SGOTM 03 - Peanut

P.S. I think we should avoid chopping the two remaining forests near Moscow, for now.

We do need to finish the quarry, build a road there, build a mine on the other hill, and build a road down to city #2. Along with some chopping and cottages for city #2, we do have a fair amount of work for our workers to do, so I guess I might change my mind about a 2nd worker. We can build workers very fast; we might as well take advantage of that.
 
Turn 0 - 2320 BC
12 turns to Pottery; plan to continue along path to Alphabet
We know BW, but are not in Slavery yet; I'll wait until it's about time to pop-rush some granaries
Moscow can go to size5 without unhappiness, keep growing
Send Settler towards floodplains

(IBT Mao adopts Slavery)

Turn 1 - 2290 BC
Found St Petersburg on the Floodplains; start on Workboat
We're now at -1 gpt; set research to 0% for one turn
Scout released for fog-busting duties

Turn 2 - 2260 BC
13 Gold in bank, set research back to 100%; Pottery in 9 turns at -1 gpt

Turn 3 - 2230 BC

Turn 4 - 2200 BC
Quarry finished during turn; move Hill citizen to Quarry

Turn 5 - 2170 BC
Start Road to bring Stone to Moscow

Turn 6 - 2140 BC
Moscow finishes Workboat (heading to St Pete's) start on Warrior (4)
Scout retreats from Barb Warrior out in hinterlands

Turn 7 - 2110 BC
Moscow is Size5; Warrior now in 2
Stone now connected

(IBT Alexander adopts Slavery)

Turn 8 - 2080 BC
Send Worker down to chop forest near St Pete's
Workboat says 'hi' to Alexander's scout

Turn 9 - 2050 BC
Moscow finishes Warrior - send off to help bust fog; order another
Worker starts chopping near St Pete's
Workboat starts working Oysters near St. Pete's

Turn 10 - 2020 BC
1 turn to Pottery - revolt to slavery

Turn 11 - 1990 BC
Now in Slavery

Turn 12 - 1960 BC
Learn Pottery, Writing Next
Set Research to 0%
Moscow finishes Warrior (go to St Pete's for MP duty), next a Granary
St. Pete's switch to Granary

Turn 13 - 1930 BC
Moscow pops a Granary for 1 pop
St Pete's grows to size 2
Forest is cleared, adding 30 Hammers to St Pete's Granary
St Pete's pops a Granary for 1 pop
+14 Gold now in treasury (18 total); Research back to 100%, Writing in 14 at -1 gpt
Warrior/Scout stack is now adjacent to Barb Warrior to the North

(IBT Barb attacks and loses)

Turn 14 - 1900 BC
Both Moscow and St Petersburg finish their Granaries
I apply excess hammers to Workboats for both cities
Scout returns to fogbusting location
Warrior forges onward - looking for Jungle hill to heal on

SAVE

end of log

Status -
Stone Quarried and connected
St Petersburg founded
Pottery learned and Writing started.
Both Moscow and St Petersburg have just finished Granaries

I have applied the excess to Workboats; St Petersburg was already working on a WB and shows 3 turns to complete. Moscow had no previous build; we may wish to switch it's excess hammers to something else.

Warrior to North is slightly wounded (1.4/2.0); I was going to move it to a Gems hill and heal, then eventually move it over to keep eye on site 'C' near the Bronze. Moscow and St Pete's each have 1 Warrior MP.

Scout has been moving back and forth, into Cattle space then back into Jungle; I figured this was a fairly safe way to keep an eye on most of the Jungle to the north.

Attached a picture - doesn't show much more

Roster:

malekithe
DaviddesJ
Klarius
civ_steve - Just played.
ainwood <--- You're Up
MailMan
DaviddesJ
Phabuk

1900 BC Save

Log entries when uploaded:
Spoiler :
Here is your Session Turn Log from 2320 BC to 1900 BC:

Turn 56, 2320 BC: Mao Zedong adopts <COLOR=102,229,255,255Slavery!

Turn 57, 2290 BC: St. Petersburg has been founded.

Turn 63, 2110 BC: Alexander adopts <COLOR=102,229,255,255Slavery!

