SGOTM 10 - Smurkz

At normal speed, a longbow is 50 hammers, crossbow (+50% vs melee) is 60, and a knight is 90. I didn't check to see how many turns it would take St Pete to build each one, but a knight will take awhile. A crossbow would be nearly as good against the barb axe, but it'll take around 5 turns longer to get to the barb than a knight would. Since Gandhi doesn't and won't have any melees to make the crossbow advantage useful against him, I'm inclined to go with the knight. In the meantime (more than a dozen turns), our explorer and workers will just have to keep out of the barb's reach. Shouldn't be too hard, right? We could speed up the knight by chopping that coastal forest NW-NW of St Pete, though (see old pic).

If we agree on the knight, I'll go for maximum food in St Pete for this turn (not that it'll make much difference) while building gold. Shall I chop that forest to speed things up?

[Edit: I forgot to mention that I have not opened borders with Mao yet. Recommendations?]

[Edit2: I probably won't have time tonight to play, but would like advice before I do. One other thing is, which city do we want to pop a GP first? Given a tie, I think Moscow would go first, right? I could just remove the engineer in Moscow for a turn or two if we want St Pete to pop first. I'd say we'd prefer to build civ-wide World Wonders, as opposed to city-specific Wonders, in St Pete to give it more culture to push back Gandhi, which will boost its GPP rate. On the other hand, I don't know offhand how St Pete's production will compare with Moscow's. Thoughts?]
 
Dudes! No comments? :( Alrighty then, here's my plan.

Give our victorious pike Woodsman I+II, let him heal (1 turn), then move to NE of Delhi so he can cut off any units moving toward Broberg or to the NE (where Gandhi could potentially settle a city on his northern ivory or on the desert hill).
Probably send the pike currently E of Delhi somewhere where he can cut off a settler party trying to go SE of Bombay.

Open borders with Mao. I'm a little nervous, but figure that he'll concentrate on settling on his mainland before sending anything to our neck of the woods. Opening borders will give us trade routes and we could trade resources once we get that other ivory hooked up, and maybe some unneeded seafood.

St Pete build gold for a turn to save chop hammers, emphasize growth for that turn.
Put a pasture on the horses next turn (4 workers can get there), switch St Pete to a knight. After the pasture, send one worker back up north to chop the forest NW of St Pete--I think the knight is needed ASAP.

Keep one worker in the SE roading everything, send others west to help fogbust and road.

When the knight is ready, send him to deal with the barb axeman out west.

Broberg continue building trireme to pillage/blockade. Then build local workboat and caravel.
Moscow builds settler.
Northern worker build roads to and on plains hill site for Fishtown, start chopping forest to the east (with hammers to go to Fishtown).

I won't play until after lunch, maybe not even until 3:30 Eastern, but if you have any comments, please post ASAP.
 
All things equal, Moscow will pop the GP before St. Pete. I don't think it particularly matters which city pops first - once seafood gets going it's going overtake both of them. The plan sounds good, other than opening borders with Mao for trade routes. Because we're in Mercantilism, we won't be able to to have trade routes with his cities and I'm not 100% certain if we'll be able to trade resources with him pre-Astro. I suppose open borders with him - I don't think he's going to send over settlers to our land for quite some time.

St. Pete is fine building wealth for the turn so the Knight gets the overflow. Good thinking :goodjob:

As long as you're comfortable with the chopping of the one tile outside of Moscow so the hammers go towards the seafood site on the turn it's settled I see nothing wrong with your plan.
 
I've uploaded the 1500 AD (turn 43) save on the Progress page. We have much to discuss, because Gandhi got a Great Artist on turn 42 and bombed us. We've lost the horses, along with a few other less important tiles, and he's gained quite a few tiles.

39 (1480)--Gandhi kills our pike E of Delhi with 1 cat and 2 Lbows (he lost the first 2).
42 (1495)--Great Artist in Bombay.
43 (1500)--Culture bomb. I haven't finished the turn but have moved some workers off our former territory. We have a warrior who can pillage the horses next turn, but Gandhi will have 1 turn to build knights (which shouldn't be enough). I was building a second knight in St Pete (6 more turns--no warning yet about losing horses) and have tentatively switched to a treb (7 turns). [Edit: Gandhi has no route to the horses, so no need to pillage.]

