SGOTM 14 - Plastic Ducks

Yesterday, I planned to invest some time to go through the PPP this morning but something has changed and I have to leave right now and I will be without civ and internet connection during the next three days. :cry: If you are ready to play, take it as a greenlight from me. On Tuesday and later, I will try be more responsible for the game.
 
I've finally been able to open your last save.
It looks very good to me.
Maybe there's still some room for improvment but I think it's good enough that you can play right now.

Green light!
 
Played, forgot to switch 1 galleon build in Boston. In any case, we're still on track for transport vs. troops. Encountered a few minor differences from the test game so I adapted slightly a few builds.

South got Currency. West got Feudalism. North got Civil Service.

Screenshots
Spoiler :











Save is uploaded. I don't think we need to keep the test game up to date any longer, just a well thought-out PPP should suffice. I placed some markers where it looked that cities were.

@Bebekija
Sorry, our score is going down :) (But the power going up seems to show we are 25+ turns ahead of other military buildups)

LOG
Spoiler :
The Wizard of Oz is still alive


Here is your Session Turn Log from 250 BC to 100 BC:

Turn 105, 250 BC: You have discovered Optics!
Turn 105, 250 BC: You have discovered Astronomy!
Turn 105, 250 BC: You have discovered Engineering!
Turn 105, 250 BC: Dorothy adopts Police State!
Turn 105, 250 BC: Dorothy adopts Slavery!

Turn 106, 225 BC: You have trained a Galleon in Philadelphia. Work has now begun on a Galleon.
Turn 106, 225 BC: You have trained a Galleon in Chicago. Work has now begun on a Barracks.
Turn 106, 225 BC: You have trained a Galleon in Seattle. Work has now begun on a Barracks.
Turn 106, 225 BC: Good Witch of the South adopts Organized Religion!

Turn 107, 200 BC: You have trained a Crossbowman in New York. Work has now begun on a Pikeman.
Turn 107, 200 BC: Dorothy's Golden Age has ended...
Turn 107, 200 BC: Wicked Witch of the North adopts Hereditary Rule!
Turn 107, 200 BC: Barbarian's Archer (3.00) vs Dorothy's Archer (4.80)
Turn 107, 200 BC: Combat Odds: 4.4%
Turn 107, 200 BC: (Extra Combat: +10%)
Turn 107, 200 BC: (Plot Defense: +50%)
Turn 107, 200 BC: Barbarian's Archer is hit for 25 (75/100HP)
Turn 107, 200 BC: Barbarian's Archer is hit for 25 (50/100HP)
Turn 107, 200 BC: Dorothy's Archer is hit for 15 (85/100HP)
Turn 107, 200 BC: Dorothy's Archer is hit for 15 (70/100HP)
Turn 107, 200 BC: Dorothy's Archer is hit for 15 (55/100HP)
Turn 107, 200 BC: Barbarian's Archer is hit for 25 (25/100HP)
Turn 107, 200 BC: Barbarian's Archer is hit for 25 (0/100HP)
Turn 107, 200 BC: Dorothy's Archer has defeated Barbarian's Archer!

Turn 108, 175 BC: You have trained a Pikeman in New York. Work has now begun on a Swordsman.
Turn 108, 175 BC: You have trained a Galleon in Philadelphia. Work has now begun on a Galleon.
Turn 108, 175 BC: You have constructed a Barracks in Chicago. Work has now begun on a Trebuchet.