Turn 66, 2020 BC: The revolution has begun!!!
Turn 66, 2020 BC: Peanut adopts <COLOR=102,229,255,255Slavery!
Turn 66, 2020 BC: The anarchy is over! Your government is re-established.

Turn 67, 1990 BC: You have discovered Pottery!

Turn 68, 1960 BC: <COLOR=252,147,40,255St. Petersburg has grown to size 2

Turn 69, 1930 BC: Clearing a Forest has created 30 ? for St. Petersburg.
Turn 69, 1930 BC: You have constructed a Granary in St. Petersburg. Work has now begun on a Work Boat.
Turn 69, 1930 BC: Barbarian's Warrior (2.00) vs Peanut's Warrior (3.00)
Turn 69, 1930 BC: Combat Odds: 9.9%
Turn 69, 1930 BC: (Plot Defense: +50%)
Turn 69, 1930 BC: Barbarian's Warrior is hit for 24 (76/100HP)
Turn 69, 1930 BC: Barbarian's Warrior is hit for 24 (52/100HP)
Turn 69, 1930 BC: Peanut's Warrior is hit for 16 (84/100HP)
Turn 69, 1930 BC: Barbarian's Warrior is hit for 24 (28/100HP)
Turn 69, 1930 BC: Barbarian's Warrior is hit for 24 (4/100HP)
Turn 69, 1930 BC: Peanut's Warrior is hit for 16 (68/100HP)
Turn 69, 1930 BC: Barbarian's Warrior is hit for 24 (0/100HP)
Turn 69, 1930 BC: Peanut's Warrior has defeated Barbarian's Warrior!
Turn 69, 1930 BC: While defending, your Warrior has killed a Barbarian Warrior!
 

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Usually it's a good idea to switch to Slavery when your settler is en route to found a new city. The switch to Slavery costs you one turn of production, whenever you do it. But it doesn't cost a turn for cities that haven't been founded yet. So, if you switch while your settler is en route, you effectively save a turn of production in that city. You also get an extra turn of worker output on the turn you switch (so, in this case, switching before the quarry was built would effectively have given an extra turn of quarry output).
 
Damn you're fast! :) That's a good point; I was surprised we weren't in Slavery already, and I wasn't sure when the 'right' time to switch might have been. The late Slavery switch on the quarry amounts to 1 hammer difference since that 'citizen' was already working a mined hill.

(edit - there's a Worker yet to be moved, and I thought I'd leave that until after discussion. Perhaps it should move back to start mining that extra hill.)
 
OK - "got it", although I haven't really, 'cause I've just got to work for the day. ;)

I'll have a look at the save tonight, and might play tonight as well (although its likely that I will wait until tomorrow night).

If we want to start the pyramids, should we do that now - using the carry-over hammers? How many are there? Otherwise, a quick warrior might be a good idea, to head north for fogbusting.

@civ_steve - what graphic mod are you using?
 
There's something odd about your graphics settings. Your jungles are almost invisible. Compare your screenshots to the ones from klarius.
 
I must have the wimpy, easily cut down Jungles! :) I haven't done anything with Warlords, but in CIV I turned down anything that might have a graphics impact, but I'm not sure if any of that would carry forward or cause this change in display.
 
Well, pop-rushing the capital for a currently not needed granary wasn't such a smart move, IMO.
Generally we shouldn't pop-rush the capital for only 1 pop point. The unhappiness loses too much relative to the small gain.

Mining the hill had and still has highest priority.

I think we should consider to build a worker now or even a settler, to make use of some of the unhappiness time.
Then pyramids, IMO, though I could also live with pyramids directly, if the hill mine gets the priority.

And configure for high shields when working on the wonder. Don't use the clams over a high shield tile, at least not before we are back to 5 happy faces.

Even if we consider ( I don't ) to pop-rush the library in the capital soon, we should start the wonder first. Then wait for happiness to return, build library for a few turns, rush for 2 pop then resume the wonder.

And, well, I should probably not write such a meager turn report.
As small excuse, it was after 18 hours of travel and changing timezone by 8 hours :crazyeye:.
Then I probably would have remembered to note that I delayed the switch to slavery just for the settler to complete and didn't do it at the obvious time, to not do anything drastic on the last turn before handover.

