SGOTM 05 - Fistful of Dynamite

Couple of questions:

How do you ensure you have enough population to work the cottages--I see that we are experiencing this problem with regard to Mecca? I've tried to spam before and I always seem to run into the issue of having too many towns and not enough population to work them.

Second, where to we stand with barracks? Are we going to start emphasizing them once we get more workers out? Just how important are they?

Good point on whipping to get a building that will improve our happiness. I should have whipped that library out but I was worried about the unhappiness but as pointed out here it is a net +1.

I think we need to work on linking our cities by road so we can move our workers around easier as well as share our production. What do you guys thing?
 
Couple of questions:

How do you ensure you have enough population to work the cottages--I see that we are experiencing this problem with regard to Mecca?

Well the war weariness is artificially reducing the size of the cities once that has gone they all have sufficient food to grow gradually to the required size if we start early..
Second, where to we stand with barracks? Are we going to start emphasizing them once we get more workers out? Just how important are they?
This is a good question and a judgement call. I tend to think if I am going to put 4 or more times the hammer cost of the barracks subsequently into military units its worthwhile which means early cities should probably get them later or hammer poor cities not. This is a personal view and others may well disagree.

Manic ETA for a report?

Ralph
 
MUNRO - Mecca - Suggest we whip the lighthouse right away

Yes

Medina - about to build a settler

Sending this to the mainland to go 1W of banana.
Then build missionaries.

Karakorum - Whip Lib. Build Settler.

Ning-hsia - Change worker to cottage the hill.

Turn to 100% Tax rate - will do this for 10 turns and see what happens.

****

Whipped Lib & Lighthouse. Changed worker to cottage the hill in the rice city.
Moved Galley for transport to mainland of the settler.
Also Changed to 100% GPT.

****

Building settler in Krak - Finishing RAX in Mecca - will work on settler next.

No peace or open boarders available.

****

I actually thing now that we are getting too many cities too quickly - we need to really develope our cottages fast.

****

Basically Enter Pressed for the most part until the end of my turnset at 200AD - The settler is over on the mainland - Gally can be moved back to get the next settler from mecca (Sleeping).

No Peace or Open Boarders available all through turnset.

Alpha probably almost researchable - We are getting very few GPT at the moment.

****
 
Besh is 2 turns from boarder pop - cottage the banana.

Have 2 scientists on Mecca - loosing food but can easily run 1 turn at full food then 5-6 with 2 scientists.

Settler on way to 1W bananas (Not on go-to).

Another waiting in Mecca and 1 almost ready in Krak (What dot map are we using?

Anyway - i think we should not pop any more settlers at the moment we need to build up our cities more - i think getting drama ASAP will be far more useful than anything else - happy citizens are productive citizens afterall.
 
SAVE (200AD)

Turn Log

Spoiler :
Turn 166, 10 BC: You have constructed a Lighthouse in Mecca. Work has now begun on a Barracks.
Turn 166, 10 BC: Merit Ptah has been born in a far away land!
Turn 166, 10 BC: Cyrus adopts Organized Religion!

Turn 167, 5 AD: Hinduism has spread in Beshbalik.

Turn 171, 65 AD: The borders of Ning-hsia have expanded!
Turn 171, 65 AD: Isabella adopts Organized Religion!

Turn 172, 80 AD: Hinduism has spread in Barcelona.

Turn 175, 125 AD: Hinduism has spread in Karakorum.

Turn 179, 185 AD: Clearing a Forest has created 30 ? for Mecca.
Turn 179, 185 AD: Mahavira has been born in Osaka!


Sorry about the short write up - not much time at the moment.
 
Hi folks - checking back in after my weekend away. At work right now but should have time this evening to look over Manic's turnset and post thoughts for the next turnset.

