Some assorted observations.
I did some cleanup and additions to the map signage. New uploaded save
here. I've still "got it".
A few things to consider about teching construction and hitting on Vicki.
I like the idea but I have a few concerns
1) switching to construction probably means we lose the music race (vicki has had literature for 9 turns already she might well be close right now.) To assess how close she is it would be nice to know when she teched Alphabet and Metal Casting and if she appeared to trade for them.
Sure. On turn 159 (i.e. start of Griff's set), Vicky had none of Literature, Alphabet or MC. So we need him to look at his saved games to find out.
If we get 90
out of trading, I estimate Music would take 14 turns and Construction 7. If we get 180
out of trading, Music would take 13 turns and Construction 6.
@Griff, when did Vicki learn Alphabet and Metal Casting? Did it seem like she traded for them or did she tech one of them recently?
2) If we go to war we wouldn't be able to trade away both copper and iron (not a big loss but still something to consider since we do want several warrior MP if possible)
True. A later war would also allow us to organize more troops. Say, two galleys with four catapults to land on the forest north of London, while most of the ground troops walk in from the SW or NE.
Or, an opening attack landing about five catapults next to Nottingham which bomb while land troops walk in from the south towards both Nottingham and London, and an axe pillages the iron road (no horses around). Suicide one cat on Nottingham, which falls immediately. Four cats board two galleys that turn, to be dumped next to London while the land troops reorganize next turn to apply the necessary force on London. Timing might suggest using only three cats total.
3) I'm not sure accelerating everyone with tech trades for gold is the right way to go. Sure priesthood for Joao's 60 gold and phood for Ragnar's 30 gold. But do we want to give away literature without more certainty on the music race? Do we want to accelerate everyone by trading away currency for a smallish amount of gold? We might want to wait to trade currency for when we can trade for a significant tech or trade it away when we might be able to get a sizable amount from failure gold from someone who gets beaten to a wonder like when we build the Great Library or for when someone else builds the Parthenon.
I'd suggest getting Vicky's 90
for Maths. Certainly we should hang onto Currency until there's something worthwhile to get. If we beeline Music, then I'm not worried about retaining Literature, and 190 more
is nearly four turns' speed-up on Music. If we use Priesthood, Literature and Maths as necessary to get the AIs 370
we can have Music in 10 turns.
I'm not sure whether there is some merit in having the Academy in place before the Golden Age. Certain tiles produce more stuff, and
are doubled during Golden Age, but does anyone know the details?
Also, Music actually gives us a Great Artist, which we might save for a few turns before starting the Golden Age when it suits us. For example, we might not have organized our tech position suitably to get all our revolts done during the GAge. Deferring the Golden Age a bit to grow CC a bit to run more specialists for double
during the GAge might be wise also.
4) we don't know what she will build in the optimistically ~11-12 turns it would take to land troops next to London. (However we would have Magellan the spy to tell us about that).
I'm guessing not too much. She's got four units defending already...
If we do the attack.
It looked like she only had that 1 iron mined. It would be nice to land an axe there to destroy that mine on the 2nd turn after the attack as well.
Also I think it makes sense to sharpen our swords on wandering barbarians and on Hittite archers so that we can have significantly promoted units to hit Vicki with. The catapults will take some time to arrange so we would have time for this if we are willing to accept that a sword could die doing it. (but this risk could be minimized if we can kill a barb archer in the open before taking on the fortified ones in Hittite).
Sure, a later war does combine with some of this sort of thing. There was an archer wandering around on Vicky's island SW of her five turns ago. We could send a trireme to find it ahead of the swordsmen galley.
We might also settle next to the ivory to provide access to York directly through the south. That would let us land the sharpen swords from Hittite next to York in a reasonable time frame. York is a more fortified city (hill and holy city so culture might be higher). But if we took York and landed an axe on the northern Iron we could take away iron from her and take London at our leisure.
