Math06: RaR, OCC, Space

Turn 0 250BC
Give currency+iron working+25g to Aztecs for peace+riding
Tibet has elephant riding which is currently useless to us
We are up monasticism and military training on both

Turn 1 230BC
Invention done, start milling
Sci to 80%, 2 turns at -8gpt

Turn 2 210BC
Sci to 70%, 1 turn at 0gpt

Turn 3 190BC
Milling done start clockworks. 70%, 0gpt, 4 turns

Turn 4 170 BC
Sci 60%, clockworks in 3 +7gpt

Turn 5 150 BC
Zzz

Turn 6 130 BC
Tibet have barding
They also picked up monasticism sometime before this :(

Turn 7 110 BC
Clockworks done, start scientific method 70% 4 turns 0gpt
Slave Trade done, start The Academy as a prebuild for Leo's. Town Clock and Windmill would be 5 turns, so if we don't want to build Leo's yet it is possible to switch back without loss.
Now +5gpt at 70%.
Sell Military Training to Tibet for 165g. They got monasticism too fast, must know someone else, so get what we can.

math06_slavetrade.jpg


Turn 8 90 BC
Zzz

Turn 9 70 BC
Indians complete Great Wall in Delhi
Sci to 60%, scientific method in 1, +14gpt

Turn 10 50 BC
Scientific method finishes, set research to vasselage but next player can decide
Also we have a new Scientific Great Leader, Domninus of Larissa
Also, we now have trade opportunities for several techs and for lux.
math06_leader.jpg

math06_50BC_city.jpg


save
 
I agree on switching. We have two choices, either switch to the wind mill (done in 1 with 2 shields wasted) or the town clock (done in 2 with 8 shields wasted). If we go the mill route we'll rush Leo's next turn which should allow us to finish researching Vassalage before Leo's is finished. If we go the town clock route we'll have one turn at 0% research allowing us to make some additional cash.

The question arises as to what techs do we want? Right now we seem to only have cheap techs available. Should we wait and self-research the cheaps ones and rush Leo's later?
 
Methos said:
Or are we waiting until we learn crop rotation?
I guess that answers the "what to do with Leo" part, as far as I'm concerned. Run to crop rotation.

I personnally am in favor of delaying it as much as possible though, because the longer we wait, the greater the benefits. Perhaps we could arrange to grab crop rotation and the tech just before it? Or just crop and another tech past ?

Also, when do we want our GA? Bowmen will suck soon enough, so we might want to find a war, stick a bowman in it, declare and snipe a 1 def unit for a GA sometime soon - else we'll have to wait for an AGR wonder (the otherwise useless Univ Suff). I just completed a game with the same settings with Siam and the GA part killed me (that and no trade available for coal/iron until modern times :mischief: ).
 
Beorn-eL-Feared said:
I guess that answers the "what to do with Leo" part, as far as I'm concerned. Run to crop rotation.

I personnally am in favor of delaying it as much as possible though, because the longer we wait, the greater the benefits. Perhaps we could arrange to grab crop rotation and the tech just before it?

I already closed out the game but as I recall in order to get Crop Rotation we still need Vassalage (2 turns left), Warrior Code, Fuedalism, and I believe one more tech that I can't remember. At least two of those techs are on the 1st tier and seem a waste to take them with Leo's. The more I think about it the more I believe we might want to wait.
 
0)50BC

Okay my plan is to research vasselage, warrier code and theology, then use Leos to get feudalism and crop rotation.

So thats 5 turns of Building stuff - I'm going to swicth to wind mill first.

We should definately build the great lighthouse - if we can get to 16 pop before it expires then the sewer effect will not go away :)

1)30BC

Windmill>>> port (will short rush the Town clock)

2)10BC
Vassalage>> warriercode[2]
Rush port for 183 gp swithc to town clock in [3]

3)10AD
Start clearing that forest with the worker.

4)30AD
Vassalage>>Theology[2]

5)50AD
Town Clock >> Leos (rushed) [1]

6)70AD
get vassalage, Feudalism and crop rotation start on Usury[2]
Short rush a port with barrakcs and peasent
upgrade the worker.

7)90AD
Port>>Bowman [1] Not entirely sure why I did that.