I assume I am still up next? Will post a 'got-it' once I get home and confirm I can open the save. Cheers,
 
Well my major comment is we have some poor selection of tiles to be worked going on (unless me loading the save changes tile assignments)



This is probably the worst as not working the gold mine is just plain daft. By Changing tile assignments I can get our + Gpt up from +4 to +17. This is huge and sorry if I appear critical but we must get better at this!! With this change in tile assignment we can immediately (but only just so no turns wasted) do a 100% 14 turn run for Alphabet. We would potentially need to delay using the settler for this or settle and recalculate due to increased maintenance.

Additionally.

Overflow in Mecca should go to galley not a Monastery IMHO (no turns invetsed so not a big issue).

Remember priority is Gold then Alphabet!!
 
Well my major comment is we have some poor selection of tiles to be worked going on (unless me loading the save changes tile assignments)

This is probably the worst as not working the gold mine is just plain daft. By Changing tile assignments I can get our + Gpt up from +4 to +17. This is huge and sorry if I appear critical but we must get better at this!! With this change in tile assignment we can immediately (but only just so no turns wasted) do a 100% 14 turn run for Alphabet. We would potentially need to delay using the settler for this or settle and recalculate due to increased maintenance.

Additionally.

Overflow in Mecca should go to galley not a Monastery IMHO (no turns invetsed so not a big issue).

Remember priority is Gold then Alphabet!!

:agree: Agree with Ralph's comments above. Though I think we are still a few turns from Alphabet yet ...?
- Even after switching to work the gold mine, we're still 12 turns away from Alphabet, losing -34 :gold: per turn.
- So we will need 408 gold for a 100% :science: run. (12 x 34 = 408)
- We currently have 295 gold so need another ~11 turns at 100% :gold: (+11 per turn) before we can switch science back on. So ~23 turns away in total, unless I have :smoke: ? We will also get Mathematics around the same turn from the GS :gp: we pop in Medina (also 23 turns from now).

I think it a fairly safe bet that we will then be able to get peace with either Toka / Qin or both, once we have Alpha (and Maths if required) to trade away, at which point our economy should leap substantially forwards.

In the meantime, primary focus of next turnset should be micromanaged cottage growth and economy boosting:
- Mecca: build gallery + work 2 scientist specialists (run -ve :food: for now: we should soon lose the 'cruel opression' +1 :mad: and go +ve again)
- Medina: more missionaries + switch to working wine cottage instead of grass cottage for extra :commerce: and less :food: (we are already at the happiness cap so the extra food is counterproductive anyway)
- Besh: as Manic suggests - work cottaged bananas after border pop in 2 turns; also cottage the hills (same in Ning-hsia) instead of mines, to emphasise :commerce: in our 'cottage' cities, not :hammers: (specialization is the key)
- Ning-hsia: also about to hit happiness cap, so whip library and work hill and river cottages instead of rice; (arguably we should cottage over the rice now - having whipped the library, the extra :food: isn't really helpful since we don't need the whip hammers, and we will keep hitting the happiness cap, which is counterproductive; probably cottage the dye first though and work that for the time being for even more gold and less :food:]
- Turfan: work gold mine + rice; then cottage and work river plains for max commerce
- Karakorum: doing well; maybe switch from horse to 3rd cottage tile (extra commerce will be useful, but see war projection below)
- New cities: emphasise :commerce: for now by founding (i) 1W of rice, and (ii) 2W of clams (2N, 1W of stone). City (iii) could be more commerce on one of the Sugar Islands, or 1S of the Iron to start gearing up for war (on alex?) and access to Alex for pyramids and reduced WW :mad: + he's an easy, close target + get silver for +1 :))

Note timeline for hooking up the iron and building swords would be as follows (not forgetting our ultimate objective here is to dominate as quickly as possible - we are not playing for the long term economy, just enough to get by...)
- 7-11 turns: build 3rd settler in Karakoum (depending on tile use in K)
- 7 turns; move to iron site and settle
- 5-6 turns; mine iron (assume road pre-built)
- 10-12 turns; build first couple of swords in Mecca / Turfan / Medina
- 14 turns; transport first swords from Arabia to Silver Island

I.e. total ~44 turns to get our first swords to Silver Island - easily more than the ~23 turns reqd to tech Alpha, sue for peace with Qin and Toka, and crank up our cottage production.

