SGOTM 10 - Smurkz

Yeah, I figured the Marco Polo expedition would likely have to wait, but let's keep it in mind. As for Moscow building a workboat, yeah, it'll have to sit for turn for the border pop, but doesn't that beat Silver City waiting for xxx turns to build its own workboat before it can grow? Without those fish it's going to be agonizingly slow; a little kickstart from Moscow could pay big dividends. Silver City could help build settlers or caravels once it has both fish and the mines.

[Edit: are you sure it'll take 6ish turns for the borders to pop? We start with 2 citizens --> 3 hammer per turn, plus the silver mine will be up within 2 or 3 turns, so it's more like 5 or even 4 turns before the pop, assuming it takes 15 culture points (that's the right number, isn't it?). Then ask how many turns will it take to build its own workboat with population 2.

Edit2: Ooh ooh! We get a free engineer, right? 2 more hammers per turn means 3 turns to the border pop if building culture.]
 
Test results:

WB from Moscow - Fish hooked on 1625
WB from Silverton - Fish hooked on... Well, I'd still be playing...

So Workboat from Moscow it is. The borders will pop just as the WB gets there too, so there's no loss of turns there either.

Moscow: WB -> Caravel (No way Silverton can make this in any sort of realistic time) -> Settler
Silverton: Culture -> WB.
 
You might be able to skip the carvel in Moscow--just send the workboat to the western fish so the barbs are less likely to see it. We should do that anyway so that when Silverton builds its own Wboat it'll have less far to travel. Silverton might have time to build its own defensive caravel if it looks like it's needed (yeah, probably will be). And the hammer situation (once we have enough pop to work the tiles) is better. We get 2 more food from the center tile when building settlers, and we have another hill (or two?) to work out in the fog. Sure, the furs site will need one of the fish, but Silverton can use both until the furs are settled.

[Edit: Ack, gotta run home now. Post pix when you're done? :)]
 
I'm running some tests now to see what'll be faster - WB in Silverton or WB from Moscow. I'll post the save when I'm done - I might not have time to post pictures. I'll see what I can do.
 
1595 - Moscow starts WB.

IBT: Mao settles another city. He's up to five now.

1600 - Nothing terribly special goes on. Caravels still sputtering in Gandhi's land, workers building a workshop near Moscow and roads go up near Silverton. Silverton is 2 turns away from being settled.

1605 - We lucked out with Gandhi's caravel's location, so I can get at least one turn of exploration in before I may have to retreat. Another Caravel is started in Broberg. Moscow's borders pop, and we're one turn away from pop 10 and another Caravel. Seaside finishes its work boat and it heads towards the easternmost fish. The other work boat is well on its way towards Silverton. Road on Silver finishes. Workshop by Moscow finishes.

1610 - As expected, Gandhi's caravels move to take out our caravel. We're forced to retreat. Silverton settled, culture in 3 (you were right since we can't work any more than one coastal tile). Mine on Silver started, finishes in 3. Caravel in Moscow finishes, settler in 7. St. Pete adjusted to grow in three turns to coincide with silver hookup. Another longbow appears in Bombay - he's up to four there. Economy check - no longer break even at 40% - we run a small surplus at 30% now. We'd lose 63 GPT at 100% - ouch. Border update: the tiles under threat from Bombay have dropped back to 53%. Hopefully the monastery fixes this.

1615 - Remember when I said we had to keep an eye on St. Pete for "we want to join the motherland" penalty and how I was wondering what the cut-off is? Apparently at 18% Indian you gain an unhappy point - St. Pete is now unhappy. Confucian monastery in one turn. I'm going to suggest building a theatre next - not only for the +3 culture but so if it gets worse we can trade for dyes and gain another happiness. The silver will correct it for a little bit, but we're going to need more help. What's that spy mission where you can flip culture around - is that doable in our own cities or does that work only in opponent's cities?

Gandhi's caravels have done something... Interesting. They've moved north somewhat in their crazy circular pattern and are now 2 NW of Broberg. We have two options here, since they sort of threaten our clams.

One: move the caravel we have onto the clams. Chances are it gets attacked. We might kill one of them, then again, we might not kill any. If we move here, they'll probably try to kill it and thus they'd be that much closer to Seaside's vulnerable tiles. Our next caravel appears in 3 turns. The other option is to do nothing. We cross our fingers they don't move there to the clams. If they do, it's likely pillaged, but we'd still have a caravel alive.

I don't have time for pictures, but I did promise the save, so here it is:
 

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Bah. 18 lousy percent causes unhappiness? :confused: Well, we'll want a theatre for the Globe (Seaside is looking better and better) eventually. On the other hand, if we build a temple we'll get 1:) and would only need 1 more to then build a cathedral (once we have copper), which would really help with culture.

On the caravel, I would say ignore it. They can't pillage (I think), so although they'll keep us from using that tile we won't need to build another workboat to replace it. Go after them (or rather, let them come after you) when we have better odds.

