SGOTM 01 - Peanut

I agree about Novgorod - don't capture it (save us the 5 commerce/turn support for now), let Catherine develop it, capture it later when there's another Worker to get out of it.

St Pete's workboat - my initial thought was to use it to work one of the two bonus tiles near Site #1. Exploring the land to the SW is good also.

Site #1 - it's not on either river, right? This part is mysterious to me, but I don't think it will be connected until we learn Sailing. If both things are correct, a road from one of the rivers to the City will have to be built. We can check by seeing if it has Horses in it's resource box; if not, we need the Road or possibly Sailing.

Parking the unit down in the corner to see if someone comes by is a great idea, once we have signed peace. I also like developing the food supplies. And it's definitely cottage time. Good Luck, ainwood!
 
Jastrow said:
Lurker comment/question?

@176/177 Re: Workboat exploration...

Arn't workboats confined to your own cultural borders?

:confused:
Nope. I used a Workboat to explore another land mass in GOTM4. They can't be used to develop a resource that's not in your cultural sphere, the same as a Worker.
 
civ_steve said:
Site #1 - it's not on either river, right? This part is mysterious to me, but I don't think it will be connected until we learn Sailing.

I think it will be connected, without Sailing, as long as the coast tiles between it and the river mouth are within our cultural borders. I can try to set up a test game---or we can just wait and see. You may be right that we need Sailing.

The question of whether to explore the southwest with our 1st workboat, or send it to Site #1, is an interesting one. There's always the chance that we would find another landmass while sailing toward Site #1, although, exploring the land that we know exists is certainly attractive.
 
Alphabet is 15 turns at 100%. It's 30 turns at 50%, which is about the best we can support for that long. We should probably turn research down to 0% for a while. We get more payoff by running at 0% now to build up gold, and then 100% after we build libraries, than from a fixed 50% rate.
 
DaviddesJ said:
Alphabet is 15 turns at 100%. It's 30 turns at 50%, which is about the best we can support for that long. We should probably turn research down to 0% for a while. We get more payoff by running at 0% now to build up gold, and then 100% after we build libraries, than from a fixed 50% rate.
Yeah - I frequently do that, but in this case I figured that iron working would also give us a significant research bonus as we can get the gems. I'll try running the numbers.

BTW - any thoughts on chop-rushing?
 
ainwood said:
BTW - any thoughts on chop-rushing?

The biggest need, I think, is to improve our economy. The most direct way to do that is by building cottages, and connecting up our luxuries so we can grow our cities larger, so I would make those the primary focus. If there's a convenient opportunity to chop to accelerate the production of additional workers---either directly, or by building granaries that then let us pop-rush workers and regrow quickly---I think that would be reasonable. I wouldn't chop for libraries.

In the short term, I'd either put the northern worker to building cottages, or have it chop one forest to accelerate a second worker out of Memphis (and then switch to cottages). Site #1 and Site #4 don't need help right away: Site #1 can grow to size 2, using our existing farm, and then pop rush a workboat; Site #4 can build a workboat quickly, using the stone hill.

In the south, I'd have one worker finish connecting the gems, and send the other to mine the copper near St Petersburg. Then probably send both back toward Thebes, building some roads along the way, while timing their arrival to improve the cows near Site #4 as soon as our borders expand there. I don't see chopping the Moscow library as especially important, and chopping a worker doesn't make a lot of sense because we want Moscow to be growing, rather than producing workers. St Petersburg may switch to worker or settler after the workboat, because it doesn't gain very much from growing beyond size 2, but we can't accelerate it with chopping because it doesn't have any forests near enough. The roads through the center will eventually be useful, and most of our cities will be in the north for a while, so that's really where the highest worker payoff is.
 
MailMan said:
the #6 spot I would move 2E1S from its current location to reduce overlap with other cities near by.

I put #6 on the plains hill for the extra hammer. But I don't feel strongly about the location. This is never going to be a great city; it may never be worth building at all. My second choice would be 2E from #6. Moving it 2E 1S doesn't seem better than 2E: it just gets us some ocean tiles that we are unlikely ever to use, and it wastes a forest.
 