8)110AD
Usury>>Scholastism [2]
FOr some reason the Bowman got autochanged to a crossbow>>Great Lighthouse[9]

9)130AD
Start irrigating (missclick sent the peasent to the mountains)

10)150AD
Scholastism >> Astronomy [3]
We get another great leader woo! We've already sunk a few turns into the great lighthouse so I'd recommend finishing that by hand (as its cheap and will be done in 6 turns if we work a hill when the pop grows) then rushing a library and using the leader on copernicus. Or we can save it for the IP (another good option)

Remember we must get to 16 pop before we research magnetism!

Don't chop the forest - once we get the IP we will have a total of 51 fpt, enough to wrok every tile without having to chop that forest to get grassland.

We'll want a marketplace built soon as well for the Lux bonus.
 
Well done :D And a SGL to finish with :thumbsup:
Next leader for IP? It'd be my choice, as it is horrendously costy, and we've got a lot of water tiles that will benefit from it.

And since I'm here:
Mathias - UP
Methos - On Deck
 
Disenfrancised said:
0)We should definately build the great lighthouse - if we can get to 16 pop before it expires then the sewer effect will not go away :)
The sewer effect does will go away when the Lighthouse is obsolete. In my Tibet game, my city dropped to size 22 due to pollution, and even though it now has +10 fpt, it cannot grow to size 23.

That said, my thoughts on our game:

Science - We have no beakers invested in Astronomy, so we can (need to) switch that to Poetry-Drama-Literature at 1 turn each. I will also repeat myself to say that all techs that we can research in 1 turn are worth self-researching for the chance of getting an SGL. This includes all remaining A&C techs unknown to our rivals, and will soon include early-M&R techs such as Castle Building and Heraldry, which require only 4 beakers more than we are currently able to generate in one turn. As I am up next, I guess this is mostly at my discretion. I'll finish of the A&C, then head for Map Making.

Production - I would put off building the Lighthouse to build the Academy first. The Lighthouse will have no benefit before we get IP, and I perceive no threat that a rival will complete it, but I'll leave this to a vote before I play. The SGL will certainly rush IP.

Workers - It seems clear that we won't be getting many slaves, so we're going to have to build our own. The question is, how many workers do we need in total?

Got it. I might play tonight, but more likely tomorrow afternoon. I'll be busy all weekend, Thursday thru Sunday, so if I'm up again before Monday, just skip me.
 
Unless I post otherwise, until further notice, I won't be able to play much at all for a few. I just moved from my dad's and stuff isn't fixed yet.
 
150 AD (0)
Switch research to Poetry, production to The Academy

IT: Poetry >> Drama
Aztecs complete Silk Road
Tibet switches to Sun Tzu's

170 AD (1)
Poetry to Aztecs for Barding and 2 gold; to Tibet for 74 gold.
Neither have Horse Breeding, opt for that before Drama

IT: Horse Breeding >> Drama

190 AD (2)
Aztecs and Tibet have Lateen Sail
Horse Breeding to Aztecs for Lateen Sail, Elephant Training, 3 gpt, and 23 gold; to Tibet for 8 gpt and 14 gold.

IT: Drama >> Literature
Tibet completes Sun Tzu's

210 AD (3)
Drama to Tibet for 7 gpt and 73 gold; to Aztecs for 84 gold.

IT: Literature >> Athletics
The Academy >> Library

230 AD (4)
Literature to Tibet for 512 gold (they are nearly broke); to Aztecs for 208 gold (they are broke)
Short-rush Library (120 gold for 10 shields) to complete this turn with growth.

IT: Athletics >> Mounted Archery
Library >> Peasant

250 AD (5)
Athletics to Tibet for Cotton and 42 gold; to Aztecs for Silks and 2 gold.

IT: Tibet extorts Warrior Code
Mounted Archery >> Astronomy (2 turns)
Peasant >> Lighthouse

260 AD (6)

270 AD (7)
IT: Astronomy >> Navigation (2 turns)

280 AD (8)

290 AD (9)
IT: Navigation >> Map Making

300 AD (10)
MM Citizens for max production to get Lighthouse done a turn sooner. Be sure to move citizen from mountain to sea next turn for growth.