Not sure I'll have time to look at the save tonight but things sound good. :) Feel free to play more if you'd like.
 
The save looks good. :) What do you think about using a worker to lure Gandhi's Lbow off Broberg's eastern hill? If we had another Broberg Lbow we could then shuffle them to protect both hills.

That might be a nice chunk of land out west; we should check it out.

I might rearrange the western workers to fogbust better; there are some fogged tiles where barb cities could spring up, such as on the copper.

Gandhi is putting a LOT of espi points on us; the other AI are easier targets. We have nearly enough espi points of our own against Gandhi to steal his treasury in both cities (or is there just one pot of money for that?). We're first in population and 5th in land area, 6th in GDP (even with 100% gold slider--yikes, you're right about our economy).

Did you want to play more or shall I take over? The weekend looks rainy so I won't be able to work outside.

Hello? Anybody out there other than BL? 3 heads are better than 2.
 
You know, I seriously considered using the worker as a lure to see what he does. And the same thing went through my mind as well: that we'd need another longbow to pull it off so we could retake the hill. Maybe after the second caravel goes up. I don't know though - it's just more units and you saw our economy...

I agree on ignoring the caravels - we don't have a whole lot of choice anyway.

The land out west appears to be mostly archipelago type masses, which ironically makes settling them that much more important since nuking random cities out there before capture is going to be painstakingly long. In my careful exploration there's sugar out there at the least, so there's some sites we definitely want.

I think it's just one pot of money with regards to stealing it - I'd consider it since it certainly wouldn't hurt us any. We'd have to find a place to build one or two (probably St. Pete after the theater goes up). I haven't looked at particular EP actions - how much is there to steal?

I was planning play some more, though if you're antsy to play I wouldn't mind. Things appear pretty straight forward at this point. Since it's just the two of us and it seems we're coming to agreements/decisions pretty quickly I'm not against increasing the length of our turnsets. I mean, it'd be nice if someone stopped by and said hello though...
 
Definitely play if you have time. Today's weather isn't so bad after all so I really should take advantage outside while I can.

You know, I seriously considered using the worker as a lure to see what he does... I don't know though - it's just more units and you saw our economy...

You know how I feel about more units. ;) But take care of caravels and other more important stuff first. Speaking of units, are you planning to shift the units around Dehli westward to fill the gap by the sea?

The land out west appears to be mostly archipelago type masses, which ironically makes settling them that much more important since nuking random cities out there before capture is going to be painstakingly long. In my careful exploration there's sugar out there at the least, so there's some sites we definitely want.

Good point. Perhaps we even want to grab those before finishing off some of the lesser sites on our continent. Of course, that would mean building more ships to get settlers, defenders, and workers over there safely. Then again, taking a little longer to found new cities (though not necessarily taking longer to build settlers) would give us a little more time to right the economy. By the way, let's talk more about the site of the fur city. I'm leaning more toward the northern fur. Although we "waste" an opportunity for a camp, we have several other furs available and it gives us a fur immediately on an otherwise crappy tundra site. The main advantage is that it gives some better tiles (including a grass hill) in the BFC. I know that cultural control could be a problem, but my guess is that with help from St Pete (after next border pop) and the horse city we'd have control over what we need. It could be six of one, half a dozen of another, but see what you think.

Not sure about the treasury stealing numbers--I think maybe you have to actually click on your spy to see what's available.
 
We'll talk about that fur site when it gets closer. What you say has merit, but I've never been a fan of settling on a resource when improving it makes it a better tile. I'm sending the workers to pre-chop the forests by horse site to get it ready for settling. My idea for the city is to run scientists along with Seaside - the two seafood sources and horses will allow it to run 4 or 5 specialists out of here while still being able to build things at a reasonable rate. The forests will get chopped to produce a library so it can get started asap.

I played a few more turns:

1620 - Bombay pops a merchant (merchant?!?) And in other news, Gandhi's caravels have moved west. I know this because our other Caravel moving east found them, and is probably going to die... I wasn't sure where they were, but I wanted to scope out De Gualle's land a bit, and accidentally moved them 2 tiles away. Well, one less unit for upkeep. As for the work boat in Broberg, I'm going to wait a turn before moving him out. The last thing I want to do is attract them back towards our cities, so I figure by waiting a turn and not giving him a reason to come back he'll be less likely to do so. The silver is hooked by Silverton and St. Pete is happy again. Production is started on a theatre in St. Pete. We meet De Gualle, who's worst enemy also happens to be Gandhi. So yea for us. He has wines available to trade, but he'd want the extra iron we have as well. He already has gold, so trading that to him isn't an option. He's up to four cities, but I saw a horse archer guarding a settler so he'll have 5 soon.

IBT - Our Caravel does dies, and goes without even killing one of them... Useless...

