Phaedo02- Rage_Against_The_Machine

@CommandoBob: No objections here.
@AT: That's worth considering if we can get Willie to declare--he demanded silks from us 6 turns back, and ruining our trading rep is not a good idea in a zero science game.
 
note to the next player:

Kyoto is currently making 9 shields, meaning 6 wasted shields on a 4 turn Sword; if we switch a citizen to working a forest tile, we will have 3 turn Swords with a food defecit of 1 per turn. This can be sustained for sufficient turns for a worker to mine a grassland tile before we see starvation.


We have 14 turns left of our deal with Willie, at which time we will have close to 20 Swords. IMO, that will give us enough to go with - horses or no horses.

It would help preparation if the hill adjacent to 'Iron-hill' is roaded.

Any thoughts?
 
Welcome Cbob! Glad to have you aboard.

Well, I was thinking of taking it, but as you've signed up Cbob, why don't you take it.:)

Your state of the empire posts are nicely ordered and helpful, not to mention the detail of your logs and your snazzy city names:).

As to a quick war, I like it:D. Just for the record, notice that Rotterdam is at pop 1. It looks like Willie has been pop rushing horses so we will see them immediately. The possibility for 3 turn swords makes it quite viable. I like ATs suggestion of a couple of spears. I am concerned with the upkeep issue. We will get an extra 10gpt in 10 turns which will give us out 20 swords and a couple of spears. It does of course prevent us from buying any tech.

Once we MM Kyoto, we'll get 5 swords in 15 turns, which means we just need the other 3 cities to build 5 swords in 14 turns. It seems to me (without actually crunching the nubers) that we can at least get out 1 settler (ideally 2). If we are only going to build the one, it should be later as we will want one in reserve when war starts and there's no need to eat up upkeep for a settler to lie around and do nothing.

I think, if we were relly careful about worker turns, we could convert Kyoto to a 3-turn sword pump, road the two hills with the two farm miners( with the two farm miners), chop the forests East of the Red dot (with the worker who is mining NE of Osaka after he finishes) and have a city planted there (with Tokyo changing to a settler now) 2 turns from pop 3 with walls at the end of 14 turns. Perhaps, this is overly ambitious but it's a solid location for a city (once we raze Rotterdam we settle on the horse), would be well set up to take horse attacks (even be a true kill zone as they would lose movement crossing the river) and prevent Willie from attacking from a hill.

The down side of this plan of course is Tokyo. How do we defend 3 cities? It makes ATs ratio a little different. The thing is, with the present setup, Willies horses will happily attack any units we have on the hill SE of Tokyo from the hill East of it. Norton's desert city is a much safer plan (it could be a 1 specialist city working a grass giving us 5 or 6 units at the current rate).

All that being said, I think if we can put a spear (and maybe an archer) on the Mt and 2 hills S of Osaka, we can control his access and have a very effective kill zone. Moreover, Tokyo and the red dot can quite easily defend against any threats coming from Willie's corrupt South with relatively few troops. We can take the land East of us with the fur (which is really rightfully ours anyway;) ), relegate Willie to trundra and then look North. We would still have 2 workers to improve other parts of our empire and possibly 1 more (if we don't change the build) and have the unit support to have the extra 3 spears and an archer with 1gpt (and the gold that accumulates before we max out on unit support). It is a risk, but I think the benefits make it worth it I think. It means VERY careful builds and preparation of course, butI think we have the team to do it:)
 
It does of course prevent us from buying any tech.

I don't really think this is an issue; a succesful war against Willie will provide us with techs for peace, with a rinse and repeat giving us any more he has 20 turns later. Anything that we buy now would be a waste of gold; think of Willie as 'The Great Library' - and 20 Swords gets us membership. ;)
 
Fair enough. A 20-turn lag (for us to builod infrastructure and set up for the next one) is exchange for multiple tech. I'll buy that. Just for the record, once war stabilizes, I'd like to start the suicide boats;). Then the war spoils have even greater possible value.

Thoughts on another city vs. straight out war prep?
 
I'd like to start the suicide boats;). Then the war spoils have even greater possible value.

