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ALC Game #7: Frederick/Germany

Well just one thought, I'd consider putting the City #2 Immediately north of Berlin (1 North of the Rice), so as to get the Cow, Rice And Gold.

The Cow and Rice will be good for getting the city growing+getting the Forge more readily, also I believe you gain a Forest or two. (although you lose some mystery Terrain.)
 
Whew! I think this thread has already generated more thought at this stage than any of the others has throughout the whole thing! There's a lot of things I read through that ellicit a response, but if I missed anybody's points I apologize in advance.

RE: My preference for Metal Casting/Pyramids
I wouldn't take my enthusiasm for this opening as a qualitative indicator of how much better I think this is over straight Pyramids (which I'll simplify as s/P). Do I think it is better in general? Yes. Can you find examples of openings where Pyramids can be had faster with a straight build? I'll take that as a given. To be as brief as possible, MC/P is better (totally just an opinion) since if something fails post-Oracle, you still have tons of good options available, whereas if you fail s/P, all you get is cash. It's true, the risk you lose out on building the Oracle is never going to go away. But you should always be getting Oracle out in the 1800s BC, and I seldom see an AI match this unless you started with Stonehenge yourself, forcing them to go early Oracle. I've done this opening enough times now that I've lost count and I've never been beaten to Oracle on Monarch (haven't tried higher yet). If this start works 'typically slower than advertised', then I suspect either you didn't start with a Philosophical leader (this opening is a non-starter without one), or you just don't have enough experience planning out how to coordinate all the different things that have to be timed together. You should know by 3960 BC if you can do this plan at all, if you can, then you should have your plan worked out to meet the 1000 BC or earlier target, or the 900s if things are not favorable. If you cannot work a plan that does not finish in the 900s then do not bother with MC/P :nono: , go s/P instead. You should be able to make a plan through this far from the moment you found your capital and have enough explored to find a minimally acceptable 2nd city site. I'll admit there is a little practice involved in doing it. I spent over 10 hours in research before I could pull this off one time with even one leader. Saladin is the most forgiving- with Saladin and this start, we would have a 1000 BC Pyramids instead of 950 (maybe 1040). I would recommend that people who are experimenting with this opening try it with him a few times to get the hang of it. Once you've done it a few times, then you'll have an easier time figuring out how to pull it off with other Philosophical leaders and better map bonuses. Unless I get a goofy tundra/floodplains/jungle start I can pretty much pull this off with Saladin every single time (I've yet to fail). But as I said, you can pretty much tell from your opening view in 4000 BC if you can do it or not. If you can't, don't bother. Bah! This was supposed to be brief!

EDIT: I should also clear up any possible misunderstandings on the use of the MC/P opening. Recent development on it came from a request to get a quick Pyramids with no Stone, to facilitate the specialist economy. But this opening is also perfectly fine if you plan on going all-out for cottages too.

RE: Great Person generation/use
I'll totally bow to the whims of the community on this one. The strength of this plan is that you're giving yourself total control over how and whom you spawn. In my games, I would usually make the second person a GE and burn him on Great Library. I can easily see the case for making the 2nd guy a GS instead, but I don't know what the minimally acceptable times are to get science going- we really need Futurehermit to weigh in (I assume he's spending too much time with Warlords and can't watch the pot he stirred up). I think any thoughts on the GPP coming from Oracle are a non-starter. Oracle is never going to produce a Great Person unless you let it and therefore has no bearing on your Great Person output. Does this mean the points from Oracle are 'wasted'? Well, I suppose so, but once the super-science city goes up the GPP from every other city will also be wasted, so there's no reason to care. Remember that we are forced to time the Forge so that the GE will beat the GP from Oracle... so in terms of both how many people we get and the date we get the first one, nothing at all is actually lost.

RE: Use of first GS
Futurehermit will have the best ideas on this, but if memory serves me correctly his numbers prove that in the absence of commerce the first GS should be used to settle and not found an Academy. The Library city is making 15 beakers with rep, adding an Academy gives 21, but settling gives 26. The 2nd GS would then go into an Academy. You can prove me wrong by adding in the town's commerce supply, but we're supposed to be running the slider at 0% at some point so we are ignoring commerce and not doing tasks that are meant to increase commerce. If the GL is ready before the first GS pops up, then I think Academy first is supposed to be better. The point I'm supposed to be making is that it's not straightforward that you will automatically make an Academy the second the GS pops out.