Gandhi has 3 Lbows in Bombay, 3Lbows + galley + worker in Delhi, plus 2 Lbows have just moved 1N of Delhi. We have a WoodII pike directly E of them.

Our knight is traversing Indian territory S of Bombay, going toward the barb axe, which he can attack in 3 or 4 turns.

Our Moscow settler will be finished next turn and his site is ready. A worker is chopping (cancelled) the forest 1E of that site.

Broberg finished the trireme, which will reach Delhi's seafood next turn. It is now working on a workboat.

Angkor Wat and Spiral Minaret were just completed.

I did not yet open borders with Mao. He knows DeGaulle and Churchill, whom we have not yet met.

We will get a Great Eng in Moscow in 4 turns.

I don't have a PrintScreen key on my iMac keyboard! :( No screenshots.

We have 700+ gold and are still running 0% research. Some day we ought to change that. It would take something like 57 turns @100% to finish teching Astro.

My initial thoughts are that we ought to build a couple trebs and maces and knock down Bombay and then Delhi to 1 unit each. We can then concentrate on settlers for awhile. We have no way to reach the western land without going through Gandhi's borders, BTW. The horses are just barely Gandhi's (51%) so we might consider building a monastery or library in St Pete. [Edit: Need to check if Bombay has any wonders.] We'll probably want a monastery somewhere eventually so we can build missionaries to spread the word to our future cities and keep them happier.
 
Given Gandhi's cultural pressure on us, I'd vote for using our Great Eng on the Sistine Chapel if it's still available in 4 turns, and put it in St Pete. BTW, Gandhi's larger domain gives him even more/enough room to squeeze in more cities on the edges. Any feeling for how likely he is to do that? We probably can't stay at war with him the entire game, and breaking ceasefires every time we see a settler will earn us demerits with other civs if we keep attacking their buddy, so this could be a problem. I don't know what to do about it--just sayin'.

I'm assuming that we won't get the horses back for awhile, although maybe we'll get lucky and can build another knight soon. (BTW, it's lucky I chopped that forest toward the knight, otherwise we'd have none :).) I'd build maybe 3 trebs and 1 mace in St Pete/Moscow, and 1 treb in Broburg. Our WoodsII pike should probably move from NE of Delhi to 2N1W to head off any threat to Broburg. We could consider upgrading a warrior to a mace if desperate--we may not have enough units to head off a settler moving toward the coastal desert hill/ivory area. I'd keep sending the knight out west to take care of the barb axe--we'll need a strong unit down there to head off settlers in that direction, at least until we start besieging Gandhi's cities.

War weariness will become a problem before long. After settling Fishtown we definitely need to grab that silver island, which will require a Moscow galley--could be awhile before we get to that. After settling Fishtown we should probably open borders with Mao.

I won't play again until we've agreed on a plan.
 
I'll see if I can look at the save either tonight or tomorrow.:mad: at Gandhi with the artist. With that in mind, I'm in agreement about rushing Sistine in St. Pete if it's still around. Fingers crossed on that I guess.

With the border situation as it is, we do not want peace with Gandhi until our settlers have take all of his land? Why? Because it's possible that if we were to take peace he may not open borders with us, thus boxing us in. With that in mind, suiciding trebs into his cities to knock his troop count down is not looking like an appealing move. I'm worried about war weariness specifically and we'd get stuck with a lot of unhappy people for quite some time with no realistic way to counter it. Once we settle around him I'm all for gate crashing his cities, but with the borders as they are now is not the time. For now, we should take steps to minimize any chances at increasing war weariness, meaning no attacking his cities.

No idea on Gandhi's settling tendencies now that his borders are what they are, but I don't think it really matters. As long as we keep our units around his cities to prevent expansion I don't see his new found land impacting the rate at which he settles it.

As for our tech rate, once seafood city gets a library up and a few scientists running it'd probably be a good time to run 100% for a while. I also am against using our treasury to upgrade units, specifically warriors to maces. They don't have any promos and even at 0% culture they wouldn't fair well versus Gandhi's fortified longbows.
 
Yeah, the WW could be a real problem. My worry is that it would take many units to prevent Gandhi from sending out a settling party, and once he does that we couldn't do much to stop him. But I reread BL's test game post (143) and am feeling better, since he managed to contain Gandhi. How? How big is a settling party? 2 Lbows+settler? Will Gandhi move a settler adjacent to one of our units? If he does, will he then walk around us or foolishly attack? Will he try to attack Broburg? I just don't understand where to optimally place our units to minimize the odds of a settler venturing out and maximize the odds that he'll attack us at bad odds. Can Moscow continue to build settlers or does it need to build military for awhile? I'd like to play another 4 or so turns, especially if I can know roughly how Gandhi will behave, but it might be better to hand off to BL since he has that test game experience. I think we're following a clever strategy here and don't want to blow our advantage with tactical errors.
 
