SGOTM 10 - Xteam

I have done my remaining turns. No more problems :)

Highlights:

T74 We adopt Caste
T75 The barb galley that pillaged nets outside OC is defeated
T76 A GS is born in St. Pete :thumbsup:

The AD 1670 save

Rep parts are due in 2 turns and the next GP in 9-10 turns. Both settlers are on their way and we have opened borders with Gandhi. The settler in Indian territory can board the galley outside Delhi next turn. Our caravels are en route to linking up with the galleys carrying settlers. We can't afford to loose more settlers/cities to barb attacks :eek:.

The barb galley to the east is worrying since it might carry maces. I suggest we position our trireme 1S of the whale to block access to Yaroslavl. This is critical because Yaroslavl can't be reinforced right now. I have built an extra galley but it will take some time before it reaches the east coast. WB under construction in Fish City is meant for the Marble Island and we should construct 2 more for that purpose and maybe also one for Sugar Island.

Education is up for trade but we don't have enough trade bait. So the path forward is to finish Rep. Parts. then bulb most of Chemistry with the GE, finish research of Chemistry and then trade PP+Chem for Education. When we have Education we can bulb most of Astronomy with our GS.

Auto log:

Spoiler :
Here is your Session Turn Log from 1575 AD to 1670 AD:

Turn 335, 1575 AD: You have trained a Worker in Orange City. Work has now begun on a Work Boat.
Turn 335, 1575 AD: Alexandre Gustave Eiffel (Great Engineer) has been born in York (Churchill)!

Turn 337, 1585 AD: The borders of Fish City have expanded!
Turn 337, 1585 AD: Gandhi's Musketman (9.90) vs Stalin's Longbowman A (9.00)
Turn 337, 1585 AD: Combat Odds: 62.3%
Turn 337, 1585 AD: (Extra Combat: -10%)
Turn 337, 1585 AD: (Plot Defense: +50%)
Turn 337, 1585 AD: Gandhi's Musketman is hit for 19 (81/100HP)
Turn 337, 1585 AD: Stalin's Longbowman A is hit for 20 (80/100HP)
Turn 337, 1585 AD: Stalin's Longbowman A is hit for 20 (60/100HP)
Turn 337, 1585 AD: Gandhi's Musketman is hit for 19 (62/100HP)
Turn 337, 1585 AD: Gandhi's Musketman is hit for 19 (43/100HP)
Turn 337, 1585 AD: Gandhi's Musketman is hit for 19 (24/100HP)
Turn 337, 1585 AD: Gandhi's Musketman is hit for 19 (5/100HP)
Turn 337, 1585 AD: Gandhi's Musketman is hit for 19 (0/100HP)
Turn 337, 1585 AD: Stalin's Longbowman A has defeated Gandhi's Musketman!

Turn 338, 1590 AD: Hinduism has spread in Fish City.

Turn 339, 1595 AD: Stalin's Knight 1 (10.56) vs Gandhi's Catapult (5.00)
Turn 339, 1595 AD: Combat Odds: 99.3%
Turn 339, 1595 AD: (Extra Combat: -10%)
Turn 339, 1595 AD: Stalin's Knight 1 is hit for 13 (83/100HP)
Turn 339, 1595 AD: Gandhi's Catapult is hit for 28 (72/100HP)
Turn 339, 1595 AD: Stalin's Knight 1 is hit for 13 (70/100HP)
Turn 339, 1595 AD: Gandhi's Catapult is hit for 28 (44/100HP)
Turn 339, 1595 AD: Gandhi's Catapult is hit for 28 (16/100HP)
Turn 339, 1595 AD: Gandhi's Catapult is hit for 28 (0/100HP)
Turn 339, 1595 AD: Stalin's Knight 1 has defeated Gandhi's Catapult!

Turn 341, 1605 AD: Yaroslavl' has been founded.

Turn 342, 1610 AD: You have made peace with Gandhi!
Turn 342, 1610 AD: Gandhi adopts Slavery!
Turn 342, 1610 AD: William T. G. Morton (Great Engineer) has been born in New York (Roosevelt)!

Turn 343, 1615 AD: The borders of Yaroslavl' have expanded!

Turn 344, 1620 AD: Islam has spread in Orange City.

Turn 345, 1625 AD: Yekaterinburg has been founded.