In short: while I think we are right to focus on economy in the very short term (and most importantly, peace with Toka and Qin), we are not that far (23 turns) from achieving this short term aim, and being ready for the next war. We should plan now to make sure we are ready when that time comes. Arguably we should even build the iron city 2nd instead of 3rd, to bring this timeline (and ultimate victory) forward a few turns...
 
In terms of that next war, would we agree that Alex is a good next target, since he is
- close
- weak: bottom of the power graph, nearest city not on a hill, has access to copper (as we can tell from the trade screen) so likely to be using phalanxes in defense instead of tougher archers etc
- sitting on the pyramids - a nice prize for hereditary rule :) or police state reduced :mad:
- sitting on silver for another +1 :)

?

Should be able to take Alex's first city on Silver Island without cats: given the likely mixed phalanx / archer defense, lack of hill, and low cultural defence, 2-4 swords should do it (with our several well-promoted axes as backup).

No doubt we will then want cats for his capital, but by this stage we will have had another 20-30 turns (since alphabet and maths) of accumulated 100% gold, plus whatever we capture from this first greek city - so should be set for a 100% :science: run to construction at this point.

Seem like a sensible plan for the next phase once we get beyond our current financial woes?
 
In terms of next turnset though, it looks like decisions are:

1. 100% :gold: until we have enough for 100% run to alpha
2. micromanage for :gold: and cottage growth
3. use settlers for 2 more cottage cities + iron city / cultural bridge to alex (in that order)
4. keep trying cyrus for OB and gems; Toka and Qin for peace (we can dream)

I should be able to play my turnset tomorrow eve (wed pm, US eastern) if that's enough time for everyone to post any additional thoughts before then?
 
Settler on way to 1W bananas (Not on go-to).

Another waiting in Mecca and 1 almost ready in Krak (What dot map are we using?

Here's the dot-map again for reference - still looks to be a sensible balance of cottage-able tiles per city I think; assume everyone still ok with this?


Anyway - i think we should not pop any more settlers at the moment we need to build up our cities more - i think getting drama ASAP will be far more useful than anything else - happy citizens are productive citizens afterall.

I'm not sure about Drama - peace with Qin and Toka should take care of the WW :mad: and the :commerce: would be better spent on launching the war early. The earlier we start, the less resistance we will encounter, and we will capture :) techs as we go. Plus once the war is underway, we will likely not have much spare :commerce: to run much above 0% :culture: anyway...

Re: settlers, while 3 is a good number for now, there are some good cottage sites on the sugar islands that we should look to longer term. The cottages should more than cover the extra maintenance costs (esp. once happiness cap is removed by peace with Qin / Toka) and we can't really build up our cities more in the meantime - we are limited in size by the happiness cap, and in buildings by our tech rate (after granary and library, nothing interesting until colosseum with Construction).

So more settlers in due course should be a good way of controlling pop growth in happiness-capped cities, and gently expanding our economy in the meantime... (IMHO :))
 
Will have a proer look at your comments tonight but I agree with the headline plan for the next turnset. Lets keep a close eye on +/- GPT each turn so that the Alphabet comes in a.s.a.p. Don't forget if Qin / Toku get it before us life will be harder so time is of the essence.

Munro can you double check the 100% caluclation you made as you refer to +11 GPt where we are not ready for a 100% run but I think we can MM up to + 17GPt (obviously sacrificing food and hammers to get extra gold)when we are ready now and hence get Alphabet sooner!. (Haven't double checked the save as in work so might be :smoke: )
 
Munro can you double check the 100% caluclation you made as you refer to +11 GPt where we are not ready for a 100% run but I think we can MM up to + 17GPt (obviously sacrificing food and hammers to get extra gold)when we are ready now and hence get Alphabet sooner!. (Haven't double checked the save as in work so might be :smoke: )

Yes - will MM as far as possible to bring this in early.