I'm taking tomorrow off to work on the house so it would be convenient for me to play then, if we're ready. Given our need for lots of settlers (at least 3 more for the mainland and 1 for the silver island) ASAP, our soon to be settled Ocean City should probably help with the settler building once it gets a few seafood tiles going. But probably produce no more than 2 settlers from there since we want to run a flock of scientists soon, too. It would be great if BL could run things through his spreadsheet, but here's a draft plan for the next several turns:

Broburg: caravel (to explore west)
St Pete: pikes
Moscow: galley (to explore east a little, and then drop a worker off on Silver Island to fogbust and start roading, and then transport a settler) and then another settler
Ocean City: Found next turn, build a workboat (with chop) and then... another workboat? Or a library, assuming that Broburg will build more workboats for it?

Give any pikes with unused promos Woodsman I. Knight continue moving west to deal with barb axe (whom we should try to lure away from the forest). WoodII pike by Delhi move two forest tiles to protect Broburg--hopefully he can move back east to prevent a settling attempt near ivory. Move our pike from SSW of Dehli to directly S?
 
Looked at the save. The chop is going to be a turn late, so the seafood city is going to lag a bit with its growth.

As for military units, take the pike in Moscow, move it to St. Pete and take the pike in St. Pete and place it on the plains cows in Gandhi's land. This way he won't try and settle anything to our south/his east. As long as the units do not directly border a city in an indefensible position (read: no floodplains), they should be alright from attack. Fortified in forested hills are certainly okay. And I'd like a pike on the plains forested hill east of Gandhi. A unit there should prevent him from marching a settler towards the ivory. Oh, and give longbow 10 (he's SW of Bombay) Guerilla I. He's not leaving those hills anytime soon.

Moscow will need another tile improved since after it makes the galley it will have grown to pop 8. Send workers one and four over to workshop one of the plains tile in its BFC. Have slave 03 build a mine where worker 4 currently is. After those tasks are done have them road a path to where the horse city is going to be founded so the next settler can have that city up and running the turn the settler is produced. Cottage the land around that city starting first with the grassland tiles it shares with St. Pete. Send worker five up to seafood city to help mine the hills.

As for seafood city. Workboat -> library so when the boats from Broberg show up the borders will have popped. Have the worker up there mine all of the hills in its BFC. Depending on when the library gets done and how many workboats are hooked up the city could build a workboat after the library if needed or go straight into the NE.

Sistine Chapel has already been built. In Bombay. So that option is out. That leaves only Shwedagon Paya left which I'm not enamored with. I have no idea what to do with the engineer. Either save for a national wonder rush in seafood city or settle in capital would be my two choices. Both have their merits.

Slave 01 should not be roading a tile that isn't going to be settled or can't be improved. :cringe:
 
I'm not sure but I think Moscow needs its pike and warrior for happiness--if not now, then certainly when/if we let it grow another citizen. If it can spare the pike I'll move him to the cows and not let Moscow grow until we have more happiness. I'll open borders with Mao right now--maybe he has something for trade that can help.

If Slave01 is the one roading some ice out west, it's because he can't move north of the hill lest some areas become fogged again--might as well have him do something. When the road finishes I'll move him back to the hill, by which time the other nearby worker will have moved on to defog and road somewhere else--the road should help get the knight out there a little faster. I may be worrying too much about barb cities popping up, but maybe not.

That's too bad :cry: about Sistine Chapel. I lean toward settling the Eng but won't play beyond the turn we get him. Will probably play this afternoon or night.
 
Sorry, yesterday ended up being too busy to play. I'll play another 4 turns tonight and then hand off. One addition to the plan, which incorporates BL's suggestions, is that I'd like to take a chance and try to put our explorer in the forest and have the barb axe attack him. With Woodsman1 and the 50% forest defense bonus, the explorer should have pretty good odds (4 x 1.75 = 7 vs the axe 5). I think the explorer may also have Combat1. That assumes, however, that the explorer doesn't count as a melee unit--axes have 50% vs those. The advantage would be that if the barb attacks and loses, the knight won't have to spend his time going after him, and could immediately work on boxing in Gandhi. What do you think?