Turn 346, 1630 AD: You have discovered Printing Press!

Turn 347, 1635 AD: You have discovered Gunpowder!
Turn 347, 1635 AD: The borders of Yekaterinburg have expanded!
Turn 347, 1635 AD: Barbarian's Maceman (8.80) vs Stalin's Longbowman 1 (10.80)
Turn 347, 1635 AD: Combat Odds: 20.7%
Turn 347, 1635 AD: (Extra Combat: -10%)
Turn 347, 1635 AD: (Plot Defense: +20%)
Turn 347, 1635 AD: (Fortify: +10%)
Turn 347, 1635 AD: (City Defense: +25%)
Turn 347, 1635 AD: (City Barbarian Defense: +25%)
Turn 347, 1635 AD: Barbarian's Maceman is hit for 22 (78/100HP)
Turn 347, 1635 AD: Stalin's Longbowman 1 is hit for 18 (82/100HP)
Turn 347, 1635 AD: Stalin's Longbowman 1 is hit for 18 (64/100HP)
Turn 347, 1635 AD: Barbarian's Maceman is hit for 22 (56/100HP)
Turn 347, 1635 AD: Barbarian's Maceman is hit for 22 (34/100HP)
Turn 347, 1635 AD: Barbarian's Maceman is hit for 22 (12/100HP)
Turn 347, 1635 AD: Stalin's Longbowman 1 is hit for 18 (46/100HP)
Turn 347, 1635 AD: Barbarian's Maceman is hit for 22 (0/100HP)
Turn 347, 1635 AD: Stalin's Longbowman 1 has defeated Barbarian's Maceman!
Turn 347, 1635 AD: Barbarian's Longbowman (6.60) vs Stalin's Longbowman 1 (4.27)
Turn 347, 1635 AD: Combat Odds: 91.1%
Turn 347, 1635 AD: (Extra Combat: -10%)
Turn 347, 1635 AD: (Plot Defense: +20%)
Turn 347, 1635 AD: (Fortify: +10%)
Turn 347, 1635 AD: (City Defense: +25%)
Turn 347, 1635 AD: (City Barbarian Defense: +25%)
Turn 347, 1635 AD: (Combat: -25%)
Turn 347, 1635 AD: Barbarian's Longbowman is hit for 20 (80/100HP)
Turn 347, 1635 AD: Stalin's Longbowman 1 is hit for 19 (27/100HP)
Turn 347, 1635 AD: Barbarian's Longbowman is hit for 20 (60/100HP)
Turn 347, 1635 AD: Barbarian's Longbowman is hit for 20 (40/100HP)
Turn 347, 1635 AD: Stalin's Longbowman 1 is hit for 19 (8/100HP)
Turn 347, 1635 AD: Stalin's Longbowman 1 is hit for 19 (0/100HP)
Turn 347, 1635 AD: Barbarian's Longbowman has defeated Stalin's Longbowman 1!
Turn 347, 1635 AD: Yekaterinburg (Stalin) has been captured by the Barbarian State!!!

Turn 348, 1640 AD: Stalin's Trireme 1 (2.00) vs Barbarian's Galley (1.42)
Turn 348, 1640 AD: Combat Odds: 86.5%
Turn 348, 1640 AD: (Plot Defense: +10%)
Turn 348, 1640 AD: (Class Attack: -50%)
Turn 348, 1640 AD: Stalin's Trireme 1 is hit for 16 (84/100HP)
Turn 348, 1640 AD: Stalin's Trireme 1 is hit for 16 (68/100HP)
Turn 348, 1640 AD: Stalin's Trireme 1 is hit for 16 (52/100HP)
Turn 348, 1640 AD: Barbarian's Galley is hit for 23 (77/100HP)
Turn 348, 1640 AD: Barbarian's Galley is hit for 23 (54/100HP)
Turn 348, 1640 AD: Barbarian's Galley is hit for 23 (31/100HP)
Turn 348, 1640 AD: Barbarian's Galley is hit for 23 (8/100HP)
Turn 348, 1640 AD: Stalin's Trireme 1 is hit for 16 (36/100HP)
Turn 348, 1640 AD: Barbarian's Galley is hit for 23 (0/100HP)
Turn 348, 1640 AD: Stalin's Trireme 1 has defeated Barbarian's Galley!
Turn 348, 1640 AD: Archimedes (Great Engineer) has been born in Paris (De Gaulle)!

