SGOTM 10 - Xteam

Missionaries also allow cities to benefit from religious civics.

Well I was thinking of that when I mentioned more GPP's. But later on I suppose when we're through with teching, or GP's, cities with Christianity would benefit from the extra experience Theocracy would bring to new units too I suppose. Much later!
 
Mad Professor said:
Fish city is already Christian, is it not? (I don't have the save in front of me).

I assumed so in my calculations of GPP but forgot to check. If not we need to convert it ASAP.

Mad Professor said:
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.

I read that automatic pre-chopping doesn't work with BUFFY so please take care when doing this. We don't want to accidentally chop one of the forests we are going to preserve. The ONLY safe way to pre-chop is to cancel chopping at the end of every turn.
 
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.
We should consider a Missionary for the Marble City as we have planned it to be a second GP farm? It is a bit far off to expect it to auto-convert.

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 nuclear arsenal, and when and where we capture cities.
I think this depends upon how far we plan to go into the tech tree. We have two things that we need to maintain research, Great People and conversion of hammers into either Gold or Research? When we have to begin conversion of hammers into Nukes and Cossacks(?), won't we have to figure out how to apportion hammers for needed Gold and/or Research?

I assume a nuked city will have little initial value? Perhaps their best use will be converting whatever hammers they produce to Gold? Then our primary cities can focus on units.

I read that automatic pre-chopping doesn't work with BUFFY so please take care when doing this. We don't want to accidentally chop one of the forests we are going to preserve. The ONLY safe way to pre-chop is to cancel chopping at the end of every turn.
BUFFY's pre-chop function does not work!
There is a global command to stop all Worker actions at the end of each turn, but my old age prevents me from remembering it. :blush: :rolleyes:
 
I assume a nuked city will have little initial value? Perhaps their best use will be converting whatever hammers they produce to Gold? Then our primary cities can focus on units.

Correct. A tile with fallout is slightly worse than a desert. It produces zero hammers, zero gold, and zero food and you can't build anything in it. (Unlike a desert where you can at least build a fort). Nukes also destroy lots of buildings, including the ones that are automatically there on a renaissance start...

We can expect at least two tiles around a city to suffer from fallout from one nuke, and I've seen considerably more, though I'm not sure what the limit is from one nuke. I've seen about six or seven fallout tiles around a nuke ground zero when more than one nuke was dropped on that target.

Fallout will go away of its own accord, but it takes quite a while. The only quick way to get rid of it is to have studied ecology and have you workers scrub it. (Takes about five or six worker turns).

We are very unlikely to have Ecology for most of our conquest. Get used to the idea of having cities which are a financial burden and very little else.

We should consider a Missionary for the Marble City as we have planned it to be a second GP farm? It is a bit far off to expect it to auto-convert.

Good point. It might be a good idea to send a galley with worker and missionary sometime. Perhaps the western galley can go to the east coast to deliver an elephant to the ice island and by then there can be a missionary and worker ready to get on and go north to marble island?? I 'll look into it.
 
OK. RL interlude...

I'll have another look at it tonight in light of comments since I posted the other day and come up with a plan. I should be able to play towards the end of the week if we're agreed on the plan. Stay tuned.
 
Here's a plan, based on that post I made the other day with a few changes as a result of the discussion since.

Study
1.Replaceable parts – finish in 2 more turns (or will it take longer with Moscow not building wealth??)
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
4.Use existing GS to bulb Astronomy, continue studying Astronomy

Cities
Moscow
Leave Engineer on. Build Christian Monastery, followed by two Christian missionaries. The first missionary will go to Fish City and the second will get on a galley headed for Marble Island along with a worker. Once the missionaries are done, I’ll put out a couple of workboats that will head to Marble Island, then go back to building wealth.

St. Pete
Currently has five scientists on and we want more. We want the city to grow fast. Next turn when it grows, I’ll use the Iron tile. After that I’ll see what’s happening with Fish City GPP's. It would be nice to get one out of there next because St. Pete will pop the one after that more quickly than Fish City. I’ll be watching and comparing the GPP’s in St. Pete with Fish City to see if I can juggle it. We don’t have the Pacifism bonus in Fish City until we get that Christian Missionary in there!