Looking ahead, given the problems we're going to have with Gandhi's cultural pressure, perhaps we should apply all of our espionage points toward him so that we can use lots of spies to destroy his buildings. We might get lucky and take out a culture building like a monastery or cathedral. In any case, we'll be doing something with our espy points which will otherwise not be very useful in this game since we can't conquer any AI cities until the end. If y'all agree, I'll adjust the espy allocation. We should also build a cathedral or two in St Pete when we can for the culture multiplier.
 
Yea, go for the EP switch. I think I suggested it before we met anyone else and it was met with scoff from the peanut gallery (or should I say popcorn gallery). If you use the explorer as bait and he dies, we'd need another unit out there to fogbust and I don't think we have one of those right now. It's a risk I'm not sure I'm willing to take, but I wouldn't fault you if you chose to.
 
I only played 2 turns (to 45/1510) and uploaded the save. We already had all our espi points going to Gandhi and, for what it's worth, will soon be able to see what he's researching. We're losing cultural ground on the horses so I pillaged them. Seaside was founded as planned on turn 44 and the workboat chop came in on 45. I've got two workers on a Moscow workshop but it'll be 3 more turns before it's done.

A barb galley has appeared south of Moscow. We're currently building a galley (will finish next turn). Should we switch to a trireme or caravel instead?

Now the bad news. I moved our WoodsII pike to the forest hill NNW of Delhi but only 1 of Gandhi's Lbows turned back. The other is now on the hill SE of Broburg and can attack next turn. We have no cultural defense in that city yet (2 more turns) and just the one Lbow with no promotions vs Gandhi's Lbow with Combat1. We have 25% for city defense and 25% for being fortified. Options are:
(1) Do nothing. Gandhi may attack us, fortify, or move to our iron.
(2) Move our pike to the iron and then (presumably) move the next turn to join the city garrison, leaving our iron to pillaging.
(3) Attack the Lbow with our pike with 8.08% success probability and hope it does enough damage to prevent Gandhi from attacking Broburg (or attacking successfully).
 
Option 4: offer a ceasefire. Our northern pike will teleport adjacent to Broburg and can move into the city for defense this turn, so Broburg would be safe. It would then take 2 or 3 turns for our other units to move back into position. Delhi just finished building a catapult, so it'll be awhile before he can build a settler. However, his fast worker would have time to do some chopping. On turn 44 the worker was on the plains hill forest 2E of Delhi with 4 turns to go on the chop. I moved a pike (doing the Moscow pike --> St Pete, St Pete pike--> India shuffle) to stop him and the pike is now sitting on that hill.

Given Delhi's recent cat, I don't think there will be a settler coming from there any time soon. Don't know about Bombay, but it would be easier to head off a settler coming from there. Losing Broburg would be really really bad so unless our defensive odds are better than ~95% (can somebody determine this? [Edit: I estimate 80-85%]) or we can be sure that Gandhi's Lbow won't attack I would favor doing the ceasefire. Next turn we declare again and move our units back into position. Broburg would again be vulnerable, though, if it only has 1 Lbow so the pike would have to stay, since it can't effectively block the approach (as far as I can tell). We need another unit to garrison Broburg or to post with the pike near Delhi.

I've got St Pete building a mace instead of a pike--6 turns either way. I think Moscow should forget about boats for now and also build a mace. It could then go back to the galley (if the barb galley goes north), otherwise build a caravel to protect our Seaside seafood from the barb (or maybe Broburg could do that).

Sorry about the mess, but I don't think I could have done much better without knowing (if that's possible) how Gandhi would move his units in reaction to our units' positions. I've played 12 turns and can hand off if someone else is ready to play, but would be happy to go for another few turns if nobody is free. Either way is fine.

[Edit: Broburg will be in better shape once its cultural defense goes to 20% in 2 turns. We should think about building walls there; they're the same number of hammers as a Lbow, add 50% defense, and don't cost unit maintenance, although Gunpowder is not too far off. If we stick another Lbow in there with City Garrison1 we'd be in good shape for quite awhile. Then again, maybe it would be cheaper to just build enough units to post around Delhi.]
 