Turn 349, 1645 AD: Wilbur Wright (Great Engineer) has been born in Beijing (Mao Zedong)!

Turn 351, 1655 AD: The revolution has begun!!!
Turn 351, 1655 AD: Stalin adopts Caste System!
Turn 351, 1655 AD: The anarchy is over! Your government is re-established.

Turn 352, 1660 AD: The enemy has been spotted near Orange City!
Turn 352, 1660 AD: St. Petersburg will grow to size 9 on the next turn.
Turn 352, 1660 AD: Deal Canceled: Peace Treaty (10 Turns) to Gandhi for Peace Treaty (10 Turns), Gold Per Turn (1)
Turn 352, 1660 AD: De Gaulle has founded Tours in a distant land.
Turn 352, 1660 AD: Gandhi adopts Caste System!
Turn 352, 1660 AD: Barbarian's Galley (2.00) vs Stalin's Caravel 2 (3.60)
Turn 352, 1660 AD: Combat Odds: 3.0%
Turn 352, 1660 AD: (Extra Combat: +10%)
Turn 352, 1660 AD: (Plot Defense: +10%)
Turn 352, 1660 AD: Stalin's Caravel 2 is hit for 15 (85/100HP)
Turn 352, 1660 AD: Stalin's Caravel 2 is hit for 15 (70/100HP)
Turn 352, 1660 AD: Barbarian's Galley is hit for 26 (74/100HP)
Turn 352, 1660 AD: Stalin's Caravel 2 is hit for 15 (55/100HP)
Turn 352, 1660 AD: Barbarian's Galley is hit for 26 (48/100HP)
Turn 352, 1660 AD: Barbarian's Galley is hit for 26 (22/100HP)
Turn 352, 1660 AD: Barbarian's Galley is hit for 26 (0/100HP)
Turn 352, 1660 AD: Stalin's Caravel 2 has defeated Barbarian's Galley!
Turn 352, 1660 AD: While defending, your Caravel 2 has killed a Barbarian Galley!

Turn 353, 1665 AD: St. Petersburg has grown to size 9.
Turn 353, 1665 AD: De Gaulle has 60 gold available for trade.
Turn 353, 1665 AD: Roosevelt has 50 gold available for trade.
Turn 353, 1665 AD: Roosevelt will trade Education
Turn 353, 1665 AD: Gandhi will trade Education
Turn 353, 1665 AD: Mao Zedong will trade Education
Turn 353, 1665 AD: Horse City will grow to size 6 on the next turn.
Turn 353, 1665 AD: Niels Bohr (Great Scientist) has been born in St. Petersburg (Stalin)!

Turn 354, 1670 AD: Horse City has grown to size 6.
Turn 354, 1670 AD: Churchill will trade Education
Turn 354, 1670 AD: Moscow will grow to size 5 on the next turn.
Turn 354, 1670 AD: St. Petersburg will grow to size 10 on the next turn.
Turn 354, 1670 AD: Fish City will grow to size 6 on the next turn.
 
Are airports required?

No. For moving tac nukes around it's exactly like aircraft. They can be moved in one turn to any city or fort. Once in the same city or fort as a sub or cruiser they can be put on board the same way any other unit can be put on a transport or galleon.

There seems to be no limit that I have discovered on the number of ICBM's or tac nukes you can have in a city or fort either. Unlike aircraft where there is a limit of 4, or 8 if there is an airport. For nukes it seems to be unlimited in cities or forts.
 
I have done my remaining turns. No more problems :)

Highlights:

T74 We adopt Caste
T75 The barb galley that pillaged nets outside OC is defeated
T76 A GS is born in St. Pete :thumbsup:
Nice work Fred! :hatsoff:

Glad to hear we are ready to move forward on the tech front.
Isn't getting Astronomy off of our beeline to Biology?

Roster:
Mad Professor - UP
rrau - On Deck
ShannonCT
Cactus Pete
leif
Frederiksburg
- Just Played! :beer:

PaulisKhan - Computer arrived and working, tuning up BUFFY... :thumbsup:
Grover22 - Bitten by Real Life. :mischief:

@rrau - you mentioned you were ready to take some turns, so I've slotted you On Deck. If this is premature, please let me know and I'll change the roster.