Yeah, that's quite reasonable. York+lighthouse is quite useful. The larger inland water body is actually not fresh water, which is good because it means York has a lighthouse, which means the fresh water lake tiles are its food supply. London has 60% culture, and York 40%+hill. I'd think we need to plan for the axeman for the iron, at least two cats on York for bombing, with two more en route for London, and about four offensive units to plan to take out 2-3 archers in York with minimal downtime before moving on London.
Also reasonable is a three-prong move on London. Axeman to pillage the iron and walk in, four cats land on the forest to bomb (four bombardments that turn, two bombardments next turn while the other two walk onto the hill, then the final two bombardments leaving two for the suicide runs avoiding the river-crossing penalty), while axe+four swords walk from three tiles to London's SW in time to attack after the two suicide runs. This means most of our navy is heading home to pick up the next wave. London's a sure thing and we will have enough stuff left to move on York immediately.
I worldbuildered this scenario in the test game to see how it looks. I assumed no builds from Vicky, and allowing for 5 turns for fortification and correct 60% culture defence, against archer CD1+C1, archer CD1, archer and spear C1 per current status. After bombardment, a CR1 cat with/without river crossing is 29.81%/36.88% (which suggests not bothering about the river crossing if it's inconvenient), and CR1 sword is 64.74%. So, at least one suicide cat seems indicated. After one suicide cat (which does the same damage to the rest of the stack, whether or not it dies), assuming that it does enough damage to the lead archer that the next archer moves to be the prime defender, our CR1 swords are at 84.19% and 93.72% on the next two archers. So we'd certainly want to bring five attacking units. After two suicide cats (the second CR1 cat with/without river crossing is 53.80%/73.38%), swords start at 96%, so we'll probably get away with just four attacking units. Also plausible is just three cats on the forest north of London, which all bombard for two turns while the swords move in, and on the last turn we bombard one to get down to 5%, and judge whether to bombard once and suicide once, or suicide twice.
In practice, having two suicide cats and five attacking units available will provide insurance against Vicky sneaking out an axeman in the interim. So that means 3-4 cats, two axemen and four swords is the force we'd need to bring right now for near-certain success. It doesn't seem right to accept much risk, either. The insurance units for London will be units we'll need next for York, so no big deal.
If we trade for all the
, then Music+Construction will take 20 turns. Then, the way to set this scenario up is to organize the 6+ axes and swords onto Vicky's island during the teching (heaps of time for an axe to walk to near the iron tile). Set up our galleys to chain out of BF through PC so that we can whip and galley-chain four catapults to the front line of the navy over four turns, and then escort two galleys and trireme to a tile near London in another four turns. Then DOW, and take three turns to capture London. Each extra galley we build probably shaves a turn off that, through lengthening the galley chain.
On the whipping issues, I really think it would be beneficial if we can get closer to maxing our overflows if possible. We can stack units in the que that are partially built, and let overflow finish them quickly. This may also delay the amount of time we have to pay maintenance on the units.
Yep, jugging build queues to save maintenance is worthwhile, unless we have a pressing need for only one type of unit. So, in the short term we can probably only do this in PC with sword and axe. Later, once we've got our opening cats, we can juggle between sword, axe, cat and maybe archer.
Maxing overflow is not a desirable objective of itself. They're just hammers. Delaying a whip so that two units build back-to-back to save
on unit maintenance is a desirable objective, but the larger overflow is the mechanism to achieve the objective, not the objective itself. Delaying whipping a build that we want to use right now just to achieve maximum overflow is clearly wrong.
Looking at the save now....and I have some ideas.
Coast tiles are actually decent tiles for us now that we have the Colossus. I am going to work with the idea of using some coast tiles in strategic places for specific reasons.
PC,
If we switch off the PMine and work a coast this turn, we will grow to size 5 and still be able to 2 pop whip the sword the next turn. The benefit here is that after the whip, we never lose use of the IMine and we get a bit more overflow. The archer
will not decay, as we saw earlier, we get the warning, but they don't actually go anywhere for a while yet. Another option here is to finish the archer this turn while we grow to size 5, and then 2 pop whip the sword next turn, again, never losing the Imine.
