SGOTM 07 - The Real Ms. Beyond

IIRC in vanilla, doesn't an academy give culture? That could help with the culture wars.
 
Planning for 8t
Here is my suggested plan for the turn set (or at least the first 8t).

-Library at max prod without food deficit in 8t (need 85 hammer still) with that:
Worker : go to stone (1t), mine (4t or 3t?), then go deer (1t), camp (4t?) [Later he should road(2t), go marble (1t), road (2t)...]

then Malabar will build the Library for 5t (4t?) at 10h then 3t at 12h -> 86 hammers in 8t to finish with 1h overflow and same food as now in the 'food-bar'

after library (I stop/pause there) I suggest WB fast (3t) while growing to size5, then 2scientists. But we can discuss that latter.

Diplo
First a very good news:
attachment.php

Capac has enough on his hand, because he is at war :
Lisa and Isa see him with a -1 for declaring on a friend (that we don't know yet)

I don't knwo how to interprete that :
GW is seing Lisa/Isa/Asoka at -3 but cautious while he sees Capac/Monte at 0 but annoyed.

I don't have the impression that Lisa is anyone worst ennemy, so OB with her to explore.

i would not ask OB with Toku (as if he would accept anyway) or Capac as they are both 'annoying' several AIs, and not with GW (don't want him to sneak a settler)

Jabah
 

Attachments

  • AI_war.jpg
    AI_war.jpg
    53.1 KB · Views: 307
IIRC in vanilla, doesn't an academy give culture? That could help with the culture wars.

Yes 4cpt (from the civ info center). That is the reason I am more for an academy with the first GS.

We also should have a GS before being able to build any 'artist' national wonder if nothing goes wrong.

Jabah
 
Definitely go for an academy for the first GS, but that won't be for a short while anyways.

Good plan with the worker, especially since we don't quite need the extra food right now, but then again, the extra food will help us out of the starvation.
 
Good spot on the Incan war :goodjob:

Planning for 8t
Here is my suggested plan for the turn set (or at least the first 8t).

-Library at max prod without food deficit in 8t (need 85 hammer still) with that:
Worker : go to stone (1t), mine (4t or 3t?), then go deer (1t), camp (4t?) [Later he should road(2t), go marble (1t), road (2t)...]

then Malabar will build the Library for 5t (4t?) at 10h then 3t at 12h -> 86 hammers in 8t to finish with 1h overflow and same food as now in the 'food-bar'

after library (I stop/pause there) I suggest WB fast (3t) while growing to size5, then 2scientists. But we can discuss that latter.
I agree with this turnset plan. Two workboats at size 5 will give us a good commerce boost.
 
T0 - 2320
reorganize Malabar for 10hpt at stable food.
move worker to stone.
Open border with Lisa, move warrior on the hill SW (oupps, there is already a settler inside York - but didn't move until the end)

culture watch : deer 65% - marble70% - stone 93%.


T1 - 2280
Toku convert to judaism.
worker start mining stone (4t)

culture watch : deer 63% - marble69% - stone 93%.

T2 - 2240
warrior on the english road network and do a short visit to London

culture watch : deer 62% - marble68% - stone 92%.

T3 - 2200

Warrior meet Alex, south of Lisa (buddhist as well).
GW is "furious" (but at -3 only) at Alex (so up to now he might be his worst enemy)

culture watch : deer 61% - marble68% - stone 92%.

T4 - 2160
stone mined for 5hpt, library in 4t as planned :)
Warrior spot Capac land SE.

culture watch : deer 60% - marble67% - stone 92%.

T5 - 2120
move worker to Deer (not completly sure it will be a good idea if we lose the tile)

culture watch : deer 58% - marble66% - stone 91%.

T6 - 2080
Capac convert to Judaism.
warrior his mapping Lisa border, but will need another OB to go further.

culture watch : deer 57% - marble66% - stone 91%.

T7 - 2040
Elisabeth convert to Judaism (Asoka is spamming misisonaries, maube we should open our border to him as well).

culture watch : deer 56% - marble65% - stone 91%.

T8 - 2000
Alex asks for OB, we decline politely for now.

Malabar Library ->WB (to be discuss - 3 overflow)

Culture reaches 100 (but with just +2 compare to last turn, now we are doing +4cpt)
SILVER inside our border (we beat GW, washington has not reached 100c - looking at power he had twice a 1t revolt, and still has the same linear culture, so he is missing 2t of culture in washington AND has no (state) religion or culture there) - SILVER should be ours for a little while now.

culture watch : deer 59% - marble65% - stone 90%.

(regain +3% on deer and seems to be slowing the marble) BUT we need to see next turn to check if we can hold back (or even gain) the cultural battle. (I am much more optimist now as it is our 4cpt vs his 5cpt and all the important tiles are 1 ring closer to us)

Warrior not moved, as it will depend on who we OB.