Turn 109, 150 BC: Washington has grown to size 9.
Turn 109, 150 BC: Washington can hurry Crossbowman for 2⇴ with 33ℤ overflow and +1⇤ for 17 turns.
Turn 109, 150 BC: New York has grown to size 7.
Turn 109, 150 BC: New York can hurry Swordsman for 2⇴ with 12ℤ overflow and +1⇤ for 18 turns.
Turn 109, 150 BC: Atlanta can hurry Galleon for 2⇴ with 27ℤ overflow and +1⇤ for 26 turns.
Turn 109, 150 BC: Chicago can hurry Trebuchet for 2⇴ with 8ℤ overflow and +1⇤ for 27 turns.
Turn 109, 150 BC: Seattle has grown to size 8.
Turn 109, 150 BC: Seattle can hurry Trebuchet for 2⇴ with 32ℤ overflow and +1⇤ for 27 turns.
Turn 109, 150 BC: Philadelphia will grow to size 6 on the next turn.
Turn 109, 150 BC: Atlanta will grow to size 6 on the next turn.
Turn 109, 150 BC: Chicago will grow to size 6 on the next turn.
Turn 109, 150 BC: You have trained a Crossbowman in Washington. Work has now begun on a Pikeman.
Turn 109, 150 BC: You have trained a Trebuchet in Chicago. Work has now begun on a Trebuchet.
Turn 109, 150 BC: The Colossus has been built in a far away land!

Turn 110, 125 BC: Boston can hurry Trebuchet for 2⇴ with 32ℤ overflow and +1⇤ for 26 turns.
Turn 110, 125 BC: Philadelphia has grown to size 6.
Turn 110, 125 BC: Philadelphia can hurry Galleon for 2⇴ with 5ℤ overflow and +1⇤ for 26 turns.
Turn 110, 125 BC: Good Witch of the South has 50 gold available for trade.
Turn 110, 125 BC: Washington will grow to size 8 on the next turn.
Turn 110, 125 BC: New York will grow to size 8 on the next turn.
Turn 110, 125 BC: Boston will grow to size 6 on the next turn.
Turn 110, 125 BC: Atlanta will grow to size 7 on the next turn.
Turn 110, 125 BC: Seattle will grow to size 7 on the next turn.
Turn 110, 125 BC: San Francisco will grow to size 3 on the next turn.
Turn 110, 125 BC: You have trained a Galleon in Philadelphia. Work has now begun on a Galleon.
Turn 110, 125 BC: Wicked Witch of the South adopts Organized Religion!
Turn 110, 125 BC: Good Witch of the West adopts Vassalage!
Turn 110, 125 BC: Tsongkhapa (Great Prophet) has been born in a far away land!
Turn 110, 125 BC: Wicked Witch of the North has founded Samarqand in a distant land.
Turn 110, 125 BC: The Hanging Gardens has been built in a far away land!

Turn 111, 100 BC: Washington has grown to size 8.
Turn 111, 100 BC: New York has grown to size 8.
Turn 111, 100 BC: New York can hurry Crossbowman for 2⇴ with 24ℤ overflow and +1⇤ for 16 turns.
Turn 111, 100 BC: Boston has grown to size 6.
Turn 111, 100 BC: Boston can hurry Crossbowman for 2⇴ with 25ℤ overflow and +1⇤ for 25 turns.
Turn 111, 100 BC: Atlanta has grown to size 7.
Turn 111, 100 BC: Atlanta can hurry Trebuchet for 2⇴ with 24ℤ overflow and +1⇤ for 34 turns.
Turn 111, 100 BC: Chicago can hurry Trebuchet for 1⇴ with 10ℤ overflow and +1⇤ for 35 turns.
Turn 111, 100 BC: Seattle has grown to size 7.
Turn 111, 100 BC: Seattle can hurry Trebuchet for 2⇴ with 27ℤ overflow and +1⇤ for 35 turns.
Turn 111, 100 BC: San Francisco has grown to size 3.


I can try starting the war this weekend...
 
I'd play a couple small sets (2~3 turns) to see how the war with Asoka goes and what the galleon will be able to see. Deciding when to go after Nidaros is important imho.

The barbs: pull back the archer and I'll use a whipped troop to handle both of them.

The barb galley: do nothing, the galley has less than 1% odds.

Unit ratio: 50/50 Trebuchets/Troops
Troops ratio: 4:2:1 XBow/Pike/Sword, or something like that
Galleons to unit ratio: 2:5 until we have ~8 on the east side

Workers: grass farms, grass mines, incense, roads. Forts at a later time.

Keep slider to 0% until we can research Civil Service (should be around 8~900 gold)

Captured cities: granary>LH>(Galleons)>Barrack>troops

We might need a few settlers for canals much later.
 