RE: Cultural win
Correct me if I'm wrong but I think that cultural is last on your list of victory options when running the specialist econ. The first principal tenet is that our funds comes from conquering cities and not commerce. So there is no commerce available to produce culture and we're making GS, not GA so we can't culture bomb. I did make the mistake of trying this once, but that could have been atypical since I'm not a specialist econ expert in the best of times. It seems like Sistine Chapel is going to have to be a must. Somebody who is proficient in winning with the science specialist-heavy plan will have to pipe in with advice on how to go cultural before that VC even gets on the table. Since we need cold hard cash and don't have commerce to get it, it seems like Domination/Conquest is the preferred path.

RE: Slavery gimmicks
I was asked about how slavery was getting used in my detailed write-up. These tricks can be fully explained in Zombie69's micromanagement article in that forum. I'll try to give a brief overview here.

Berlin is going to produce a Wonder. When you use slavery on a Wonder (normal speed), 1 pop point only gives 15 hammers. On average we might expect Berlin to grow to size 4 by the time we're ready to whip. There's also the limitation that you cannot whip more than half of your pop, so if we have Oracle in the top of the queue and whip, we expect to get only 30 hammers at best. If we're making something like the Obelisk and it has >0 hammers in it, whipping 1 point of pop gives us a flat 30 hammers at this point. Any hammers above what I need to finish the item are going into the next thing in the queue as overflow. So let's say I have Berlin at size 4 and Oracle is in the top of the queue. I put my unfinished Obelisk (at 28/30 hammers say) at the top of the queue and whip it. The Obelisk finishes and 28 hammers of overflow go into Oracle. Effectively, I've whipped one point of pop on Oracle and gained 28 hammers instead of 15. Now I just add forest chops and normal production until I have >= 135 hammers into it, at which point I can whip 1 more pop directly into the Oracle for 15 hammers to finish it. This trick is especially important to get around the 1/2 max pop per whip limitation in cities that have an odd number of pop. When building the Forge, you're lucky to get this city to size 3. Without this trick I can only whip 1 pop for 30 hammers on Forge, with this trick I'm getting 2 pop for ~60 hammers and only need to chop 3 trees to finish it. The utility of this trick is a function of the growth of the Forge city and the amount of the trees than can be chopped for Forge. If 4 trees are available, then I have 80 hammers from trees, +30 from 1 point of whip, +10 needed to be produced over two turns normally. My lengthy writeup for this map assumed only 3 trees available for Forge, so I included use of this trick for the Forge city. With what is now revealed, if Hamburg goes near the Gold spot somewhere, you can get 4 trees in its cultural border without too much trouble and starting the Obelisk in Hamburg is no longer important, you could make a Chariot instead.

feh... I hope all interested parties are keeping up, 'cause I pity the fool who tries to get through this whole thread from scratch!
 
Round 2: to 2920 BC

I started the round by moving my Scout back to the west, traveling south of Berlin, through previously revealed tiles. He would then proceed a little further west before heading north towards our prefered site for the second city, around the gold, cow, and rice.

I finished researching my second "honest" tech:

ALCFred2920BC01.jpg


After that, I started on Bronze Working. Meanwhile, my Worker finished the cow pasture, which shaved about 5 turns off the build of the Settler. In a variation from Eggman's carefully-laid plan, I built a road on the plains tile 1W of Berlin, then the horse pasture and a road on its tile. I did not build the mine on the plains hill south of Berlin as Eggman first specified. I figured that the cow and horse pastures will now provide 5 hammers to the original plan's 4 from the mine for a better swap (the cows, in the absence of AH, were to be farmed initially). Not to mention both tiles bring in 1 commerce to help research, as well as 6 food.

I got news about another religion being founded:

ALCFred2920BC02.jpg


So much for that idea, but it wasn't essential to our plans anyway.

And yet another neighbour showed up:

ALCFred2920BC03.jpg


Hmmm, Kublai, interesting... I seem to get along with Kublai for a while, then his Aggressive trait kicks in and it's war. Well, Eggman indicated that a specialist economy gets its gold from war (capturing cities and pillaging), so it's starting to look like that will be the route to go. I'd prefer to take out Cyrus much earlier this time than in the Louis game. He's a pain to deal with if left too long. So maybe I can try to share Kublai's religion to keep him off my back at first. A lot depends on who else is on our continent.

Speaking of Cyrus, I found his territory, and it's awfully close to ours:

ALCFred2920BC04.jpg


To give you a better idea, that rice tile in the upper right is 2W of Berlin's horse tile. Yeah, that close.

