SGOTM 08 - Fifth Element

Pre-Play Plan:
  1. TURNS TO PLAY: Finish 167, play 168-175?, stop one turn before getting Liberalism.
  2. RESEARCH PATH: MUSIC FIRST, then finish Philosophy, then Liberalism. Stop one turn before getting Liberalism
  3. SCIENCE/GOLD/CULTURE:
    • Current Gold = 186 (96 after upgrading the galley) [-12/turn]
    • Science Rate: 70% (+134 beakers/turn) Will have to lower to 60% or trade for gold or run a turn of 0% science soon.
    • Espionage Rate: 0%
    • Gold Rate: 30% (-12 gold/turn)
    • Culture Rate: 0%
  4. INHERITED TURN: Upgrade Galleon, re-position military, build fort/canal, move other workers.
  5. BUILD ORDERS:
    • Fifthburg: Finish Oxford University (5t), begin Galleon, then military (maybe a longbow or two?)
    • Parma: Switch to Galleon, then finish Maceman.
    • Marbles: Continue Observatory (13t), whip in 3-4 turns, then cheap military.
    • Engineering: Finish Maceman (1t), then 2 Ballista Elephants followed by Horse Archers.
    • Stoneopolis: Finish Courthouse (1t), then Chariot or other cheap military.
    • Farcanal: Finish Archer (1t), then Spearmen.
    • Ulundi: Continuing Courthouse (10t).
    • Nobamba: Catapults, Catapults, and more Catapults (to at least 8 total).
    • Nongoma: Continuing Courthouse (18t).
  6. CITY PRIORITIES:
    • Fifthburg: Growth. Pop=11 (happy = 13, health = 18). Work same tiles to get Oxford ASAP. Mine on unimproved forest hill will be ready in two turns; chopped hammers will speed Oxford.
    • Parma: Growth. Pop=6 (happy=14, health=17). May refocus on production after next population growth (in 4 turns).
    • Marbles: Growth. Pop=7 (happy=12, health=17). Will whip observatory and then just build cheap military (spears or chariots) as it re-grows. (Anyone have any other suggestions?)
    • Engineering: Growth. Pop=8 (happy=12, health =19). Replace some of that jungle with workshops.
    • Stoneopolis: Growth. Pop=5 (happy=12, health=17). Ugh. Just let it grow, I guess.
    • Farcanal: Growth. Pop=7 (happy=11, health=17). Shouldn’t we be working the cottage instead of the forest? Production here is pitiful anyway.
    • Ulundi: Growth. Pop=11 (happy=13, health=20). Work the rice to increase growth rate.
    • Nobamba: Growth. Pop=4 (happy=12, health=15). Lots of cottages here. Wouldn’t workshops and farms be better for this military production city? (Doesn’t look like there is any easy way to irrigate though.)
    • Nongoma: Growth. Pop=2 (happy=16, health=19).
  7. WORKERS:
    • Immediately start building a Fort/Canal in the grass/forest tile 2N & 1E of Nongoma.
    • Build workshops around Engineering.
    • Build workshops around Nobamba; after empty grass tile, replace the 2 cottages that have no turn investment yet (1NW of city and 2W of city).
  8. MILITARY:
    • Mass invasion troops in two locations.
    • Iron Expeditionary Force: Positioned on Fort tile 2N/1E of Nongoma = 6 units: 2 Galleons, 2 Macemen, 1 Ballista Elephant, 2 Spear, 1 Longbow.
    • Main Invasion Force: Positioned on hill tile 1W of Ulundi = All other units not for homeland defense.
  9. TECHNOLOGY TRADING:
    • No obvious trades this turnset. May want to get some gold soon if possible though.
    • Don’t trade for Theology.
    • Technology gifts? – None this turnset.
  10. RESOURCE TRADING: Pericles will trade for wine, but he wants wheat or marble, so it probably isn’t worth it.
  11. CIVICS CHANGES: None this turnset.
  12. POLITICAL DEMANDS:
    • Probably don’t give in to any demands.
    • Do not give in to any demands that would require anarchy (religion or civics change).
    • Do not join any wars.
  13. FINAL PLAY NOTES: If any significant new unexpected event occurs, stop and consult the team about our options.

