn 224, 760 AD: Barbarian's Archer is hit for 29 (0/100HP)
Turn 224, 760 AD: Napoleon's Swordsman has defeated Barbarian's Archer!
Turn 224, 760 AD: Napoleon's Swordsman (6.00) vs Barbarian's Archer (2.72)
Turn 224, 760 AD: Combat Odds: 99.2%
Turn 224, 760 AD: (Fortify: +25%)
Turn 224, 760 AD: (City Defense: +50%)
Turn 224, 760 AD: (City Attack: -85%)
Turn 224, 760 AD: Barbarian's Archer is hit for 29 (71/100HP)
Turn 224, 760 AD: Barbarian's Archer is hit for 29 (42/100HP)
Turn 224, 760 AD: Napoleon's Swordsman is hit for 13 (87/100HP)
Turn 224, 760 AD: Barbarian's Archer is hit for 29 (13/100HP)
Turn 224, 760 AD: Barbarian's Archer is hit for 29 (0/100HP)
Turn 224, 760 AD: Napoleon's Swordsman has defeated Barbarian's Archer!
Turn 224, 760 AD: The borders of Marbled Clam have expanded!
Turn 224, 760 AD: Ragnar adopts Hereditary Rule!

Turn 225, 775 AD: Bronzed Fish has grown to size 8.
Turn 225, 775 AD: Furry Crabs has grown to size 8.
Turn 225, 775 AD: Golden Hills has grown to size 9.
Turn 225, 775 AD: Nottingham has grown to size 7.
Turn 225, 775 AD: Hastings has grown to size 6.
Turn 225, 775 AD: Napoleon's Swordsman (5.22) vs Barbarian's Archer (2.72)
Turn 225, 775 AD: Combat Odds: 96.9%
Turn 225, 775 AD: (Fortify: +25%)
Turn 225, 775 AD: (City Defense: +50%)
Turn 225, 775 AD: (City Attack: -85%)
Turn 225, 775 AD: Barbarian's Archer is hit for 28 (72/100HP)
Turn 225, 775 AD: Barbarian's Archer is hit for 28 (44/100HP)
Turn 225, 775 AD: Barbarian's Archer is hit for 28 (16/100HP)
Turn 225, 775 AD: Napoleon's Swordsman is hit for 14 (73/100HP)
Turn 225, 775 AD: Barbarian's Archer is hit for 28 (0/100HP)
Turn 225, 775 AD: Napoleon's Swordsman has defeated Barbarian's Archer!
Turn 225, 775 AD: Your Swordsman has destroyed a Archer!
Turn 225, 775 AD: You have captured Goth!!!
Turn 225, 775 AD: You have destroyed the city of Goth!!!
Turn 225, 775 AD: London will grow to size 12 on the next turn.
Turn 225, 775 AD: Joao II adopts Vassalage!

Turn 226, 790 AD: London has grown to size 12.
Turn 226, 790 AD: Catherine has 110 gold available for trade.
Turn 226, 790 AD: Isabella has 50 gold available for trade.
Turn 226, 790 AD: The borders of Spicy Rice are about to expand.
Turn 226, 790 AD: Clearing a Forest has created 44 ? for Nottingham.
Turn 226, 790 AD: Spicy Rice will grow to size 7 on the next turn.
Turn 226, 790 AD: York will grow to size 10 on the next turn.
Turn 226, 790 AD: Hastings will grow to size 7 on the next turn.
Turn 226, 790 AD: Silver Lode will grow to size 4 on the next turn.
Turn 226, 790 AD: You have trained a Work Boat in Marbled Clam. Work has now begun on a Barracks.
Turn 226, 790 AD: The borders of Spicy Rice have expanded!

Turn 227, 805 AD: Spicy Rice has grown to size 7.
Turn 227, 805 AD: York has grown to size 10.
Turn 227, 805 AD: Hastings has grown to size 7.
Turn 227, 805 AD: Silver Lode has grown to size 4.
 
Okay uploaded again. T230.

Okay the first time was a false alarm. The 2nd time isn't. Ragnar is sending 3 tri and 3 galleys our way and they are 4 turns out from SR. We have astronomy and can upgrade a galley to galleon, and we can upgrade an archer and get him to SR in time I believe. Possibly the pike as well.

