SGOTM 15 - One Short Straw

What to do with worker 0 now? The choke-point road is done and it's not safe to road toward Hammy yet...

Finishing the cottage at Zlatorog-2W gives us options but it may rarely get worked if we go max hammers there.
 
Pre-chop the chokepoint? Whatever you think...Btw, I think we should save that chop for the granary at Fishing Village.
 
Save uploaded.

Time to spend some time with the family. I'll be away from Civ (more or less) until Monday but I can post in the thread. I'm fine if someone else picks it up from here until then... and beyond if it makes sense.

Turnset report is complete.
 
Well played so far, Mitchum!

I was wrong about TOku's units. I saw 65K and thought 85k. He now has 71, so I figure he's got a couple archers and about 3 sword/axes.

I figure Hatty has about 18 units that aren't archers, mixed between WCs, cats, swrods, axes, and spears, and spread out over 7 cities. Elephantine just completed walls, so we can count on those everywhere.

Our power is almost double Hammy's so I think capturing Opis and Wheat City will give us at least COL, if not Sailing as well. Our treb survives against Opis with 82% odds right now. Not sure what we're going to do with all these techs, though, since we can't even afford to build an army. :D
 
Mitchum said:
Confucianism spreads to Osaka! Could be good when if we switch to culture... Buddhism spreads to Osaka.
Wait, what? Two Religions to the same City without having Open Borders with an AI? There must be typo here (did you mean a different City for one of those two Religious spreadings?).


So, is the expectation that I'm up, as per the original roster? Or did anyone else, like magnusmarcus, have their eye on playing next?
 
By the way, nice turnset, Mitchum! :goodjob:

It looks like we have pulled into the lead amongst teams with the highest Score and highest Power, although it's still anyone's game, so we can't let our guard down.

I was able to open the saved game, so if no one else pipes up, I can say that I've got it. I'm rather exhausted and jetlagged, though, so it'll probably only be after a 16-hour sleep that I can really take a close look at the game.

Tokyo has Buddhism, Osaka has Confucianism.

Kyoto looks like we can grow quickly to Size 6 with several Unhappy citizens, but then what? I forgot to look to see if we have a Forest Chop coming in--if not, then it's still a 4-pop-whip for the Forge.


It's nice to know that Hammy will occasionally get the courage to attack our defending stack on the Forested chokepoint, meaning that we can hopefully heal our units but can still leave them there for dealing with his next eventual attack.
 
@Dhoom

Welcome back!! We missed your eyes on our game... just don't fart around with it too much now that we don't have a test game any more! :lol:

Yes, you're up. I think magnusmarcus is in permanent "standby" mode until he tells us otherwise. Correct me if i'm wrong magnus.

You're right, I meant Confucianism in Osaka. At least I got all of the letters right. Oh wait, that only works with Tokyo and Kyoto... ;)

But what does this imply? Having both religions spread means that the holy cities can't be that far away, right? I've seen a religion spread way across the map but it usually requires open borders and/or proximity, right?

Most of my planned city builds and worker actions extend out for many more turns, so it should be fairly easy to put a plan together "if" you agree with the direction we were headed. Here are some "handoff" notes:

1. Kyoto needs to get 30/120 hammers so that it can 3-pop whip the forge. You should be able to do this without any forest chops. Now that we're at 5 pops, you can start working mines (don't forget about the copper that Tokyo has) and slow grow to 6 pops. You should be able to get to 30/120H and 6 pops on the same turn (or within a turn) with some of LC's fancy MM. 3-pop the forge. Then, two forest chops into the GLib, which is also being built for fail gold in NC. One of the forest chop workers is actually building a mine on a forested hill. The other is building cottages for GEL and Osaka.

2. The last mine in Zlatorog just finished. Working all mines and farms, the city is at 9 pops and +1F IIRC. So, we could finish that cottage at Zlat-2W to make the city food neutral. The worker is pre-chopping the choke point forest, but don't complete it. It provides good defensible terrain and it would be good to save it for the fishing village's granary ala LC.

3. Delhi is spitting out trebs every 2 turns. I agree with LC that it makes sense to slip in a spy build fairly soon. There are negatives to meeting the AI, but I think the advantages of map knowledge, where the other AI are and who the big guy on the block is outweigh the disadvantages you've mentioned. Maybe it makes sense to build this spy about 10ish turns before we're planning to attack Hammy, which will be after the Hatty front is open and well under way.