[EDITS:] I changed the tech order from the original post. Also finished Fifthburg's build order.
 
I think we are far enough ahead that we don't need to build LBs. The are purely Def units and we should be all offense. I don't see the AI mounting an attack.
Build Maces,BEs, Cats, and galleons. We want enough naval force to prevent anyone even getting to us.
 
We're building Oxford with stone.
If we can mine that hill, this will considerably speed the building.

We need more units, also some defender, or the war will take forever.
Fort? sure it works as a canal, if we have enough workers, go ahead.

I agree that 7 turns are probably not enough to complete our war machine.

As i already said, Music is worth the detour.

GB, Lbows are the best defenders and are cheap, compared to maces.
Some of them, not from the GG's city, can help to keep the new cites with good and cheap units.

Great detail on your plan, Balth. I think it's close to perfect.
 
I think we are far enough ahead that we don't need to build LBs. The are purely Def units and we should be all offense. I don't see the AI mounting an attack.
Build Maces,BEs, Cats, and galleons. We want enough naval force to prevent anyone even getting to us.
Would sending a longbow with the Iron force be a good idea to consider for defense? I agree we don't need longbows to defend our cities, but maybe as part of a multi-unit invasion stack?
 
You should move our stack to red dot here, so we can DoW by attacking.

Civ4ScreenShot0000-67.jpg


Nongoma can build us a Galleon before the courthouse. Switch to a galleon and let the chop put some hammer into it, and working the cows as soon as border pops in 3~4 turns will speed it up as well.

Civ4ScreenShot0001-64.jpg
 
Split the stack. No reason to have the cats at a city with 0% defense. Give them a head start, go as far west as possible (with a few maces/spears/LB of course).
 
Are we really planning to launch the attack right after this turnset? I doubt very much that we can have a decent Iron Exp Force ready to go by then. If we want to go with just one galleon, 2 maces and a spear then we should get that out to sea to be ready for the beach landing too.
 
You should move our stack to red dot here, so we can DoW by attacking.
I wasn't planning on being ready to launch the invasion that quickly. We've got to get the Iron force ready too, and won't leaving two great stacks of maces and cats sitting on Joao's border for multiple turns make even a stupid AI start building a crash defense force?

Nongoma can build us a Galleon before the courthouse. Switch to a galleon and let the chop put some hammer into it, and working the cows as soon as border pops in 3~4 turns will speed it up as well.
This looks like a great idea. We'll be able to switch the galleon builds in the other cities to regular troops.
 
I think our army (after a short build-up) can get to the iron city fast enough to skip all the complicated water landing. Maybe just land 2 defense units to pillage the iron?

Music: A GArtist was born in 425 AD. It's is 99% likely that was Music. Research Philo 1 turn and then check the tech screen for music, so we don't waste another turn.
 
Split the stack. No reason to have the cats at a city with 0% defense. Give them a head start, go as far west as possible (with a few maces/spears/LB of course).

But don't move that stack into position until you know the war ready to start. We don't want to pay for the army to sit outside our border.
 
Oh, sorry. I was under the impression your TS will begin the attack. Disregard the stack movement until we're ready.

I also like WT's idea of splitting the stack up.
 
I think our army (after a short build-up) can get to the iron city fast enough to skip all the complicated water landing. Maybe just land 2 defense units to pillage the iron?
We'll only need our one galleon then after all. Maybe switch to chopping out a Longbow in Nongoma instead of the second galleon? ...Then put the longbow and spear on the boat to pillage the iron?

Music: A GArtist was born in 425 AD. It's is 99% likely that was Music. Research Philo 1 turn and then check the tech screen for music, so we don't waste another turn.
Rats. Okay, I agree that music is almost certainly gone. Back to Philosophy then (with a quick check next turn).
 