I'm uploading for more opinions and time to make detailed plans for a likely war with ragnar.

We might also be able to starve CC down 1 pop for a 1 turn earlier great person and thus GA, we might starve more than 1 pop for maybe 2 turn earlier great person and GA.

Upgrading our galleys are expensive so upgrading them will delay Nationalism, so it is a tough call.

SR can't build its own defender in time unfortunately.


log
Spoiler :
Here is your Session Turn Log from 805 AD to 850 AD:

Turn 227, 805 AD: Michael Faraday (Great Scientist) has been born in Clam Chowder (Napoleon)!

Turn 228, 820 AD: Fish Hills has grown to size 7.
Turn 228, 820 AD: Stone Mountain has grown to size 8.
Turn 228, 820 AD: London has grown to size 13.
Turn 228, 820 AD: Canterbury has grown to size 3.
Turn 228, 820 AD: The borders of BC's mistake are about to expand.
Turn 228, 820 AD: Willem van Oranje will trade Pig
Turn 228, 820 AD: You have discovered Optics!
Turn 228, 820 AD: You have discovered Astronomy!
Turn 228, 820 AD: Deal Canceled: Fur to Isabella for Gold Per Turn (2)
Turn 228, 820 AD: Paired Clams will grow to size 8 on the next turn.
Turn 228, 820 AD: Marbled Clam will grow to size 11 on the next turn.
Turn 228, 820 AD: You have discovered Gunpowder!
Turn 228, 820 AD: You have trained a Work Boat in Fish Hills. Work has now begun on a Galleon.
Turn 228, 820 AD: You have constructed a Lighthouse in Silver Lode. Work has now begun on a Granary.
Turn 228, 820 AD: Joao II has founded Santar&#65533;m in a distant land.
Turn 228, 820 AD: Marie Curie (Great Scientist) has been born in a far away land!

Turn 229, 835 AD: Paired Clams has grown to size 8.
Turn 229, 835 AD: Marbled Clam has grown to size 11.
Turn 229, 835 AD: Ragnar has 50 gold available for trade.
Turn 229, 835 AD: The borders of BC's mistake are about to expand.
Turn 229, 835 AD: Hastings will grow to size 8 on the next turn.
Turn 229, 835 AD: Hittite will grow to size 3 on the next turn.
Turn 229, 835 AD: You have constructed a Barracks in Marbled Clam. Work has now begun on a Pikeman.
Turn 229, 835 AD: The borders of BC's mistake have expanded!
Turn 229, 835 AD: Christianity has spread in Lisbon.

Turn 230, 850 AD: Hastings has grown to size 8.
Turn 230, 850 AD: Hittite has grown to size 3.


autolog
Spoiler :
Logging by BUFFY 3.19.003 (BtS 3.19)
------------------------------------------------
Turn 213/750 (595 AD) [21-May-2011 01:50:15]
Research begun: Guilds (5 Turns)
Research begun: Engineering (3 Turns)
Marbled Clam begins: Theatre (7 turns)

Logging by BUFFY 3.19.003 (BtS 3.19)
------------------------------------------------
Turn 223/750 (745 AD) [25-May-2011 05:31:43]
Research begun: Optics (3 Turns)
Research begun: Guilds (1 Turns)

Logging by BUFFY 3.19.003 (BtS 3.19)
------------------------------------------------
Turn 223/750 (745 AD) [25-May-2011 06:08:58]
Research begun: Guilds (1 Turns)
Research begun: Gunpowder (1 Turns)
Furry Crabs begins: Galley (27 turns)

Logging by BUFFY 3.19.003 (BtS 3.19)
------------------------------------------------
Turn 223/750 (745 AD) [25-May-2011 07:21:11]
Fish Hills begins: Work Boat (5 turns)
Marbled Clam begins: Work Boat (4 turns)

Logging by BUFFY 3.19.003 (BtS 3.19)
------------------------------------------------
Turn 223/750 (745 AD) [27-May-2011 16:26:39]
Tech traded to Catherine (Russia): Compass
Tech traded to Ragnar (Vikings): Drama
Fish Hills begins: Work Boat (5 turns)
Marbled Clam begins: Work Boat (4 turns)
Furry Crabs begins: Galley (27 turns)
A Plantation was built near Hastings
BC's mistake begins: Galley (75 turns)
80% Research: 429 per turn
0% Culture: 111 per turn
0% Espionage: 22 per turn
20% Gold: -107 per turn, 437 in the bank