4. We have a stack of units sitting in Tokyo getting restless. We need to decide if we're ready to go now. If not now, it will be quite a few turns before a lot more units come on the scene, so I think we just need to pull the trigger and go for it. This is a much bigger, more experienced stack that the one we started the Toku campaign with...

5. GEL is ready for a 3-pop whip of a treb once it grows to 6 pops. I worked an engineer specialist a few turns and so did ZPV. The city grows pretty quickly and shares a lot of tiles with Osaka.

6. In general, we've been building the disposable, suicide cats in cities without barracks and trebs, swords and stack defenders in cities with barracks.

7. The worker by the cows has been building a cottage shared by Deer Cow and Delhi. He should have time to hook up the cow and complete another cottage in time. DC will be whipping it's granary soon (see my earlier post for ideal timing), so it won't need a 4th cottage for several turns. The worker near NC can help cottage Delhi too after one more cottage there. BTW, NC is about to grow into unhappiness. I don't know if we want to slow growth and work scientists or 3-pop a granary giving +2 :) (once the +1 :mad: wears off). The 25% hammer bonus won't pay off put the +2 pops should...

8. We're on the hairy edge keeping eyes on Hatty and Hammy's demo data. I'm putting +1 :espionage: per turn on each and +2 :espionage: per turn on Cyrus. Keep an eye on it.

That's all I can recall without my notes or the game open. Don't feel like you have to continue down the current path above if you are able to trail blaze a new one of your own or if you have an "LC moment" and come up with something out of left field that actually works... and wins us the gold! :cool:
 
Oh yeah, I fogot to mention that Hatty's GNP is shooting off the charts. I can't wait to take over her precious towns (and hamlets and cottages and the like)!!

@LC

Before we talk about extorting techs from Hammy, shouldn't we focus getting techs from Hatty? Or...

We could plan to attack Hammy with the stack we have there plus 3ish trebs from Delhi plus whatever Zlatorog can build in the next few turns. We capture the fishing village and wheat city, threaten his core and get Sailing and CoL. Since Hatty is likely teching up a storm, we might be able to get CS, Calendar and/or Currency from her...

Obviously, there is a risk of going into Hatty a bit early and a little weak. Diverting any units away from the Hatty front could put that whole campaign in jeapordy.

In any event, it's something to think about. We should have a good idea of how things will go with Hatty in the next few turns. I vote for attacking Hatty this turn, by the way.
 
Thanks for the tips.

Mitchum said:
1. Kyoto needs to get 30/120 hammers
Hmmm... Chopping and Mining can be combined. Did you happen to partially Chop the Forest that we are Mining or at least leave the Worker action undone for this turn? If yes, I think Chopping into the Forge still makes the most sense for Kyoto... Hammers earned before or after the Forge won't matter, but getting rid of those Unhappy people sooner will help.


Mitchum said:
The worker is pre-chopping the choke point forest, but don't complete it.
Do we have nothing better for that Worker to do than pre-Chopping? Do we want to consider building a Fort at the chokepoint, based on how few City Raider units Hammy is throwing at us?

Even City Raider I is worse on attack than a Fort... it's only if the AI has a City Raider II unit that we'd lose out by having a Fort, and those types of units are pretty rare to see without AI-AI warring.


Mitchum said:
3. Delhi is spitting out trebs every 2 turns. I agree with LC that it makes sense to slip in a spy build fairly soon. There are negatives to meeting the AI, but I think the advantages of map knowledge, where the other AI are and who the big guy on the block is outweigh the disadvantages you've mentioned. Maybe it makes sense to build this spy about 10ish turns before we're planning to attack Hammy, which will be after the Hatty front is open and well under way.
If the decision is to get a Spy, why delay building it? Are those Trebs being used at Hatty and thus we want them ASAP?


Mitchum said:
4. We have a stack of units sitting in Tokyo getting restless. We need to decide if we're ready to go now. If not now, it will be quite a few turns before a lot more units come on the scene, so I think we just need to pull the trigger and go for it. This is a much bigger, more experienced stack that the one we started the Toku campaign with...
If we lose that stack, we'd really be hurting very badly.

Mitchum said:
5. GEL is ready for a 3-pop whip of a treb once it grows to 6 pops. I worked an engineer specialist a few turns and so did ZPV. The city grows pretty quickly and shares a lot of tiles with Osaka.
If that's the case, then GEL is ready for a 3-pop whip of a Confucian Temple for running a Priest Specialist as well as +1 Happiness and +1 Culture per turn.