Oh, sorry. I was under the impression your TS will begin the attack. Disregard the stack movement until we're ready.

I also like WT's idea of splitting the stack up.
If we take the pillage option on the Iron then I think we can be ready to launch the attack on the turn after this turnset. When I re-draft the PPPlan I'll write it this way, using the launch tiles you've indicated.
 
Okay, here is a revised draft reflecting the comments so far. I'm going to give this a rest now. Will check back tonight when you all have had a chance to let this version simmer for a while.

Pre-Play Plan:
  1. TURNS TO PLAY: Finish 167, play 168-175?, stop one turn before getting Liberalism.
  2. RESEARCH PATH: Finish Philosophy, then Liberalism. Stop one turn before getting Liberalism
  3. SCIENCE/GOLD/CULTURE:
    • Current Gold = 186 (96 after upgrading the galley) [-12/turn]
    • Science Rate: 70% (+134 beakers/turn) Will have to lower to 60% or trade for gold or run a turn of 0% science soon.
    • Espionage Rate: 0%
    • Gold Rate: 30% (-12 gold/turn)
    • Culture Rate: 0%
  4. INHERITED TURN: Upgrade Galleon, re-position military, build fort/canal, move other workers.
  5. BUILD ORDERS:
    • Fifthburg: Finish Oxford University (5t), then 2 Longbows, then Galleons.
    • Parma: Finish Maceman, then Spearmen.
    • Marbles: Continue Observatory (13t), whip in 3-4 turns, then cheap military and/or a Galleon.
    • Engineering: Finish Maceman (1t), then 2 Ballista Elephants followed by Horse Archers.
    • Stoneopolis: Finish Courthouse (1t), then Chariot or other cheap military.
    • Farcanal: Finish Archer/Longbow? (1t?), then Spearmen.
    • Ulundi: Continuing Courthouse (10t). (Possible whip followed by military?)
    • Nobamba: Catapults, Catapults, and more Catapults (to at least 8 total).
    • Nongoma: Longbow First, then continue Courthouse (18t).
  6. CITY PRIORITIES:
    • Fifthburg: Growth. Pop=11 (happy = 13, health = 18). Work same tiles to get Oxford ASAP. Mine on unimproved forest hill will be ready in two turns; chopped hammers will speed Oxford.
    • Parma: Growth. Pop=6 (happy=14, health=17). May refocus on production after next population growth (in 4 turns).
    • Marbles: Growth. Pop=7 (happy=12, health=17). Will whip observatory and then just build cheap military (spears or chariots) as it re-grows. (Anyone have any other suggestions?)
    • Engineering: Growth. Pop=8 (happy=12, health =19). Replace some of that jungle with workshops.
    • Stoneopolis: Growth. Pop=5 (happy=12, health=17). Ugh. Just let it grow, I guess.
    • Farcanal: Growth. Pop=7 (happy=11, health=17). Work the cottage instead of the forest. Production here is pitiful anyway.
    • Ulundi: Growth. Pop=11 (happy=13, health=20). Work the rice to increase growth rate. Possible whip on the courthouse, followed by military?
    • Nobamba: Growth. Pop=4 (happy=12, health=15). Lots of cottages here. Wouldn’t workshops and farms be better for this military production city? (Doesn’t look like there is any easy way to irrigate though.)
    • Nongoma: Growth. Pop=2 (happy=16, health=19). Work Cows &/or Floodplain Cottage when border expands. (Possible early whip for longbow to join Iron Exp. Force?)
  7. WORKERS:
    • Immediately start building a Fort/Canal in the grass/forest tile 2N & 1E of Nongoma.
    • Build workshops around Engineering.
    • Build workshops around Nobamba; after empty grass tile, replace the 2 cottages that have no turn investment yet (1NW of city and 2W of city).
  8. MILITARY:
    • Mass invasion troops in three locations:
    • Iron Pillagers: Positioned on Galleon ready to assault the Iron beach = 1 ship & 3 units: 1 Longbow, 1 Spear (or Ballista Elephant if possible), 1 Maceman -- all loaded on the Galleon. (Maybe a Maceman isn’t necessary?)
    • Santarem Assault Force: Positioned on grass/forest tile 1NE of Santarem = Minimum force needed to assure 1 turn conquest of Santarem. Probably 1-2 unupgraded catapults, Maces equal to the number of defending units, and a spear or two.
    • Catapult Invasion Force: Positioned as far West as possible – probably on the jungle/grass tile 1W of the short river = At least 4 Catapults (preferably upgraded) and all units not otherwise committed.
    • Homeland Defense: HDF #1 = One mace and two chariots NW of Ulundi to defend against two or more Portuguese axemen sighted near the copper. HDF #2 = One axe and one chariot in Nongama to defend against possible Portuguese spearman to the SW and/or barbarians to the SE.
  9. TECHNOLOGY TRADING:
    • No obvious trades this turnset. May want to get some gold soon if possible though.
    • Don’t trade for Theology.
    • Technology gifts? – None this turnset.
  10. RESOURCE TRADING: Pericles will trade for wine, but he wants wheat or marble, so it probably isn’t worth it.
  11. CIVICS CHANGES: None this turnset.
  12. POLITICAL DEMANDS:
    • Probably don’t give in to any demands.
    • Do not give in to any demands that would require anarchy (religion or civics change).
    • Do not join any wars.
  13. FINAL PLAY NOTES: If any significant new unexpected event occurs, stop and consult the team about our options.
 
