SGOTM 11 - ChokoMisfits

A few thoughts:

- We should be using binary science. Running at 90% research means we are losing 1/19 -- better than 5% -- of our total commerce. We should run one turn at 0% immediately, then go back to 100% until the money runs out.

- I like the 1S of the stone site for city #3. Gets stone without needing a border pop, and will be able to work the grass copper which is a very strong tile. Our capital will expand borders in 17 turns, covering the copper tile. Should be in time for the third city to use it quickly.

- The 1S of the stone site is short on food, but we can farm both the flood plains tiles it can reach. With the city center that will be +6 food, +4 when working the stone. Not fast growing, but enough to be OK especially once we get a granary built.

- The 1S of the stone site also leaves room for a filler city on the coastal desert tile by the two incense, with the fish for food and a number of grass tiles for cottages. Not a prime spot, but it would be a decent commerce city in the future.

- West along the flood plains...hmmm. Not sure exactly where to put a city here without overlapping other planned cities, but we should be able to do something useful.

- The mega-food site...wow. +17 food at size 6...even better than before I knew there was another fish present. :drool:

- We probably want to build cities to east and west of it which will share the respective fish tiles. East would have game and fish, west would have crab, fish, and one flood plain (the anomaly tile not on the river). The east and west cities can borrow the fish for initial growth, then give them back to the mega-city as it gets larger and needs to support specialists, whipping, drafting, etc.

- There is land to the west of the crab tile. We need a coastal city so we can get some ships out exploring, but that looks like it will have to wait for city #4. But at least we know there is more land within galley range.

- Once our warrior in the northwest finishes healing, he should explore to the north and see what land exists.

- Similarly, we should send our warrior on the silver mine southwest and check out the southern coast past the game tile. It is unlikely there is more land to our south, but there could be more seafood which would mean a good city site. In any case, we need to know what is down there. But watch out for out-of-territory supply costs when you do this. Maybe wait until the settler founds city #2 and gets that warrior and worker back inside our territorial boundaries first.

- Tech path. With city #2 founded our costs will be going up, and I agree with Sleepless that we should plan to raise cash while completing our capital's library and running scientists to get our academy GS. Properly planned that is about 14 turns after Writing finishes -- 1 to start a library, whip/chop to finish the following turn and start running scientists, then 13 turns for the GS. We need to grow the capital at max food for it to be large enough to run 2 scientists and still work our best tiles, and maybe some extra to help whip the library. This would mean no additional workers or settlers during this period. :( We could chop more and whip less, although this will mean fewer chop hammers later for the Pyramids.

Or we could delay city #2 and finish the settler without a whip, although that risks Zara beating us to the site.

- Once Writing is done, we should get OB with Zara and send a warrior to explore his territory. Maybe there is someone to the east to contact? Or did Zara's scouts meet someone to the north where we have not yet explored?

Anyway, those are my thoughts for now. The binary science is especially important -- later in the game when we produce several hundred commerce per turn it won't matter, but right now rounding is eating 5+% of our total commerce every turn we do not run binary.

Have a good trip, ianw1610! And good luck with the turnset, Sun Tzu Wu!
 
A few thoughts:

- We should be using binary science. Running at 90% research means we are losing 1/19 -- better than 5% -- of our total commerce. We should run one turn at 0% immediately, then go back to 100% until the money runs out.

- I like the 1S of the stone site for city #3. Gets stone without needing a border pop, and will be able to work the grass copper which is a very strong tile. Our capital will expand borders in 17 turns, covering the copper tile. Should be in time for the third city to use it quickly.

- The 1S of the stone site is short on food, but we can farm both the flood plains tiles it can reach. With the city center that will be +6 food, +4 when working the stone. Not fast growing, but enough to be OK especially once we get a granary built.

- The 1S of the stone site also leaves room for a filler city on the coastal desert tile by the two incense, with the fish for food and a number of grass tiles for cottages. Not a prime spot, but it would be a decent commerce city in the future.

- West along the flood plains...hmmm. Not sure exactly where to put a city here without overlapping other planned cities, but we should be able to do something useful.

- The mega-food site...wow. +17 food at size 6...even better than before I knew there was another fish present. :drool:

- We probably want to build cities to east and west of it which will share the respective fish tiles. East would have game and fish, west would have crab, fish, and one flood plain (the anomaly tile not on the river). The east and west cities can borrow the fish for initial growth, then give them back to the mega-city as it gets larger and needs to support specialists, whipping, drafting, etc.