Do we know which AIs founded which Religions?

Do we know whether or not at least 1 AI has learned Theology?


Mitchum said:
DC will be whipping it's granary soon (see my earlier post for ideal timing)
Was that part of your PPP or did you mention it in some other location?


I'm still thinking that we should delay completing the Work Boat, as it doesn't seem like we'll be pressing any of the AIs for Sailing soon.


Mitchum said:
Oh yeah, I forgot to mention that Hatty's GNP is shooting off the charts. I can't wait to take over her precious towns (and hamlets and cottages and the like)!!
Rather than capturing her Cities, we could just run in, pillage all Villages and Hamlets down to Cottages (so that she could regrow them) while winning defensive battles... we'd avoid losing our stack but would have to face more enemy units.


Mitchum said:
I vote for attacking Hatty this turn, by the way.
I tend to have average to poor luck with battle results, so make sure that we plan for me having plenty of extra units, not "just a couple more than barely enough" before we plan to actually attack Cities.
 
Well played, Mitchum. It looks like we're ready for an immediate DoW on Hatty.

If you're serious about researching Currency, LC, we should consider building Research and/or running scientists in some cities.

The Mahabodhi could be anywhere - spread can happen since we're not at war with them.

I don't believe a spy will meet any AIs, even if we can see them.

Dhoom: we want to save the forests for GLib in Kyoto, since we can't whip that.
 
Hmmm... Chopping and Mining can be combined. Did you happen to partially Chop the Forest that we are Mining or at least leave the Worker action undone for this turn? If yes, I think Chopping into the Forge still makes the most sense for Kyoto... Hammers earned before or after the Forge won't matter, but getting rid of those Unhappy people sooner will help.
I have MMed out three options:

T117 GLib. We 2whip a temple.
T119 GLib. We grow to p6 + 30/120h in 3t, 3whip forge.
T120 GLib. We grow to p6 + chop in 2t, 3whip forge.

In each case, after whipping we do not grow past p4, to avoid the Buddhist anger at p5. The MM is precise. I don't think we can afford to screw this up. The wonders are falling like dominoes. I'd go for T119 GLib, I guess, because it gives us a forge no matter what.

Do we have nothing better for that Worker to do than pre-Chopping? Do we want to consider building a Fort at the chokepoint, based on how few City Raider units Hammy is throwing at us?

Even City Raider I is worse on attack than a Fort... it's only if the AI has a City Raider II unit that we'd lose out by having a Fort, and those types of units are pretty rare to see without AI-AI warring.
I agree with ZPV that a fort is a waste of wkr-turns. We're not planning to hang around here much longer. We've some teching to do...:mwaha:

This wkr was supposed to road to Hammy, but Opis rendered that pointless for now, because we'll travel one tile per turn through his culture anyway. One or two workers can road this later, when we move on Hammy.

Instead, I would grow Delhi to p10 in 3t: Get the cows connected on T+1 (any two of the three Zlat+NC wkrs can cottage Delhi-2N(1t), then road Cows-SW). That gets +3fpt starting next turn. This turn DeerCow takes the hamlet and Delhi works a farm for 1t. Voila!

If the decision is to get a Spy, why delay building it? Are those Trebs being used at Hatty and thus we want them ASAP?
Why build a spy where we have barracks unless nowhere else can do it? So if we want it asap, then Zlat oculd do it immediately. I think our warring with Hatty would be easier if we knew where her cities were. Alas, we don't, but we can plan for Hammy, if we're not unlucky with the spy (who should skirt culture as much as possible, even if it's slower.)

If that's the case, then GEL is ready for a 3-pop whip of a Confucian Temple for running a Priest Specialist as well as +1 Happiness and +1 Culture per turn.
Forget it. We need units. We want to go down on Hammmy asap.

Do we know which AIs founded which Religions?
No.

Do we know whether or not at least 1 AI has learned Theology?
Yes.

Was that part of your PPP or did you mention it in some other location?
Here is Mitchum's Deer Cow Plan. Looks like he whips the granary on T111 (next turn).


