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.
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.