Precisely, the next set should be 2 turns as I suggested before, we need to determine how to move the 1st 2 galleons.

Troop, there's good chance that we could get HBR in short time, then the majority of non treb units should be WEs, with 1 xbow and 1 pike (if that AI has WEs) in each stack as defenders.

Worker: There's no sense of getting any more farms in any of home cities. 1 hammer tile in each city should be enough for adjustment sometime to complete a unit. I'd road most of the tiles adjacent to coast as galleons on the way are able to pick the land units conveniently.

I'd enhance the slider to 100% now, it takes ~9 turns to finish CS. we will pillage >100g from Asoka's capital. If we could get Currency from trade in time, then there's no problem of finishing it in 10 turns.

There's chance that the barbarian galley will move to the clam tile to pillage. I think you can just kill it and land on 1W of the city.

I don't have other thoughts on this small set, just proceed when you get feed back from others -- likely tomorrow morning.:lol:
 
WE's: absolutely.

Workers: there are a few cities that could benefit from a few farms, SF comes to mind, Boston after Civil Service. Otherwise, roads along the coast is okay.

Barb galley: I think it already pillaged the clams.
 
Great set kossin.

The drop of our score curve is absolutely intolerable though!! :mad: ... ;)

I agree with pretty much everything you guys said.
I also believe that the galley should be taken care ASAP. Better safe than sorry...

Feel free to proceed until you've scouted more.

BTW you didn't post any screens of the Northern area. Nothing interesting there? Or the scouting galleon hasn't reached there yet?
 
Nothing much up north, almost no city coastal though.



I'll try to play in a couple hours.

EDIT: Turns out my niece didn't want to give me 15 mins to play. I have some time now, should be done shortly.
 
Played 3 turns due to my usual RNG luck.

Asoka wasn't very happy to learn the bad news.
Spoiler :


Religion spread... wrong place and too late but we'll take the free :)
Spoiler :


After disembarking on the roaded gold tile and bombarding the city... I attack with ~80% odds. Yea, right.
Spoiler :


Capture delayed 1 turn...
Spoiler :


It has a LH but the clams are gone. Also, the galley suicided, our galleon is untouched.



Overview of Asoka cities.
Spoiler :


Barb situation... I'm kinda hoping MM gets into the action.
Spoiler :


South Exploration
Spoiler :


We've got all the traderoutes we require for now.
Spoiler :


Western exploration.
Spoiler :


We're up to 6 galleons on the south front. They're semi-arranged in a bridge, we can ship 6 troops to the front in 3 turns.

Asoka seems to have 2 Copper, 1 Iron and 1 Horse.

Choice for next city: Copper/Iron or Banana/Pigs/Corn.

Copper/Iron seems more inland so I'd go for that.
Banana/Pigs/Corn can be accessed from the coast via 1W of the gold.

I haven't really thought about how we're going to get border pops...

MM+Shaka are heading to Music I think.

LOG
Spoiler :
The Wizard of Oz is still alive


Here is your Session Turn Log from 100 BC to 25 BC:

Turn 111, 100 BC: You have trained a Crossbowman in Boston. Work has now begun on a Trebuchet.
Turn 111, 100 BC: Wicked Witch of the West adopts Vassalage!
Turn 111, 100 BC: The Church of the Nativity has been built in a far away land!
Turn 111, 100 BC: Sidney Reilly (Great Spy) has been born in a far away land!