- There is land to the west of the crab tile. We need a coastal city so we can get some ships out exploring, but that looks like it will have to wait for city #4. But at least we know there is more land within galley range.

- Once our warrior in the northwest finishes healing, he should explore to the north and see what land exists.

- Similarly, we should send our warrior on the silver mine southwest and check out the southern coast past the game tile. It is unlikely there is more land to our south, but there could be more seafood which would mean a good city site. In any case, we need to know what is down there. But watch out for out-of-territory supply costs when you do this. Maybe wait until the settler founds city #2 and gets that warrior and worker back inside our territorial boundaries first.

- Tech path. With city #2 founded our costs will be going up, and I agree with Sleepless that we should plan to raise cash while completing our capital's library and running scientists to get our academy GS. Properly planned that is about 14 turns after Writing finishes -- 1 to start a library, whip/chop to finish the following turn and start running scientists, then 13 turns for the GS. We need to grow the capital at max food for it to be large enough to run 2 scientists and still work our best tiles, and maybe some extra to help whip the library. This would mean no additional workers or settlers during this period. :( We could chop more and whip less, although this will mean fewer chop hammers later for the Pyramids.

Or we could delay city #2 and finish the settler without a whip, although that risks Zara beating us to the site.

- Once Writing is done, we should get OB with Zara and send a warrior to explore his territory. Maybe there is someone to the east to contact? Or did Zara's scouts meet someone to the north where we have not yet explored?

Anyway, those are my thoughts for now. The binary science is especially important -- later in the game when we produce several hundred commerce per turn it won't matter, but right now rounding is eating 5+% of our total commerce every turn we do not run binary.

Have a good trip, ianw1610! And good luck with the turnset, Sun Tzu Wu!

I agree with all of haphazard1's great suggestions and will incorporate them into my turn set. Please consider this post as an amendment of my original turn set plan. If anyone disagrees, please let know ASAP.

Sun Tzu Wu
 
All seems good to me. The reason I hadn't sent the warrior South was due to costs. Although we do need to know if there is fish there atm its not that important to know. Obviously we have to keep our warriors as well for the game conditions. Warrior in the NW is healing. I don't usually promote straight away but with C1 stands better chance against another barb and heals a lot quicker. The warrior just W of our borders was moved last turn because of the barb warrior. Its still to early for barbs to come into our borders but anyone have any idea when they usually move in at Emp level?

Tech path. I think we will need AH as well before Math. Especially for cities 2 and 4. A lot also depends on where Zara settles his city if he was building a settler.

The binary research bit I'm not so sure about but I'll trust the number crunchers here. :) I know BTS took away a lot of the difference compared to earlier versions. If we whip now in Delhi our research will drop anyway so we might find we have to run more than 1 turn at 0% to keep writing at 100%.

Afterthought we do need to get a trade route with Zara asap as well for the foreign trade routes.

Other than that all seems good Sun Tzu Wu.

Good luck on your turnset.
 
I agree with JerichoHill that we should not delay city #2. We will need to take a little more time to get the capital's library done and scientists running, maybe use a couple more chops in place of whips. But it should work out.

Binary science is important in the early phases of the game. Once total commerce reaches a couple hundred per turn, the rounding effect is small enough not to matter. Civ IV and then BTS did greatly reduce the micro management required, but this is one annoying point where it was not fixed.

On tech path and AH...how soon do we actually need it? The second city (we need a name for it) will be founded, then it has to build a monument (working the plains hill is a bit faster, although we lose a little commerce compared to working the oasis and whipping at size 2). Then we need 15 turns for the borders to pop before the cow will be under our control. I think we can leave AH until we have our library at least, maybe even until we have our academy. We can improve the wheat once the borders pop, giving us even a few more turns before we need AH.

For trade routes with Zara we will need Fishing/Sailing, unless we build a road to him or have a river/coast connection completely within our culture. Plus Writing and OB, of course. So this is likely to be a while yet.
 
The second city (we need a name for it)

I'd name it as either something reflective of the resources / tiles within the city (WheatOasis or Wheat Cow), or something indicative of location relative to Capital - i.e. NorthEast...
 
Tech path. I think we will need AH as well before Math. Especially for cities 2 and 4. A lot also depends on where Zara settles his city if he was building a settler.

Afterthought we do need to get a trade route with Zara asap as well for the foreign trade routes.

These are both good points.