Horse City
Currently has a merchant on. Will 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.

Orange City
Will leave the Artist on and watch carefully what happens to the percentages on the furs tile.

Novgorod
Build a galley, chopping the forest south of the city to do it. Then back to building wealth.

Rostov
Will leave the two artists on for five turns until the next culture expansion. If we get the iron tile, I’ll just keep it unless there is some desperate need for a warrior, in which case I’ll give it away for whatever I can get.

Fish City
Has an engineer on. Will finish a workboat this turn, then I’ll switch to building wealth, I will hire a scientist instead of the engineer. Priority for the moment is growth, before increasing scientist numbers.

Yaroslavl’
The workers chopping will speed the library. Unless there is urgent need for something else, I’ll go to building wealth once the library is done. I’ll get the Elephant across from the mainland on a galley at some stage to defend the city.

Sea units
The galley west of Delhi will load the settler in Indian territory next turn and sail for Sugar Island – that’s about a seven or eight turn journey. I will be moving it very carefully, watching for barbs. I’m inclined to settle NE of the copper unless someone wants to convince me to settle further west or SW to leave room for another city on this island later…? Will send another galley with warrior/another worker later.

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. 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 will send the galley west of Novgorod to the east coast to first of all transfer the elephant across to Ice Island then to take a missionary and a worker to Marble Island. It will take about 8 turns to get to the east coast.

The trireme near Yaroslavl’ is critical for the defense of that city. If the barb galley 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 if it disappears, I will move the trireme north to cover the possibility that it is going to threaten the nets near Moscow, watching carefully for its reappearance so I can turn the trireme around if necessary.

I’d like the caravel near Orange city to heal for now. Other barb visitors are possible in that area. It might be used as cover for the galley heading to Sugar Island, but in its current state…? Perhaps with a turn of healing while the galley goes past, it could then travel with the galley to Sugar Island, hoping the nets near Orange City stay in one piece…

Workers
Will look at windmills and grassland workshops. Will pre-chop some forests if workers are bored. Will try to get more workers to new cities – restriction will be galley availability. Oh, for a free airport or two… The galley build mentioned above in Novgorod will reduce this problem. I'll also look to putting a mine on our copper. Do we wantit hooked with road also, or should I leave it unhooked?

General
I won’t play past the time frame mentioned in this plan without further consultation. Any major surprises (positive or negative) that I think your input will be needed for, I'll also stop and talk.
 
Sounds good MP. :goodjob:

In the case of an unfortunate Barb experience along the way, hopefully you can unload units on land before the Barb attacks, just in case... :rolleyes:
 
Very nice and detailed plan :goodjob:

I think it's important that we get some workers to Sugar Island without delay because the city can only start growing fast when the two sugar tiles are improved.

Before we start pre-chopping forests I suggest we build some lumber mills (Enabled by Rep. Parts) on the grassland forests around St. Pete. In particular on the 4 tiles south of St.Pete that are all adjacent to a river meaning that the lumber mills will provide both a hammer and a gold. Highest priority to the tile that can also be worked by Moscow. And convert the plains farm near Moscow to a watermill.

Since Moscow will be late with work boats I suggest we build at least on WB in Horse City. I can be done in 2-3 turns depending on how the city is MM'ed. Remember to let the WB's take the route inside American waters when they head for Marble Island.

Watch out for opportunities to do some exploration. Every time we uncover new stuff our map will be more valuable and we can sell it for a little gold to the other civs (typically the will pay 10-20 gold).
 
I think it's important that we get some workers to Sugar Island without delay because the city can only start growing fast when the two sugar tiles are improved.

Cactus Pete said:
May make sense to wait for galleons before sending workers to islands, as travel by galley wastes many worker turns

I'm inclined to take workers before Astronomy because we seem to have plenty of worker turns available since we stole from Gandhi. A couple of workers sitting on a galley for about 8 turns longer than they would sit on a galleon is a fair price to pay for getting them to Sugar Island (in particular) all those turns earlier. If we were short of workers it might be a different story.

Before we start pre-chopping forests I suggest we build some lumber mills (Enabled by Rep. Parts) on the grassland forests around St. Pete. In particular on the 4 tiles south of St.Pete that are all adjacent to a river meaning that the lumber mills will provide both a hammer and a gold. Highest priority to the tile that can also be worked by Moscow. And convert the plains farm near Moscow to a watermill.