And in 2920, my Settler completed:

ALCFred2920BC05.jpg


I ended the round here because I think we now need to decide on the location of city #2, Hamburg. My Scout revealed a bit more territory around the gold, discovering a banana tile that could be in Hamburg's fat cross if I found the city a little further northwest of where we'd been talking. Check the big map to see what I mean:

ALCFred2920BC06.jpg


However, that may put Hamburg too far away for our Pyramid plans, and it might be best to leave the bananas for another city that also gets the sugar and whatever else might be unrevealed in the fog. I mean, Hamburg could easily claim both the cows and the rice for food. Why get greedy?

The other problem is that we don't know the location of copper yet because of the timing of the research. It would be a pain to found Hamburg only to have copper appear on the following turn just out of its reach. I could hold the Settler back for a turn, but that would delay some of the builds which need to be timed rather precisely.

Thoughts?
 
Hmm, Cyrus has rocks.

Playing on general principles, I'd be looking at settling the corner of the river to pick off the gold mine and the floodplains, and the plains hill to pick off the cows and rice. I looked further west, to pick of the two gold resources, but my quick review suggested that the site wasn't strong enough (though the corner there, with two gold mines and four flood plains, certainly isn't bad).
 
Which site do you most want to ensure that you get? I'd say get your city where you want it so that Cyrus doesn't mess up your dotmap...
 
i vote for food city (rice+cow+banana+gold :) + hills )
you're going to need another city anyway, so the 3rd city will have to get the copper

edit : let cyrus build a few cities to capture near you

edit 2 : a little dotmap of possible food cities: (red dot and green dot)
dotmap.JPG
 
Tough choice between the gold/flood plains/rice awest and the gold/cows/rice north. Each has it's advantages and disadvantages.

Do you want to fight an early war? If so, then Cyrus is your target. He has stone and he will undoubtedly settle the gold/flood plains area, but probably not where you want it, which wouid be 5 tiles west of Berlin.

Do you want a peaceful early phase? If so, then settle 5 West also because Khan will come south and the border clash will begin early. Each of them is creative, right? That means they'll have to be disposed of before they become problems.

Would knowing where the copper and iron are make a difference to your strategy? If so, then a two turn wait might be in order. The chariot can escort the setter perhaps? (are animals a problem?) But if copper isn't a necessity for an early war or if you don't want to fight one, then don't wait.

Preference: 5 tiles west. Khan will be coming south and Cyrus east/north. The question is which of these creative civs should you hem in a little. Forcing Cyrus south of you is tactically useful, but you will probably lose the gold/cows/banana/rice city as Khan will take some of it, unless he has another site that's better.

Also, the western gold city has immediate food from the flood plains while the northern city will take some time to develop and grow. Problem: health and few forests west.

I see three cities, possibly four in the picture. 5 West and another 5 east/1North on the coast after seeing what's left up north. Or, north first and then the coast as Cyrus will undoubtedly want those gold hills. The Clams/Ivory coastal site is a plum and it opens war elephants, but you don't have to race to it.
 
If you are going to build the Pyramids (or at least Oracle) then you won't have many hammers for early axes IMO, esp. when playing at normal speed (the axe supremacy is shorter comparing with lower speeds).

Maybe it is doable with Oracle, but I am not sure.

When you go for the mids and therefore have fewer hammers to spend on other things like axes, I would prefer a little peacefull expanding. Therefore settle towards your opponents and still give your self an option for the closer sites. Therefore in this situation I would go for the double gold site. Third city would be copper (or might even delay, since you have chariots against barbs) and next city the gold/rice/bananas.
 
cabert said:
i vote for food city (rice+cow+banana+gold :) + hills )
you're going to need another city anyway, so the 3rd city will have to get the copper

edit : let cyrus build a few cities to capture near you

edit 2 : a little dotmap of possible food cities: (red dot and green dot)
View attachment 133929
cyrus is creative too... that means early cultural defenses... without iron It might be hard to take :o or you'll have to wait until cats
 
Cabert, thanks for the dotmap. Very handy.

I like the site 5W of Berlin too, but it has problems.

First off, with only one food resource, it may be sub-optimal for both running the Engineer specialist post-forge (primary objective) and working the gold mine (secondary objective). Then again, with farms on those floodplains instead of cottages (specialist economy, remember), I may be able to make up for that.

A bigger problem, however, is that the site has only three forests for chopping. I need four forests for 80 hammers to rush the forge there. I suppose we could make up for the loss of 20 chopped hammers with a skillful pop rush, since 1 pop gives 30 hammers (and, of course, much more from 2 pop if you do it right). But with fewer citizens, I'm back to having trouble running an Engineer specialist, feeding and growing the city, and working the gold.