I'm still thinking that we should delay completing the Work Boat, as it doesn't seem like we'll be pressing any of the AIs for Sailing soon.
I'd like to explore with it asap. Knowledge is power.We want to know if that landmass is an island so we can settle it for +1cpt TRs in all our cities. We want to konw if we can circumnavigate by hook or by crook. We just want to know EVERYTHING! Plus, I'm almost certain Opis has seafood, so if our wb goes SW first, then has to double back, irt might arrive just in time.

Rather than capturing her Cities, we could just run in, pillage all Villages and Hamlets down to Cottages (so that she could regrow them) while winning defensive battles... we'd avoid losing our stack but would have to face more enemy units.
No way!!! No girlie SGs for me. :p Mitchum mentioned her rocketing GNP. That's exactly what we need! Tons of coins to speed up our warring. Much better than the pillage plunder, because we need to keep the cities. Of course, if the city is crap, then we do pillage it, but we don't go defensive, that's for sure.

I tend to have average to poor luck with battle results, so make sure that we plan for me having plenty of extra units, not "just a couple more than barely enough" before we plan to actually attack Cities.
Yeah sure. Mitchum is lucky because he popped two religions at extreme odds in one turn. Don't worry, Dhoom. We'll have to play smart, of course, take things turn by turn. But we're ready to DOW Hatty. MItchum has spoken! We will break her back! We DoW immediately, send our stack due NE and capture Memphis. Then we'll see. Meanwhile, we watch out for side roads and derelict Hatty units that might try to give us fleas in our britches. :)
 
Hmmm... Chopping and Mining can be combined. Did you happen to partially Chop the Forest that we are Mining or at least leave the Worker action undone for this turn? If yes, I think Chopping into the Forge still makes the most sense for Kyoto... Hammers earned before or after the Forge won't matter, but getting rid of those Unhappy people sooner will help.

Like ZPV said, these forests are better used on the GLib, which can't be efficiently whipped like the forge. Waiting also gives the forest an extra 25% kick. IIRC, we only need 19 more hammers to get to 30/120. With copper (4H), GHill mine (3H) and city center (1H) you can get there in 3 turns easily. It may even be possible to do it in 2T but I'm away from the game. The worker is only mining (7 turns total), so chopping would take 3 turns from now.

Do we have nothing better for that Worker to do than pre-Chopping? Do we want to consider building a Fort at the chokepoint, based on how few City Raider units Hammy is throwing at us?

As I mentioned, Zlatorog could use a cottage. I'm opposed to using 10 turns (or however many it is) to build a fort. I don't think we'll be at the choke point long enough to make it worth it and the stack did fine with just the forest and fortification bonii.

If the decision is to get a Spy, why delay building it? Are those Trebs being used at Hatty and thus we want them ASAP?

This goes hand-in-hand with the decision to attack Hatty. I'd vote to build trebs non-stop until we know that the Hatty war is under control.

If we lose that stack, we'd really be hurting very badly.

So don't lose it!! :p


If that's the case, then GEL is ready for a 3-pop whip of a Confucian Temple for running a Priest Specialist as well as +1 Happiness and +1 Culture per turn.

I'm against building that temple right now. Like Delhi, I think we need to keep on pumping trebs and swords from here (once the pike is completed)

Do we know which AIs founded which Religions?

Do we know whether or not at least 1 AI has learned Theology?

I'm not sure but maybe LC and/or ZPV have it figured out.

Was that part of your PPP or did you mention it in some other location?

Sorry. I was too lazy to link it last night. It's here. It needs to be whipped on T111.

I'm still thinking that we should delay completing the Work Boat, as it doesn't seem like we'll be pressing any of the AIs for Sailing soon.

I disagree here. If that island is totally awesome (i.e. a separate land mass), we could have Sailing from Hammy right now and we could build/whip a settler in 2 turns. We've delaying exploring this for a LONG time. Having 2 intercontinental cities could really help our economy!!

Rather than capturing her Cities, we could just run in, pillage all Villages and Hamlets down to Cottages (so that she could regrow them) while winning defensive battles... we'd avoid losing our stack but would have to face more enemy units.

Since we'll likely keep several of her cities (she has SH), I'm opposed to doing this.

I tend to have average to poor luck with battle results, so make sure that we plan for me having plenty of extra units, not "just a couple more than barely enough" before we plan to actually attack Cities.