Why is St. Pete making a mace? I thought we were in agreement that attacking Gandhi and racking up war weariness was a bad thing? Switch it to a Longbow this turn - St. Pete grows in 5 and needs the MP. St. Pete needs a tile to work too once it gets to Pop 9, which is why I had asked Slave 03 to go build a mine. Random roading is nice and all, but if there's important things to be done the roads can wait. Cancel both him and Worker 5's actions this turn before you hit enter and move them to the grassland hill that needs a mine. If it's done this turn, they'll get the mine up before it grows to pop 9. I also think tearing down the windmill for a mine isn't a bad idea either now that we're at the happy cap. For future builds we'll need more cheap fogbusters so focus St. Pete on building them.

In Broberg, swap out the workboat for building culture. We'll pop this turn as opposed to next, giving us the 20%. Moving the pike to the mine gives 50% odds against the longbow if the bow attacks it. I don't like risking the woodsman II this way, but I don't want to lose the mine either. It's one of those damned if you do, damned if you don't situations.

For Moscow - when it grows to pop 8 have the new pop work one of the coastal tiles. Switch it to the workshop once it completes. Once those two workers finish the first workshop, have them build a second one so pop 9 has something to work. In order to settle the island, we're going to have to eliminate the barb galley (and anymore that spawn - there's land immediately west of the protruding desert tile that we can't fogbust). Finish the galley (leaving it in port - I don't want to risk losing it), then build a trireme -> settler. Once it finishes, stack the two together and force the galley to attack us. It's bad enough we're distracting Moscow from building settlers by adding in the galley and trireme. From here on out after these boats are in focus Moscow on settlers. We gotta get a move on here settling the land.

Because we're losing the horses, our next city should be on the horses site to start getting them back. Plus it'd help with fogbusting the area.

For seaside, we're in agreement to go workboat -> library? I'd only change it to workboat -> workboat if for some reason we lose Broberg, though with the 20% culture and 25% fortification and 25% defending cities I think we'll be more than fine.

Bring worker 2 and slave 2 back to the core cities. I see no reason to continue roading out there now that Gandhi has blocked off access to the area. If a settler were to escape, we'd only be helping him with the additional movement. Have those two prep the horses site with cottages, starting with the tiles it'll share with St. Pete.
 
Why is St. Pete making a mace?

Because I'm afraid! (Dang! Where's the smilie that runs around in circles in blind fear?) We don't have enough units to both defend our cities and prevent Gandhi from breaking out, so I wanted to build something that could stand up to an attack better than a pike or longbow. I wasn't planning to attack anywhere, just defend. You're not worried about having one lonely longbow defending Broburg?! :eek:

I understand your frustration with not going directly to the mine, but I figured the strategic benefits of being able to move around our units (admittedly pathetic little warriors) quickly would be worth the delay of a mine for a turn or two. And I haven't given up on settling the west. There's good land out there and just because we won't have a land connection doesn't mean we don't want it any more. At least, I'd need some convincing before abandoning that land and hoping we can find some suitable islands.

Clearly we need to talk more, but I gotta run--talk tonight?
 
Sure, I'll be around, so take your time. We're in no rush here - I'm surprised given our late start how caught up we are to the rest of the teams.
 
@XCal: You mean :run: : :run:
 
Yes, indeed. :run: Thanks, Niklas. :) How come that doesn't show up in the Smilies list?

Why is St. Pete making a mace? I thought we were in agreement that attacking Gandhi and racking up war weariness was a bad thing?

Yes, agreed. But don't we need more units for defense? We already lost a longbow by Delhi. He took a cat and Lbow with him, but Gandhi will just build more. He can also park a stack on the hill SE of Broburg and take his time knocking it down with a cat or two. Our lone Lbow 2E of Dehli can't stop a settling party heading for the ivory region. And Bombay will eventually build enough Lbows to kill ours, even if fortified on forest hills. I'd feel a lot better if we had St Pete continue with the mace and had Moscow build a Lbow (3 turns) and then a mace (4 turns, maybe 3 once the workshops are set up). The Lbow can go to St Pete to garrison for happiness. No point in finishing the galley if it's just going to sit there so I'd do the land units first. If the barb galley heads straight for our south side Seaside seafood (;)) it'll take 8 turns to get there and pillage. A caravel from Moscow could make it in 4 once built (3 turns); we can watch where the barb goes and build the caravel only if/when necessary. (I'd also build a caravel instead of a trireme--same odds vs galley, stronger base strength, and better movement.)