Thoughts on another city vs. straight out war prep?

We could pop rush boats from any coastal cities we capture - kill two birds with one stone.

I refer you to my previous comments re your red-dot placement.
 
I refer you to my previous comments re your red-dot placement.

I was thinking I took that into account with the worker proposal. I wasn't sure if war with Willie in 14 turns changed that.

The next set will have to put it in motion or not so we should all be on the same page before a plan is put into effect
 
I was thinking I took that into account with the worker proposal. I wasn't sure if war with Willie in 14 turns changed that.

The next set will have to put it in motion or not so we should all be on the same page before a plan is put into effect

See what the others think; it doesn't broaden the front too much.
 
lurker's comment: I like the looks of Red Dot for defense -- you can even hold a hill across a river against a Deity AI unit onslaught. For future production, you miss out on being able to build a harbor and use the coastal tiles effectively, but that's not a consideration at the moment. I still like this team's odds.
 
Red dot looks pretty good, especially with walls. Cutural pressure won't be an issue once we raze Rotterdam, but a temple might not hurt once the walls are up.
 
I think, if we were relly careful about worker turns, we could convert Kyoto to a 3-turn sword pump, road the two hills with the two farm miners( with the two farm miners), chop the forests East of the Red dot (with the worker who is mining NE of Osaka after he finishes) and have a city planted there (with Tokyo changing to a settler now) 2 turns from pop 3 with walls at the end of 14 turns. Perhaps, this is overly ambitious but it's a solid location for a city (once we raze Rotterdam we settle on the horse), would be well set up to take horse attacks (even be a true kill zone as they would lose movement crossing the river) and prevent Willie from attacking from a hill.
I'll examine this in detail and plan out worker turns when I get home. I know we have five workers but I have no idea where they are or what they are doing.

Off the top of my head, it takes 6WT to road a hill, so if we ganged two workers together they could road one hill in a net of 4 turns (Turn 1: move onto hill; Turns 2, 3 and 4: road, road again and complete road). To road two hills would take 8 turns, using just two workers. Chopping a forest is 4WT; two forests, then 8 WT.

If we could get three workers making roads they could be completed in a net of 3 turns each. Build Red Dot City and the two forest tiles become ours. Split the workers to the forests; when the first forest is cleared one worker makes a road, the other goes to help clear the other forest and then those two make a road. I think both roads would complete at the same time.

With two workers, starting next turn, we could have the road to Red Dot completed in 8 turns and build a city on turn 9. Putting a worker to each forest tile will chop both forests in 5 turns (one to move; four to chop), which will not allow roads to be built on the former forest tiles. The chops complete on turn 14, which leaves our workers a little bit exposed and isolated in Red Dot City.

We might be able to improve the chopped forest tiles before the Willie War begins. I would like to improve them with roads first, to allow faster unit movement into Wille Land.

This is just a rough outline; knowing how close our workers are to completing their current tasks will help a lot in determining what to do.

At the end of turn 14/start of turn 15 we declare war. Do we expect Willie to try to bully us for something at that point? That is, would Willie declare on us on that IBT, while some of our workers are exposed to his units?
 
You are totally right CB. When I was planning out the turns I was thinking 12 turns for the mine. There shouldn't be a need for wasted turns at all.

Willie is getting silks from us (hence the 14 turn wait) so he shouldn't be in too much of a hurry to attack us. In the best of all possible worlds, he'll get feisty and go at one of the other AI, but I don't think that will happen.
 
Here are my thoughts on worker moves for the next turnset, focused on roading to Red Dot City and chopping the forests nearby.

1000 BC Worker Moves
1000BC_WorkerMovesTrimmedDotted.jpg


Workers A and B will finish their mine this IBT. Worker C needs two turns; Workers D and E both need three turns.

Workers A and B would move together to the Light Blue Dot. Worker C would arrive onto the Pinkish Dot a turn before Worker D. Worker E would stay north of the river and mine the grassland 1W of his present location (not highlighted on the map).