I've been PM'ing with PK, hope he may soon rejoin us.
Hoping SCT is OK, haven't heard from him? :confused:
 
No. Tac nukes can be moved from city to city the same way aircraft relocate. One turn automatic transfer.
Ahhh, this makes them a bit more useful. Once we have a city on another continent that is within range 4, we can ship Tac Nukes and use them there.

I suspect that ICBM's will prove to be more useful pre-SDI. :mischief:
 
Ahhh, this makes them a bit more useful. Once we have a city on another continent that is within range 4, we can ship Tac Nukes and use them there.

I suspect that ICBM's will prove to be more useful pre-SDI. :mischief:

We'll have to build nukes carefully so that we minimise the hammer cost and we have on hand the right nuke in the right place at the right time. All that juggling for later! :)

leif erikson said:
Roster:
Mad Professor - UP

OK - I have a copy of the file. I'll have a good look at it tonight hopefully. I expect to come up with a list of suggestions, questions, etc that we can discuss, then after that I'll post a plan.

leif erikson said:
Isn't getting Astronomy off of our beeline to Biology?

We won't get a Great Scientist to bulb anything else until we get it out of the way once a scientist wants to bulb it...

Edit: "tonight" means "tonight at GMT+3" of course...
 
We'll have to build nukes carefully so that we minimise the hammer cost and we have on hand the right nuke in the right place at the right time. All that juggling for later! :)
Yes, all that logistical planning again... :crazyeye:
:lol:

OK - I have a copy of the file. I'll have a good look at it tonight hopefully. I expect to come up with a list of suggestions, questions, etc that we can discuss, then after that I'll post a plan.
Edit: "tonight" means "tonight at GMT+3" of course...
Your tonight is my afternoon... :mischief:

We won't get a Great Scientist to bulb anything else until we get it out of the way once a scientist wants to bulb it...
Never fails, when I want to bulb Astronomy, I somehow miss it. When I want to go the Scientific Method route, seems like I have to bulb Astronomy... :rolleyes:

Do we need a plan of Great People usage so we don't get techs early that will force us off of the beeline?
 
leif erikson said:
Do we need a plan of Great People usage so we don't get techs early that will force us off of the beeline?

I think we are on track with this. What we need from now on is GS's and nothing else. Trade for Education using PP+Chem then bulb Astro (do a little self research), then bulb SciMeth (some self research) and finally bulb Biology with two GS's. We may consider using Fish City or Marble city as secondary GP farms to provide one of the GS's. (Have one need 3 more). I guess Fish City is the best place.

Rostov should probably keep 2 artists working until 2nd expansion - after that maybe reduce to one artist. After expansion we should quickly get the iron inside our cultural borders. We may not want to defend the fur tile near OC because we can make the city grow better if we fire the artist.

Mad professor said:
We'll have to build nukes carefully so that we minimise the hammer cost and we have on hand the right nuke in the right place at the right time. All that juggling for later!

When the time comes to build nukes we can calculate the hammer savings from building subs and then decide if we should get the prerequisite techs.
 
I think we are on track with this. What we need from now on is GS's and nothing else. Trade for Education using PP+Chem then bulb Astro (do a little self research), then bulb SciMeth (some self research) and finally bulb Biology with two GS's. We may consider using Fish City or Marble city as secondary GP farms to provide one of the GS's. (Have one need 3 more). I guess Fish City is the best place.
OK, sounds good.

The next question then concerns what do we not want to trade, to hold back on, in order to slow the progression of the AI to Fission and nukes? For those who played deep into the test game, how quickly does the AI research pick up as the game progresses? At some point, I expect that they would take off fairly well?

When the time comes to build nukes we can calculate the hammer savings from building subs and then decide if we should get the prerequisite techs.
Our discussion was a bit premature. I'm glad we had it because now I have a much better understanding of Tac Nukes. :)
 
When the time comes to build nukes we can calculate the hammer savings from building subs and then decide if we should get the prerequisite techs.