After End Turn:
Tech research finished: Guilds
Paired Clams grows to size 7
Spicy Rice grows to size 6

Turn 224/750 (760 AD) [27-May-2011 17:04:23]
Research begun: Civil Service (3 Turns)
A Farm was built near London
While attacking in Barbarian territory at Goth, Swordsman (5.22/6) defeats Barbarian Archer (Prob Victory: 99.2%)
While attacking in Barbarian territory at Goth, Swordsman (5.22/6) defeats Barbarian Archer (Prob Victory: 99.2%)
BC's mistake begins: Lighthouse (45 turns)
BC's mistake begins: Galley (75 turns)
0% Research: 111 per turn
0% Culture: 107 per turn
0% Espionage: 22 per turn
100% Gold: 161 per turn, 330 in the bank

After End Turn:
Marbled Clam's borders expand
Bronzed Fish grows to size 8
Furry Crabs grows to size 8
Golden Hills grows to size 9
Nottingham grows to size 7
Hastings grows to size 6

Other Player Actions:
Attitude Change: Joao II (Portugal) towards Napoleon (France), from 'Cautious' to 'Pleased'
Civics Change: Ragnar(Vikings) from 'Despotism' to 'Hereditary Rule'

Turn 225/750 (775 AD) [27-May-2011 17:38:15]
While attacking in Barbarian territory at Goth, Swordsman (4.38/6) defeats Barbarian Archer (Prob Victory: 96.9%)
Captured Goth (Barbarian)
Razed Goth
Goth lost
Tech traded to Willem van Oranje (Netherlands): Engineering
A Mine was built near Hastings
0% Research: 126 per turn
0% Culture: 107 per turn
0% Espionage: 22 per turn
100% Gold: 162 per turn, 780 in the bank

After End Turn:
Whip anger has decreased in Spicy Rice
London grows to size 12

Other Player Actions:
Civics Change: Joao II(Portugal) from 'Barbarism' to 'Vassalage'

Turn 226/750 (790 AD) [27-May-2011 18:07:55]
Diplomacy (Tribute Demand): Catherine (Russia) demands that Napoleon (France) gives Gold (680); Napoleon REFUSES.
0% Research: 126 per turn
0% Culture: 107 per turn
0% Espionage: 22 per turn
100% Gold: 160 per turn, 942 in the bank

After End Turn:
Whip anger has decreased in London
Marbled Clam finishes: Work Boat
Spicy Rice grows to size 7
Spicy Rice's borders expand
Nottingham finishes: Courthouse
York grows to size 10
Hastings grows to size 7
Silver Lode grows to size 4

Turn 227/750 (805 AD) [27-May-2011 18:20:55]
A Workshop was built near Hastings
A Workshop was built near London
A Workshop was built near Furry Crabs
Nottingham begins: Barracks (15 turns)
Nottingham begins: Axeman (6 turns)
Marbled Clam begins: Pikeman (2 turns)

Logging by BUFFY 3.19.003 (BtS 3.19)
------------------------------------------------
Turn 227/750 (805 AD) [27-May-2011 19:53:00]
Marbled Clam begins: Longbowman (5 turns)
Spicy Rice begins: Longbowman (11 turns)
Golden Hills begins: Longbowman (19 turns)
0% Research: 133 per turn
0% Culture: 111 per turn
0% Espionage: 24 per turn
100% Gold: 169 per turn, 1102 in the bank

After End Turn:
Michael Faraday (Great Scientist) born in Clam Chowder
Fish Hills grows to size 7
Stone Mountain grows to size 8
London grows to size 13
Canterbury grows to size 3

Turn 228/750 (820 AD) [27-May-2011 20:10:20]
Marbled Clam begins: Longbowman (4 turns)
Golden Hills begins: Galley (7 turns)
Spicy Rice begins: Longbowman (10 turns)
Tech traded to Willem van Oranje (Netherlands): Guilds
Tech acquired (trade, lightbulb, hut, espionage): Optics
Research begun: Astronomy (35 Turns)
Tech acquired (trade, lightbulb, hut, espionage): Astronomy
Research begun: Gunpowder (18 Turns)
A Workshop was built near Nottingham
Tech traded to Isabella (Spain): Drama
100% Research: 445 per turn
0% Culture: 97 per turn
0% Espionage: 24 per turn
0% Gold: -159 per turn, 1391 in the bank