That would add flexibility.

Since Moscow will be late with work boats I suggest we build at least on WB in Horse City. I can be done in 2-3 turns depending on how the city is MM'ed. Remember to let the WB's take the route inside American waters when they head for Marble Island.

I think minimising the turns a city spends not building wealth for a little while is good and if building one in Horse City will help there, that's good. The economy is a little fragile right now and until we get the list of scientists longer and push out a couple more GS's we really, really need the gold. The work boats sooner will also help though. Ugh. A balancing act!

Watch out for opportunities to do some exploration. Every time we uncover new stuff our map will be more valuable and we can sell it for a little gold to the other civs (typically the will pay 10-20 gold).

Noted.

I will certainly be able to play tomorrow evening, but I might get an oppertunity later today too if all goes well. Can't be sure yet though. :rolleyes: In any case, I'll post to let you know I'm starting whenever it is I do so, and I'll post an update when I stop a session, assuming I have an internet connection at the time... :crazyeye:
 
Mad Professor said:
I'm inclined to take workers before Astronomy because we seem to have plenty of worker turns available since we stole from Gandhi. A couple of workers sitting on a galley for about 8 turns longer than they would sit on a galleon is a fair price to pay for getting them to Sugar Island (in particular) all those turns earlier. If we were short of workers it might be a different story.

We need several workers on Sugar Island to chop down the jungle and build plantations on the sugar. I agree that we should be able to spare some right now. Building lumber mills and pre-chopping is not high priority (except perhaps the forest tile that is workable from Moscow) and when we get SciMeth we also have Astro and should be able to ferry our workers back to St. Pete quite fast.


Mad Professor said:
I think minimising the turns a city spends not building wealth for a little while is good and if building one in Horse City will help there, that's good. The economy is a little fragile right now and until we get the list of scientists longer and push out a couple more GS's we really, really need the gold. The work boats sooner will also help though. Ugh. A balancing act!

You can MM HC to build a WB in two turns. Postponing Rep. Parts an extra turn is not problematic. We would, of course, like to have Chem ASAP but we can't wait that long to build those WB's. Ideally we want the two first WB's to be in position outside Marble Island when the culture expands (remember to set both new cities to build culture as the first thing). Marble Island may be able to build the 3rd WB by itself. Or maybe it should build a worker and then chop the 3rd WB.
 
I played a few turns. Report below. Everything went as planned except for galley misdirections, and I also had a crash. Don't know why - I've played huge maps in BtS on this machine with no problems. Leif - will you need to notify AlanH of the crash? I had to replay about half of one turn after restarting with the auto-save done at the beginning of that turn.

Anyhow - here's the notes I made as I went:

I open the file, it’s 1670AD. Change Moscow’s build to Christian Monastery. Ouch, drop to 40% study required immediately and we’re still at -8gpt at 40%. Replaceable Parts now three turns away. Monastery will complete in three turns. Decide to leave change in Novgorod until next turn to give the workers time to get a turn nearer the end of the workshop they’re building. That way too, Fish City will be building wealth when I take Novgorod off it. No other changes need doing, so press enter.

IBT
Fish City Work Boat -> Wealth
Roosevelt gets both a great scientist and a great merchant at the same time. Did he get the merchant from Economics? Can’t see since it’s past Education.
St. Pete grew to size 10, Moscow to size 5 and Fish City to size 6.
Barb galley to the east of Yaroslavl’ comes at us, stopping at a tile two east of the whale

1675AD
Change specialist in Fish City from Engineer to Scientist. Fish City not in the hunt for the next GP yet. St. Pete is showing 10 turns, 93% scientist.
Change Novgorod build to galley.
I move Trireme near Yaroslavl’ to tile one south of the whale and say “bite me!” to the barb galley
Workers south of Novgorod finish workshop
Settler in Indian territory gets on galley west of Delhi. Galley moves into Novgorod
Galley west of Novgorod starts moving around the south coast to ferry Elephant to Yaroslavl’. South coast is a shorter journey.
Galley heading for Marble Island approaches Washington. It won’t be as long a journey as I thought because when I held the right button odwn on the mouse the other day to see how long it was going to take I didn’t notice it had chosen a way through the black on the map at one tile a turn for a few turns. It will be quicker than the ten turn journey I said.
Work boat sets out from Fish City toward Marble Island, crossing into China
Caravel 1 heads for rendezvous with galley heading to Marble Island
Caravel2 near Orange City takes a rest to heal a bit
Now we’re at 6 gold, -5gpt at 40%, Replaceable Parts 2 turns away.
Fur tile east of Orange City is 67% Russian
Press enter!