The hammer savings is a laugh. We save 338 hammers every time we succeed in using a tac nuke instead of an ICBM and a sub costs a whole 202 hammers!! Hmmm. The question is whether it will be worth the 9,072 beakers for studying radio. If we can find creative ways to use mostly tac nukes instead of ICBM's without having to use subs then that is better, but if there is no way, the hammer savings will quickly number in the thousands, and might make radio very much worth it. To answer the question properly though we'll have to wait and see where all the AI cities are when we want to attack them. Therefore this discussion can really only be concluded in the fairly distant future...
 
The next question then concerns what do we not want to trade, to hold back on, in order to slow the progression of the AI to Fission and nukes? For those who played deep into the test game, how quickly does the AI research pick up as the game progresses? At some point, I expect that they would take off fairly well?

A good question. For example, we could probably get Education in only two turns time if we traded PP+Rep Pts for it. But do we want that? Fred suggested PP+Chem - is that because Rep Pts is not something we want to give away? It leads immediately to Rifling of course but Fission requires electricity, physics, Astronomy and Sci Meth. Chem is probably not helping them get either higher military units or nukes, but Rep Pts might speed them up the rifling tree which could be a nuicance.
 
Mad Professor said:
A good question. For example, we could probably get Education in only two turns time if we traded PP+Rep Pts for it. But do we want that? Fred suggested PP+Chem - is that because Rep Pts is not something we want to give away? It leads immediately to Rifling of course but Fission requires electricity, physics, Astronomy and Sci Meth. Chem is probably not helping them get either higher military units or nukes, but Rep Pts might speed them up the rifling tree which could be a nuicance.

PP is a prerequisite tech for Rep. Parts so they can't be traded together in one deal. It's not ideal to trade away Chem either because it opens up for frigates in connection with Astro but the beakers saved by trading for Education are important.
 
I've had a good look over the file. I thought it best if I just "thought out loud" about it in this post about what is about to happen, as a discussion starter. This is not even close to a final plan - I want your input on this. Please comment, question, contradict, make alternative suggestions where necessary.

Leif, let us know if you need more screen shots to see what's going on then I (or someone else) can post them for you.

Study
1.Replaceable parts – finish in 2 more turns
2.Use existing GE to bulb Chemistry, then study the remaining turns required to get Chem
3. Get Education and as much cash as possible in return for PP+Chem
Question: Do I just get as much cash as I can or is there a particular AI I should hope to trade with? PP+Chem for Education will probably get some diplo bonus, so is there a particular AI we want that bonus with?
4.Use existing GS to bulb Astronomy, continue studying Astronomy

Cities
Moscow
Continue building wealth. Currently an engineer on. The only benefit with this is that we’re getting engineer points, but since we’re going to stack scientists in St. Pete, is this worth anything? At the moment the two hammers the engineer is getting us is worth 2 gpt while we’re building wealth. I suggest changing to a merchant so we get 3 gpt instead. Alternatively I could put a scientist on for 3 beakers per turn. I will aim to grow the city for the moment.

St. Pete
Currently has five scientists on and we want more. We want the city to grow FAST. It is doing that. Only one question: when it grows next turn, is it worth more to use the iron tile so as to build 4 more gpt or is it better to put another scientist on instead? From here we want scientists and more scientists because our route after Chem is Astronomy, Sci Meth, Biology (all bulbed by scientists), and then after that the route to Fission is Physics, Electricity, Fission, also all bulbed by scientists. Scientists, scientists, scientists!!

Horse City
Currently has a merchant on. We need that cash! Will probably let it grow onto the workshops when it grows which is as good for cash when building wealth and gets us a food as well. The merchant GPP’s we’d miss out on don’t mean anything. We don’t want them anyway.

Orange City
Currently has an artist on. Fred – were we losing ground on that fur tile? We certainly need to keep it. If we weren’t losing ground there we’re better off with something other than the artist, but the artist is good if we need it in order to keep the fur tile…

Novgorod
Currently has an engineer on. Would we be better with a merchant…? Or even a scientist?

Rostov
Will leave the two artists on for five turns until the next culture expansion. How badly do we want that iron tile in our territory? Do I keep artists on until we get it? We don’t want any Great Artists really. If we get the iron tile are we happy to have iron, or do I need to give it away or trade it for something? How many more warriors will we want to build? Note that once we get astronomy, we’ll be able to build privateers (We’ll already have chemistry) but we’ll need copper or iron hooked up for that. Privateers may be very useful for dealing with barbs, and for catching a bit extra gold from plundering fishing nets on all coasts.