After End Turn:
Tech research finished: Gunpowder
Fish Hills finishes: Work Boat
Paired Clams grows to size 8
Marbled Clam grows to size 11
Bronzed Fish finishes: Barracks
Silver Lode finishes: Lighthouse

Turn 229/750 (835 AD) [27-May-2011 20:58:03]
Research begun: Chemistry (7 Turns)
A Workshop was built near Stone Mountain
Bronzed Fish begins: Trebuchet (11 turns)
100% Research: 448 per turn
0% Culture: 97 per turn
0% Espionage: 24 per turn
0% Gold: -163 per turn, 1232 in the bank

After End Turn:
Whip anger has decreased in Paired Clams
Marbled Clam finishes: Barracks
Hastings grows to size 8
Hittite grows to size 3
BC's mistake's borders expand

Other Player Actions:
Christianity has spread: Lisbon (Portuguese Empire)

Turn 230/750 (850 AD) [27-May-2011 21:13:27]
A Fishing Boats was built near BC's mistake
Spicy Rice begins: Longbowman (7 turns)
 
With an upgrade of a BCM galley to galleon this turn, we can get archer from GH and pike from MC to SR in time to defend a DOW in 4 turns. We can upgrade the archer on arrival when we know we need to. The galleon can then lurk NW of SR to block the quick coast access - but maybe that would cause him to switch to attack another city, which would be bad. I suspect the AIs are not good enough to do that. There's still a route, but it's longer now. He might attack our galleon with three triremes, which would not be all bad.

Chemistry augments our workshops and means SR can build a LB in 5 turns using some citizens. Two LBs+pike on a hill with 40% culture can take a 3-galley stack of elephants/axes/swords/cats, I think. (And we haven't seen any elephants)

FC can finish its galleon in 3 turns, and maybe collect warrior(s) from CC and FH to bring to MC for backup options if things go pear-shaped. We don't want to do those cash upgrades early because they'll delay Nationalism by at least a turn each.

SM can start a LB this turn, and next turn acquire all the workshops to have another LB built in 5 turns for Beta and the new galleon to get it somewhere useful.

We don't know where the trireme+galley force went around BCM. Oh no, they might take BCM!!!! Can't sneak up on GH without giving us some warning, though.

It's pretty shoe-string, but I think it's OK.
 
Okay Ragnar defensive action plan

Red arrows and numbers indicate where ragnar's fleet might be at the start of our turns.

Okay mabraham pointed out a flaw on my anticipation of ragnar's movements

we would actually put the navy 2N and 1W of SR, since ragnar's fleet would be 3N 2W of SR at the start of our T233 (where the diagram shows our galleon and trireme).
 

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Okay, discussions in chat have changed our plans for the war.

We plan to bring the LB and pike to SR as planned, but we also plan to upgrade the trireme to a frigate T232 and declare on him on T233 and sink his boats before he declares on us.

Also we are going to run 3 citizens in SR from this turn so that if he does land 1N of SR we can still finish the LB in 5 turns.

If he doesn't look like he is going for SR by ending up on the eastern tile 3N 2W of Spicy Rice we reconsider the DoW since he might be going for Willem.

All of the decisions (except the frigate upgrade) will be made T233 I think in the next turn set.

2 citizens in FC only for one turn.

No emergency LB in SM now.
No acceleration of treb in PC with a citizen either.
 
Okay, discussions in chat have changed our plans for the war.

We plan to bring the LB and pike to SR as planned, but we also plan to upgrade the trireme to a frigate T232 and declare on him on T233 and sink his boats before he declares on us.

Also we are going to run 3 citizens in SR from this turn so that if he does land 1N of SR we can still finish the LB in 5 turns.

If he doesn't look like he is going for SR by ending up on the eastern tile 3N 2W of Spicy Rice we reconsider the DoW since he might be going for Willem.

All of the decisions (except the frigate upgrade) will be made T233 I think in the next turn set.

2 citizens in FC only for one turn.

No emergency LB in SM now.
No acceleration of treb in PC with a citizen either.

Agreed.
 
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