Turn 112, 75 BC: Washington can hurry Crossbowman for 1⇴ with 32ℤ overflow and +1⇤ for 24 turns.
Turn 112, 75 BC: New York has grown to size 7.
Turn 112, 75 BC: Boston can hurry Trebuchet for 2⇴ with 32ℤ overflow and +1⇤ for 34 turns.
Turn 112, 75 BC: Philadelphia has grown to size 5.
Turn 112, 75 BC: Philadelphia can hurry Galleon for 2⇴ with 4ℤ overflow and +1⇤ for 34 turns.
Turn 112, 75 BC: Atlanta has grown to size 6.
Turn 112, 75 BC: Chicago has grown to size 6.
Turn 112, 75 BC: Seattle has grown to size 6.
Turn 112, 75 BC: Good Witch of the South has 50 gold available for trade.
Turn 112, 75 BC: You have declared war on Wicked Witch of the East/Good Witch of the East!
Turn 112, 75 BC: Good Witch of the East refuses to talk.
Turn 112, 75 BC: Wicked Witch of the East refuses to talk.
Turn 112, 75 BC: Washington will grow to size 9 on the next turn.
Turn 112, 75 BC: Boston will grow to size 5 on the next turn.
Turn 112, 75 BC: Atlanta will grow to size 7 on the next turn.
Turn 112, 75 BC: You have trained a Crossbowman in Washington. Work has now begun on a Pikeman.
Turn 112, 75 BC: Confucianism has spread in Philadelphia.
Turn 112, 75 BC: Wicked Witch of the South has founded Ondini in a distant land.
Turn 112, 75 BC: Wicked Witch of the North's Golden Age has begun!!!

Turn 113, 50 BC: The enemy has been spotted near Atlanta!
Turn 113, 50 BC: Washington has grown to size 9.
Turn 113, 50 BC: Washington can hurry Pikeman for 3⇴ with 24ℤ overflow and +1⇤ for 23 turns.
Turn 113, 50 BC: New York can hurry Pikeman for 1⇴ with 12ℤ overflow and +1⇤ for 24 turns.
Turn 113, 50 BC: Boston has grown to size 5.
Turn 113, 50 BC: Atlanta has grown to size 7.
Turn 113, 50 BC: Atlanta can hurry Galleon for 2⇴ with 21ℤ overflow and +1⇤ for 42 turns.
Turn 113, 50 BC: Chicago can hurry Galleon for 2⇴ with 11ℤ overflow and +1⇤ for 43 turns.
Turn 113, 50 BC: Seattle can hurry Trebuchet for 2⇴ with 24ℤ overflow and +1⇤ for 43 turns.
Turn 113, 50 BC: You are the worst enemy of Wicked Witch of the East/Good Witch of the East.
Turn 113, 50 BC: Your Trebuchet 1 (Washington) has reduced the defenses of Bombay to 24%!
Turn 113, 50 BC: Your Trebuchet 2 (Boston) has reduced the defenses of Bombay to 8%!
Turn 113, 50 BC: Dorothy's Trebuchet 3 (Atlanta) (4.00) vs Good Witch of the East's Archer (3.99)
Turn 113, 50 BC: Combat Odds: 69.4%
Turn 113, 50 BC: (Plot Defense: +33%)
Turn 113, 50 BC: (Fortify: +25%)
Turn 113, 50 BC: (City Defense: +50%)
Turn 113, 50 BC: (Hills Defense: +45%)
Turn 113, 50 BC: (City Attack: -120%)
Turn 113, 50 BC: Your Trebuchet 3 (Atlanta) has caused collateral damage! (1 Unit)
Turn 113, 50 BC: Dorothy's Trebuchet 3 (Atlanta) is hit for 19 (81/100HP)
Turn 113, 50 BC: Good Witch of the East's Archer is hit for 20 (80/100HP)
Turn 113, 50 BC: Good Witch of the East's Archer is hit for 20 (60/100HP)
Turn 113, 50 BC: Good Witch of the East's Archer is hit for 20 (40/100HP)
Turn 113, 50 BC: Your Trebuchet 3 (Atlanta) has withdrawn from combat with a Archer!
Turn 113, 50 BC: Dorothy's Trebuchet 4 (Boston) (4.00) vs Good Witch of the East's Swordsman (3.62)
Turn 113, 50 BC: Combat Odds: 79.3%
Turn 113, 50 BC: (Extra Combat: +10%)
Turn 113, 50 BC: (Plot Defense: +33%)
Turn 113, 50 BC: (Fortify: +25%)
Turn 113, 50 BC: (City Attack: -120%)
Turn 113, 50 BC: Dorothy's Trebuchet 4 (Boston) is hit for 19 (81/100HP)
Turn 113, 50 BC: Dorothy's Trebuchet 4 (Boston) is hit for 19 (62/100HP)
Turn 113, 50 BC: Good Witch of the East's Swordsman is hit for 20 (72/100HP)
Turn 113, 50 BC: Dorothy's Trebuchet 4 (Boston) is hit for 19 (43/100HP)
Turn 113, 50 BC: Dorothy's Trebuchet 4 (Boston) is hit for 19 (24/100HP)
Turn 113, 50 BC: Dorothy's Trebuchet 4 (Boston) is hit for 19 (5/100HP)
Turn 113, 50 BC: Dorothy's Trebuchet 4 (Boston) is hit for 19 (0/100HP)
Turn 113, 50 BC: Good Witch of the East's Swordsman has defeated Dorothy's Trebuchet 4 (Boston)!
Turn 113, 50 BC: Your Trebuchet 4 (Boston) has died trying to attack a Swordsman!
Turn 113, 50 BC: New York will grow to size 8 on the next turn.
Turn 113, 50 BC: Philadelphia will grow to size 6 on the next turn.
Turn 113, 50 BC: Atlanta will grow to size 6 on the next turn.
Turn 113, 50 BC: Chicago will grow to size 5 on the next turn.
Turn 113, 50 BC: Seattle will grow to size 7 on the next turn.
Turn 113, 50 BC: San Francisco will grow to size 4 on the next turn.
Turn 113, 50 BC: Good Witch of the South has founded Tekedda in a distant land.
Turn 113, 50 BC: Barbarian's Galley (2.00) vs Dorothy's Galleon 6 (Philadelphia) (4.40)
Turn 113, 50 BC: Combat Odds: 0.6%
Turn 113, 50 BC: (Plot Defense: +10%)
Turn 113, 50 BC: Barbarian's Galley is hit for 29 (71/100HP)
Turn 113, 50 BC: Barbarian's Galley is hit for 29 (42/100HP)
Turn 113, 50 BC: Barbarian's Galley is hit for 29 (13/100HP)
Turn 113, 50 BC: Barbarian's Galley is hit for 29 (0/100HP)
Turn 113, 50 BC: Dorothy's Galleon 6 (Philadelphia) has defeated Barbarian's Galley!
Turn 113, 50 BC: While defending, your Galleon 6 (Philadelphia) has killed a Barbarian Galley!