I am, therefore, leaning more towards the site to the north with the cow, gold, rice, and banana. It has the required number of forests for chopping. Its distance from the capital may complicate things, as its maintenance may slow research--especially since I have no gold from huts (more on that in a moment). But it is definitely a better long-term location since it avoids overlap with the capital, and all those food resources guarantee I'll be able to work that gold mine. The 5W site is one for a little later. I may have to raze one of Cyrus' cities to snag the site. C'est la vie.

One other troublesome though relatively minor concern: both civs I've met so far start with Hunting and, therefore, a Scout. Cyrus came from the west and has explored south while Kublai came from the northwest. I'm pretty sure I saw one or both of those scouts head northeast as well. All this means I'm beginning to doubt I'll come across any remaining tribal villages.

Well, given the amazing luck I had with the two I did manage to pop, I probably will have no cause for complaint if that's the case. I wouldn't mind finding at least one more for a little gold to finance research at 100% just a little longer, though.

Longer term, I don't like either of these neighbours. Both are going to be trouble, though in different ways. Once the goal of the Pyramids has been achieved, I think I will be going on a war footing for the rest of the early game. In fact, once the Chariot is finished in Berlin, I may send it towards Persepolis to see if I can snag a Worker from Cyrus.
 
The AI routinely farms flood plains for their GP/specialist sites. France is particularly adept at this as they often build the Pyramids with Napoleon.

I concur that the dearth of forests 5W could be a problem. How much so depends upon a number of factors that we don't quite have quantified.

Time will tell. I'm sure you'll do fine with whichever city site you have as #2.
 
at the 3320 screenie when hinduism was founded, you commented ' so much for that idea ' which idea was that ? considering a run on hinduism?
If you wanted to do that you had an opportunity when your scout flipped you mysticism, thats about the only time I go for religion early unless I start with myst.
 
cabert said:
i vote for food city (rice+cow+banana+gold :) + hills )
you're going to need another city anyway, so the 3rd city will have to get the copper

edit : let cyrus build a few cities to capture near you

edit 2 : a little dotmap of possible food cities: (red dot and green dot)
View attachment 133929
I vote move that city 1 square east, still picking up the gold (giving up the banana to go with sugar for later city).
 
So far I've seen some pretty good advice on what to do with Hamburg. However, this advice is focusing on the best long-term use of the city. If you're going to implement MC/P, you cannot :nono: take in any considerations of your long-term goals for city #2 unless that plan satisfies every short-term requirement as well. This is why a lot of players won't be keen on this type of opening (and I certainly don't blame them): you've been spending your time getting your city-building instincts honed to a razor's edge and now you're being asked to place them on the shelf for a while.

City #2 at a minimum needs a 3F source, 3 forests, and must be no more than 3 tiles away from the capital (hmmm... 3 threes, easy to remember!) The disadvantages you'll accrue from violating these guidelines are actually going to cancel out whatever gains you start to make from whatever tempted you off the One True Path (TM). I'll admit I'm impressed by that lucre in the north, and getting the Gold Mine hooked up is going to be very nice... but that may be a job for city #3. I see the Gold/Cows/Rice as going to some sort of production-themed city and the Bananas/Sugar (2nd only to Bananas in food output) going to some other city carved out of that jungle. Maybe another production city with Workshops or our 'have just 1 cottage city for cash emergencies' spot. A very minor consideration in placing city #2 is if you can squeeze in a 4th forest or not. If city #2 has 4 culturally enclosed trees in its border, then that helps a lot, since all of the city's post-Worker pre-Forge hammers can be put to whatever use you like. If you have only 3 forests to play with, then you're forced to store hammers in a 30+ hammer item for the double-whip-at-size-3 trick, unless you have enough food where the second city is guaranteed to hit size 4 when you're ready to whip. I when I say 'guarantee', I mean guarantee don't assume that extra food means you will be at size 4 exactly when you need to be. You have to do the math and be absolutely sure. A rookie MC/P mistake is to think that a floodplains city will get to size 4 in time- it won't, because the extra time involved in farming a floodplains over grass knocks you out of your target window.

Given what we see now, I recommend the hill 3W of Berlin. It meets the first standard of passing the 3-3-3 test, plus you get the bonus of being on a hill which is always nice. I see 4 forests that will clearly be in the cultural range of the city by the time you need them to be. [EDIT: I miscounted, there are only 3 available if the one below the Horses cannot be credited to 3W] This is not counting the forest south of the Horses. This tile would be exactly 2 away from both Hamburg and Berlin. In these situations I don't know which city will get the credit for the chop (closest in X direction, closest in Y, most recently founded, capital over anybody else, who knows?) so I always assume in these cases that the 2nd city will not get the credit. Now then, why would I pick this site over any other that meets the 3-3-3 guidelines?