1625 - I move the workboat out. We have one Caravel to defend it and another ready in a turn, so assuming we damaged one of his our odds defending our boat should be pretty good if they come calling. I have the workers by Moscow chop out our last remaining forest to shave a turn off of the settler production. Workers outside the horse city begin their prechopping. Before sticking our Caravel on the fish by Silverton (I settled the closer fish first since it would be two extra turns of a 6 food tile than if I had sent it to the farther one), I used him to get an idea of the barb lands to our west. The city closest to us is at 8 pop and has two galleys in it. We'll keep an eye on what they do. Nothing new in Gandhi's land - no new units and no new movements. Even the merchant in Bombay hasn't done anything.

IBT - Roosevelt settles Boston somewhere and De Gualle settles Rheims somewhere. Gandhi's caravels do not return to our land, so our workboat is safe. Barb galley appears off the coast of the western barb invested lands.

1630 - Settler appears in Delhi. Units repositioned accordingly to completely stuff Delhi. Everything else continues as planned - it's a wait and see moment.

IBT - Settler remains in Delhi. An archer appears. Barb galley moves towards Parthian. I could have attacked it at ~80% odds, but chose not to. Gandhi's caravels appear off the coast of Broberg again. Both have combat one. One of them is at 2.9 health, the other at 1.8.

1635 - Our workboat is one turn away from hooking up fish outside of Seaside. Seaside grows to pop 7 and is 5 turns away from National Epic completion. Our settler in Moscow finishes in 1 turn. Iron completes outside of Silverton.

IBT - Gandhi's caravels move towards our workboat and are now in our territory. I run a test to confirm that caravels can't pillage anything (nor blockade), so we're under no threat from them. Mao and Roosevelt will trade Education, and Gandhi is five turns away from Edu.

1640 - The archer in Delhi was upgraded to a longbow. A catapult appears in Bombay. Horsetropolis is founded. Workboat started and will be built in 6 turns. Moscow's happy cap is now at plus 2 from silver, so I've swung its focus from hammers to food for the time being to get it to grow faster. Production tentatively started on a library.

I've saved here, looking for feedback. We need to discuss when to switch into CS. I have some thoughts on the matter, but I'm curious as to what you think. We also have a few trades to mull over, specifically Wine for Iron with DeGualle. Dyes for Iron is no longer an option with Roosevelt - he's trading them to someone we haven't met yet. He has open borders with Gandhi though. Future builds in St. Pete need to be discussed as well as builds in Broberg and Moscow.

Save:
 

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If you're not planning to play more, could you upload the save so I can see how we're doing on the Progress page? :mischief:

Do you have a feel from your tests what Gandhi will do with the galley and settler? I worry that he might sail out and deposit a settler and Lbow. If he aims for unclaimed land in our west, we could probably stop him from settling by moving our knight 3W1S, from where he should still be able to keep Bombay boxed in. The best solution, of course, would be to post a caravel or two offshore of Delhi, but we need to take care of his wounded caravels first. What were you thinking for that? I'd try sending out both of ours to our clams and hope he'll attack and die. If not, then one or both could escort the imminent Broberg workboat to Seaside, otherwise we send one car south and one to explore more of the land to our west.

I forgot to check where our galley is. If we don't mind stranding our Silverton workers for awhile (or maybe we could carry one back to the mainland) then we could send the galley south along the coast so it would be available to transport units to the western island(s).

Yeah, Caste System. Obviously not before National Epic is done (4 turns) but maybe wait a few more turns until Seaside has more pop to run specialists, and maybe even wait until we get Astro to switch out of Mer'lism for the overseas trade routes (but see below). I (or you, hmm?) need to work out the next GP pop. St Pete has 207/270 at 3 GPP per turn (21 turns) while Seaside has 81 (63 turns). Seaside will really be cranking out the GPPs once it gets going with Caste System, but if we do things right St Pete can still pop first with nearly 100% chance for a Great Eng, which we want for Mining Inc (or perhaps Taj Mahal if we get Nat'lism in time??); we'd just need to run a food deficit in St Pete for a few turns to run more specs to beat out Seaside. Currently Seaside has 29/45 food in the bin at pop 7 with 9 excess food, and 3+4 more when we get the other seafood hooked up.

I didn't check on Moscow carefully but a library isn't a bad choice. The alternative would be a gold multiplier, but that wouldn't do us much good if we plan to run 100% research starting soon. I'm not sure what to do there, but am getting antsy to seriously work on Astro. It would take us 26 turns at 100% but we'll run out of money before then. Scientists in Seaside will help a lot. But how valuable will Astro be when we get it? We might well want to switch out of Merc'lism for the extra trade, but we'd lose the free spec in each city and we might want to wait until Economics is in to do a double revolt. Education is a prereq for Eco, but I'm guessing we won't be able to trade for it with just Astro (1600 normal speed beakers vs 1400 for Edu). Printing Press (1200) and Gunpowder (1000) are probably safe bets (?) for tech trades (assuming someone goes for those) but Nat'lism (1600) isn't going to fly with just Astro, so we'd have to throw in Edu (which I'm assuming we'll bulb with our first Great Sci because uni's can be built in all our cities but an academy can only go in one). If we have a Great Eng saved up then Nat'lism might be worth it. (I know you'd like an Eng for Mining Inc. I'm guessing that Broberg could spit one out by the time we need it.)