Fish City
Has an engineer on. I think this is good for now while building work boats. How many should I build? That Marble city spot could do with three. Should I build all three straight away? One will finish next turn. If the Marble city is going to pay for itself in terms of beakers, then it would be good to get the sea resources developed fast so we can put scientists on earlier. I suggest repeating the Work Boat build. Once they are finished we could switch from engineer(s) to something else. Merchant or scientist?

Yaroslavl’
I feel nervous with it having no defense. We cannot do it at this time though and the fog busting warrior is better used right where it is. How about a warrior build after the library is finished or is a warrior no use as defense with the possibility of barb Maces? The chops west of the furs will help here. I’ll leave the engineer on until after the defender is finished.

Sea units
The galley west of Delhi will load the settler in Indian territory next turn and sail for the island the explorer is watching – that’s about a seven or eight turn journey. Where exactly should it settle? Three possibilities: NE of the copper gets two sugar and the copper in the fat cross. South of the mountain gets the fish and a sugar, or thirdly we could leave room for a second city on this island, settling on the west coast north of the copper so that another city could be put on the east coast. What is everyone’s opinion on this? For Leif’s benefit, here is a screenie of that island:

Sugar island.JPG

It won’t be defended at first either expect for the explorer. Perhaps another warrior build somewhere to take care of that…?

The galley near New York has a longbow and a settler on the way to the Marble island. That’s about a ten turn journey. Don’t start holding your breath yet!

The Caravel east of Barb island will head towards the galley carrying the settler to Marble island to reduce chances of an unfortunate barbarian experience.

I could use the galley west of Novgorod to ferry another worker or two to Sugar island. Other suggestions? Or it could wait for a warrior and bring him with a worker later…? Another possibility is fog busting a little further west…

The Trireme near Yaroslavl’ is critical for the defense of that city. I’d like to know what that barb galley to the east is going to do. If it comes west (with or without units in cargo) I’ll use the trireme to block its path and sink it. I’ll hope to get the galley to attack the trireme in coastal waters. On the other hand what if the barb galley disappears this coming turn? It could go north and threaten the nets near Moscow. I think if it disappears, I will move the trireme north to cover this possibility, watching carefully for its reappearance so I can turn the trireme around if necessary. Any comments?

I’d like the caravel near Orange city to heal for now. Other barb visitors are possible in that area.

Workers
We seem to have plenty. Not sure what to do with them all. Possibilities include the plains hill near Novgorod and the copper near Orange City. There’s a grassland forested hill SE of Fish city and for distant future use a fort SW of St. Pete, but this is not needed for some time yet! I think getting more than one worker to Sugar island is a good idea, and getting one to Marble island won’t hurt either.

Other land units
We seem to have plenty of warriors in Moscow. One of them, or the elephant in Horse city, could be used to defend Yaroslvl’ if we just had a galley handy to transport it. Any suggestions? Maybe we should just wait for Yaroslavl' to build its own defender.
 
Mad Professor said:
Study
1.Replaceable parts – finish in 2 more turns
2.Use existing GE to bulb Chemistry, then study the remaining turns required to get Chem
3. Get Education and as much cash as possible in return for PP+Chem
Question: Do I just get as much cash as I can or is there a particular AI I should hope to trade with? PP+Chem for Education will probably get some diplo bonus, so is there a particular AI we want that bonus with? Churchill, De Gaulle and Roosevelt are not the worst enemy of any AI so they are in general the best trading partners
4.Use existing GS to bulb Astronomy, continue studying Astronomy

Cities
Moscow
Continue building wealth. Currently an engineer on. The only benefit with this is that we’re getting engineer points, but since we’re going to stack scientists in St. Pete, is this worth anything? At the moment the two hammers the engineer is getting us is worth 2 gpt while we’re building wealth. I suggest changing to a merchant so we get 3 gpt instead. Alternatively I could put a scientist on for 3 beakers per turn. I will aim to grow the city for the moment. I had the exact same thought, but oddly enough the engineer hammers count as base hammers so with the Bureaucracy bonus we get 3 hammers from the engineer. Further, we sometimes get an extra hammer from the forge. For this reason the engineer is preferable in Moscow