You're right about sending Slave3 and Worker5 to the hill/mine. Will do.

Are you sure Gandhi won't attack Broburg if he can pick on a pike on the iron? A ceasefire is a sure thing but rather drastic, so I guess you're right. We might get lucky with the pike. But if we lose, we won't have much time before he attacks Broberg, hence the need for more units ASAP. OK, building culture to save 1 turn on the border pop is probably worth it.

It's bad enough we're distracting Moscow from building settlers by adding in the galley and trireme. From here on out after these boats are in focus Moscow on settlers. We gotta get a move on here settling the land.

I know it sux. But we've already sacrificed to box in Gandhi. We have to make that bet pay off, and we can by building just a couple more units before going for settler spam. I'm not sure the horses site should be our next city, but we need more time to take care of the barb galley to get to the silver island (since we need to spend some turns building more land units), so I guess that makes sense.

For seaside, we're in agreement to go workboat -> library? I'd only change it to workboat -> workboat if for some reason we lose Broberg, though with the 20% culture and 25% fortification and 25% defending cities I think we'll be more than fine.

OK on the builds, but I'm not at all sold on Broberg's security.

Bring worker 2 and slave 2 back to the core cities. I see no reason to continue roading out there now that Gandhi has blocked off access to the area. If a settler were to escape, we'd only be helping him with the additional movement. Have those two prep the horses site with cottages, starting with the tiles it'll share with St. Pete.

Dang, you're right about the coastal route being cut off in the south. But once Broberg pops to 40% culture (not toooo long) we'll be able to connect to the west with galleys via that 1-tile island 4SW of Broberg as long as one city is coastal, which will surely be the case. We can put 2 or 3 good cities out there--what are the implications for not having them hooked up to our capital other than lack of trade routes and no non-local resources? Or would even the local cows and clams not do us any good? Even if we're completely cut off out there to start, that won't hurt us significantly until the population gets fairly big and Broberg will very likely pop its borders well before that.
 
But don't we need more units for defense?

Immediately, no. Later, probably, and Broberg can handle itself with its production capability. The one unit by Broberg is likely a pillaging unit which is why I think moving the pike to the Iron is the prudent move. If they wanted to attack the city, you would have seen the catapult come along too. Besides with all of the bonuses I've pointed out I don't see the AI suiciding the city.

We already lost a longbow by Delhi. He took a cat and Lbow with him, but Gandhi will just build more.

I know. And I'm banking that he continues to build units to 1) shoot his economy down and 2) prevent him from building worthwhile infrastructure.

Our lone Lbow 2E of Dehli can't stop a settling party heading for the ivory region.

True, but he won't send out a settler even with an escort since the unit nearby would threaten the settler. It sounds stupid, but I've never seen the AI move a settler even with an escort to a tile adjacent to one of my own units.

And Bombay will eventually build enough Lbows to kill ours, even if fortified on forest hills.

Yea, probably. But that's what St. Pete is for, to replenish the longbows and pikes when he does crash them into us.

I'd feel a lot better if we had St Pete continue with the mace and had Moscow build a Lbow (3 turns) and then a mace (4 turns, maybe 3 once the workshops are set up). The Lbow can go to St Pete to garrison for happiness.

Here's the one thing we obviously differ on and I'd like your perspective on it. Why Maces? To me, they are useful for one of two things: 1) Promote up the city raider line, which we don't (and will likely never) need, or 2) Promote up the shock line for anti-melee units, which since Gandhi is metal-less is useless too. They're more expensive then their pikeman counterpart but the strength boost they get still wouldn't be enough to attack longbows, especially in forests where they'd first show up. It's kind of ironic really, before I was arguing for the more expensive unit, now it's you that wants it :lol:

No point in finishing the galley if it's just going to sit there so I'd do the land units first. If the barb galley heads straight for our south side Seaside seafood (;)) it'll take 8 turns to get there and pillage. A caravel from Moscow could make it in 4 once built (3 turns); we can watch where the barb goes and build the caravel only if/when necessary. (I'd also build a caravel instead of a trireme--same odds vs galley, stronger base strength, and better movement.)

I'd finish the galley for two reasons: 1) We'll need it soon enough and 2) hammer depreciation over time. Caravel over trireme I can agree with. The barb galley isn't heading for our seafood. From what I recall, they have a 7 tile line of sight with regards to pillagable seafood tiles, and nothing we have falls into that LoS. Therefore, I think it's safe to say that right now it's not headed for any of our seafood tiles.