Turn 114, 25 BC: The enemy has been spotted near Atlanta!
Turn 114, 25 BC: New York has grown to size 8.
Turn 114, 25 BC: New York can hurry Crossbowman for 2⇴ with 21ℤ overflow and +1⇤ for 23 turns.
Turn 114, 25 BC: Philadelphia has grown to size 6.
Turn 114, 25 BC: San Francisco has grown to size 4.
Turn 114, 25 BC: San Francisco can hurry Granary for 2⇴ with 27ℤ overflow and +1⇤ for 10 turns.
Turn 114, 25 BC: Wicked Witch of the North will trade Cow
Turn 114, 25 BC: Dorothy's Trebuchet 1 (Washington) (4.00) vs Good Witch of the East's Swordsman (3.78)
Turn 114, 25 BC: Combat Odds: 77.5%
Turn 114, 25 BC: (Extra Combat: +10%)
Turn 114, 25 BC: (Plot Defense: +33%)
Turn 114, 25 BC: (Fortify: +25%)
Turn 114, 25 BC: (City Attack: -120%)
Turn 114, 25 BC: Your Trebuchet 1 (Washington) has caused collateral damage! (1 Unit)
Turn 114, 25 BC: Dorothy's Trebuchet 1 (Washington) is hit for 19 (81/100HP)
Turn 114, 25 BC: Good Witch of the East's Swordsman is hit for 20 (76/100HP)
Turn 114, 25 BC: Good Witch of the East's Swordsman is hit for 20 (56/100HP)
Turn 114, 25 BC: Good Witch of the East's Swordsman is hit for 20 (36/100HP)
Turn 114, 25 BC: Dorothy's Trebuchet 1 (Washington) is hit for 19 (62/100HP)
Turn 114, 25 BC: Your Trebuchet 1 (Washington) has withdrawn from combat with a Swordsman!
Turn 114, 25 BC: Dorothy's Trebuchet 2 (Boston) (4.00) vs Good Witch of the East's Catapult (2.27)
Turn 114, 25 BC: Combat Odds: 98.6%
Turn 114, 25 BC: (City Attack: -120%)
Turn 114, 25 BC: Your Trebuchet 2 (Boston) has caused collateral damage! (1 Unit)
Turn 114, 25 BC: Dorothy's Trebuchet 2 (Boston) is hit for 15 (85/100HP)
Turn 114, 25 BC: Good Witch of the East's Catapult is hit for 26 (74/100HP)
Turn 114, 25 BC: Good Witch of the East's Catapult is hit for 26 (48/100HP)
Turn 114, 25 BC: Dorothy's Trebuchet 2 (Boston) is hit for 15 (70/100HP)
Turn 114, 25 BC: Dorothy's Trebuchet 2 (Boston) is hit for 15 (55/100HP)
Turn 114, 25 BC: Your Trebuchet 2 (Boston) has withdrawn from combat with a Catapult!
Turn 114, 25 BC: Dorothy's Trebuchet 3 (Atlanta) (3.24) vs Good Witch of the East's Archer (1.79)
Turn 114, 25 BC: Combat Odds: 99.0%
Turn 114, 25 BC: (Plot Defense: +33%)
Turn 114, 25 BC: (Fortify: +25%)
Turn 114, 25 BC: (City Defense: +50%)
Turn 114, 25 BC: (Hills Defense: +45%)
Turn 114, 25 BC: (City Attack: -120%)
Turn 114, 25 BC: Your Trebuchet 3 (Atlanta) has caused collateral damage! (1 Unit)
Turn 114, 25 BC: Dorothy's Trebuchet 3 (Atlanta) is hit for 17 (64/100HP)