The specialist econ write-up says that the 'super-science' city at the very end of the game only needs to support 6 specialists that we have to feed ourselves and acquire at a minimum 6 Great Scientists (1 Academy, 5 settled). A recommendation is to get one of these GS from Physics. So the SS-city remarkably only needs a food surplus of 12! Before Biology but after Civil Service the 3W tile can easily support this surplus farming the tiles that do not overlap with Berlin. Before Civil Service, we only need at a minimum to feed the 2 specialists working the Library, which 3W can easily do. Of course, this will mean Great Library goes into city #2 and we'll have a polluted Great Person pool, but I can't imagine any any serious complaints on suddenly finding ourselves with a GE later in the game.

When Hamburg is founded, wherever it goes, the Worker's priority is to get roads out to the trees you will use on Forge and to get them pre-chopped. Once this is done, your Workers can pre-chop or chop outright (based on the time-frame) any trees that are necessary to complete Oracle in line with the finishing of Pottery. Only then would I ever get around to farming the Rice for 3W. Remember that the guidelines say you need 3F unimproved... this is another one of those cases where your instincts are going to be bothering you if you haven't left them on the shelf yet. Now, there could be time to farm the Rice early and still get your woodworking chores done. But you must be sure of this, never guess! :nono: . Your first incorrect guess will often be enough to drop you past 1000 BC for being finished.

You beat me to the punch on suggesting using the first Chariot to steal a Worker from Cyrus. I would still try this, but remember that unless the stolen Worker can get to the area around your cities either before or right after the 2nd Worker is built anyways, then he'll have little to contribute to accelerating the MC/P timeline. The best use for such a Worker might be the farming chores around 3W, or helping with the roadbuilding (a setback in 3W is that all its trees are almost as far away from each other as you can get) while the rest are doing their woodworking. Although Nares doesn't cover this in his excellent stealing guide, a few of the AI leaders are willing to accept white peace (no units are killed on either side) as soon as you can talk to them and Cyrus is one of those. Having a Chariot who can grab a guy and avoid a counter attack will help you achieve this. A minor concern is how close Cyrus might be to having Immortals out. Pay attention to the message log, if you see 'Cyrus has adopted Slavery!' then you can start to be worried about it. Since we're south of the southern jungle band I suspect Cyrus has a tundra start which should keep him from doing anything too impressive down here. It will be quite handy to have him so close when wartime comes and I think he's an obvious first target. The northern jungles will screen you from Kublai for a while.
 
I was hoping Eggman would weigh in. As with several of the strategies I've learned from the ALC posters, this is yet another counter-intuitive one. In that regard it reminds me of VoiceofUnreason's watermill-and-workshop based Ironworks city, which is now a regular part of my games.

I looked again at Eggman's plan and did my best to pull some general principles from it. The 3x3 rule makes sense, and yes, I'd gathered that you want to "prep" the forest tiles to be used for chopping Oracle and the Forge with roads and pre-chopping. The closer the forests are, the better, since that economizes the Workers' moves. My 1st Worker is currently roading the forest tile 1NE of Berlin for this very reason.

So I think the Settler is indeed going 3W to continue my attempt to pull off a MC/Pyramids gambit. I also like it based upon the fact that it expands towards the opposition--not as much as 5W would, but it follows that principle nonetheless. I will keep everyone's suggestions in mind for later cities, of course.
 
Hmm, 3W is the hill NW of the horses, right? There might be one problem though. How do you make sure that those forests you chop will go to your second city and not to your capital? If it goes by proximity, then the forests 1S, 1E and 2N from that city site might do the trick. Not sure how this works though.

Edit: Or does it work by lighting up the square in the city in which you want the forest? I think I never really cared about this before, not having placed cities so close, but this makes more sense than the proximity "theorem". :D
 
I tried exploring this gambit last night (as Saladin). One caution - the city governor will jack with your specialists when you aren't paying attention. My GE came out many turns later than it should have simply because the specialist kept getting turned off.

But Eqqman isn't kidding - those cities look weird.
 