Once Moscow finishes whatever and has grown a bit it's back to settler building, yes? Where do we want to settle next? If we find something juicy out west (or elsewhere) would you be willing to grab that before filling in our continent? Gandhi isn't a threat (especially if we can box him in by sea), and certainly not to the SE furs, but barbs might try something. It's not that great a site, though, and we have those other furs out west as a backup.

Wine for iron trade: hmmm. We don't need the happiness now, right? And we'll likely have another lux resource (furs or offshore goodie) within 20 turns. I'm also reluctant to trade a weapons ore unless the recipient needs it to hold off a more powerful foe. Seaside can grow from pop 7 to 10 (?) with its current happy cap and that's enough to work all the seafood tiles and run specs, which we want to do ASAP, right? (I'm not sure about my numbers, and obviously that wouldn't leave any pop to work the land tiles for hammers, but from above, I'm in a hurry to get a Great Sci to bulb Edu so we can get work on those uni's and Oxford.)

Enough for now--tired.
 
I have a lot of catching up to do. It appears that we are now at 5 cities, if I read the posts correctly and that Gandhi is being his obstructionist best. Culture pressure is an issue on St. Petersburg, but we have a fix. We have met China (Mao) and have seen France (Jacques Clouseau or someone equally as competent).
 
We (and it's nice to have you back, CB :)) need to think more about our tech path; I think there are some clever ploys that would, if they work out, let us get a big jump on the AI (and some other teams). For reference, see the current GP bulbing order. I'm having troubleputting all my thoughts together, but here are some things to keep in mind.

Two AIs already have Education, either from bulbing a scientist or researching. Of the AIs we've met, only Gandhi is Philosophical (+100% GPP rate) and he's just popped his 3rd GP (Eng, Art, Mer). He may also have been "helped" in his GP production by being forced to run more specialists than usual since there are relatively few good tiles for him to work, heh heh. The point here is that we can probably beat out the AIs on GP popping once we set Seaside to the job.

Astro is the most expensive starting tech (1600 beakers on normal speed, along with Nat'ism) so it should be relatively good for trade. I worry that it won't be good enough for a straight-up trade for Education (1400), though. We'll probably have to put in some beakers ourselves as a downpayment, or be willing to throw in some cash. We could even try throwing in a junky city if for some reason we're desperate and we have one to spare. It's important to trade for Edu, even if that's the only thing we get for Astro because we could then use our first two Gt Scientists to bulb Printing Press and then Liberalism. No, I haven't given up on Lib'ism ;). Printing Press is currently the first thing on the Gt Prophet bulb list but it's unlikely that any AI will get a Prophet first, and then also use it for PP instead of making a shrine. I don't know how likely it is that any AIs will start out researching it themselves. It's only 1200 beakers so it should show up soonish if anyone is researching it. Great Merchants can also bulb PP--let's remember to check if Gandhi's GM is still around.

If we can trade for Edu and bulb/trade for Printing before anyone else, then I think we have a very good shot at Lib'ism. We may want to hold off on the PP bulb until we're close to popping another Gt Sci, or to see if someone gets PP so that we can trade for it with Astro. We could have a problem if an AI beats us to Astro and trades it away to everyone (read, Gandhi), so I'm anxious to crank up the research on that very soon. In fact, I think that's the most critical thing in this scheme. One thing we should do regardless is switch out the Seaside engineer for a scientist if we haven't already. If we do get an Eng from Seaside, well, our consolation prize would be to use it to rush Oxford or the Taj, which ain't bad. I'm still assuming that we can get an Eng from St Pete for Mining Inc.

Another thing to do regardless of how bulbing turns out is to get working on those 5 libraries we need to be ready to build 5 universities to enable Oxford. We have one library in Seaside and I think that's it. Moscow can quickly build one, St Pete and Broberg fairly quickly once they get a chance, and then probably Silverton once it finishes its workboat. St Pete should probably build a Lbow first, though, to garrison in our next city (with a settler due from Moscow, after the library, in about 9 turns).

If it looks like we can get Lib'ism we'll obviously need to stop just before then and discuss what we want from it. We could choose Economics for a free Gt Merchant and probably settle for gold and food in Moscow, or SciMeth (2400 beakers but obsoletes monasteries), Replaceable Parts, Nationalism, etc. Eventually we'll want to use 1 or 2 Gt Scis for academies in Seaside and/or Moscow but I think it's better to bulb our way to Lib'ism first.