Yeah, as I said, I agonized over this last turn. It was not possible for us to organize two swords onto a galley on T171 without compromising tile usage of PC. PC had to be whipped on T169 or T170 to achieve that, and I judged it best to whip T170. So, if we want to send two swords ASAP to CGT, then we'll need to give up one turn on the Imine. If we decide not to beeline swords to CGT, then I agree that we should proceed along the lines you suggest.
GH,
Similar to PC, if we grow to size 4 and then switch to a lighthouse for a few turns, we leave the granary at 44/90
until we get closer to 1 of 3 goals. I played around with these ideas in my testing. 1, we wait to switch back for the 2 pop granary until we can immediately grow back to size 3 so we don't lose the gold mine for more than 1 turn. 2, we time the whip so we are almost exactly 1/2 full food bar, this is most "efficient", but costs us turns on the gold. 3, an option I don't like as well as the first 2, but still relevant maybe is to actually grow to size 5 before whipping so we never lose the gold mine.
To clarify, for those of us less experienced with the granary mechanism, the granary accumulates "virtual" food up to half the size of the current food bin (rounded down). Subsequent food are discarded. Then, upon growth that virtual food gets converted to actual food. So once the granary is full of virtual food, the food required for growth is about halved. A newly-built granary starts with zero virtual food. For example, at size 5 we need 45 food to grow. The granary has size 22, so if we have anywhere from 0-23 food when we build the granary, then it will be full by the time we grow to size 6. However, any point in time in that 0-23 range is just as good as any other. The difference is either not accumulating virtual food yet, or discarding virtual food once the granary is full - so no difference. So, if the rate of whipping is irrelevant, timing the whip of the granary so that after the whip there's
[pre]floor((30+size*3)/2)[/pre]
food in the bin gives us full use of the granary
and maximum use of the tiles at the higher population before we whipped the granary.
The conflict between working good tiles and whipping a granary at the efficient time also creates windows where building a cheap lighthouse first is correct, which is why I was pushing that for MC and PC. It was probably right for GH, too, but I didn't have my spreadsheet up-to-date to prove it.
Anyway, since a 2-whip is also desirable, then switching off the granary at 44
and onto something else (e.g. lighthouse) seems good. However, Ron's three options all omit the fact that we will build the lighthouse the turn after the granary from the overflow. Every turn of delay whipping the granary costs 2
from the lighthouse, and that has significant long-term effects. So I think we should do option 4...
4) In two turns we'll be at 44 hammers on the granary and size 4, and we should 2-whip then to get our lighthouse ASAP.
MC,
Similar to both above, but we don't have a great 3rd tile to use, so not as critical. I would think here we just look to whip the granary so the food bar is near 1/2 full when it is complete. Interim build here could be many things.
Yes, we already have the lighthouse, so we just whip as we get near to half full. For an interim build, I suggest workboat, since we'll need at least three of these in the next little while.
BF needs to be our navy yard IMO, we can whip our galley chain here. PC already has our barracks and we can whip from 5-3, or from 6-4 here and be very efficient with our hammers.
True. Another trireme or two will be useful for exploring and warring, and so will another galley or two. After that, we'll probably want some fast cats, and courthouses before the Caste switch. Also, SM should get some turns on the fish so it is also in with a chance of whipping a courthouse after its granary.
The trade route thing is indeed a bit weird. Not sure how we get the route without the
, but also strange that we don't have
given that we have a clear route from the north. I'm sure 1 more turn going SW will give us more routes.
The city we do have a trade route with is Bjorgvin, next to Utrecht. We have a sailing route to it. Perhaps Ragnar has no sailing route or road route from it to his capital yet, and we are also a tile short of a sailing route to his coastal cities on the eastern side of his island.
We also want to cancel some fish deals to get
for them.
I think FH should build another galley for the nascent English invasion plans, rather than its current choice of workboat (which has zero hammers committed).