Pre-Flight check:

Make peace with catherine. Move a couple of chariots to Moscow to save unit supply. Moscow is now happy.
Switch memphis to worker for one turn to get overflow.
Move settler in memphis towards site 1.

Reduce research to 50% - that's -1 / turn (alphabet in 30), but we'll bring it up when we get a library.

Turn 1 - 1270 BC:
Move settler towards site 4, and other one towards site 1.
Worker at 4 moves to start cottaging floodplains.
Worker in south starts to road gems, other one moves towards copper.
Switch Memphis to a library for a turn.


Turn 2 - 1250 BC
Catherine is cautious - and want's open borders. I agree, so we can keep a better eye on her. Move chariot to watch Novgorod.
Another chariot sent towards site to watch other continent.
Settle Heliopolis - start a Sloooooow work boat.
Settle elephantine, and do the same.
Start mining copper.
An archer has appeared from the gloom between thebes & St. P. Send war chariot to investigate, before it can get to hills. Its the 5/10 medic one - not ideal. Send another chariot to garison St. P

IBT - Chariot wins (2.2). Leave it where-is to heal.

Turn 3:
Start cottage.

Turn 4: 1180 BC
Finish roading gems. Move to road cows (although we have health bonus) - but its only a short delay.

Turn 5: 1150 BC:
Catherine now has a third archer.

Turn 6 - 1120 BC.
Send chariot to garrison heliopolis - in case of barbs.

Turn 7: 1090 BC:
Moscow expands - we now have gems & cow. Works gems to help budget - and rice for growth, over hammers.
Complete workboat in St. petersburg, start granary.
Workboat off exploring.

Turn 8: 1060 BC;
Complete worker in memphis, and start another one (which I'll chop-rush).
Copper is mined, so start road.

Turn 9 - 1030 BC;
D'oh - stupid mistake. Realise that chop will finish on same turn as worker. Cancel that (we lose one worker turn overall).

Turn 10: 1000 BC:
Elephantine & Heliopolis expand.
First cottage at thebes complete.
We're running 50% at -2 GPT.
Hyana capuc gets bureaucracy!

Memphis - size 3 (26/39 in bin): Worker 36/90 (4)
Thebes - size 4 (7) Library 99/135 (5)
Heliopolis: size 1 (1) Workboat 8/45 (37)
Elephantine size 1 (6) Workboat 16/45 (29) Need to get cows pasturised!
St. Petersburg: Size 3 (19) - suffering from health problems. Granary 24/90 (9)
Moscow: Size 3 (1) - Library 56/135 (20)

Catherine-watch: Novgorod still size 2, has 3 archers.


Spoiler log :

Here is your Session Turn Log from 1300 BC to 1000 BC:

Turn 90, 1300 BC: You have made peace with Catherine!

Turn 92, 1240 BC: Heliopolis has been founded.
Turn 92, 1240 BC: Elephantine has been founded.
Turn 92, 1240 BC: Barbarian's Archer (3.00) vs Peanut's War Chariot (5.50)
Turn 92, 1240 BC: Combat Odds: 1.3%
Turn 92, 1240 BC: (Extra Combat: +10%)
Turn 92, 1240 BC: Peanut's War Chariot is hit for 14 (86/100HP)
Turn 92, 1240 BC: Peanut's War Chariot is hit for 14 (72/100HP)
Turn 92, 1240 BC: Barbarian's Archer is hit for 26 (74/100HP)
Turn 92, 1240 BC: Barbarian's Archer is hit for 26 (48/100HP)
Turn 92, 1240 BC: Peanut's War Chariot is hit for 14 (58/100HP)
Turn 92, 1240 BC: Peanut's War Chariot is hit for 14 (44/100HP)
Turn 92, 1240 BC: Barbarian's Archer is hit for 26 (22/100HP)
Turn 92, 1240 BC: Barbarian's Archer is hit for 26 (0/100HP)
Turn 92, 1240 BC: Peanut's War Chariot has defeated Barbarian's Archer!