The only compromise I am hesitant of is not working the horses in Karakorum, since that will delay K's settler and thus our iron city / greek war by several turns; I'm not sure the net effect of the extra few :commerce: during those 7 turns (possibly getting alpha a turn earlier) is enough to make up for the 4 turns headstart we will lose on the military campaign... maybe depends on how many turns it will take to tech Construction once the first greek city is taken (i.e. will we have to pause after the first greek city anyway); I will try to take a closer look at the :science: numbers when I get home from work.

Thoughts on that though anyone?
 
Ok Munro the following chnages give us + 17gpt without delaying the settler.

Medina Mine to Wine +3 (plus cottage to horse for more hammers but no extra gpt)
Mecca Pigs to Clams +2
Karakorum leave unchanged to get Settler on time
Beshbalik Mine to cottage + 1
Turfan Stone to Gold + 7
Total change + 13 giving us +17gpt

I know you would have puzzled this out but worth putting down in a post :)

This will be enough in 4 turns to give us an 11 turn run to alphabet which feels like a turnset to me.

I also think the workers building a cottage for Mecca might switch to building one(s) for Medina so it can stablise at size 4 when it next grows (if we get no more WW) while generating more commerce.

Enjoy

Ralph
 
Ok Munro the following chnages give us + 17gpt without delaying the settler.

Medina Mine to Wine +3 (plus cottage to horse for more hammers but no extra gpt)
Mecca Pigs to Clams +2
Karakorum leave unchanged to get Settler on time
Beshbalik Mine to cottage + 1
Turfan Stone to Gold + 7
Total change + 13 giving us +17gpt

I know you would have puzzled this out but worth putting down in a post :)

This will be enough in 4 turns to give us an 11 turn run to alphabet which feels like a turnset to me.

I also think the workers building a cottage for Mecca might switch to building one(s) for Medina so it can stablise at size 4 when it next grows (if we get no more WW) while generating more commerce.

Enjoy

Ralph

Sounds good to me. Will play the turnset tonight and next time I post here's hoping we are a newly peaceful nation... (until Greece... :D )
 
Well, played 14 turns and we have Alpha, but no peace...

Highlights:
- gems trade with Cyrus for pig
- founded the 2 planned cottage cities + iron city
- Toka is tech leader, and researched Alpha the same turn we did ... so no peace with Japan
- Qin is most backwards in tech, and wants Alpha + Polytheism; but won't trade for peace either
- all AIs now have Maths = lots of free barb :science: (we're only 18 turns away from getting it free, so probably not now worth our :gp: lightbulb).

In more detail:

Spoiler :
---
initial turn:

gold micromanagement:
Ning-Hsia: change from rice tile to coast +2 :gold: (can't work the rice anyway as the city is already at happiness cap..)
Mecca: Pigs to Clams +2
Turfan: Stone to Gold + 7
Medina: Mine to Wine +3 (plus cottage to horse for more hammers but no extra gpt)
Karakorum: leave unchanged to get Settler on time
Beshbalik: Mine to cottage + 1
total +15 for +19 gold per turn at 100% :gold: (still gives alpha in 11 turns, after 4 turns of 100% gold)

builds:
mecca: start building work boat for clams for city site north of the stone
ning-hsia: start building hindu temple (instead of library) for city growth (take advantage of the rice again) and cottage growth

-- ENTER --

IBT: Toka completes Temple of Solomon
IBT: whip :mad: disappears in Mecca; gold increases to +21 / turn (Alpha now in 10 turns) :)

Medina: switch mine to cottage for extra +2; now have 335 gold; req 340 for alpha - getting close so switch to 100% :science: for alpha (we should pick up an extra few GPT during this time from cottage growth, less increased maintenance from new cities).