Turn 114, 25 BC: Your Trebuchet 3 (Atlanta) has withdrawn from combat with a Archer!
Turn 114, 25 BC: Dorothy's Swordsman 1 (New York) (6.00) vs Good Witch of the East's Swordsman (2.74)
Turn 114, 25 BC: Combat Odds: 98.7%
Turn 114, 25 BC: (Extra Combat: +10%)
Turn 114, 25 BC: (Plot Defense: +33%)
Turn 114, 25 BC: (Fortify: +25%)
Turn 114, 25 BC: (City Attack: -10%)
Turn 114, 25 BC: (Combat: +25%)
Turn 114, 25 BC: Good Witch of the East's Swordsman is hit for 18 (7/100HP)
Turn 114, 25 BC: Dorothy's Swordsman 1 (New York) is hit for 21 (79/100HP)
Turn 114, 25 BC: Good Witch of the East's Swordsman is hit for 18 (0/100HP)
Turn 114, 25 BC: Dorothy's Swordsman 1 (New York) has defeated Good Witch of the East's Swordsman!
Turn 114, 25 BC: Your Swordsman 1 (New York) has destroyed a Swordsman!
Turn 114, 25 BC: Dorothy's Crossbowman 1 (New York) (6.00) vs Good Witch of the East's Chariot (2.80)
Turn 114, 25 BC: Combat Odds: 99.7%
Turn 114, 25 BC: Good Witch of the East's Chariot is hit for 26 (44/100HP)
Turn 114, 25 BC: Good Witch of the East's Chariot is hit for 26 (18/100HP)
Turn 114, 25 BC: Good Witch of the East's Chariot is hit for 26 (0/100HP)
Turn 114, 25 BC: Dorothy's Crossbowman 1 (New York) has defeated Good Witch of the East's Chariot!
Turn 114, 25 BC: Your Crossbowman 1 (New York) has destroyed a Chariot!
Turn 114, 25 BC: Dorothy's Pikeman 1 (New York) (6.00) vs Good Witch of the East's Archer (1.89)
Turn 114, 25 BC: Combat Odds: 99.8%
Turn 114, 25 BC: (Plot Defense: +33%)
Turn 114, 25 BC: (Fortify: +25%)
Turn 114, 25 BC: (City Defense: +50%)
Turn 114, 25 BC: (Hills Defense: +45%)
Turn 114, 25 BC: Good Witch of the East's Archer is hit for 22 (3/100HP)
Turn 114, 25 BC: Dorothy's Pikeman 1 (New York) is hit for 17 (83/100HP)
Turn 114, 25 BC: Good Witch of the East's Archer is hit for 22 (0/100HP)
Turn 114, 25 BC: Dorothy's Pikeman 1 (New York) has defeated Good Witch of the East's Archer!
Turn 114, 25 BC: Your Pikeman 1 (New York) has destroyed a Archer!
Turn 114, 25 BC: Dorothy's Crossbowman 2 (Washington) (6.00) vs Good Witch of the East's Catapult (1.25)
Turn 114, 25 BC: Combat Odds: 100.0%
Turn 114, 25 BC: Good Witch of the East's Catapult is hit for 27 (0/100HP)
Turn 114, 25 BC: Dorothy's Crossbowman 2 (Washington) has defeated Good Witch of the East's Catapult!
Turn 114, 25 BC: Your Crossbowman 2 (Washington) has destroyed a Catapult!
Turn 114, 25 BC: You have captured Bombay!!!
 