Toyko would switch to a settler and it would build Red Dot City. After it was built, Workers A, B, C and D would move to chop the forests and then road the exposed ground. With two chops feeding into Red Dot City, we could quickly build a wall (and waste part of the chop) or build a barracks first, let the chop help complete the barracks (maybe) and then start the walls.

We could also stagger the chops so as not to waste the shields. If we worked one forest for five turns and chopped the other, we can build walls in five turns with no loss. Then chop the other forest to add to the barracks. Not sure which is better; barracks first, then walls or walls then barracks.

Just to be safe, I think walls -> barracks would be the way to go.

1000 BC Worker Moves in Excel
1000BC_WorkerMovesExcel.jpg


This is just a spread sheet detailing the moves and build orders for the next few turns. I'm not sure how quickly Toyko could bounce back and did not check to see how far along Osaka is on the current sword build. Edo is somewhat a wild card after it completes this worker; build barracks? The Edo worker (Worker F) would improve around Edo; might send Worker E to help after he finishes his assigned mine on Turn 8.

From the spreadsheet I see that Red Dot City will have 4 turns to build to something before the first chop is done. I think this clearly points to making a wall first and staggering the chops. Could build a road in the grassland west of Red Dot City to keep a worker pair close by and productive as we stagger the chops.

So, if this seems to be a workable plan, what do we build in Red Dot City and Edo?
 
Looks good Cbob:goodjob: ! The only thing I would add is that we need 1 more grass mined around Kyoto (in addition to the workers A & B square) and we have about 10 turns to do it before starvation to get our 3-turn swords. I think that should be worker F's first job. He will be able to do the square 1NE of Kyoto in 9 (if my count is right). After that he can go back to Edo. Edo is without a doubt our lower priority.

Also, if you could take a few peeks across Willie's border with a warrior or two to see what you can see, it would be nice. t might also be a good idea to keep a unit on the mountain as a long-range lookout.


This is getting exciting:D
 
Despotism (10.0.0)
58 gold (+5 gpt)
Mysticism (-- turns)

Nothing to change; Kyoto will build a vSword this IBT.
But, by switching a citizen from a grassland to a dye, we increase our gpt by +2.
I still hold back and will start running a negative food in Kyoto next turn.

Hit Enter.

[IBT 1000 BC]
Kyoto vSword -> vSword, 3 turns (and the food shortage begins).

1 0975 BC

Workers A and B finish their mine and move 3SE.
New Sword 2SE and 1S, crossing the river.

Toyko vSword -> Settler, 3 turns.
[IBT]
Edo worker (F) -> worker, 10 turns (can be switched).

Two Dutch settler pairs are northeast of Osaka, in no mans land.

2 0950 BC

Workers A and B 2S and 1SE, arriving on the hill south of Osaka.
WorkerC moves to the hill 2S of Osaka.
WorkerF moves to the grassland 1NE of Kyoto.
New sword moves to the hill with WorkerC.
[IBT]
Tokyo settler -> vSword, 6 turns.

Egypt completes the Mausoleum of Mausollos in Thebes.

One Dutch settler pairs tresspasses; the other vanishes.

3 0925 BC

Workers A and B build a road.
WorkerC begins a road.
WorkerD moves and joins WorkerC.
WorkerE moves 1W and begins to mine a grassland.
WorkerF begins to mine a grassland.
SettlerToRedDot moves to the hill with WorkerC, D and the new sword.
[IBT]
Kyoto vSword -> vSword, 3 turns.

Celts are building the Hanging Gardens.

Dutch settler pair move north, unimproved (and unworked) forest to unimproved (and unworked) forest.

4 0900 BC

WorkerD helps WorkerC make a road.
SettlerToRedDot moves onto Red Dot.
Swords moves to protect.
[IBT]
Dutch settler pair move north again and into Orange Land.

Osaka vSword -> vSword, 4 turns (grow in 18) or 5 turns (grow in 9). We build in 4.

Hittites are building the Hanging Gardens.

5 0875 BC

Found WilliesHillyBilly on the Red Dot, grows in 10, walls in 10.
Our two newest vSwords head to WilliesHillyBilly (WHB).
[IBT]
Dutch worker moves onto a forest we wanted to chop. Maybe he will move away.