Your "luck" in battles is in your head. We all have the same luck and we all lose 95% battles. In my single-player games, I tend to wait to declare until I have a HUGE stack only to realize that I could have attacked eons ago and been better off. Don't overestimate the AI's warring ability. Hatty's lack of intelligence far outweighs you bad luck. ;)

Edit: X-POST with LC. We said almost the same thing. I guess he's brainwashed me... ;)
 
With my title of "Toto killer", I can state unequivocally that you will be fine. We're not facing Thebes right away (Memphis is first), and we have/will have an overwhelming stack.
 
Speaking of resources, we have four active players, our primary resources. This game looks to be a grinder and we don't have infinite time. I think we should try to play as frequently as possible. Maybe even operate around our various schedules or whatever.

For example, I think whoever can play Monday/Tuesday of Dhoom or Mitchum should continue (unless you're ready to go sooner Dhoom).
 
I think this game pretty much plays itself for a bit and agree with LC that we just need to push on. We've got our foot on the pedal and we don't let up in the near future... We just need agreement on what each city builds (I think what I had in my PPP still stands) and adjust worker actions to support that.

I can play any day next week during the day. Today and Sunday I can follow the thread between Honey Dos and shuttling the kids between golf and gymnastics.
 
If you're serious about researching Currency, LC, we should consider building Research and/or running scientists in some cities.
For now, I'd stay at 0% research and max unit production. Let's wait to see if an nearby AIs researches it for us. And see if that's an island to the west for the second 2cpt TRs in our cities. We won't be able to use too many techs for gold because we're stealing them. :cool: We could extort some gold, but that's relatively fixed (except turns knowing the AI) so there's no hurry on that.

I don't believe a spy will meet any AIs, even if we can see them.
I tested this. We meet the AI instantly with either a spy or a GSpy.

I also tested the AP. All players with BUddhism will instantly meet each other when the AP gets built. :eek: That could be any turn now, I suspect.
 
Regarding pushing on, I don't think we're in dire straits yet with respect to time, but we need to keep moving to avoid getting into a jam. The ONLY reason we didn't get the gold last game was because LC and bbp had to bring it home all alone and had to hurry the last several turns. Let's not allow that to happen again.

EDIT: When I say "ONLY", there were several things we could have done better to win the gold but the LC/bbp mad scramble in the 11th hour to finish the game sticks in my mind because that could have been avoided with either more participation (I'm to blame here because I was absent) or better time management.
 
LowtherCastle said:
I also tested the AP. All players with Buddhism will instantly meet each other when the AP gets built. That could be any turn now, I suspect.
I guess then that we really do want to go down on Hatty, particularly her Buddhist Cities (which will minimally include her capital), with the hopes of capturing all of her Buddhist possessions before the Apostolic Palace gets built.

If we really want to have her as our Voting Buddy, we need to make it so that she meets as few of the other AIs as possible... otherwise, it may turn out that Toku will become our best Voting Buddy (the irony of ironies) by being the AI that knows about the smallest number of our war declarations upon other AIs. :crazyeye:


Turn 110 (125 BC) City Situation Report
(More for me to get into the right headspace than anything, but I might as well share the info with the team)
Delhi: Has 1 Unhealthiness and has 1 Happiness remaining to grow into
+2 Food per turn (would be +3 per turn with +1 Health)
We can still build a Hindu Temple here at some point for +1 Happiness
We are still working the Flood Plains Farm... if we were to build 2 more GRiv Cottages and get +1 Health, we could stagnate while working good squares... since Marble City doesn't have any remaining River squares to work, we could even consider giving the GRiv Copper Mine to Marble City (Delhi currently has it in use) so that Delhi could work a third additional GRiv Cottage (we would then need to build 3 GRiv Cottages in Delhi)
Does anyone know if we plan to whip any further (for military units) here versus just wanting to relatively stagnate the City?


Zlatorog: Seems to be at max Health and Happiness with only +1 Food, but it will take 19 turns before we grow the City from Size 9 to Size 10
It could theoretically do with 1 GRiv Cottage if we want to stagnate the City, but we could also just slowly grow on +1 Food per turn, since we'll probably eventually want to grow the City once we capture additional Happiness Resources, build a Hindu Temple, or run into a case where we need to whip the City (such as if Hammy surprises us with some units landing via Galleys and we need to perform an emergency whipping action).


GEL: Hmmm, it seems like we will grow into Unhappiness at Size 6 and we are currently at Size 5. However, it looks like we're set up to 3-pop-whip a Trebuchet at that point, so I guess we're sticking with that whipping schedule for a while.
This City has no Religion, so the only option to add Happiness is via a Colosseum, but due to us being Spiritual and having a Forge, a Colosseum is almost double (but not quite, thanks to the Forge) the cost of a Temple, so we probably wouldn't build a Colosseum.