EDIT:
Plans for St. Pete:
Grow as fast as possible.
When writing is available switch from whatever you build to library.
Put a forest chop (the one 2n - we still need the1 n for a hammer) into the library and rush for 2 pop when possible.
 
Well, pop-rushing the capital for a currently not needed granary wasn't such a smart move, IMO.

I think it's ok since we don't have the 2nd mine yet. Being smaller isn't costing us much. And getting the granary sets us up for bigger poprushes later.

I think we should consider to build a worker now or even a settler, to make use of some of the unhappiness time. Then pyramids, IMO, though I could also live with pyramids directly, if the hill mine gets the priority.

I agree, 2nd worker then Pyramids makes sense to me. Or Pyramids directly.

Even if we consider ( I don't ) to pop-rush the library in the capital soon, we should start the wonder first. Then wait for happiness to return, build library for a few turns, rush for 2 pop then resume the wonder.

I think we can grow to size 6 and rush the library for 3 pop. That way we only have to take away from working on the wonder for 1 turn.

Plans for St. Pete:
Grow as fast as possible.
When writing is available switch from whatever you build to library.
Put a forest chop (the one 2n - we still need the1 n for a hammer) into the library and rush for 2 pop when possible.

Chopping a forest outside our cultural boundaries only gives 20 hammers. I'd rather chop the 1N forest for 30 hammers, even if that means we work a less desirable tile for a while.

I can't load the game right now, but I think Moscow is close to its 2nd cultural expansion? I think that will come before Writing. In that case, if we chop a forest, it should definitely be the one on the river (which is where we want to put cottages, or maybe farms).
 
Well, we will have the 2nd mine 6 turns after we move the worker there, which can be done in preturn. We then still have 7 turns of unhappiness left before 5 citizens go to work.
With 5 citizens working and all high shield tiles available the granary would have been just 4 turns compared to 2 with the rush.

Growing to 6 will anyway not mean library soon, because we will not grow at 5 at all before unhappiness is away (working all 3 high shield tiles) and then only at 2fpt (and granary is not full). Then we will already be very near to pyramids and by that higher happiness limit, so pop-rushing a lot of people is not desirable.

Library soon means switching to it as soon as writing is available and then rushing it after 4 turns. This will go down to 3 with a nearly full food bin (or even full?). So the loss to the wonder build is similar to going to 6, returning to 3 with empty food bin and the need to grow then first to 4 with high food.

Exact mileage may vary and left as exercise for the next driver :). But I would rather complete the pyramids even before starting the library. By that time, I hope that we already have a library and first scientist in St. Pete, so representation earlier will at least partially compensate for a delay of library in capital.
And I just generally like a happy empire :).

Edit:
Just saw the note about the chop. The chop depends just on distance not on it being in cultural boundary. Inside fat cross is full value even before border extension. And 3 or more tiles away is reduced value even if inside culture.
But you're right that Moscow will grow borders before, so we can chop the river tile.
 
The chop depends just on distance not on it being in cultural boundary.

I think it depends on both. There's a value based on distance, and it's also reduced by 33% if outside your cultural boundaries.

(I think this might have been added in Warlords; maybe it's different in 1.51.)
 
Growing to 6 will anyway not mean library soon, because we will not grow at 5 at all before unhappiness is away (working all 3 high shield tiles) and then only at 2fpt (and granary is not full).

At size 5, we can work fish, clams, quarry, 2 mines, which is +4 fpt. What I was suggesting is to stay at size 4 (with full food basket, using "Avoid Growth" setting), working fish, quarry, 2 mines, until happiness penalty expires. Then turn off Avoid Growth to grow to size 5. Then work clams to grow to size 6. On the turn before hitting size 6, switch to library, then, after hitting size 6, poprush it for 3 pop.

The alternatives of rushing library for 2 pop, or of waiting until Pyramids are done, are both also ok.

Library soon means switching to it as soon as writing is available and then rushing it after 4 turns. This will go down to 3 with a nearly full food bin (or even full?). So the loss to the wonder build is similar to going to 6, returning to 3 with empty food bin and the need to grow then first to 4 with high food.