6 0850 BC

Workers A and B complete their hillside road. They move to the grassland NW of HWB, to road and connect it.
Swords split up, one moving to cover Workers A and B, the other to cover Workers C and D.
We have a fortified Dutch warrior 1E of WHB. I leave him alone. If he stays in place, he can be a pretext for our war with Willie.
[IBT]
Dutch warrior moves away.
Dutch worker moves SW, heading towards the Dutch city of Utrecht, but stops on a forest we want to chop.

Kyoto vSword -> vSword, 3 turns (3 food unmarked, one marked and we still have an entertainer if we miscalculate the starving).

7 0825 BC

Workers A and B make a road.
Workers C and D move onto the forest NE of WHB, to chop and road.
vSword moves with them, since this is a border tile.
New vSword in Kyoto heads to WHB.
[IBT]
Dutch worker leaves our lands.

8 0800 BC

Worker C and D chop the forest.
[IBT]
Osaka vSword -> vSword, 4 turns.
Toyko vSword -> vSword, 5 turns.

9 0775 BC

WorkerE completes the mine; moves to the Iron to build a mine.
WorkerF completes the mine; set Kyoto to zero population growth and still keep 10 shields per turn.
WorkerF moves to join WorkerE in mining Iron.
New vSword in Toyko moves to WHB.
Workers A and B complete their road, move onto the roaded forest that is 1SE of WilliesHillyBilly. They begin to chop.
[IBT]
Kyoto vSword -> vSword
WilliesHillyBilly walls -> barracks, 20 turns.

10 0750 BC

WorkerE and F begin to mine (12WT to mine a hill, 6 turns with 2 workers). Toyko is working this hill.
Workers C and D build a road (3WT or two turns with 2 workers).
New vSword in Kyoto heads to WHB.
[IBT]


And the save is >>HERE<<.
 
Our World 1000 BC
750BC_OurWorldTrimmed2.jpg


Japanese Military
  • 06 Workers
  • 05 Warriors
  • 04 Archers
  • 17 Swords
  • Upkeep
    • 32 Total Units
    • 20 Allowed Units
    • 12 Support Cost

Edo is building a worker that completes this IBT. We need to decide if Edo should continue that build or switch to something else.

Workers A and B will complete their chop this IBT, 10 shields for the new barracks.
If we expect trouble from the southwest of WillesHillyBilly, we can have Workers A and B move to the forest 1W of WHB and chop it. We'll overspend on the barracks, though, but not by much.
But Toyko is working this forest, so it really needs to be discussed; chop that forest or not.

I was planning on improving the land around Toyko while workers were present. Wanted to improve the grassland SW of Toyko; favoring irrigation for faster growth.

I don't know why I think this but for some reason it seems important to me that we have a road from Kyoto to Toyko through the forests. This would give us two roads from Kyoto heading southeast. It also means roading two forest tiles; alot of worker turns (ouch!). And until we get Engineering, the current roading is faster.
But if our workers lack for safe things to do...
 
Looks pretty nice. One thing, though:
Wanted to improve the grassland SW of Toyko; favoring irrigation for faster growth.
Besides the cow, irrigation won't do us any good until we're out of despotism.

According to the military advisor, we're average vs. the Hittites and strong vs. the Celts and the Dutch, so I think we'll be ready for war when the silks "deal" runs out. Meanwhile, we can buy any tech from Brennus except for CoL or map making--mysticism is the cheapest, math the most expensive (but also the most useful to us), with HBR and philosophy in between. Since our unit support costs are going to increase, I'd advise against math, but HBR might be useful. So might mysticism, if we want to beat polytheism out of Willie. We can't steal any techs yet, though; even an immediate steal would cost 440 gold (452 from the Celts). Also, peace with the Hittites would cost 1 gpt and 102 gold, but we probably shouldn't worry about them yet.

Do we want some more settlers? We can probably get more techs from Willie for peace if we raze a few of his cities, and cutting back on flip risk wouldn't hurt, either. Also, once we're in a stronger position, how about some temples? This is one of the rare games where they'll actually be useful.
 
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