Are you sure Gandhi won't attack Broburg if he can pick on a pike on the iron? A ceasefire is a sure thing but rather drastic, so I guess you're right. We might get lucky with the pike. But if we lose, we won't have much time before he attacks Broberg, hence the need for more units ASAP. OK, building culture to save 1 turn on the border pop is probably worth it.

No, I'm not certain he attacks the pike over the city, but I'm giving the AI a better 'option' that he may go for. Besides, once the city is at pop 3 and working another grassland hill it'll have the hammer to pop longbows out in 3 - 4 turns depending on overflow. Broberg can take care of itself long-term.

I know it sux. But we've already sacrificed to box in Gandhi. We have to make that bet pay off, and we can by building just a couple more units before going for settler spam. I'm not sure the horses site should be our next city, but we need more time to take care of the barb galley to get to the silver island (since we need to spend some turns building more land units), so I guess that makes sense.

I really think Moscow has to get a move on with settler production. Land is power, and our workers are just about out of things to do. We've already set him back with the extra military he's made and still we have yet to actually capitalize on it. Plus the sooner we get the furs hooked up in the south the better for all of our cities. Here's what I propose to solve our difference in what Moscow should do. It ain't ideal, but I suppose it's a compromise.

Moscow: Finish Galley -> Caravel -> Settler (should be a pop 9 at this point, if not a longbow would be alright to get to that pop number) -> settler...settler...settler....

St. Pete: Longbows/Pikes. Probably longbows since they're cheaper.

Broberg: Culture -> Barracks -> units (*gasp* no workboats?) Yea, let seaside take care of itself.

Seaside: Workboat -> Library -> Workboat(s) depending on pop, happy cap, and available tiles to work. Library before the second workboat for the culture pop. Save the Engineer to rush a National Wonder to catch up on the slower growth since it won't be getting help from Broberg.

Horse City: Obviously a ways off, but here's my initial thoughts. Have a worker(s) mine one of the desert hills. Once settled, build culture to pop borders, then 2 workboats to get some food rolling. By this point the workers should have some cottages up and running that the pop can work as it grows. Bring back all of the workers outside our borders to set this up, including Slave01 which is asleep at this present time. Once the hill and 2 - 3 cottages are up (good for a pop 6 city), send one or two workers over to silver island to start road construction of the Iron and Silver. Unless there's any other resources that reveal themselves, I see no reason to go overboard here.

So we have the pros of Moscow continuing settler production and having both St. Pete and Broberg build military units. Those from Broberg would take care of Delhi and those from St. Pete take care of Bombay. The major con being our tech city doesn't get running as fast, which is really restricted anyway on happy cap and hammer potential to build the national wonders.

Some more micro: Send warrior 7 (on horses) to St. Pete, then swing the pike to the cows resource outside of Bombay. This tile needs a unit. Bombay has got to be close to popping a settler at this point. This is usually around the time in my tests when he got one. Question: You haven't by any chance noticed when/how the garrison in Bombay has increased have you?

We can put 2 or 3 good cities out there--what are the implications for not having them hooked up to our capital other than lack of trade routes and no non-local resources?

That's it, and it's a fairly big issue too since happy caps are affected with the gold and ivory hook-ups. I'm not certain, but I think maintenance higher too since they aren't hooked up to the capital. At 40% though they should be hooked up though and it'll be at 40% long before we're out to settle that land. The cities themselves aren't going to be anything special. Any would lack any large food surplus and the land itself isn't too spiffy but I'll concede that I'd rather have it than Gandhi.

As for the barb unit, I looked up in the civilopedia if explorers count as melee units. They don't, in fact they have their own designation, so fortifying him on a forest or hill (same odds either way) and forcing the axe to attack us is a better move then wasting three turns to get the Knight out there then another 3 to bring him back. Send the Knight now back to the South of Bombay where he can lurk in case a settler escapes. Let the explorer handle the ax. In fact, stick him on the hill 2S of his location. Between Gandhi's borders and barb spawn rules it'll drastically reduce the number of tiles where barbs can spawn (to about 3 or 4 total) and only use one unit.

@Niklas - Every time I see you post I get all excited thinking you're going to post something insightful/helpful/useful. Then I read what you actually wrote and get all sadface. Stop doing that! :p
 
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