Suppose you're at size 5 with no happiness penalty and 39/45 food. You can 2-rush the library, which gives you 90 hammers and takes you down to size 3 at 39/39 (full food bin), so you immediately regrow to size 4 (at which point you're stable, working fish, quarry, 2 mines). Or you can spend 2 turns working fish, clams, quarry, 2 mines, so you grow to size 6 with 24/48 food (counting granary carryover). Then you immediately 3-rush for 135 hammers. Now you're at size 3 with 24/39 food. You need to spend 3 turns working fish, clams, quarry for +6 food, to regrow to size 4. So you're losing about 6 hammers/turn for not working the two mines. But that's only costing 18 hammers over 3 turns, and you got 45 extra hammers from the poprush. I think it's considerably better.
 
I'll have to think about this; this is a level of management deeper than I usually go!

Also a note - I'll be out for 2 days on travel; back late Wednesday night. Probably no chance to check on things, but that's OK. Roster's set - ainwood, then MailMan if he can take it. Back in 48 hours.
 
Well, the rumour that CIV made MM a lot simpler is just not true, at least for high level play. :p

But, as always the greater strategy is more important than squeezing out the last hammer-food-coin.

So we should also think ahead.

I see the role of St. Pete as GP factory. So in the long run (as happiness permits), it would want farms not cottages.
This doesn't mean that we shouldn't put some cottages there at first, if we have worker turns to spare, but maybe rather on the grass spices (to be changed later) than on the river grass.
I would also cottage the plains tile shared with Moscow, thinking that this will be later used permanently by Moscow, but can be matured by either city as food permits.
As soon as we are in representation we would like to have the other Moscow grass tiles cottaged. First the one on the river, but ultimately all flat grass.

Other cities should be mainly go for cottages, though we might want one irrigation chain to the north later. This should be planned beforehand, so we don't have to irrigate over towns later.

Technology:
We set our course to alphabet fast up to now, but we still can consider to slot in sailing first. It could be a problem to trade for sailing, if we want to keep alphabet for ourselves for some time. Also the sooner you have alphabet, the sooner the demands for techs start. And as long as we don't really know the diplomatic situation we shouldn't acquire too many refused help modifiers.

Question is also what to do after alphabet. This is also connected to the engineer we will probably generate in Moscow (and do we want this as first or second Great Person ?).
One standard way would be to go for literature and rush the GLib in St. Pete to speed along subsequent scientist generation.
Another option is to go metal casting, to light bulb machinery, which might be just the trade bait we need at this time :confused:. But I'm uncertain about how good the general tech pace will be in this set up and how far we have explored by then.

Generally we should rather work towards liberalism, but we might (very probably) need decent troops at some time.
 
I see the role of St. Pete as GP factory. So in the long run (as happiness permits), it would want farms not cottages.

Maybe city "A" should actually be the GP farm, eventually? I haven't counted carefully, but I think it will have more food than St Peterburg. We get more advantage from building early cottages in St Petersburg, and letting them grow. Whereas, building farms later is just as good as building them earlier.
 
I'll have to think about this; this is a level of management deeper than I usually go!

Using Avoid Growth is a refinement that adds complexity (and is probably a bad idea in a succession game where control is moving from one player to the next), but the basic idea is just: stay at size 4 until happiness penalty expires, then grow quickly to size 6, then rush the library for 3 pop. This isn't so complicated, right?
 
We set our course to alphabet fast up to now, but we still can consider to slot in sailing first. It could be a problem to trade for sailing, if we want to keep alphabet for ourselves for some time. Also the sooner you have alphabet, the sooner the demands for techs start. And as long as we don't really know the diplomatic situation we shouldn't acquire too many refused help modifiers.

I don't mind trading Alphabet pretty freely. (But I'd like to explore and make as many contacts as we can, before that happens---this is a reason I want at least one workboat for exploration.) The main objective of the game isn't for us to dominate---that won't be so hard at Monarch level. The main objective is a fast tech pace (to get to UN as quickly as possible). Spreading Alphabet around early not only makes us friends, but it also helps the AIs accelerate their collective tech pace by causing them to trade with each other rather than research redundant techs.
 
I would like to whip the library for 3 pops and use the carry over for the wonder.
The whip is a very powerful tool that we should probably use every 15 turns for as many pop point as possible.

I would like St. Pete to produce our next worker and settler. that will allow the capital to stay on wonder builds.

I rather build our next settler sooner than later probably when IW will allow us to cut some jungles.
 
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