-- ENTER --

IBT: more barb suicides against well fortified and promoted Chinese and Japanese forces

- Found Old Sarai 1W of the bananas; GBP drops from -34 to -41 :eek:
(-3 maintenance in OS, against +1 gold, but step increase in 'number of cities' maintenance from -1 to -2 in all other cities except Karakorum)

- Turfan completes granary (with help from forest chop); start on temple

-- ENTER --

IBT: Christianity founded in Toledo (Izzie)

-- ENTER --

Sometime around here the barbs have a decent shot at taking a Chinese city, with a barb axe against a 10% fortified, unpromoted city archer. But then Qin moves an axe to an adjacent forested hill square across a river, so they attack that instead (and lose of course). Idiots!!! :crazyeye:

View attachment 159756

-- ENTER --

Finish Karakorum settler and send down to Iron site. Start working additional cottage/river tile, and build temple.
Hindu missionary moved over to home island and heading for new clam city site.

-- ENTER --

IBT: Hooray!! Cyrus hooks up his 2nd gems and is willing to trade...

View attachment 159755

We take them in exchange for pig which we don't need anyway (lots of surplus :health: in our cities) but the gems give us a nice +1 :) boost in every city. :D

Note - although we have copper to spare, it doesn't look like Cyrus has hooked up any metals yet (no iron within his cultural borders as far as we can tell) so might as well continue to deprive him a little longer.. :evil:

-- ENTER --

We're now 2 turns from Alpha but will need 4 more turns of 100% gold first (+19 GPT) due to the increased city maintenance we got with Old Sarai.

Izzie and Cyrus' cultural borders are finally starting to block barb passage to the Japanese cities, slowing the barb suicide rate marginally in that part of the world (though it seems our WW is maxed out now anyway, if that's possible)?

View attachment 159754

Start moving 2nd arabian worker up to main island where there is more work for him to do.

-- ENTER --

Found New Sarai 2W of clams, and work coast. GPT decreases again from 19 GPT to 15 GPT (+3 increased civic costs, +5 city maintenance costs, less 4 :gold: from New Sarai itself).

-- ENTER --

Although we are now 2 turns from alpha, it's not two *full* turns - by careful MM of our gold, we can now get alpha in 2 turns with the :science: slider at 60%....

-- ENTER --

Settler arrives at iron site, but wait 1 turn before settling to make sure maintenance costs don't interfere with our getting Alpha next turn (and to give worker another turn to finish a road on the iron hill, so he can start on the mine next turn).

-- ENTER --

Mongols have discovered Alphabet!!!
But there's a problem. Toka researches it the same turn, which leaves us no techs to trade... (and so he won't make peace).

View attachment 159753

Qin 'wants' Alpha + Polytheism, but still won't make peace with us either even with both of these techs thrown in to the bargain...

Meanwhile, Samarqand founded 1S of the iron; will be able to work 2 grasslands forests and 1 mined desert hill (5 :hammers:) so suggest we specialise this as a military city; started initial build as barracks.

-- end of turnset --

Misc. notes on units / builds:

- the Hinndu temple at the end of the build queue for Karakorum has 10 :hammers: already (Karakorum will be he only city able to grow to size 5, once it gets its temple, due to extra +1 :) from the palace)
- Axe moving from Turfan (which has a warrior in garrison) to Samarkand (no defense yet). Not on goto.
- Work boat just arrived in New Sarai for border pop (14 turns), so we can work clams there.
- Missionary in galley on way to mainland for Samarqand (so we can pop border / coastal bridge to alex).
- Axe on its way to New Sarai for garrison duty (not on goto)


Here's the save:

http://gotm.civfanatics.net/saves/civ4sgotm5/Fistful_of_Dynamite_SG005_AD0410_01.Civ4SavedGame

Here's the session Turn Log from 200 AD to 410 AD:

Spoiler :
Turn 180, 200 AD: Tokugawa has completed The Temple of Solomon!

Turn 181, 215 AD: The borders of Beshbalik have expanded!

Turn 183, 245 AD: Old Sarai has been founded.
Turn 183, 245 AD: Hinduism has spread in Damascus.