However, I'd prefer to delay Animal Husbandry until after Mathematics. We may even be able to trade for it, assuming Zara Yaqob or some future Civ we contact completes Alphabet.

We should delay any Road building to Zara Yaqob until after we see where he settles his second City.

In the next few minutes I'm going to load the Save from the SGOTM server and start my turn set.

Sun Tzu Wu
 
Glad to be back to CIV after a long hiatus. I was planning on checking into the team thread Wendsday night, but was involved in a car accident which has kept me away. I fully intend to give some opinions on the save, but i cannot play any turnsets due to lack of a CIV4 capable computer (which is why i haven't been active in a long while.) Glad to see everything going well.
 
Turn Set t59 to t69 completed - Save has been uploaded and copied as an attachment.

Summary: Mainly everything went according to plan, but Barbarians slowed exploration. Killed 3 Barbarian Warriors; Lost 1 Warrior; 2 Warriors healing; 1 can be promoted; can see Zara Yaqob's Research target; Zara Yaqob will trade Cow; Writing completed; We can and probably should Open Borders with Zara Yaqob; Delhi is nearly 5 Pop in size; Granary is well over half complete and should be resumed after Library is whipped. Probably should have Chopped or PreChopped Forests in OasisWheatCowIn.

t59: set Research slider to 00% to provide 10W; Delhi: Whipped Settler and work two Corn Farms

t60: set Research slider to 100% to provide 13 Bpt; Delhi: Pop 3 0/39; work Cottage rather than Silver Mine at 4 Commerce net loss;Retreated 1.9 Str Warrior from advancing Barb Warrior; work Cottage rather than Silver Mine at 4 Commerce net loss; C1 Warrior 1N

t61: Delhi: work Cottage rather than Silver Mine at 4 Commerce net loss;Retreated 1.9 Str Warrior from advancing Barb Warrior; work Cottage rather than Silver Mine at 4 Commerce net loss; C1 Warrior sighted 2nd Barb Warrior on Forest near unrevealed NW area; C1 Warrior 1E; Move fortified (3rd) Warrior SW to aid 1.9 Str Warrior

t62: Delhi: work Cottage rather than Silver Mine at 4 Commerce net loss;Retreated 1.9 Str Warrior from advancing Barb Warrior; work Cottage rather than Silver Mine at 4 Commerce net loss; C1 Warrior 1NE onto Forest; Move 3rd Warrior SW to aid 1.9 Str Warrior

t63: Delhi: work Cottage rather than Silver Mine at 4 Commerce net loss; Str 1.9 Warrior heals in 1t and 3rd Warrior joins him on Forest adjacent to Barb Warrior; C1 Warrior on Forest defeats attacking Barb Warrior;

t64: set Research slider to 00% to provide 21W; Delhi: Pop 4 1/42: work both Silver Mine and Cottage; built OasisWheatCowIn: start Monument and work Oasis; we can now have 8 free units so no more 1 Wpt to support 7th Warrior; Barbarian Warrior withdraws 1SE; Two Warriors on Forest across River wait 1t; C1 Warrior on Forest heals in 7t; Move 4th Warrior inside Culture NW onto Forest making contact with retreating Barb Warrior

t65: set Research slider to 100% to provide 24 Bpt; Two Warriors on Forest across River 1SW; C1 Warrior on Forest heals in 6t; Move 4th Warrior SW onto GHF to fog bust just west of Delhi

t66: Two Warriors move 1SW onto Floodplains without River making contact with a 3rd Barb Warrior; C1 Warrior on Forest heals in 5t; Move 4th Warrior 1W of GHF to fog bust further west of Delhi; Zara Yaqob will complete Mining in 1t

t67: Lost Warrior on Floodplains without River to attacking 3rd Barb Warrior; counter attacked 1.6 Str Barbarian Warrior killing it, surviving Warrior now Str 0.6; C1 Warrior on Forest heals in 4t; Move 4th Warrior 1N of GHF to fog bust near N of Stone; Moved 5th Warrior on Silver Mine 1SW; Zara Yaqob will complete Bronze Working in 13t; Zara Yaqob will trade Cow

t68: Moved surviving Warrior Str 0.6 SE on Forest near City site #3 GS Farm; C1 Warrior on Forest heals in 3t; Move 4th Warrior 1NE to fog bust near N of Stone; Moved 5th Warrior 1SW again; Zara Yaqob will complete Bronze Working in 10t

t69: completed Writing and started Masonry; set Research slider to 00% until Academy built; Delhi: interrupted Granary and started Library; Surviving Warrior Str 0.6 SE on Forest near City site #3 GS Farm not moved - promotion?; C1 Warrior on Forest heals in 2t; Move 4th Warrior 1NE to fog bust near N of Stone; Moved 5th Warrior 1W to reveal last bits of Ocean; Zara Yaqob will complete Bronze Working in 11t