VoiceOfUnreason said:
I tried exploring this gambit last night (as Saladin). One caution - the city governor will jack with your specialists when you aren't paying attention.
The main danger is having everything rearranged when your city grows in size. So if you remember to check your cities after growth you can nip these things in the bud. With everything turned off, I don't recall the AI meddling with specialists unless I've done something like change to a civic that affects them in some way. If people have had experiences where specialists were changed and nothing happened anywhere at all, then that's pretty scary! I've heard the best fix is to highlight all three of the 'prefer F/P/C' buttons so that the governor won't fool with specialists at all.

---

At this stage we can do some comparisons to monitor our progress and illustrate how tight your planning has to be in these cases. Under the 'worst case scenario' plan of my write-up we are done in 950 BC, and we really want to do better. Originally we have the Settler ready in 2760 BC, and the Oracle done in 1680 BC. To meet the 1000 BC deadline, we need to get Oracle bumped up into the 1800s. Mysticism is going to be a huge help for that.

Our Settler is out in 2920 BC, an improvement of 4 turns since the existing roads mean that Hamburg is founded in the same time-frame as the original plan. So, Worker #2 comes out 4 turns earlier and we've gained 4 Worker-turns. However, we're missing the roads that would have been on the forests east of Berlin, so we've lost 4 Worker-turns. Five, really, since the Worker has moved onto tiles that otherwise we had no reason to visit. Surprisingly, we've yet to accrue any advantage so far from our pastures! This is one of those things I was getting at when I mentioned that good luck can actually shoot you in the foot. This should also illustrate that starting your research with Animal Husbandry is a huge mistake no matter how tempting those Cows look.

Now we have to assume that some good must surely come to us out of these pastures. We'd like to hope so, so let's find out. Getting Mysticism from the hut saves us ~5 tech-turns. I expect Oracle to now be started in 2280 BC. Given 2 chops and ~45 hammers out of slavery we need 65 hammers of regular production. Berlin is certain to be at size 3 by then. If we work the Cows, Horse, and the forested plains hill, we'll crank out 10 hammers/turn and thus it takes 7 turns to complete Oracle. Surprise! Under the original plan, we only would have spent 8 turns working on Oracle. So while our pastures are absolutely vital for future developments in the capital, they contribute little to helping MC/P. We can see that popping Mysticism from the hut gave us 5x the benefit. At this point we're sure we've saved at least 5 turns off the original plan so the GE should be out now in 1120 BC. I've yet to break the 1100 barrier so this will certainly be an achievement. But wait, we can't pat ourselves on the back just yet. We're hoping to finish Oracle 5 turns earlier. This means that both Workers need to be done with all the chores we had set up for them 5 turns earlier. We've already discovered that we have yet to gain any Worker-turn surplus at all. Luckily we might be okay. I'd have to dig through my notes, but if memory serves me correctly under the original plan one Worker had a 5 turn surplus while the second had a 3 turn surplus. So it's clear that Worker micromanagement is going to be vital. Since one of the trees for site 3W is not adjacent to the city, we may be losing a Worker-turn here. It should be clear that we have no Worker-turn surplus that could have been used up by settling Hamburg any farther away than we already plan to. I think conservation of Worker-turns is the very last skill you pick up as a cIV player and the most challenging part of the MC/P opening.

EDIT: I was forced to make a farm I didn't want to in the first Master Plan (TM), so there's a savings of 4 Worker-turns right there. This could be saved as surplus to keep a buffer for the accelerated Oracle building, or used as a gamble on the Rice for site 3W. Worker #2 could try to immediately farm the Rice as soon as he appears, but since the Rice won't be irrigated any gains from this will probably be marginal.
 
Round 3: to 975 BC

I decided that this round, I should play things through and see how our MC/P plans pan out...or don't. Hence the 975 finish.

To start off, our third continental companion showed up:

ALCFred975BC01.jpg


Hoo boy, good ol' Monty. He took a while to show up, so I suspect he's nowhere nearby, and that's a good thing for now. More on him later.

I also built the second city, Hamburg, in the Eggman-approved spot:

ALCFred975BC02.jpg


As I said, a very counter-intuitive location. Just look back through the posts after the last round with everybody urging me to put it either 5 tiles west or 5 tiles north. And here it is only 3 tiles away from the capital, with enough overlap to make a dedicated dot-mapper lose sleep! But it's part of the MC/P gambit, so that's where it goes.

Research-wise, I completed Bronze Working and moved on to Polytheism.

