SGOTM 10 - One Short Straw

But without assembly line it is not so hot. It is easier to bulb to bio and mass scientists.

Well, workshops start giving 3 hammers per food (and will get better with chemestry, SP), which is equivalent to rep scientists in cities which won't generate GPs. Those cities can also skip all science multipliers. I think we should farm 5 cities which will receive libs/unis to enable an Oxford/NP city, the rest can be happily workshopped :) (I assume Caste system when we got to settle our 6th city)

That being said, I think we have enough time to test all paths before actually starting the game, so let's do it :)

Could we go on with discussion about moving units? I think it is important to have max info on turn one cause we will need to move settler(s).

I agree, will look at the suggestions already made :)

Cheers
 
I'd started to doubt in need of lib.
Edu and lib have different value instead of having two decent techs and free on top we actually would waste 4.5k beakers to get tech worth 3k.
Education and Liberalism are not wasted beakers as they are essential for communism. We can make much better use of the fee tech than the AI ever will. Direct tecing constitution might be a bit quicker than getting it from liberalism, but as we won't be able to run many specialists at this point I can't see this making up for losing the free tech from liberalism.
 
I agree that we'll be using communism (state property) so we'll need to tech liberalism eventually. In that case, I think it's worth teching. Who knows, maybe we'll get a lucky trade for nationalism.

I also think uranium will be somewhere close by, as otherwise you won't be able to even complete the game.

In terms of scouting, NE LB moves NE, SE LB moves SE onto the hill, explorer moves SE then probably NE, and worker goes SW-SE. I think planting a city in place as the capital will work as it can grow while building boats, and then eventually start churning out setters and workers after it reaches a good size. Our real commerce will come from the riverside city we'll build somewhere to the south.
 
I agree that we'll be using communism (state property) so we'll need to tech liberalism eventually. In that case, I think it's worth teching. Who knows, maybe we'll get a lucky trade for nationalism.

Do you mean we will trade to get nationalism? in that case I don't think it can work... most begin with education so the first to reach nationalism don't trade it for monopoly concerns. Or it is Ramesses or a friend and he happilly starts the Taj for the same conclusion.
 
Why would Education be a waste of time in the first place? It's a prereq for universities and Oxford!
 
I agree, but the limiting factor for Oxford is settling 5 cities, not education research time... but missing liberalism seems too much of a drawback indeed.
 
I suggest you try that path before denying it.

Not sure if it's for me, but will do...
In the game where I missed lib, i still get plenty of techs to trade to the AIs, as agressive emperor AIs teching speed feels like... monarch or something.
The problem is vs the other teams, I doubt missing a free tech can be the quicker path :)
but as I said, I will try it...
 
Do you go chemistry before communism? or through the astro path?
 
Re: Emancipation: I did have some trouble with it, starting as early as 1750, maybe. -5 from it can really hurt, especially as a smallish empire on this type of map doesn't yield a huge selection of happy resources.

Re: Biology: I also did NE+NP with the same reasoning as Soirana. We probably don't have enough teching to do post-Bio for the free specialists to pay off with Oxford. mdy suggested even skipping Bio altogether. That sounds appealing, but it's probably something to evaluate much later when we have enough info to properly calculate its benefit. The only problem with this is that, I think, a GS will bulb Bio before Electricity.

I'd be cool with the moves shyuhe proposed. I'm sold on Soirana's immediate chop-fest, but it can wait an extra turn. Should we find an agreement on this matter and make the initial move? It would allow us to set up a more accurate test map.
 
I'd be cool with the moves shyuhe proposed. I'm sold on Soirana's immediate chop-fest, but it can wait an extra turn. Should we find an agreement on this matter and make the initial move? It would allow us to set up a more accurate test map.

I agree with Shyuhe's moves too... perhaps move the explorer differently for the second move (one the gold mine) but I am not sure it's better.
What is Soirana's chop fest? I missed a post apparently... :coffee:
 
Not really a chop-fest. :) He was suggesting chopping workers immediately with bureaucracy, since it's a 1t production with a 3t serfdom chop, and avoiding exploring with the worker for that reason.
 
Not really a chop-fest. :) He was suggesting chopping workers immediately with bureaucracy, since it's a 1t production with a 3t serfdom chop, and avoiding exploring with the worker for that reason.

hum agreed... then SE LB go SW? (compared to original Shyuhe's moves)
 
With worker otherwise occupied, I thought longbow SW, yes, and explorer to one of the golds (the PH seems better for potential seafood). The worker can see an extra row of tiles further south on t0, however, so it's a really decent option.
 
If we're going to use the worker for chopping, then yes SE LB moves SW and explorer goes onto the eastern gold. But seeing as how we'll probably be revolting as soon as we settle the first city, can't we move the worker around and have him still return in time to execute a chop? This also has implications for which city we want the religion founded in. I'm tempted to say city #2, which sets a timer as to when we have to settle the second city.
 
Back
Top Bottom