Turn 96, 1120 BC: The borders of Moscow have expanded!
Turn 96, 1120 BC: The Oracle has been built in a far away land!

Turn 97, 1090 BC: You have trained a Worker in Memphis. Work has now begun on a Library.
Turn 97, 1090 BC: Huayna Capac adopts Bureaucracy!

Turn 99, 1030 BC: The borders of Heliopolis have expanded!
Turn 99, 1030 BC: The borders of Elephantine have expanded!

You may wish to copy it to Notepad for reference when you write your turn set post. It includes any entries you added with the in-game Chat facility


>>THE SAVE<<
 
Hyana capuc gets bureaucracy!
That is a very bad news!
We need contacts and exploration before we fall too far behind

Heliopolis: size 1 (1) Workboat 8/45 (37)
It looks like a whip next turn

As mentioned before - I will need a skip/swap this round
 
Just to clarify, here's the turn status:

civ_steve
ainwood - Just Played
MailMan - Up, but needs to swap/switch
Keith Larson - Keith is on deck
PaulK - 2nd on deck
DaviddesJ
Phabuk

Keith, your turn is up in the C3C game as well; should we do a double slide and put PaulK up now?

Bureaucracy? The Inca already have CS, and we're still struggling with Alphabet. :eek: We definitely need to make some contacts.
 
I'm ready to play if Keith isn't ready. But I dont mind waiting for Keith.
 
Open borders are good---I forgot we would need this for our workboat to explore.

I'm not terribly worried about Huayna Capac. It seems that the map designer did something to give him a big head start, like an extra 10 huts. The AI doesn't know what to do with a head start; we will catch up.

Elephantine is working the wrong tile: it should be working the stone hill, its workboat would be almost done by now.

I'm not convinced we need a 5th worker from St Petersburg, but it won't do any harm.

Several of our cities are on the verge of happiness problems; this is a stage of the game where we have to manage our growth very carefully (which will be more challenging with control constantly passing from one to another of us).
 
The workers should pre-build partial roads as they move toward the cows, then send one worker back to complete the roads after they finish the cow pasture, while the other roads toward Thebes. This connection isn't going to be finished in 10 turns (assuming that we think the cows are a higher priority than the road), but it shouldn't be too much more than that.

We could have gotten this done faster if we hadn't delayed to road the cows near Moscow (which really doesn't do much of anything for us, at least until we find three different opponents all of whom want to trade resources for cows).
 
DaviddesJ said:
We could have gotten this done faster if we hadn't delayed to road the cows near Moscow (which really doesn't do much of anything for us, at least until we find three different opponents all of whom want to trade resources for cows).
St Petersburg has health problems. Granted - roading the rice would have been better, but IIRC it meant one less road tile to actually build to keep St Petersburg growing rather than stagnating (its losing 1 fpt now, as opposed to two without the cows). I figured that this way, it would have the health from the northern cities by the end of the next turnset when the road is completed.
 
Letting St Petersburg stagnate isn't such a big deal, it only has 2 good tiles to work anyway. I think connecting our network faster (and improving the cows for Elephantine faster) would have been worth more. Not a big deal though.

I don't quite understand "it would have the health from the northern cities by the end of the next turnset". Now that St Petersburg has the cows from Moscow, connecting it to Thebes won't do anything more for it, right? Unless/until we also farm/road the rice near Thebes.

The granary will have the biggest effect; presumably, St Petersburg should pop rush the granary as soon as it can (3 more turns). Then, probably, work coast for commerce, while growing to size 3, and then switch to settler which can finish with a pop rush. Or something like that.
 
DaviddesJ said:
I don't quite understand "it would have the health from the northern cities by the end of the next turnset". Now that St Petersburg has the cows from Moscow, connecting it to Thebes won't do anything more for it, right? Unless/until we also farm/road the rice near Thebes.
Yeah - I got it wrong. I was meaning the clams & fish, but these won't come on-stream for a couple of turnsets. :ack:

I think we'll need to get heliopolis on the trade network soon too - and get a couple of mines built.
 
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