SGOTM 08 - Trash Team

Chopster mentioned he was unable to play for a while. I guess that makes Pigswill next!
 
Like I said before: If we're rushing Shaka we're rushing Shaka. Cottage City builds a sword with overflow, then another, then cats. The existing swords and axes need moving asap and we declare as soonas they're on the borders. Waiting five turns for construction then a couple of turns to whip some cats then a few more turns to position them all adds up, Shaka meanwhile builds more units and we haven't gained much.

Or a sneaky trick/borderline exploit is we immediately switch CC to build research. Overflow doesn't go into research and gets stored. We finish construction (slightly faster) and CC builds a cat, the 50 hammer overflow immediately goes into the cat and instant cat without whipping.
 
Or a sneaky trick/borderline exploit is we immediately switch CC to build research. Overflow doesn't go into research and gets stored. We finish construction (slightly faster) and CC builds a cat, the 50 hammer overflow immediately goes into the cat and instant cat without whipping.

Don't you need alphabet to build research?
 
Details, details. Don't bother me with details. Back to Plan A and overflow into a sword.
 
Details, details. Don't bother me with details. Back to Plan A and overflow into a sword.
:goodjob:

I agree with you : war means war, all our efforts should go in this only direction (apart from working some cottaged tiles).

cats wont help much in this war, because we wont get enough of them in time.
Yet Ulundi will be hard to take with 60% defense, we can prebuild a least a sword and an axe in each city and complete them just before construction arrives so that we will be able to take first shaka city & heal while building the few cats that are required for Ulundi.
 
I have connectivity,but no time.
12-14 hour work days at the moment leave little time for anything else let alone CIV.

I agree with pigswill though - if it's war we make, then we make it 100%.
 
Roster
-Pigswill (UP)
-cripp7 (on deck)
-Remconius
-ese-aSH
-jadex
-Blastoidstalker
-Stuge
-KingMorgan
-chopster
 
I've got it.

Will post a plan later today. Its likely to involve building and moving an army.
 
Yep, building and moving an army. Use a couple of workers to build a road to Zululand. Not so much for the trade routes as to speed reinforcements.

Shaka is bragging about his chariots so maybe add one more spear. He also has six cities of which we've currently located four. We don't (yet) have enough units to declare but should have two or three more units in the stack by the end of the set (by which time should we should have some cats moving forwards).

Thinking about the tech path we could go for aesthetics after construction. Hopefully Jo will learn alphabet so we can trade. Our Prophet is due in 17 turns. If we were to start running a couple of scientists in CC in a couple of turns then we'd pop the Prophet first and get a GS in about 35 turns. This would of course pretty much nerf CC as a production site so we'll need to identify priorities: philosophy or catapults.

I'll await comments and play tomorrow.
 
It's not certian that we'd pop a prophet, if we run scientists. The odds favour the prophet, although the RNG will often pop an artist at 3% chance, i suspect it does this just annoy people!

I'm not sure we need to worry about Philosphy at this point. I'd suggest that once the war is nearly over we'll be running a couple of scientists to keep our tech rate high, hopefully this will produce a scientist or two in short time. As a medium term goal i think we should be aiming for Glib, if we can get the marble online it will be a very worthwhile build.

My thinking is all hammers to the war, get a few catpults and elephants in the stack then pay a little visit to our african friend.
 
Prophet points are being generated by Trash House (2gppt from Oracle, another 17 turns to go). GS points would be generated by Cottage City (2 scientists producing 6gppt, if we wait one turn we get a GS in a further 34 turns (6*34=204)).
 
A detailed plan:

Research 90%. Construction in 4 (with 2 sci after T1) -4gpt ( deficit will increase as units get built).

Cottage City.
T1 38 overflow +12hpt
T2+. Run 2 sci, lose cottage and plainwood. 10 hpt -1fpt. Once whip weariness fades can work either plainwood (food neutral +2h) or cottage (+1food, commerce).
Builds: sword (t1), sword (t4), cat (t9).

Trash House.
First two turns works cottage instead of grass hill, grows a turn earlier. Turns 1-2 produces 10 hpt, turns 3+ produces 20 hpt.
Builds: axe(t3), spear (t5), cat (t8), cat (t10).

Holy Boot Camp.
Stable at 16hpt.
Builds sword (t2), sword (t4), cat (t8), cat (t11(nextset)).

Units in TH and HBC take three turns to travel to border.
 
TO ALL:
From now on we move to 10 turns per turnset (just Pigswill's plan abve)

Good plan, Pigswill!

Some comments:
-I see you will run CC at food deficit. Are we still using cow and clams? I noticed in a previous turnset, someone stopped working clams to avoid growth while unhappy. I think we should always work these tiles because the additional pop can be fed and work when we come out of unhappiness or whipped into units.

-Do we have a lighthouse in CC. It will provide extra food to Clams and the turn the lake into 3F 2C.

-What would be the benefit of alternating 100/0 science?
 
Did some calcs on binary research and it doesn't get us construction any faster. I'll probably greatly reduce research once construction is in, head for HbR but build up some cash to pay unit costs. LH in CC might be worth looking at but clams, cows and iron give us enough food/production for what is essentially a commerce city (in the longer term).
 
LH is probably not worth the hammers in the short run, but later on it will help growth/whipping a lot or allow an extra specialist.
 
I'd say once we crush Shaka then cottage city would never build another unit really.

Plan sounds good pigswill.
 
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