[Edit: Whenever we send a galley out west, we could drop off a worker to free up the explorer so he could check out the interiors of any biggish islands. Also, the eastern part of Silverton's island isn't completely crappy. We could net the fish, build a whaling boat (more :)), work a couple hills for hammers, and get a lot of sea commerce. It's one less place we'd have to conquer later and having two cities on that island would be good for mutual defense, with still relatively small maintenance costs since 2 or even 3 cities per island off the capital landmass is still cheap. I'd emphasize out west first, but if this site is still around in 30 turns...]
 
Yay! Big reply. I'll break it down into segments to make it easier. And this reply would have been posted last night had the forums not gone down and erased most of it...

Do you have a feel from your tests what Gandhi will do with the galley and settler? I worry that he might sail out and deposit a settler and Lbow.

My feel is he won't send out his galley with the settler for two reasons. One, he'd have his clams hooked up already and two if he didn't hook the clams up for fear of losing them he's not going to send the galley out. If he was planning on using the galley to transport him over, he would have done it already. As you can see the AI aren't too bright when it comes to breaking chokes.

The best solution, of course, would be to post a caravel or two offshore of Delhi, but we need to take care of his wounded caravels first. What were you thinking for that?

I was hoping to have three caravels for that, and I was planning on using the one exploring before he ran into them. The best laid plans of mice and men...

I forgot to check where our galley is. If we don't mind stranding our Silverton workers for awhile (or maybe we could carry one back to the mainland) then we could send the galley south along the coast so it would be available to transport units to the western island(s).

He's chillin' on the fish by Silverton. The workers are almost done with what they have to do - probably four more turns or so.

Yeah, Caste System. Obviously not before National Epic is done (4 turns) but maybe wait a few more turns until Seaside has more pop to run specialists, and maybe even wait until we get Astro to switch out of Mer'lism for the overseas trade routes (but see below).

This was the basis of what I thought, but CS won't be dependent on getting Economics for Free Market. Overseas trade routes are only nice if other civs are not in Mercantilism too. We can expect Roosevelt to stay in Mercantilism - it's his favorite civic iirc. I was thinking sometime around when NE finishes - plus it'd give the three workshops by Moscow an extra hammer.

I (or you, hmm?) need to work out the next GP pop. St Pete has 207/270 at 3 GPP per turn (21 turns) while Seaside has 81 (63 turns). Seaside will really be cranking out the GPPs once it gets going with Caste System, but if we do things right St Pete can still pop first with nearly 100% chance for a Great Eng, which we want for Mining Inc (or perhaps Taj Mahal if we get Nat'lism in time??); we'd just need to run a food deficit in St Pete for a few turns to run more specs to beat out Seaside. Currently Seaside has 29/45 food in the bin at pop 7 with 9 excess food, and 3+4 more when we get the other seafood hooked up.

St. Pete really isn't set up right now to run specialists. The farms are all but gone and we're working cottages there now. We pull a citizen from a mine or camp and now the city has no production. Unfortunately it can't have both. I'm fine with having Seaside pop its before GP before St. Pete anyway. We want the GS asap, though for different reasons (see later). We'll also definitely want a GM for Sid's Sushi, so that needs to be planned in later (though Seaside could always switch out Sci's for merchants once we have corporation and are close to teching medicine).

I didn't check on Moscow carefully but a library isn't a bad choice. The alternative would be a gold multiplier, but that wouldn't do us much good if we plan to run 100% research starting soon.

Yea, we'll want both, but I think we're closer to running 100% than we are staying at 0% and building a Bank. We'll want both for sure since we will run out of cash. I think going library -> settler -> bank would be fine, just Seaside will likely grow unhappy in the meantime as it waits for the fur to get hooked up.

I'm not sure what to do there, but am getting antsy to seriously work on Astro. It would take us 26 turns at 100% but we'll run out of money before then. Scientists in Seaside will help a lot.

Patience :) Our teching will be fine once Seaside is running scientists. Not to mention Horsetropolis as well.

But how valuable will Astro be when we get it? We might well want to switch out of Merc'lism for the extra trade, but we'd lose the free spec in each city and we might want to wait until Economics is in to do a double revolt.

Unfortunately not very valuable considering every civ in the game right now is in Mercantilism. We'll get galleons for settler transport and observatories in the science cities, but as for the value of Astro for trade we'll get next to no return on that in the near future.

...we'd have to throw in Edu (which I'm assuming we'll bulb with our first Great Sci because uni's can be built in all our cities but an academy can only go in one...

Here's where we differ the most. I'm pretty against bulbing education on the basis of getting access to universities. First, we're not going to be able to leverage education to trade around to the other civs since we're going to be last to acquire it. Second, our cities are woefully hammer short to build universities. Plus we have no shot at Lib so that argument is moot as well.