Shortly thereafter, the Chariot fininshed in Berlin. Trusting that barb activity and AI aggression would remain low for a while, I sent him towards Persian territory. I didn't see a Worker, so no luck there. Cyrus has quarried his stone, but strangely, had not yet built a road to it. I also found, against all odds, another goody hut:

ALCFred975BC03.jpg


I don't think I've popped a hut for a Warrior since my second Civ IV game on Settler level. (My first, if you're wondering, was on the supposedly-best-for-Civ-vets Noble level, where I got promptly and severely spanked for trying all my Civ II tricks.) I would have preferred gold to support research, but I'm not going to turn my nose up at a Warrior, especially since both my cities are still bereft of defenders! I sent the Warrior east to finish exploring the south coast. The Chariot went northwest to reveal that area. And my Scout was further northwest and had earned Woodsman I thanks to a panther and a lion.

(Barbs military units, by the way, have been practically non-existent so far. I've only seen three barb Warriors, and my Chariots have killed all of them. There isn't a lot of empty fog (such as a big swath of tundra), so there may not be many in this game. Or maybe it's still too early.)

A few turns later, I finished researching Priesthood, started the Oracle, and then researched Pottery. I chopped three forests for the Oracle. Following Eggman's precise instructions, when Pottery was done, I changed civics:

ALCFred975BC04.jpg


And when I came out of anarchy, I put the "hammer collector" back at the top of the queue. I then cracked the whip:

ALCFred975BC05.jpg


And on second turn after that...

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Of course, I selected Metal Casting as my free tech. So I immediately switched Hamburg's production to a Forge.

Then I realized I had a problem.

I'm not the mathematician that Eggman and a lot of other Civ players are. I don't play the game, as I've said, with a calculator in hand. I prefer general principles to precise calculations. Maybe I'll never manage to win on Emperor or higher as a result. Insert shrug here.

Up to this point, I'd done relatively well enough because Eggman had laid out a precise plan for me to follow. But this was where I suddenly realized some of the variations I'd indulged in had the potential to bite me on the butt.

To go back to my cherished general principles, I had failed to sufficiently pre-chop the forests around Hamburg. And I realized, as I finally got past my math aversion and did some calculations, that getting the Forge built ASAP in the second city is far more important than speeding up the Oracle in the first city. But I had focused on the Oracle, because that's what I'm used to doing.

I had six turns after the Oracle completed to get the Forge built in Hamburg, otherwise my first Great Person would be a Great Prophet from Berlin, not a Great Engineer from Hamburg. Three chops weren't going to do the job, and because I had not done enough pre-chopping and road-building to Hamburg's forests, I didn't have time to do a fourth chop. Frankly, I didn't want to--I wanted to keep two forests for their health bonus, what with all those floodplains.

But the floodplains were the saving grace, as was the horse tile. I switched Hamburg to work the horse tile, a floodplain, and the plains forest until it was chopped. Then I switched to working a grassland forest, maxing out the hammers per turn, but also growing the population. Hamburg now had 2 pop, you see, and on the fifth turn of building the Forge, it had just over 90 out of the required 120 hammers to go--that's right, just enough to whip the forge. It would also grow back to 2 pop within a couple of turns.

So I whipped the forge, assigned the Engineer specialist, redid my math, and breathed a sigh of relief. I would indeed be getting a Great Engineer.

After that, I was able to pretty much do what I wanted. I built my third city, Munich, 5N and 1W of Berlin to claim the banana, rice, gold, and cow. Kublai, you see, was expanding quickly, and I didn't think I'd have time to claim the banana tile with another city, at least not peacefully.

I had copper in two inconvenient locations. One was 4W 1S of Hamburg, with too many desert tiles to make a viable city. (if I'd built Hamburg 5W as many suggested, I would have had it, along with all the floodplains. Oh well.) The other was 4W of the cow that Munich claimed. When I moved a Chariot up there to check the area, Kublai had already built rather close to the rice tile, the only nearby food source. It looked like he'd take that tile on the city's first border pop.

So once I had Masonry, I decided to research Iron Working and hope for iron in a better location than the copper.

In 1040 BC, the Great Engineer appeared:

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So on the next turn, in EXACTLY 1000 BC...

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YES!! Okay, I probably could have done that a little faster and smoother, but I'm not an egghead...er...Eggman. ;) I immediately switched civics to Representation. I then played one more turn, since I had a couple of things to do.

Iron had appeared, you see, and I built my fourth city in order to access it:

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I decided to put Cologne 1NE of the location some had recommended in order to decrease its overlap with Berlin. The capital has more than enough overlap with Hamburg.

Notice that I will have Writing on the next turn, so I can start building Libraries. That's important, since the next stage, now that the MC/P gambit has been accomplished, is to build my specialist economy to take full advantage of it.

Here's a look at the map in 975 BC. First, the north...