==========

Here is your Session Turn Log from 2525 BC to 2275 BC:


Turn 62, 2450 BC: Barbarian's Warrior (2.00) vs Gandhi's Rahul Dravid (Warrior) (3.20)
Turn 62, 2450 BC: Combat Odds: 4.4%
Turn 62, 2450 BC: (Extra Combat: +10%)
Turn 62, 2450 BC: (Plot Defense: +50%)
Turn 62, 2450 BC: Barbarian's Warrior is hit for 25 (75/100HP)
Turn 62, 2450 BC: Barbarian's Warrior is hit for 25 (50/100HP)
Turn 62, 2450 BC: Barbarian's Warrior is hit for 25 (25/100HP)
Turn 62, 2450 BC: Gandhi's Rahul Dravid (Warrior) is hit for 15 (85/100HP)
Turn 62, 2450 BC: Gandhi's Rahul Dravid (Warrior) is hit for 15 (70/100HP)
Turn 62, 2450 BC: Gandhi's Rahul Dravid (Warrior) is hit for 15 (55/100HP)
Turn 62, 2450 BC: Gandhi's Rahul Dravid (Warrior) is hit for 15 (40/100HP)
Turn 62, 2450 BC: Gandhi's Rahul Dravid (Warrior) is hit for 15 (25/100HP)
Turn 62, 2450 BC: Barbarian's Warrior is hit for 25 (0/100HP)
Turn 62, 2450 BC: Gandhi's Rahul Dravid (Warrior) has defeated Barbarian's Warrior!

Turn 64, 2400 BC: OasisWheatCowIn has been founded.
Turn 64, 2400 BC: Barbarian's Warrior (2.00) vs Gandhi's Expense Account (Warrior) (3.00)
Turn 64, 2400 BC: Combat Odds: 9.9%
Turn 64, 2400 BC: (Plot Defense: +50%)
Turn 64, 2400 BC: Barbarian's Warrior is hit for 24 (76/100HP)
Turn 64, 2400 BC: Barbarian's Warrior is hit for 24 (52/100HP)
Turn 64, 2400 BC: Barbarian's Warrior is hit for 24 (28/100HP)
Turn 64, 2400 BC: Barbarian's Warrior is hit for 24 (4/100HP)
Turn 64, 2400 BC: Barbarian's Warrior is hit for 24 (0/100HP)
Turn 64, 2400 BC: Gandhi's Expense Account (Warrior) has defeated Barbarian's Warrior!

Turn 66, 2350 BC: Barbarian's Warrior (2.00) vs Gandhi's Sachin Tendulkar (Warrior) (2.00)
Turn 66, 2350 BC: Combat Odds: 50.0%
Turn 66, 2350 BC: Gandhi's Sachin Tendulkar (Warrior) is hit for 20 (80/100HP)
Turn 66, 2350 BC: Gandhi's Sachin Tendulkar (Warrior) is hit for 20 (60/100HP)
Turn 66, 2350 BC: Barbarian's Warrior is hit for 20 (80/100HP)
Turn 66, 2350 BC: Gandhi's Sachin Tendulkar (Warrior) is hit for 20 (40/100HP)
Turn 66, 2350 BC: Gandhi's Sachin Tendulkar (Warrior) is hit for 20 (20/100HP)
Turn 66, 2350 BC: Gandhi's Sachin Tendulkar (Warrior) is hit for 20 (0/100HP)
Turn 66, 2350 BC: Barbarian's Warrior has defeated Gandhi's Sachin Tendulkar (Warrior)!