I'd rather use the first one, maybe the second one as well, for academies, with the first in Seaside and the second probably going to Moscow assuming we stay in Bureau the whole game. Why? Figure Academies give +50% beakers and universities give +25 beakers (and culture for each, but not important here). Academies can get built the turn the GS is popped for a higher return immediately. Universities on the other hand, cost 270 hammers (with Oxford coming in a 540 hammers though IND speeds this up by 50%). Aside from Moscow where with CS can get a university up in roughly 4 - 5 turns, everywhere else doesn't have the raw hammers to get these built in a reasonable time. Seaside if working all the hammer tiles is looking at 15 - 16 turns of it, and if it's working the hammer tiles for that long that means it's losing 16 turns of 4 specialists. Broberg is around 20 turns or so (plus it needs a library), and St. Pete is looking at 18 turns for it. So the research bonus from universities is going to be slow in coming whereas academies in our science cities is going to give us a much bigger boost short-term and long term.

The shot in the arm from Edu isn't going to help us any since we won't be able to trade it for anything and the universities are going to take so long to build. The Academy and its +50% is pretty darned significant and will help us tech something we then could trade for other techs.

Once Moscow finishes whatever and has grown a bit it's back to settler building, yes?

That's the plan. The extra pop isn't going to help settler production too much, but the infrastructure we gain in the meantime will help us in other facets.

Where do we want to settle next?

Darn good question.

If we find something juicy out west (or elsewhere) would you be willing to grab that before filling in our continent?

I guess it'd depend on how juicy the site was and how far. Maintenance costs are a killer as it is. We settle too far for not enough bang for our buck and it's liable to cost us more than help us.

Gandhi isn't a threat (especially if we can box him in by sea), and certainly not to the SE furs, but barbs might try something. It's not that great a site, though, and we have those other furs out west as a backup.

It'd be the cheapest though as far as costs go. The other intriguing/AI denial spot is due east of our capital. There's two fish resources accessible from that tiny spec of an island. Build a library (I don't know how though - whipping it would be the easiest way, but then that means another turn of Anarchy. If we swap to it during a GA, that's five less turns of +100% GPP from the GA. We switch to it at the end of the GA, we'd have to switch back CS at some point, and that's another turn of anarchy... Rush buy is the other option, but that's way down the road as well) then run a whole bunch of scientists. Plus it's two more resources of fish for Sid's Sushi (that's the other thing we gotta figure out - when do we plan to pop the GM needed for it?).

Wine for iron trade: hmmm. We don't need the happiness now, right?

Seaside will need it for max scientists assuming no Globe Theatre. We're up to 10 cap there - my early guesstimate says 14 would be optimal for max scientists (but not enough for hammers too).

And we'll likely have another lux resource (furs or offshore goodie) within 20 turns.

Probably the furs. Sugar is a ways off and will cost much in terms of maintenance. The dyes by De Gualle have very likely been settled (the settler I saw was near there and heading in that direction). Which brings us back to where we settle the furs site. Both sites on our side suck unfortunately. The other option is to run the setter out west to nab the crabs/copper/furs site. It'll permanently prevent Gandhi from settling out there. It's still going to cost a bit, so a courthouse is in its future, but the site itself isn't too bad compared to what's left. It has my vote.

I'm also reluctant to trade a weapons ore unless the recipient needs it to hold off a more powerful foe. Seaside can grow from pop 7 to 10 (?) with its current happy cap and that's enough to work all the seafood tiles and run specs, which we want to do ASAP, right?

I'm not, especially since none of these guys are on our continent. If it helps us out by allowing another specialist or working another tile I'm willing to accept that trade off. Hell, I'd even consider selling them off for GPT if we didn't need the long-term happiness so bad.

@ CommandoBob: Actually, we have 6 cities: the silver island as been settled and just this turn the horse site has been settled. St. Pete is slowly being choked out from cultural pressure from Bombay and the fixes we have are only to slow the damage, not reverse it unfortunately (makes me wonder how the city would be doing had we settled it even further west like we were discussing...) Gandhi is pretty well stuffed, and we've met Mao and De Gualle.

One last little blurb: I'm going to run some tests to see what is better for the chop hammers to go to for Horsetropolis. I'm debating between chopping out a work boat next turn (to net the crabs the following turn) or to use both chops towards the library, which would speed up it's production from 18 turns to about 4 or 5, and thus would cause the borders to pop that much sooner so we could work both seafood resources and start to retake the horses. The pros of the library first approach are faster border pops to then encompass the clams and horses sooner and the pros of the work boat first approach would be food first for faster growth. If we use a chop for the work boat next turn, that would mean we'd want to build the library this turn to get started on it (since the 44 hammers from the forest is enough to complete the work boat by itself).
 
Good point about the fearful Delhi workboat. Maybe leave one worker by Silverton and bring the other back now on the galley? It would save Broberg having to build a transport, and Moscow can build another very quickly if needed.