I wouldn't mind some advice on this City... is the plan to regrow it slowly enough such that we essentially regrow to Size 6 every 10 turns, thereby sticking with a consistent whipping schedule?

Actually, by the looks of it, we could probably sustain a 3-pop-whip every 9 turns or maybe every 8 turns for a short period of time, until that excess Unhappiness puts us at a point where we'd be Unhappy at Size 5.

Presumably, this City won't need improvements for a while (except possibly a PRiv Cottage once we want to lengthen the timeframe of the whipping cycle to a longer period of turns).


NC: We have Health to grow into but not Happiness, as we lack a Forge here.
Are we planning on whipping any further in this City? If not, a P Cottage might be better than a G Cottage, even though the G Cottage will be completed in 1 turn. Actually, we could use both of them, since we're currently working a GRiv Farm here that could eventually be replaced with a G (non-Riv) Cottage... or we could even pave-over the GRiv Farm... once we are ready to stop whipping in this City.

Personally, I think that we should be aiming to whip a Forge soon. The downside is that we'd be whipping away citizens that are working Cottages, but the plus side is that we still have a good amount Food coming in (+5 per turn) but no Happiness remaining to use it, so it could be great to increase this City's Happiness cap so that we could work even more Cottages in the medium term.


Marble City: This City has 3 Health and 1 Happiness to grow into, but will soon have two additional Happiness to grow into once whipping Unhappiness wears off.

As such, it does seem to make sense that we could grow into additional G Cottages (that we will have to build). In the meantime, if we can't get those Cottages built, since we're out of squares to work, we'd either steal squares from Delhi (like the GRiv Copper) or else would perform some occasional 2-pop-whipping of Cats or 3-pop-whipping of Trebs until we have enough Cottages for the City to work.


Osaka: Since GEL is using the Corn Resource, this City does not have a lot of Food growth. As such, we'll probably keep building GRiv Farms and G Mines.

Again, it would be nice to know if we're on a whipping schedule here or if the plan is to keep growing the City. We do have a ton of Health and 2 Happiness to grow into (3 Happiness after 7 turns once the whipping Unhappiness wears off).

We do not have a Forge, so it might be good to eventually 3-pop-whip one with the possible help of a Forest Chop.

We also don't have any Cultural output, which means that 3 Forests aren't within our Cultural Borders.

This City is the one with Confucianism, so there is the option of (after buliding some military units) to build a Cheap Confucian Temple, or else we could just wait until we capture Stonehenge from Hatty before we leverage those Forests.

I am guessing that in the short term, we'll just be building Catapults and if we don't have Worker turns to lay down additional GRiv Farms, we'll probably be 2-pop-whipping the Cats? If yes, I'll need to know soon, so that the current Cat doesn't turn into a 1-pop-whip by accident before I'm ready to whip it. Presumably, the few excess Hammers could be dumped into a unit like an Archer, which could then be completed with overflow Hammers from whipped Catapults, as I'm guessing that we'll eventually need Military Police units in additional Cities.


Kyoto: 2 Unhappy people at Size 5 with no chance of whipping Unhappiness wearing off for another 10 turns.
We'll grow in 2 turns at the current rate, but we'll probably end up growing in 3 turns since we will want to work Hammer-based squares.

You guys talked about precise micro, but it looks like we have:
11 Hammers and need 30 Hammers total, 17 Food and need 30 Food total
We currently make 3 Hammers per turn from GH Sheep (4 Food + 1 Hammer), GRiv Sheep (5 Food), GRiv Corn (6 Food), City Centre (2 Food + 2 Hammers)
We have the option of switching to a GHRiv Mine (1 Food + 3 Hammers) and a GCopper stolen from Tokyo (2 Food + 4 Hammers).

I'll look through the thread to see if someone has worked out the numbers, but if not, it shouldn't be too hard to plug that info into a spreadsheet to come up with an answer for which squares to work over the current turn and the following 2 turns to get us a total of both 30 Food and 30 Hammers.

Probably the trickier part will be deciding, if we will have an excess of either Food or Hammers, which of Food or Hammers to take.


Tokyo: We're at Size 1. We can continue to work the GCopper and get our Granary quickly or else can just work a GRiv Farm square and get our Granary a bit slower.