St. Pete
Currently has five scientists on and we want more. We want the city to grow FAST. It is doing that. Only one question: when it grows next turn, is it worth more to use the iron tile so as to build 4 more gpt or is it better to put another scientist on instead? From here we want scientists and more scientists because our route after Chem is Astronomy, Sci Meth, Biology (all bulbed by scientists), and then after that the route to Fission is Physics, Electricity, Fission, also all bulbed by scientists. Scientists, scientists, scientists!! It may be worth using the iron tile and the ivory tile before hiring the maximum number of scientists because the 3rd GS should come out of Fish City anyway so the speed to Bio is mainly dependent on the time it takes this city to produce a GS

Horse City
Currently has a merchant on. We need that cash! Will probably let it grow onto the workshops when it grows which is as good for cash when building wealth and gets us a food as well. The merchant GPP’s we’d miss out on don’t mean anything. We don’t want them anyway. Yes, the merchant is the free specialist so we don't have the choice of working a tile instead

Orange City
Currently has an artist on. Fred – were we losing ground on that fur tile? We certainly need to keep it. If we weren’t losing ground there we’re better off with something other than the artist, but the artist is good if we need it in order to keep the fur tile… As long as it's only the free specialist we use for the artist it may be in order to do so

Novgorod
Currently has an engineer on. Would we be better with a merchant…? Or even a scientist? Right now the engineer is worth 3 hammers but in general a merchant would be better

Rostov
Will leave the two artists on for five turns until the next culture expansion. How badly do we want that iron tile in our territory? Do I keep artists on until we get it? We don’t want any Great Artists really. If we get the iron tile are we happy to have iron, or do I need to give it away or trade it for something? How many more warriors will we want to build? Note that once we get astronomy, we’ll be able to build privateers (We’ll already have chemistry) but we’ll need copper or iron hooked up for that. Privateers may be very useful for dealing with barbs, and for catching a bit extra gold from plundering fishing nets on all coasts.

Fish City
Has an engineer on. I think this is good for now while building work boats. How many should I build? That Marble city spot could do with three. Should I build all three straight away? One will finish next turn. If the Marble city is going to pay for itself in terms of beakers, then it would be good to get the sea resources developed fast so we can put scientists on earlier. I suggest repeating the Work Boat build. Once they are finished we could switch from engineer(s) to something else. Merchant or scientist? Hire a scientist instead to minimize the chance of getting a GE from here. Build the following work boats in Moscow, it has many more hammers. When the WB is done micro for food by working coast instead of work shop. We want to grow the city to size 7 ASAP and then hire a total of 6 scientists. Do some MM'ing to optimize growth and the number of scientists e.g. if the city grows to size 7 with more than 1 scientists hired

Yaroslavl’
I feel nervous with it having no defense. We cannot do it at this time though and the fog busting warrior is better used right where it is. How about a warrior build after the library is finished or is a warrior no use as defense with the possibility of barb Maces? The chops west of the furs will help here. I’ll leave the engineer on until after the defender is finished. There is an empty galley on the west coast you can sail there and use to ferry the WE across.

Sea units
The galley west of Delhi will load the settler in Indian territory next turn and sail for the island the explorer is watching – that’s about a seven or eight turn journey. Where exactly should it settle? Three possibilities: NE of the copper gets two sugar and the copper in the fat cross. South of the mountain gets the fish and a sugar, or thirdly we could leave room for a second city on this island, settling on the west coast north of the copper so that another city could be put on the east coast. What is everyone’s opinion on this? For Leif’s benefit, here is a screenie of that island:

NE of copper or on the plains hill in the SE corner of the island. Actually we may want to settle both spots after we adopt State Property

View attachment 228620

It won’t be defended at first either expect for the explorer. Perhaps another warrior build somewhere to take care of that…?

The galley near New York has a longbow and a settler on the way to the Marble island. That’s about a ten turn journey. Don’t start holding your breath yet! Marble city goes directly on top of the marble to collect all 3 sea food resources

The Caravel east of Barb island will head towards the galley carrying the settler to Marble island to reduce chances of an unfortunate barbarian experience.

I could use the galley west of Novgorod to ferry another worker or two to Sugar island. Other suggestions? Or it could wait for a warrior and bring him with a worker later…? Another possibility is fog busting a little further west… I think you should move it to the west coast so that we can move the worker away from the ice island and bring the WE over there for protection.