Ah, good point about the AIs staying in Merc'ism until they have Economics. But does that really affect how much they value Astro as a technology? Surely we can still use it to trade for Edu, although we may have to put more beakers toward it for a discount. And yes, academies will boost our research quite a bit, and much earlier than we can get Oxford, but if we can bulb Printing, Lib'ism, and the freebie tech from Lib'ism we'll be in a much stronger position to trade for other techs than we would by brute forcing our teching, even with academies.

I checked the numbers more carefully on GP popping. St Pete would only have to run 2 turns with 3 extra specialists to pop a GP (with very high odds for an Eng) 13 turns from now (allowing one turn for a revolt). Seaside, when running a total of 6 specialists (starting roughly 10 turns from now?), can then pop a GP 8 turns after St Pete and then another one 15 turns after that. In 36 turns we could have Astro (research), Edu (research and trading Astro), Printing (bulb), Lib'ism (bulb), TBD (free), and we'll have at least 2 techs that nobody else has to use to trade for Gunpowder, Nationalism, etc. We'll have one academy less than 20 turns after that. I'd be very impressed if using the GtSci's for academies could do better than that. (By the way, after St Pete pops its Gt Eng it could run its freeebie as an Artist. This would help with the culture wars and we might be able to pop an Artist at some point to use in a Golden Age. The sooner we get that Eng popped--a very good thing in itself--the sooner it can start building up Artist GPP points. The delay to the Seaside GP pops by letting St Pete go first is only about 4 turns.)

I'm OK with the iron/wine trade. And the western copper/furs site next sounds good.
 
There's a few issues with your GP popping scheme.

First, Education will require 2 scientists to fully bulb (but I get we'd swing Astro for it). Same thing with Printing Press. Second, scientists can't bulb Lib, only prophets can and that would require three of them to fully bulb it.

Scientist's bulb order goes Education (2 scientists), Printing Press (2 scientists), Astronomy (3), Scientific Method (3), Physics (3),... so on and so forth.

So bulb teching at this stage like you're saying really isn't totally feasible. We can't get PP from one GS, and Lib isn't a scientist bulb option. And with regards to Astronomy and its trade value - no, the AI don't care that they can't get any trade routes from it - it has the same value. And I ran some trade tests. We can trade for Education straight up with Astronomy - no gold or pre teching needed. So bulbing Education is that much less attractive.

What numbers did you use for your GP popping scheme, specifically in St. Pete? According to the numbers now, we pop a GE in 21 turns if we do nothing. Running one specialist cuts that time down to 11 turns, another cuts it to 7, and another would bring it to 6 ish. Where's the 13 coming from?

We also don't need the GE now, so delaying Seaside for it doesn't seem optimal. Remember, every turn we delay one GP is a turn we delay all subsequent GP, so forcing a GE out early to likely sit around and do nothing for 200 years doesn't seem like a good idea to me, especially by delaying our GP farm. If we wanted to run more specs out of a city, Broberg is an ideal candidate to run a few extra scientists once we hit CS. Thing is though we'd have to stop it from growing now and we'd probably have to starve it to get max GP points out of it.

The Iron/Wine trade I'll wait on until we need the happiness - no sense giving De Gualle Iron now.

EDIT: A few other points I would like to address.

Regarding the GE in Seaside: I hear you, and would agree as soon as NE gets finished. If we switched now, it'd take one more turn to build, which is one less turn of 100% GPP popping. We could keep an eye on the build time each turn and switch off of the GE when it no longer delays the build by a turn.

Garrison units: Horsetropolis needs one. If St. Pete switches to specialists, even temporarily, it won't have the hammers to build anything. Moscow would have to do it, but not this turn as the overflow from the settler build is going into the library to speed it up. After the library we should probably build a longbow before switching to a settler. In the meantime, I'd move the caravel that's on the fish by Silverton 2 NE to watch for barb galley activity. We'll have a heads up warning if they decide to do anything similar to Moscow again.

The whales/fish site: Yea, I considered it. It'd give another +1 happy until combustion and could run 3 scientists or so. It's not bad for the site, but not great either. Like you said, if it's still around some time from now. It is a site though the AI will settle eventually, so yea we do want it for denial purposes.
 