IBT
Rostov grows to size 7
Yaroslavl’ grows to size 6
Barb galley east of Yaroslavl’ ran away and disappeared into the fog. “Chicken!” I say.
Islam spreads in Novgorod!

1680AD
I move the trireme north of Yaroslavl’s fish to cover the possibility that galley is headed north to threaten Moscow’s nets
Fish City’s work boat (Workboat1 it’s called!) moves east along the Chinese coast
Workers near Novgorod move into the forest south of the city
Galley2 moves west from Novgorod
Galley3 heads for the ice
Caravel2 (Strength 2.1, combat 1) heads NW towards Galley2
Galley1 now 1 NE of Washington, Caravel1 still heading towards it
A bit of worker shuffling, one chop finished west of Yaroslavl’ furs, move workers towards forest south of St. Pete.
Fur tile east of Orange City now 66% Russian. We’re losing ground with the artist on in Orange City?
We’re now at 1 gold, -3gpt at 40%. We’ll have to drop to 30% which puts us at +11gpt. Replaceable Parts still in one turn.
Press Enter!

IBT
Churchill asks us to stop trading with Mao. With a work boat passing through Chinese territory we can’t afford that, so I refuse, and we take a -1 hit on relations with Churchill.
Barb galley reappears east of Yaroslavl’.
We discover Replaceable Parts
Moscow Christian Monastery -> Christian Missionary
Novgorod grows to size 5

1685AD
4 workers in forest south of Novgorod start chopping. It’s a 5 worker-turn job so it won’t complete this turn. It will yield 44 hammers. There are 51 left on the galley as of right now, so there will be a small overflow which I presume will wait our next non-wealth build.
Wake up the GE in Moscow and he gives us 1650 beakers towards Chemistry. Chemistry still ten turns away at 40% study rate with current number of specialists. Hopefully city growth with cut that down.
Workboat1 gets to the Chinese/American border (still in China)
Caravel2 and Galley2 on the same tile near the copper on the island west of Novgorod
Galley3 now south of Orange City
Galley1 now NE of Boston.
Caravel1 moves further north of Boston into the black to check for Barb galleys. None found.
Move Trireme back to the tile south of the whale and say “Bite me!” again even louder than before.
Chops are finished west of Yaroslavl’. Library will complete this coming turn and it looks like there will be a 19 hammer overflow. I think I found a good place to build the next workboat.
We’re now at 12 gold +1gpt at 40%. Chemistry in ten turns
Thought I’d check to see if Roosevelt would take an even beaker deal of Replaceable Parts for Education, but of course he won’t!
Press enter!

IBT
Yaroslavl’ Library -> Workboat. Workboat will complete in three turns
St. Pete grows to size 11, decide to use elephant tile for extra cash.
Fish City grows to size 7
Barb galley east of Yaroslavl’ disappears again. Boring! Shall we dance?

1690AD
Move trireme back north of Yaroslavl’s fish
Workboat1 passes into American territory
Hmm – galley2 should have gone south of that copper island west of Novgorod and now has to back track a tile. Not a big mistake, cost one tile of movement I think. Caravel2 still there keeping an eye out for barbs.
Galley3 continues eastwards along the south coast
Galley1 continues northwards from Boston, Caravel1 takes the chance to explore a little in the black
CRASH!
I think too much swapping back and forth out of BtS to Word and back to take notes. I have the auto-save from the beginning of this turn. Thanks to the detailed notes I can play it exactly as before.
Chop finishes south of Novgorod. I forgot to factor in the +25% from the forge, so the overflow will be larger – looks like 19 hammers. Maybe a third workboat here?
A bit more worker shuffling – getting workers to forests south of St. Pete. Workers that didn’t need to finish chop south of Novgorod finish a road on that tile.
Put the slider back up to 50% science. We’re at 13 gold -12gpt so it will only be there one turn. Chemistry is 7 turns away at this rate with these specialists.
Fur tile east of Orange City now at only 65% Russian. We’re slowly losing it.
Press Enter!