Soem pictures for those at work :)

Culture
rbsgotm7cultureoz7.jpg


Diplo
rbsgotm7diplotq5.jpg


Our city
rbsgotm7malabarqz8.jpg


The lands south
rbsgotm7southak4.jpg



My suggestions for next turnset

0. Play up to Alphabet (in possibly12t, see later) and stop at the begining of turn before trades (and gently saying not now if an AI suggests a trade in the IBT).

1. Open border
If we want to keep scouting with warrior we need to OB either with Alex, Capac or GW.
Since GW is at minus with everyone, he is out.
Alex is the same except for Isa.
Now Capac has minus only with GW and Isa.
I would probably go toward Open border to all or most of the jewish civ (Lisa, Capac, Asoka and Toku up to now)

2. Building
We could (should imho) do WB in 2t: we have 15hammers this turn and next turn change the crab to a hill to do 15hammers again (with -2 food, since the deer will be camp)
After I would probably suggest to start a granary (which will prebably just be finish at litterature) at max food (deer+crab for 1t, then crabx2 until size5 and silver, then crabx2+deer) + 2 scientist.

3. research
At max research configuration (2crabs+2scientist) Alphabet in 10t at 100% and 11t at 90%.
So if we spend 2t at 'low research' for the WB, then max research almost, i would say we can do Alphabet in 12t or maybe 11t depending on how we use our 5th citizen (coast or deer).
[after Mysticism seems to be 3t and Literature 11t]
Nota, the GS should take 17t at 2scientists, so it should happen 'just' BEFORE litterature.

4. worker action
after camping deer (2t left), I suggest
- road(2t)
- move silver (1t), mine (5t tundra?), road (3t tundra?)
- move marble (1t), road (2t)
silver connected in 14t (or 12t if I am wrong with tundra costs), so little bit after Alphabet, where should have other things to do with our new traded techs (1st quarry marble -6t- for a 4h/0f/3c tile then if lucky copper/Iron/horse)


Jabah

PS - the save will be at the SGOTM normal place, once I manage to do it properly (immediatly ater posting that).
done, file at : http://gotm.civfanatics.net/saves/civ4sgotm7/The_Real_Ms_Beyond_SG007_BC2000_01.Civ4SavedGame

Spoiler very short 'Turn Log' :

Here is your Session Turn Log from 2320 BC to 2000 BC:

Turn 42, 2320 BC: Tokugawa converts to Judaism!

Turn 47, 2120 BC: Huayna Capac converts to Judaism!

Turn 48, 2080 BC: Elizabeth converts to Judaism!

Turn 49, 2040 BC: The borders of Malabar Front have expanded!
Turn 49, 2040 BC: Isabella adopts Organized Religion!
 
Nice turns! I greatly enjoy our flat-lined score and power for the turnset :lol:

I agree that we should Open Borders with the Jewish block.

Regarding builds, I agree with the WB, not so much with the granary. We don't need to speed up growth right now and the extra health is useless. I would probably produce some more archers before the AIs get any ideas.

Work the two scientists and crabs.

Definitely mine and road the silver as we need the extra happy.

Notes: I think I see Germany's culture in HC's land; Washington's stack o' archers is now fortified on our border, but he is not WHEOOH; HC is no longer WHEOOH (peace); Alex can be bribed into war with most AIs

Finally, got it!
 
- move silver (1t), mine (5t tundra?), road (3t tundra?)
According to one of the test games, mining is 5t and road is 3 t.

We have two options regarding building the work boat, 2 turns or 3 turns. Lets look at the options ...

Option 1: WB in 2
  1. City (221 FHC) Crab (403), Stone (050), Forest Plains Hill (030), Deer (220), Total (8:12:4), Food 18, 15 Hs left on WB
  2. City (221 FHC) Stone (050), 2xForest Plains Hill (030), Deer (220), Total (4:15:4), Food 14 (WB finished)
  3. City (221 FHC) Crab (403), Plain Crab (203), 2xScientist, Total (8:2:7) Food 14, net plain crab
  4. City (221 FHC) 2xCrab (403), 2xScientist, Total (10:2:7) Food 16
  5. City (221 FHC) 2xCrab (403), 2xScientist, Total (10:2:7) Food 18
  6. City (221 FHC) 2xCrab (403), 2xScientist, Total (10:2:7) Food 20
  7. City (221 FHC) 2xCrab (403), 2xScientist, Total (10:2:7) Food 22
  8. City (221 FHC) 2xCrab (403), 2xScientist, Total (10:2:7) Food 24
  9. City (221 FHC) 2xCrab (403), 2xScientist, Total (10:2:7) Food 26
  10. City (221 FHC) 2xCrab (403), 2xScientist, Total (10:2:7) Food 28 (grow to size 5 and unhappy!)
  11. City (221 FHC) 2xCrab (403), 2xScientist, unhappy Total (10:2:7) Food 28