Hmm, forgot about the bulbing limits. Uh, where did you get your numbers? I recall that when we got our first Eng he could be used for 1506 beakers. I believe Sci's get 1.5x as many beakers as other GPs, so that would be around 2250. Or to look at it another way (perhaps wrong), a Sci would be worth 1500 beakers in a normal-speed game, in which Education is 1400 (and etc for the other techs listed in post 2). I suppose we really need to get these numbers straight. :blush: Where's Rolo and other code diggers when you need them? ;)

Yes, I'm assuming we'd be able to trade Astro for Edu (excellent on the testing! :goodjob:). Printing is only 1200 on normal speed--can't we bulb that in one go? Lib'ism is 1400, like Education. And it can be bulbed by Sci's (Bah--not here because we'll have Astro already). Sorry, I didn't post deeper in to the list:
Writing -- already have
Mathematics
Scientific Method (This is opened up with Printing Press + (Astro or Chem) )
Physics (don't have prereqs)
Education (* will have)
Printing Press (* will have)
Fiber Optics (don't have prereqs)
Computers (don't have prereqs)
Laser (BTS) (don't have prereqs)
The Wheel
Alphabet (BTS)
Philosophy
Chemistry (don't have prereqs as long as we don't have Gunpowder yet!)
Fission (don't have prereqs)
Fusion (don't have prereqs)
Optics
Paper
Astronomy (* will have)
Biology (don't have prereqs)
Electricity (don't have prereqs)
Flight (don't have prereqs)
Genetics (don't have prereqs)
Compass
Satellites (don't have prereqs)
Aesthetics (BTS)
Sailing
Alphabet (Vanilla & Warlords)
Calendar
Medicine (don't have prereqs)
Ecology (don't have prereqs)
Advanced Flight (BTS)
Iron Working
Metal Casting
Engineering
Steam Power (don't have prereqs)
Liberalism (skip Machinery to avoid opening up Optics in a normal game)
Agriculture
Masonry
Bronze Working
Machinery
Gunpowder
...

What numbers did you use for your GP popping scheme, specifically in St. Pete? According to the numbers now, we pop a GE in 21 turns if we do nothing. Running one specialist cuts that time down to 11 turns, another cuts it to 7, and another would bring it to 6 ish. Where's the 13 coming from?

Ooops. Dropped 10 GPPs somewhere--should be 16 tusns. The 21 turns * 3 GPP/turn works out to 13 turns*3 + 2 turns*12, where we run a food deficit for those last 2 turns to get 3 more specialists. Or whatever is necessary to beat Seaside. Probably we can drag it out a couple more turns and run with less of a food deficit in St Pete. Add one turn for the CS revolt. [Edit after BL's edit: St Pete doesn't have to do anything special until the last turn or two, or actually whenever is convenient. It won't interfere with near-term builds.]
 
I got my numbers from a separate test game, Epic speed and giving myself the same tech situation as we have now. I then loaded myself up with various GP and checked out what I could bulb and how many it took. I assume that's accurate, I mean, the numbers can't differ game to game if it's the same speed, right?

(oh, and re-read my earlier post if you haven't already - I added a whole bunch of things while you were getting the list up, specifically regarding the GP popping scenario of delaying Seaside)

EDIT: Printing Press costs 2419 beakers. A scientist bulb is worth 2322. So we'd get the tech close, but it still wouldn't open up Lib - Scientific Method according to my test is next in the bulb possibilities.
 
Yup, you're right about SciMeth. :blush: Printing Press is bulbed before Lib'ism, but if we do PP then SciMeth is opened up because we will already have Astro, which we need in order to trade for Edu without wasting a GP bulb on that. :crazyeye: Ack ack ack. I'll edit the bulbing list in the earlier post and think about this some more, but it's not looking good. :sad:

Thanks for the bulb numbers.

-----------------------------------
Edit: Yup, that won't work if we get Astro. Just for the sake of argument, if we switched to Nationalism (also 1600 beakers like Astro, although we would be starting from scratch) then we could trade that for Edu, bulb PP (+tiny research), bulb Lib'ism (+small research). Or, we could switch to Edu, bulb PP, bulb Lib'ism. But with the latter we're basically losing a tech since we won't be able to trade Edu for anything. Probably. How many beakers do we have invested in Astro? 2 AIs already have Edu and it's not unlikely that one of them--and probably others soon--will start working on Nat'lism themselves. How likely is it that we'll be able to trade Nat'lism once we get it for Education? Less likely than if we were trading Astro? Maybe not? On the other hand, I think the AIs are notorious for not trading Natlism until they're close to finishing the Taj. We could very likely beat them to Natlism and use our Great Eng from St Pete to build the Taj, which gives us a Golden Age and we could stick it in St Pete for the culture. If we don't go directly for Nat'ism then we will probably not be able to trade for it until it's too late for the Taj. Hmmmmm.
 
According to my tests, Nationalism for Education would require our World Map and 115 - 145 gold. We have 129 beakers invested in Astronomy right now and Nationalism costs 2721 beakers. There's too many what-ifs involved - you have to figure the AI's that have Education are already going for Liberalism, and we'd be teching Nationalism from scratch, assuming the other AI will take Nationalism + gold for it, bulbing PP, finishing PP manually, then bulbing Lib hopefully before the AI gets it. Nationalism from scratch at the most assuming 100% this turn on would take 17 turns, most certainly less though, but then we're limited on when the scientists pop out which is currently limited by pop in Seaside.
 
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