IBT
Borders of Rostov expand. We don’t have the iron tile. It’s 41% Russian
Roosevelt founds another city somewhere.
Roosevelt is now thinking about war. Mao is the only one he’s not pleased or friendly at. Will he declare at pleased? If not, then he’s definitely got his eyes on Mao.
Barb galley east of Yaroslavl’ comes back. This dance is boring, but at least it is not damaging.
Novgorod Galley -> Work boat

1695AD
Now that galley has completed in Novgorod, I’ll want to send a warrior and worker on it to Sugar Island, but I didn’t think that far ahead! I’ll load the warrior in Novgorod onto the galley along with one of the workers there, and do a warrior shuffle from Moscow and St. Pete. A warrior from Moscow to St. Pete, and a warrior from St. Pete enters Indian territory on the way to Novgorod. Looks like we can act as tourists in India on the way to check out how Gandhi is putting his countryside back together. Novgorod will be without military protect for several turns while the warrior is coming from the other side of the continent. It’s only 1 unhappy in Novgorod.
Hmm. The auto naming thing for units did something I didn’t expect, naming the new Galley “Galley1”. We already have one of those. Now we have two. That’s confusing!
Saving regularly!!
Galley and caravel heading to Marble Island are nearly there but I’ve just realized the route originally shown me through the black that I mentioned before includes some ocean! Grr. I’m frustrated. This galley is going to have to backtrack a bit too. More than the other. It will cost a couple of turns movement. The journey to Marble Island WILL be as long as I said before after all!
Workboat1 continues through American territory, now south of New York
Workers near Moscow and St. Pete start work on Water Mill and Lumbermills
Workers in the west start on workshop on grassland north of Orange City, and two head towards Copper.
Galley2 and Caravel2 still heading towards Sugar Island. Caravel2 gets a chance for a rest and a little healing this turn.
Chemistry still 7 turns at 40% and we’re running +2gpt at 40%

I think it’s time to quit for the night. The galley misdirection heading for Marble Island annoyed me and I don’t like the look on the face of that barb maceman as he gazes across the strait at Moscow. I’ll play some again tomorrow night, meanwhile, any comments will be carefully studied. A copy of the file should be attached.

View attachment Stalin AD-1695.CivBeyondSwordSave
 
PM sent to AlanH concerning the game crash.

Sounds like you've got it moving along MP. :goodjob: I'll look a bit later when there is more time.
 
Looking good.

Would be nice if the barb galley just keeps moving back and forth as we open and close the coastal route along the ice island with th trireme.

I have a few suggestions:

I think we can allow fish city to work the plains hill wind mill for a few turns. When it reaches size 8 hire 6 scientists in total and work only the two fish and the grass land wind mill.

Sell fish to de Gaulle for 3gpt

When Moscow grows next time work the grass land farm to keep decent growth.

Don't bother improving the copper near OC right now. It's not a strong tile because it has no food. A workshop on any type of flatland is as good or better. And the river banks are better off with water mills than with workshops so I suggest to cancel the worker building workshop outside OC.

When the settler has safely landed on Marble Island the caravel could do a little exploring in the vicinity and perhaps increase the value of our map.

Maybe we should postpone the second missionary for a while and let Moscow build some wealth to speed tech rate when the first one finishes next turn. No need to have the missionary before the galley has returned anyway.
 
Good progress, MP.

I've found it's just simpler to take old fashion pencil-and-paper notes (and duplicate effort when I copy into thread later), rather than switch back and forth into Word and deal with inevitable crashes.

How about researching a little towards Education and then trading RP for it, saving Chem for later trading?
 
How about researching a little towards Education and then trading RP for it, saving Chem for later trading?

Any other opinions on this idea? It would delay Chem-Astronomy by the number of turns spent studying Education, but would probably speed something else up later because we'd still have Chem in the bag...?
 
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