A few things worth attention from current save.

1. The scouting

You completely skipped the middle area. OTOH, not only there's chance that OZ might hide there (although I guess OZ is likely hiding on far west), but also we need to scout the AI cities for better war preparation. This especially important for the galleon scouting South

2. You should whip a galleon from Phi at least 1 turn earlier, so that we can sail the 2nd SOD 1 turn earlier. It does not make sense to grow bigger on 3F tiles. Although those farms give 1F to the growth, the total food needed to grow increases with size. The Optimal size of cities for whipping is number of food resources + 2. Whipping at smaller size is more efficient than at bigger size. That's why I told you that we don't need any more farm in previous post. SF at size 3 will work on Fish + Clam + Dye and will whip at size 4. Boston is similar after CS is done, 2 Food resources + oasis. Those extra farms are not necessary until we are close to victory and then we can grow our home city for score milking. You might think that we have more than enough worker force in current stage, true for our home land, However, there are new conquered cities, they definitely need workers.

3. I'm not fond of the action of attacking before we can capture the city. If the RNG does not favor, the defenders could become tougher, also, AI is going to to do the whip when feeling insecure.

4. I can understand your eager of seeing the result of taking cities, but sometime it may lead to sub optimal result.

Precisely, the next set should be 2 turns as I suggested before, we need to determine how to move the 1st 2 galleons.

There's chance that the barbarian galley will move to the clam tile to pillage. I think you can just kill it and land on 1W of the city.

5. The main reason that I suggested short sessions is because that from my own experience, I have made many mistakes when my games entered the warring period and I could realized those mistakes immediately. So with some breaks and more people taking a look at the save, the game can be better played.
 
There are still a few days before Snaaty is available, are you going to continue?

We probably want to hit the Banana city and copper city before the horse city. The current stack (3+4) can go for Banana city. And the reinforcement from home can go for the copper city, 2 Trebs + 1 xbow go 1st followed by another galleon through Bombay, then send 2 empty galleons toward South to scout and fetch the 2nd SOD after they take the copper city.
 
Indeed, if Snaaty could play a few turns and post the report just in time for kossin to read it and take it from there, that would make for a very interesting end game. The game could almost be over by the end of next we!...:crazyeye:

Meanwhile, I agree that kossin should keep on playing a few turns here and there when he finds some time, it never hurts.

About next set, is there any unresolved issue aside from the few remarks from Duckweed?
BTW, when he talks about "Copper city", I assume it's the iron + copper city. But what about the northern copper city? When do you plan finishing it?

Also, isn't it time to start thinking about building forts already? We will take the long road to conquer Liz and Ragnar probably, but then we'll need at least a couple of forts.
After that, it's likely that the AIs will have founded their own canal cities which will make our task easier.
 
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