Recent content by klarius

  1. klarius

    SGOTM 10 - Murky Waters

    Well, one problem is that your spreadsheet isn't correct for Murkow. Taking off the rice keeping iron at 10 sci is -6 food not -4. We are paying 5 fpt for the scientist or 2f 9h as we cannot even sustain that. At the same time GS3 isn't that urgent with the PP route. St. Pete is paying 3f 5h for...
  2. klarius

    SGOTM 10 - Murky Waters

    Had a bit much to do in RL lately. :( But now I'm thinking some more about the game. I still don't like the extremes we need to go to get GS. So how about something completely different :). We research PP now :eek:. First GS will build academy (which still should pay off in the long run relative...
  3. klarius

    SGOTM 10 - Murky Waters

    I don't see what free market shall help. One more weak trade route will neither pay for a lost free specialist nor for distance maintenance and lower civic cost. If we do economy, it should be for the merchant only which is indeed paying for the beakers, best probably by trade mission. In this...
  4. klarius

    SGOTM 10 - Murky Waters

    Murkow can not do 2 GS after the current 2. Even one is a stretch. We need to work cottages, we need a lot buildings. And there's still no way to see that we can get enough health to grow really big (which we anyway can't do, if we work scientists). Alca can do a Gx for golden age (engineer, 2...
  5. klarius

    SGOTM 10 - Murky Waters

    Marble would probably build at least 1-2 settlers, for nearby nice sites. If it then still makes sense to do a GS is another question. Murkow can be pop-rushed immediately when we are in slavery. CC needs at least 2-3 turns after the last GS (and then it's still 5 pop). I'm still unsure what...
  6. klarius

    SGOTM 10 - Murky Waters

    Well, we can probably keep the second fish in A., but that needs theater before library and work an artist most of the time until second culture expansion ~T73. Build settler in Mu. and CC for both stone and marble Going for marble, OTOS, 3rd wb shouldn't be necessary, we could chop it there.
  7. klarius

    SGOTM 10 - Murky Waters

    I played a fraction of a turn (mainly for better planning). Did GA, revolted converted and assigned scientist. Moved trireme and found barb galley. Blocking not needed, so moved galley into GC to unlaod knight. But now another thing we should think about :). Our caravel established a galley...
  8. klarius

    SGOTM 10 - Murky Waters

    Tech trade % works differently. First the percentage doesn't take into account the civs trading, so the relevant number is 4 and 2 is already 50%. BtS also adds a tech monopoly value modifying tech trade known %. This should currently be 70% if no war plan 150% otherwise for GP. Gandhi will not...
  9. klarius

    SGOTM 10 - Murky Waters

    Well, I'm still thinking. If war at all, for sure only when the knight is around, 2-4 turns from now. What do we really know about the barbs? Where was the galley last seen - where? I would like to unload the knight and heal 1 turn in GC. Does this mean, I already face a barb landing? Rough...
  10. klarius

    SGOTM 10 - Murky Waters

    We can, probably. He should pay, if we demand 10g. That's 10 turns of peace. But still doesn't solve the long term problem.
  11. klarius

    SGOTM 10 - Murky Waters

    Gandhi will declare on us. Probably in ~10 turns, or if I misread the code in ~ 4 turns. And if we let him declare the base value for refuse to talk is 12 turns instead of 6.
  12. klarius

    SGOTM 10 - Murky Waters

    Gandhi's settler will be ready in 2 turns and probably settle in 3 turns (escort will be lb or musket). We wouldn't even make it to your 12f tile before, unless we drive the settler back by war. Capturing the settler seems pretty unlikely. It's possible to have the knight there, but it's not...
  13. klarius

    SGOTM 10 - Murky Waters

    Well, the idea would be to hope :crazyeye: that his boats did go scouting and aren't back until peace. Getting the settler might be impossible anyway (or at least risky) :eek:. If it's built in 2 turns, it's probably on the hill W of wheat then. I assume he wants to the river with wheat and both...
  14. klarius

    SGOTM 10 - Murky Waters

    If I counted correctly :crazyeye:, we are still no land target of Gandhi. Then it can only be a max war preparation. That would mean a minimum of 13 turns preparation in BTS epic (unless double our power, which is not the case). It might be that Gandhi had a settler in production already before...
  15. klarius

    SGOTM 10 - Murky Waters

    Gandhi (we have seen him research edu in the beginning) has for sure bulbed GP and others may also do it, if they get engineers, now that wonders are out of the way. GP has just the right cost for emperor AI, it can be completly bulbed, but doesn't waste too many beakers. Question is what to do...
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