Galley is on Go To order, returning to Babylon for upgrade, still several turns out. The scout probably isn't needed, but we can upgrade him as well.

After completing Lighthouse and rushing IP, we should be able to pop out a caravel or two at 50 spt. Focus production on science improvements as well as wonders. A guild hall should be built as soon as possible.

For research after Map Making, we need Guilds, Alchemy and Education. Obviously we should avoid Magnetism until we need something that requires it.

[nitpick]Please stop changing preferences. Also, please stop changing case in the name of the save. It should be "math06_###AD.sav", not "Math" or ".SAV"[/nitpick]
 
Pre-Turn: Looks good.
IT: Cultural expansion brings the gold into our territory!

320 AD (2): Set slider at 4/5/1.
IT: Map Making>Heraldry (2/7/1). Babylon Great Lighthouse>International Port.

330 AD (3): Rush IP.
IT: Heraldry>Guilds (1/8/1). Babylon IP>Caravel.

340 AD (4):
IT: Babylon Caravel>Marketplace

350 AD (5): Set slider at 7/2/1
IT: Guilds>Alchemy (4/5/1)

360 AD (6): Switch Babylon to Guild Hall

370 AD (7): Galley arrives back in Babylon but cannot be upgraded. When I press Shift-U the computer states we do not have a single galley to upgrade. I do upgrade the Scout to a Troubadour.
IT: Alchemy>Engineering (4/5/1). Babylon Guildhall>Lab.

380 AD (8): Our caravel after successfully crossing the ocean meets the Persians. They are still in the AA.
Aztecs: We get a Worker and 6 gold; we give Theology
Upgrade our new worker to a peasant.

390 AD (9): Set slider at 5/4/1
IT: Engineering>Education (3/6/1). Babylon Lab>School.

400 AD (10): Establish an embassy with Persia.

-We are now at max population.
-The galley is fortified in Babylon. I believe RaR allows upgrading with a shipyard instead of a harbor.
-I find it odd that our continent still hasn’t been entirely claimed. There is still a large part of our continent that no one controls. I guess that’s good for us.

:hmm: I can't access the 'Uploads' page. Is there something different we need to do with the new upgrade? Attached it instead. Edit: Now it's working. Cleared out my cookies and it seems to be working fine.
 
@Continent not filled: I just played with this game's exact variant settings (pangea, Siam, a couple other details) and many good city spots with good ressources weren't claimed until the very late industrial era. It is not odd, it seems.
 
We are not at max population. The Great Lighthouse will allow us to continue to grow until we have Magnetism. Cut the forest so we can work all three mountains at size 18.

We should trade a tech to Persia for their world map. Also, disband the galley since we cannot upgrade, and our single caravel should be able to contact the remaining 3 civs. Finally, sell worker housing - it is obsolete.

Production: School, University, Cop's, Magellan's as prebuild for Netwon's. Those seem obvious to me. I'm not in a hurry to get marketplace or bank.

Science: Physics, then 1-turn techs (including optionals for SGL chance; next SGL should be saved for SS). Once we complete Cop's, we should be able to pick up Magnetism and Newtonian Synthesis in 2 turns each, so time prebuild accordingly.

Roster:
Mathias
Methos
Beorn-eL-Feared - Auto-skip
DaveShack - Up
Disenfrancised - On Deck
 
Mathias said:
next SGL should be saved for SS
how about our old friend Shakespeare's ? - Just a thought.
 
My thought on this variant was to rush at least the two largest SS parts with SGLs. Now, even though we can expect 4 to 6 more SGLs in this game, nothing is guaranteed. We should weigh very carefully the benefits of rushing any given wonder versus the expected value of the SGL that we use.
 
lurker's comment:
This appears to me one of those situations where you have to spend money to make money. Having played several RaR OCC's, the more science wonders rushed the earlier, the better. It translates to even more SGL's down the line.
You didn't really state if this was peaceful or not. If it is not peaceful, definitely use your SGL's now, as you can certainly generate many MGL's with your soon to be very greatly advanced units. The MGL facor in an OCC is really awesome. Also when you get to the expensive SS parts, you will be running ~300-350 spt, making the expensive stuff seem rather paltry.
 
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