SGOTM 10 - Xteam

In my test games Education could always be traded for before the beeline to Biology was finished. If we get Education in a trade before Liberalism is discovered by anyone we have to decide if we want to gamble and go for it ourselves.
 
In my test games Education could always be traded for before the beeline to Biology was finished. If we get Education in a trade before Liberalism is discovered by anyone we have to decide if we want to gamble and go for it ourselves.

Good information to know. We better watch to see when Education is ifrst got, and if we can know what those who have it are studying...
 
Can we ask the administrator whether colonies are possible and, if so, independent?
I think I know what this answer will be, test it.
I lost my power supply this afternoon on my game machine, :mad: so I can't test it until early next week when the new one arrives. Unless I steal the system my kids use... :hmm:

Good Luck Fred.
 
I have played some more turns and we have almost built all our settlers. I'm afraid we were struck by some bad luck. The City founded on barb island was captured by barbs before the galley could return with reinforcements - actually the turn before the reinforcements would have arrived :mad:. It came as a surprise because in T63 there was no galley in the nearby barb city but one must have been built there since 9 turns later a barb galley unloads a mace and a longbow outside our city. The knigth is already on the island but out of range of the barbs and the WE and longbow are in a galley 4 tiles from the city.

Highlights:
  • Make peace with Gandhi in T65. We get 60 gold, world map, 1 gpt and Gandhi adopts slavery
  • Discover PP in T71. Trade with Roosevelt in return for Gunpowder and some gold.
  • Bulb part of Rep. Parts and start research of this.
  • Build settler in Moscow in T73. Settler in Fish City can be whipped next turn so that we can adopt Caste.
  • Barb galley destroys fishing nets near OC. Caravel on its way home to deal with the problem and a new WB is done next turn.
  • Yekaterinburg is captured by barbs in T72 the turn before it can be reinforced by a WE and a longbow :mad:.

I stopped here because we may want to consider where to settle the last two cities. Gandhi is willing to open borders. We can probably do this if we go immediately for settling the sheep island. Otherwise we may want to keep him blocked by our culture.

AD 1650
 

Attachments

Good progress, Fred.

Couple quick thoughts:

Might want to chop the two forests west of Ice City before G settles in that area.

Be nice to heal our knight and find some barbs to gain promotions from.
 
Cactus Pete said:
Be nice to heal our knight and find some barbs to gain promotions from.

The knight will heal in the galley. We could go looking for an exposed barb worker and do a worker steal. The risk is that there are many barb maces running around and also that the galley could be sunk by a barb galley. I guess the Knight and WE can survive on their own while the worker is sailing home to safety but there is probably some risk that they would be overwhelmed by barb maces.

Should I upload the save? I could also play 3-4 more turns - so that we have adopted Caste and know what type of GP we get next from St. Pete (some risk of a GA).

Anyway the tech path forward is to finalize research of Rep. Parts then bulb most of Chemistry with the GE and finish it with self research. St. Pete should hire only scientists and the GS's should be used for bulbing Astronomy, SciMeth and Biology.
 
Unfortunate luck on Barb Island. Should have done my ritual Haka... :rolleyes:

I think you should play to the point of Caste and the Great Person out of St. Pete.

Tech path looks good. Once we get to Biology, we can figure out what it will take to get to Communism.

We also need to keep an eye out for the islands being vacant. As Fred said, once we have Communism, it might be good to build a few cities on vacant spaces.
Question is, as always, what that costs us versus what it saves us later. In other words, should we use those hammers for Wealth and Research rate or are they better spent on Settlers. We can leave that for when the time comes.

Not having played that far, what will we need to take cities? A nuke, as long as the other civs do not have SDI, and several Cossacks, along with a couple of Galleons for transport?
Wooden Ships, Horse Cavalry and Nukes... :lol:
 
Not having played that far, what will we need to take cities? A nuke, as long as the other civs do not have SDI, and several Cossacks, along with a couple of Galleons for transport?
Wooden Ships, Horse Cavalry and Nukes... :lol:

:lol: Sometimes I think it's silly that we can send rockets up without discovering flight or combustion... Oh yes - actually building the nukes requires rocketry as well as fission, by the way, doesn't it?
 
:yup: Rocketry, A source of Uranium, revealed by Physics, and The Manhattan Project completed.

Beeline to Rocketry doesn't look too bad. We will need, after Replaceable Parts, Biology and Communism:
Physics
Rifling
Steel
Artillery
Rocketry
If we want Cossacks, that requires Nationalism and Military Tradition.

While we research these, we should be able to get the Manhattan Project built, 1500 hammers with double speed with Uranium.
SDI requires Laser, so we should have some time for free nuking... :mischief:
 
Assembly Line to boost hammers should be considered at some point. We missed this opportunity to get a considerable boost in hammers (and wealth/research from hammers) in the Wonder game.
 
You're right! That requires Corporation, which requires Constitution and Economics.
EDIT - And Steam Power...

We should probably head there before we go for Rocketry? :crazyeye:
 
leif erikson said:
You're right! That requires Corporation, which requires Constitution and Economics.
EDIT - And Steam Power...

We should probably head there before we go for Rocketry? :crazyeye:

Perhaps. Let's take this discussion again when we are done with Biology and Communism and we know which techs we can get in trades.
 
leif erikson said:
I think you should play to the point of Caste and the Great Person out of St. Pete.

I can play those turns Saturday afternoon/evening but I need to know where to send the settlers. The default plan is to send them to Sheep island to the west and the sugar island NW of sheep island. There is also the single tile island if we want to risk the cultural battle over the fish near the American coast. And more islands if we are prepared to settle far away from Moscow. I'm not sure that access to marble is particularly important - saving a few hammers on the HE is a minor thing. Any spot with some grassland and food resources is interesting and should at least be considered.
 
Have no experience to draw on (Where's SCT? Isn't he due to play again soon?), but my instinct is to settle those islands with good resources (not the single tile island) and then research Communism.
 
Just raising a topic because I don't remember any discussion on it. (Maybe I've forgotten). Courthouses. In some cities, the 162 hammers would pay back the gold (assuming the city would build wealth otherwise) in about 40 turns. Is it better after fission? Not at all?
 
Just raising a topic because I don't remember any discussion on it. (Maybe I've forgotten). Courthouses. In some cities, the 162 hammers would pay back the gold (assuming the city would build wealth otherwise) in about 40 turns. Is it better after fission? Not at all?
Have to also consider the value of what you might build with those 162 hammers instead. Also, isn't this a mute question if we decide to research communism?
 
Cactus Pete said:
Have no experience to draw on (Where's SCT? Isn't he due to play again soon?), but my instinct is to settle those islands with good resources (not the single tile island) and then research Communism.

We could sure use SCT's input. His continuing absence is a bit worrying - I hope he's doing OK.

I did a quick world builder test and it looks like a city placed on the Marble will cost around 9 gpt in distance maintenance. I think it will be worth the cost since it has 3 sea food resources and quite a few grassland tiles as well. The sea food alone will allow it to hire 6 scientists so it would make an excellent 2nd GP farm. As an added bonus we get the marble resource and save some hammers on the HE and perhaps the Taj if we get a shot at it. I also took a closer look at the map and discovered that we can get to the sugar island NW of the sheep island without settling the sheep island because there is a galley access by following a southern route to the SW tip of sugar island.

My proposal is that we settle the Marble Island and the Sugar Island with our two settlers. We need to open borders with Gandhi to get access to the Sugar Island so I propose we do this.
 
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