The Trireme near Yaroslavl’ is critical for the defense of that city. I’d like to know what that barb galley to the east is going to do. If it comes west (with or without units in cargo) I’ll use the trireme to block its path and sink it. I’ll hope to get the galley to attack the trireme in coastal waters. On the other hand what if the barb galley disappears this coming turn? It could go north and threaten the nets near Moscow. I think if it disappears, I will move the trireme north to cover this possibility, watching carefully for its reappearance so I can turn the trireme around if necessary. Any comments? Your plans sounds good. Note that we can block access west by occupying the coastal tile 1S of the whale.

I’d like the caravel near Orange city to heal for now. Other barb visitors are possible in that area. Consider if it has time to provide some cover for the galley heading towards the sugar island

Workers
We seem to have plenty. Not sure what to do with them all. Possibilities include the plains hill near Novgorod and the copper near Orange City. There’s a grassland forested hill SE of Fish city and for distant future use a fort SW of St. Pete, but this is not needed for some time yet! I think getting more than one worker to Sugar island is a good idea, and getting one to Marble island won’t hurt either. Agree. Send some workers to the new cities. In the old cities build wind mills on hills and work shops on grass land. If time allows convert mines to wind mills - they are considerably stronger now that we get Rep. Parts

Other land units
We seem to have plenty of warriors in Moscow. One of them, or the elephant in Horse city, could be used to defend Yaroslvl’ if we just had a galley handy to transport it. Any suggestions? Maybe we should just wait for Yaroslavl' to build its own defender. Use the western galley

We might consider building an additional galley somewhere - perhaps chop one in Novgorod and use it to ferry workers to Sugar Island. Speaking of chopping, remember that the forest outside Fish City must not be chopped since it's also inside the FC of St. Pete.
 
Fred has preempted most of my input (and saved me some writing). Do think we need to get both workers and units to our new cities. Warriors can be upgraded if necessary, but perhaps we can minimize that eventuality by utilizing caravels to patrol barb sailing routes. (Like the idea of privateers after Astro.)

Longer-term queries:

What need will we, or do we, have for missionaries?

As we capture cities off continent, our maintenance will grow despite Communism. Does this mean we will be better off to delay our attacking (after India) until we have a considerable arsenal available, so we minimize having to spend gold for maintenance while using hammers to build weapons?

Do we have enough disretionary worker turns available to road and pre-chop SP forests for post-Fission usage?
 
Fred has preempted most of my input (and saved me some writing).

Yes, thanks Fred. Good input.

Do think we need to get both workers and units to our new cities. Warriors can be upgraded if necessary, but perhaps we can minimize that eventuality by utilizing caravels to patrol barb sailing routes. (Like the idea of privateers after Astro.)

I'll look a bit later today at the most efficient ways to get workers and units to the new city locations, and the best ways to get a privateer or two out once Astronomy arrives.

Longer-term queries:

What need will we, or do we, have for missionaries?

The benefit of missionaries being +1 happy in the city with religion, and more GPP's. Hopefully there won't be many cities producing GP's because St. Pete will be cranking out scientists too fast. The happy may be useful. Fish city is already Christian, is it not? (I don't have the save in front of me). With our gold producing economy failing under the weight of many and wide spread cities, we'll become more and more dependent on specialists for teching. The happy just may be worth it in some places. Not just yet though. I don't think missionaries should be on build lists just yet. I'm hopeful of getting lucky with a couple more religion spreads without missionaries.

As we capture cities off continent, our maintenance will grow despite Communism. Does this mean we will be better off to delay our attacking (after India) until we have a considerable arsenal available, so we minimize having to spend gold for maintenance while using hammers to build weapons?

We'll have to play test that one I think. When looking at the game settings again as I was looking at the file I realised there is no city razing allowed. Ouch. Communism -> State Property will become our best friend I think, and we're going to have to plan the conquest very carefully. Both from the point of view of use of the nucear arsenal, and when and where we capture cities.

Do we have enough disretionary worker turns available to road and pre-chop SP forests for post-Fission usage?

If I'm stuck for things for workers to do, I'll start pre-chopping forests. I will of course label any pre-chopped forests as such.
 
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