Turn 184, 260 AD: Christianity has been founded in Toledo!

Turn 185, 275 AD: The borders of Medina have expanded!

Turn 191, 365 AD: New Sarai has been founded.

Turn 192, 380 AD: Ning-hsia will grow to size 4 on the next turn
Turn 192, 380 AD: Old Sarai will grow to size 2 on the next turn
Turn 192, 380 AD: Isabella converts to Christianity!

Turn 193, 395 AD: Hinduism has spread in New Sarai.
Turn 193, 395 AD: You have discovered Alphabet!
Turn 193, 395 AD: Ning-hsia has grown to size 4
Turn 193, 395 AD: Old Sarai has grown to size 2
Turn 193, 395 AD: Zoroaster has been born in a far away land!
Turn 193, 395 AD: Xi Ling Shi has been born in Persepolis!

Turn 194, 410 AD: Samarqand has been founded.


This post getting rather long so will post thoughts on next steps separately... !
 
General thoughts on our current position:

- peace with Toka / Qin still looks unlikely in the short term
- we could try gifting copper / meditation to Cyrus in the hope he'll trade horseback riding (which Qin still needs) but that seems unlikely as it's a military tech
- boosting our power ranking may help secure peace (we are currently bottom of the power graph along with Cyrus)
- there seems little point in lighbulbing maths now that we are already 2/3rds of the way there for free even on 0% science (and will be even closer - 8 turns - by the time our GS pops in another 10 turns); instead, suggest we either (i) save the GS for the next tech (I think it's compass, which Qin has but Toka still needs; might swing the balance?) or (ii) switch Mecca to run a priest specialist instead and pray (sorry) for a GP instead and build the hindu holy shrine for an extra +10 :gold: per turn (or whatever the next GP tech is, if it looks useful; edit - next GP lightbulb tech would be monotheism (12 turns at 0% science) then theology, though Toka might already have it)
- meanwhile, switch Mecca, Medina and Samarqand over to military production and gear up for war with either Qin (ultimately to secure peace + fur :)) or Alex (to secure silver :) + the pyramids for Hered Rule :) or Police State reduced WW).
- there's a nice mix of religions on the mainland (Izzie and Alex both have their own religion, Toka and Cyrus share budhism) so vague possibilty of some sparks there from most likely Izzie. If she attacks Toka that might help us get peace...

Benefits of attacking Alex:
- we can get there easily (Qin would require another city + border pop on that forest island NE of Karakorum)
- we get an additional :) resource quickly (silver); Qin's fur is a little way away
- generally a soft target; low on the power graph, likelihood of phalanxes instead of archers, cities isolated by water etc.
- more or less unlimited extra :) from hereditary rule once we capture pyramids (or reduced WW from Police State - but if we are truly maxxed out it may not help?)

Benefits of attacking Qin:
- no need to worry about extra WW while we fight the campaign (whereas Alex would bring, temporarily, a third source of WW)
- eventually we can get peace with him!

Overall though I am concerned about the time it will take to get up to China (and how advanced he will become in this time), and how tough a target he will be to take on in his heartlands (and us without catapults initially).

My gut feel at this point is to therefore
- attack Alex ASAP (hook up iron, take swords and our existing promoted axes); take (and keep) his isolated first city, use the plundered :gold:to tech Construction for catapults, sue for temporary peace, then take Athens with cats to get pyramid and hered rule (or representation / police state)
- continue to live with the WW in the meantime, keep our 2 scientist specialists in Mecca to get :gp: GS as planned, lightbulb Compass in the hope of using it (plus an improved power graph) to buy peace with Toka - or switch to priest specialist though if he techs it in the meantime (or switch now if we think peace with Toka is unlikely by this route)

Need to give it some more thought though. Everyone else's thoughts at this stage?
 
Ok - got the net back working now - will have a look at what people have said - from Ralphs first comment - i was running rice and gold then i must have fiddled on that turn. As i was reasigning tiles on all cities to see what was going on - must have missed it to change back.
 
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