Option 2: WB in 3
  1. City (221 FHC) Crab (403), Stone (050), Forest Plains Hill (030), Deer (220), Total (8:12:4), Food 18, 15 Hs left on WB
  2. City (221 FHC) Stone (050), Crab (403), Forest Plains Hill (030), Deer (220), Total (8:12:4), Food 18, 3 Hs left on WB
  3. City (221 FHC) Crab (403), Plain Crab (203), Deer (220), Scientist, Total (10:4:7) Food 20, finish WB
  4. City (221 FHC) Crab (403), Plain Crab (203), 2xScientist, Total (8:2:7) Food 22, Food 20, net plain crab (thx Comp)
  5. City (221 FHC) 2xCrab (403), 2xScientist, Total (10:2:7) Food 22
  6. City (221 FHC) 2xCrab (403), 2xScientist, Total (10:2:7) Food 24
  7. City (221 FHC) 2xCrab (403), 2xScientist, Total (10:2:7) Food 26
  8. City (221 FHC) 2xCrab (403), 2xScientist, Total (10:2:7) Food 28 (grow to size 5 and unhappy!)
  9. City (221 FHC) 2xCrab (403), 2xScientist, unhappy Total (10:2:7) Food 28
  10. City (221 FHC) 2xCrab (403), 2xScientist, unhappy Total (10:2:7) Food 28
  11. City (221 FHC) 2xCrab (403), 2xScientist, unhappy Total (10:2:7) Food 28
The worker is currently camping the deer and hasn't finished the current turn. We can stop the camp and road the deer (2), move to silver (1), road silver (3), mine silver (5) for a total of 11 turns.

I think we should move to mining and roading the silver as quickly as possible. Growing using option 1 or 2 are the same because growth will stop when we have an unhappy citizen. However, option 1 gives us 18 scientist turns, 1 more than option 2 (only 17 scientist turns).
 
Ruff, I think there might be something wrong with your math. The only turns with different subtotals--i.e. 10:2:7 or 8:2:14 etc.--are turns 2, 3, and 4. But the food totals:

Option 1: FoodTotal(T2, T3, T4) = 4+8+10 = 22F
vs
Option 2: FoodTotal (T2, T3, T4) = 8+10+8 = 26F

on those turns are different...and yet we should end up with the same total food, right? (Edit: wrong, but...)

Edit: Oh wait... With 3 extra turns of unhappiness, option 2 should (use 3Tx3fpt=6F) 6 more food. Still checking....

I think I found it. On T4 in option 2, you go from 20F to 22F but with 8F at size 4 (breakeven). The net result is that you postpone the growth--and the consequent unhappiness--by a turn.

I think that means that like you, I'm for option 1.

Also, @Jabah: Nice job figuring out why Huayna had "enough on his hands". Way to read the charts!

And again @Jabah: The post after your next one will be your 1000th post!
 
checking....

I think I found it. On T4 in option 2, you go from 20F to 22F but with 8F at size 4 (breakeven). The net result is that you postpone the growth--and the consequent unhappiness--by a turn.
Thx for checking my maths Compromise. I just edited the above post to fix it.
 
Some game thoughts:

1) We probably ought to be thinking about who we'll want to PA with. This means looking at the lay of the land and how the early religions fall/spread out. Remember that Toku and Alex will never sign a PA with us. Are there others who will be easier or harder to work with?

2) Our Power ranking isn't affected by the *location* of our troops, right? How about sending an archer out to do some recon?

3) We should probably trade our resources, even if only for the same type of resource in return--i.e. crab for fish, silver for gold, etc.--with our preferred leader(s). I think this will eventually earn us the "resources" diplo bonus. Maybe we can even parlay the newly acquired resource for another I.e. trade crabs to Capac for cows, then trade cows to Elizabeth for crabs, etc. (That's the only thing I could see on the visible map.) Does anyone know how these bonuses are calculated. For instance, if we cancel a deal then restart another, does the timer start over at zero or does it continue to tick? Later on, we'll have to evaluate whether our resources are better in our hands or sold to a friend.

4) Definitely OB with Asoka in the hopes that he sends a missionary our way. What about Capac? We probably need it for further exploration. Maybe hold off on Toku because Izzy and GW don't like him.

Edit: @ruff: no problem; thanks for doing the math!
 
More steady progress...