If it turns out that Kyoto wants the GCopper square for 3 turns, perhaps on the 4th turn Tokyo can steal it back for 1 turn so as to complete the Granary before our Foodbox gets too full without needing to whip. If that's the case, it'll be easier to judge after those 3 turns are up, but I suppose that someone could work out the math in advance, if necessary.


Deer Cow: Okay, we are at Size 3 and do have the option of 1-pop-whipping the Granary. I'm assuming that we'll be in agreement on whipping this City to complete the Granary, even though doing so means temporarily stopping work on a GRiv Cottage (which just happens to be shared with Delhi, so Delhi could always work it instead of a GH Mine or something if we are desperate for Commerce at that point).

The nice part about this City is that it has 3 GRiv squares that it shares with Delhi, 2 GRiv squares that it shares with GEL, and 1 PRiv square that it shares with GEL. Presumably, all of these squares will eventually get Cottages (all 3 of the G Riv and P Riv squares with GEL already have partial Cottages started), so that eventually, at any point in time, if one of the Cities that shares those squares needs to whip population points, hire Specialists, or do anything else that would cause the City to stop working squares, we could still allow the other City to work the Cottages.

Actually, on that note:
Have we thought about the concern that once we get warring with Hatty, all of our precise "grow to max Happiness" Cities could start complaining about War Weariness, thereby having us stop working Cottages in every such Happiness-maxed City???

I think that such an issue could become a potentially deadly situation if we're relying so heavily and precisely on our Cottages to keep our units from Striking. We, unfortunately, do not know Drama, so we have no option to increase our Cultural Slider... so, once Unhappiness kicks in, we'll either need to Cease Fire, whip, or suffer the burden of Unhappy people.

AS SUCH:
If we get into war with Toku, say, if Hatty bribes him into war with us, we could be TOTALLY HOSED.

We have 102 War Weariness with Toku. I'm not sure how that number maps into Unhappy people, but it would probably be pretty deadly to our economy to get into another war with him.

Until we learn Currency (which won't be for a long while yet), we can't even make a Demand out of him to prevent him from Declaring war on us for a period of 10 turns.


Yes, we have a nice stack of units in Tokyo:
1 Crossbowman
1 Pikeman
6 Axeman
1 Super Medic Axeman (I don't really count him as a fighting unit)
2 Spearmen
1 Treb
7 Cats


We also have 1 Axeman and 1 Catapult in Kyoto, one of which can join the units on Kyoto on the current turn.


What kind of sucks is that we don't have a Road on the Grassland square to the NE + N of Tokyo. Having such a Road would allow us to save 1 turn worth of Unit Supply Costs as our army marches toward Hatty. That may not sound like much, but I'm guessing that it'll be worth about 10 Gold.

We could feasibly grab Worker 3 from SE + S of GEL and send him to build a Road there, which would require:
T110 Worker 3: moves (it can build a partial Mine 1NW of Kyoto)
T111 Worker 3: moves to the Grassland square NE + N of Tokyo and can also start a Road
T112 Worker 3: completes said Road and we declare war, which allows us to move our stack from within our Cultural Borders 1NE of Tokyo onto the GRiv Cow that is NE + NE + N of Tokyo on a single turn.

Thus, rather than declaring war on T111, we'd declare war on T112, which would also mean that our stack would have +1 Cat or +1 Axe from Kyoto (although you could argue that the Kyoto unit could just have easily been a City Defender unit in Tokyo and thus we wouldn't really get +1 unit when attacking Hatty).

Since our finances are so touch-and-go right now, those 10 Gold could mean the loss of 1 less unit to a Strike.

Since GEL is 3-pop-whipping and since Osaka has a GH Riv Mine to grow into, we probably don't need Worker 3 to complete the GRiv Cottage that it is currently working on that is shared by those 2 Cities.

YET, if we did what I just suggested, we'd want to park a Spearman on the same square that Worker 3 Roaded, so as to protect our Worker from a War Chariot. As long as we're cool with leaving 1 Spearman around Tokyo, then this fact probably won't be a problem.

On a related note, Toku and Hatty have Open Borders with each other, while Toku is spamming Roads within his territory. So, we do need to watch out for Hatty flanking Tokyo with units where we might otherwise not expect them.

Hatty does know Construction, so we also have to expect her units to be able to cross Rivers without a movement penalty.
 
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