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And the south:

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You can see that Monty is, indeed, quite far away (for now), and it looks like Kublai will be a buffer between us for a while.

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So first off, let's talk about next moves. I'll run through what I'm thinking of doing and you can all tell me what you think.

I'd like to build one or two more cities. I definitely want to put one more down to the south, right on the stone as was previously suggested, and make that the science city if I can. If the rice tile nearby remains unclaimed, a lower priority might be putting a city to the northeast to lay claim to that copper. But since I'll soon have iron, that's not vital.

Once the iron is hooked up, I think I should prioritize military. Barracks, Granaries (for more efficient whipping), and units. Libraries, however, have to enter into the equation soon too, to allow for scientists. At least, that's what I'm assuming. I've never run a specialist economy before, so I would appreciate all and any guidance with it.

Back to military. I have two Creative civs and two Aggressive ones on the continent. Cyrus could easily out-tech me, Kublai will jump on me the moment he sees and advantage, and Monty is...well, he's Monty. They all have to die, the sooner the better.

I want to build Axes for city defense, then a stack: an Axe and a Spear for stack defense and several Swordsmen. Then research towards Catapults.

Speaking of research, after Writing, I'd like to research Alphabet. I have an excellent bargaining chip in Metal Casting and I think I should see what I can get for it, especially before I start attacking the neighbours. Fishing, Sailing, Monotheism, Archery, Mathematics, and even Horseback Riding are all on the shopping list. After that, I'll research Literature (for the Great Library), Mathematics (if I can't trade for it), Construction, and Code of Laws.

Back to war: who to attack first? Well, to go about it the other way, I'd like to attack Monty last, since he's furthest away and it looks like Kublai will be between us. So I'd like to buddy up to Monty for now. I'm hoping Buddhism will spread to one or more of my cities, then I'll convert. If he requests tribute, unless it's ridiculous, I'll likely cave.

My thinking here is that Monty can be formidable in the early game, but he quickly falls behind in tech. So if I leave him until much later, I should have enough of a tech lead on him to make the war much easier. So yeah, I'd like to make him my pet dog. For now.

So who's first, if not Monty? Well, the main disadvantage to Kublai at the moment is that he's Buddhist like Montezuma. Attacking him would likely earn me a "You declared war on our friend!" demerit from Monty. Cyrus is closer and is starting to claim some territory I'm thinking should be rightfully mine, like those desert gold hills.

The only problem with Cyrus first is it gives Kublai more time to get and build up a force of Keshiks. That would necessitate lots of Spearmen and prioritizing Engineering for the even better Pikemen.

Thoughts?

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While you're thinking about all of that, let me give you my perspective--thus far--on the MC/P gambit.

As Eggman said, planning is important, but I think my success with the gambit shows you can be a little looser about your approach to it on Prince. But not by much. Obviously, I was very lucky with the huts, but as Eggman pointed out, that wasn't quite as big and obvious an advantage as it seemed.

My main tip to add to everything Eggman said is that building the Forge in 6 turns or less is vital to this gambit's success. So if in doubt, make a priority of pre-chopping and building roads in the forests for the second (forge) city. Looking back, I may have been better off NOT chopping for the Oracle as much as I did.

I think that Frederick is the ideal leader for this gambit. Obviously you don't want to attempt it with anything but a Philosophical leader. But Frederick's Creative trait is a perfect match as well, because it means you don't need Stonehenge, which would--if built early--play havok with the GP generation.

Not only that, you don't need obelisks either. The chief concern with this gambit is the weakness of your military. But I've been able to build two barracks because I didn't have to build obelisks, and I also built some promoted units to protect my cities. Since AH and BW are both on the tech path, there's a chance you could locate the second city to obtain copper or horses.

Is it worth it? Well, for that answer, I'll have to play the rest of the game. Which I will do once I hear from everyone.
 
After a quick look, and counting some watermills... A GP farm in Hamburg looks reasonable - not great, as those desert tiles are worthless, but you'll want to run an irrigation line to the rice anyway, so why not? I'd go ahead and stack the Great Library with it, if you can. Note that the city is only pulling 5 raw engineering points per turn - if you start running double scientists, it may not stay ahead for the next GP.

Berlin's fated for production, and probably not enough of it, in the late game I think. The fate of those shared tiles between them is not clear to me. Cyrus, I think, has your big production center - you'll just have to go take it from him.

As for your libraries - yeah, you want them, but military may be a higher need at the moment. I'd look at grabbing code of laws, and playing the slavery/caste system zim zam to get your scientists instead.
 
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