Diplo - Good to see that GW is religiously isolated, and getting a culture slap from Asoka (he's lost his river gold at DC). I'd OBs with Capac and meet Germany (good spot, Kodii), but as Alex is GW's WoE we shouldn't OBs with Greece. A 'rage' attack from GW won't be fatal as he doesn't seem to have metal, but it'll be a pain in the butt. I assume that his -4 with Asoka is reduced by hidden peacemonger-respect, so we could OBs with India, but I'd rather not right now because...

Seafood city - if we OBs with Asoka, maybe he'll settle down there. He's ORG so he'll slap a city anywhere. Is there a Settler under that English archer near the silver? I'd much rather Liz settle there than Asoka. This looks like a NSR/FR game for us, and Liz's fave civic is FR...

EDIT: forget that - close borders with Liz might cost us more that her having a third city brings us. Might as well OBs with India.

PA - from what I can see, Liz would be the best bet. As we won't be winning the same way as in the guide, we don't need to PArtner with a far-away AI; and one in FR will help avoid unplanned religious wars. It's still early days, however.

Builds - we might want to put some hammers towards an archer in case of emergencies, but we shouldn't finish it. Some hammers in a granary won't hurt, nor will some in a third WB (exploring then return to net whales), but no need to finish it. We could even consider a second worker as well (but I don't think it will be worthwhile).
 
This looks like a NSR/FR game for us, and Liz's fave civic is FR...

Possibly, but whether we adopt a religion is going to depend on which religion(s) spread to us :). We need 2 out of 3 between religion, civics and a war to get a PA.

Fave civics of those we know:

Washington - Universal Suffrage
Asoka - Universal Suffrage
Alexander - Hereditary Rule
Elizabeth - Free Religion
Huayna Capac - Hereditary Rule
Tokugawa - Mercantilism
Isabella - Police State

Alex and Toku are un-PA-able. I think our best bet is with HC. He's in a very early favourite civic, will not share close border tensions and is generally easy to get along with. I can see Wash, Liz or Asoka being a PA partner, but we'll need some luck to get them to PA with us. I would definitely make a resource deal with HC and pray that we get Judaism.
 
A quick remark for my 999th posts regarding all comments made after my turns.

@ruff
- deer could be camped in 2t, so deer tile could be 420 in your tests starting fromp T2 (not sure it change the preferences)
- also we need to road either marble or stone to have silver vconnected, so add 3t (move+road) before connecting, since it would be 15t and quite long, I would spend the last 2t finishing camping the deer (just in case so we can grow if we can trade for a happy ressource before having our own).

@ Kodii
granary building: I am not a fan of it (especially since we will not finish it before alpha and then might want to build more necessary building - monument for exemple) but we have not much choice it is either granary or a unit (archer, worker, WB, scout) with extra units costing maintenance right now.
I could see reason to start an archer for emmergency, but without finishing it it might decay too soon.
Thinking of it, we might want a worker in fact, as we have a lot of work to do for him, especially if we are lucky enough to have metal/horse (and also prechopping either the river grass or the river hill. The only poblem is that we also need to grow to size 5 :)

@all
we need the road to silver and hope that lisa either build a road on her side or discover Sailing if we want to have foreign trade routes.

GW (and lisa as well) seems to be without metal/horse for now, all I could see was archers (but lots of them of course). But Lisa and Asoka will be with elephant at some point.


Looking at the teams graph, it seems that lots of teams manage to grab a wonder around T45, (huge cpt after : pyramids seems to soon, so probably Oracle) and 5th elements get Alphabet between T45 and T55 (power increase by 30pts in 10t) and have s little increase in culture so no Wonder for them yet, but a straight beeline to Alpha (without archery).
I would be disappointed if no team get declared on by AIs with the low level of power that some had for a long time :).

I am also dissapointed by the AIs in our game, still no Wonder except Stonehenge built in 2000BC, it will make us regret not trying for some :)

Jabah
 
@ruff
- deer could be camped in 2t, so deer tile could be 420 in your tests starting fromp T2 (not sure it change the preferences)
- also we need to road either marble or stone to have silver vconnected, so add 3t (move+road) before connecting, since it would be 15t and quite long, I would spend the last 2t finishing camping the deer (just in case so we can grow if we can trade for a happy ressource before having our own).
Arr - missed that we also need road on one of the hills. Maybe stopping growth by building a worker is a good idea.
 
I think we should grow to size5 anyway (probably starting an archer or a scout?).
If we want to build a worker (even slowly), finishing to camp the deer is not a bad idea.
we should road the marble, as we will do it 'in time' for trading masonry.

But, since we want for the next 20t to have the highest research possible, that means (until we get happiness) that we will be working crabx2+scientistx2, so 2hpt : that is just about an archer, and no where near a worker/granary.

I am now, more in favor of archer (super slowly), and sendin one of the defending (guerillaI) on a little excursion to visit our neighbours.

Jabah
 
Back
Top Bottom