5th should not do LB or galleons. Let marbles do Galleons. Use cheap, fast chariots (from Engineering) for police duty. Maces are the only critical unit that 5th can consider building if we need more now. Very soon 5th can switch to research (banks, grocer, etc will have to be inserted when available).

We are overflowing in health resources I think. We should probably take the wine before it's gone. We can always get our wheat back or get a 2nd wheat. War weariness coming.

Ulundi is growing quickly to it's happy cap. Probably shouldn't whip that city much. I'd rather see it get large and work it's cottages. Remember it has an academy. It can even take over the cottage it shares to the south, so our military city can get on the new workshops. It grows fast enough with the 3 clams, so don't spend too much time on the rice (no commerce there)
 
Nobamba: I think the J War is mostly linear (meaning we won't split up the stack. I think 4 cats is plenty for this war. So just 1 more, then some maces.
 
Okay, I'm looking more closely at the save now.

We've got 3 turns left on philosophy, but I see our closest rival (Gandhi) hasn't got education yet (though he does have philosophy). Is the Great Artist from Music worth a short detour here or not? It looks like it would take us only 2 turns. We could grab it right now or wait until after philosophy or ignore it. What say y'all?

The other Great Person tech path still looks wide open because no one even has guilds yet.
We just got Lit this turn, so we don't know if anyone has Music yet by looking at the tech screen. It may appear next turn. Gandhi like to go for it. I wondering if we did steal music out from under him if he'd then move on to Edu. That seems like the next tech for him. If he didn't have paper, I could see him going for Eng. or guilds, but I think he'll do Edu.

Ghandi has already built the Sistine Chapel so he obvioously already has Music. There is no GA to be had.
 
We can build one or two defensive units after our attacking units are ready. Joao will not have an effective counteratttack force ready, but once we start making inroads into his territory it will be nice to have a couple LB and CB for important citis that we take so that we don't end up trading cities back and forth delaying the outcome of the war.

We need to get the Joao war going fast, or skip it all together. It is important to get to the other continent ASAP after getting rifelmen. Units become obsolete quickly at standard speed and we need to blitz through at least 2 AI players on the other continent before they get riflemen or grenaders.

The bottom line it that it would be nice to take out Joao and have our entire continent, but he is not essential to opur victory. Joao has no wonders. The additional economic (and research) output would be nice, and not having to keep forces on our continent would also be nice. He just need to be as quick as possible.
 
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