Turn 67, 2325 BC: Zara Yaqob will trade Cow
Turn 67, 2325 BC: Gandhi's Sunil Gavaskar (Warrior) (2.00) vs Barbarian's Warrior (1.60)
Turn 67, 2325 BC: Combat Odds: 84.3%
Turn 67, 2325 BC: Barbarian's Warrior is hit for 21 (59/100HP)
Turn 67, 2325 BC: Gandhi's Sunil Gavaskar (Warrior) is hit for 18 (82/100HP)
Turn 67, 2325 BC: Gandhi's Sunil Gavaskar (Warrior) is hit for 18 (64/100HP)
Turn 67, 2325 BC: Gandhi's Sunil Gavaskar (Warrior) is hit for 18 (46/100HP)
Turn 67, 2325 BC: Barbarian's Warrior is hit for 21 (38/100HP)
Turn 67, 2325 BC: Barbarian's Warrior is hit for 21 (17/100HP)
Turn 67, 2325 BC: Gandhi's Sunil Gavaskar (Warrior) is hit for 18 (28/100HP)
Turn 67, 2325 BC: Barbarian's Warrior is hit for 21 (0/100HP)
Turn 67, 2325 BC: Gandhi's Sunil Gavaskar (Warrior) has defeated Barbarian's Warrior!
Turn 67, 2325 BC: Your Sunil Gavaskar has destroyed a Warrior!

Turn 68, 2300 BC: You have discovered Writing!

Turn 69, 2275 BC: Will Sign Open Borders: Zara Yaqob

==========

Here's the BUFFY autolog file:

Logging by BUFFY 3.19.003 (BtS 3.19)
------------------------------------------------
Turn 59/750 (2525 BC) [03-May-2010 20:29:28]
0% Research: 0 per turn
0% Espionage: 4 per turn
100% Gold: 10 per turn, 0 in the bank

After End Turn:
The whip was applied in Capital
Capital grows to size 3
Capital finishes: Settler

Other Player Actions:
Attitude Change: Zara Yaqob (Ethiopia) towards Gandhi (India), from 'Cautious' to 'Pleased'

Turn 60/750 (2500 BC) [03-May-2010 20:29:29]
Capital begins: Granary (45 turns)
100% Research: 13 per turn
0% Espionage: 4 per turn
0% Gold: -2 per turn, 10 in the bank

Turn 61/750 (2475 BC) [03-May-2010 20:48:37]
100% Research: 13 per turn
0% Espionage: 4 per turn
0% Gold: -2 per turn, 8 in the bank

Turn 62/750 (2450 BC) [03-May-2010 20:56:49]
100% Research: 13 per turn
0% Espionage: 4 per turn
0% Gold: -2 per turn, 6 in the bank

After End Turn:

Other Player Actions:
While defending in the wild, Rahul Dravid (0.50/2) defeats Barbarian Warrior (Prob Victory: 95.6%)

Turn 63/750 (2425 BC) [03-May-2010 21:00:56]
100% Research: 13 per turn
0% Espionage: 4 per turn
0% Gold: -2 per turn, 4 in the bank

After End Turn:
Capital grows to size 4

Turn 64/750 (2400 BC) [03-May-2010 21:19:35]
Delhi founded
OasisWheatCowIn begins: Monument (23 turns)
0% Research: 0 per turn
0% Espionage: 4 per turn
100% Gold: 21 per turn, 2 in the bank

After End Turn:

Other Player Actions:
While defending in the wild near Capital, Expense Account (2.00/2) defeats Barbarian Warrior (Prob Victory: 90.1%)

Turn 65/750 (2375 BC) [03-May-2010 21:40:26]
A Cottage was built near Capital
100% Research: 24 per turn
0% Espionage: 4 per turn
0% Gold: -3 per turn, 23 in the bank

Turn 66/750 (2350 BC) [03-May-2010 21:54:12]
100% Research: 24 per turn
0% Espionage: 4 per turn
0% Gold: -3 per turn, 20 in the bank

After End Turn:

Other Player Actions:
While defending in the wild, Sachin Tendulkar loses to Barbarian Warrior (1.60/2) (Prob Victory: 50.0%)

Turn 67/750 (2325 BC) [03-May-2010 22:05:19]
While attacking, Sunil Gavaskar (Warrior) decimates Barbarian Warrior (Prob Victory: 84.3%)
While attacking in the wild, Sunil Gavaskar (0.56/2) defeats Barbarian Warrior (Prob Victory: 84.3%)
100% Research: 24 per turn
0% Espionage: 4 per turn
0% Gold: -3 per turn, 17 in the bank

Turn 68/750 (2300 BC) [03-May-2010 22:19:23]
100% Research: 24 per turn
0% Espionage: 4 per turn
0% Gold: -3 per turn, 14 in the bank

After End Turn:
Tech research finished: Writing

Turn 69/750 (2275 BC) [03-May-2010 22:24:23]
Research begun: Masonry (6 Turns)
Capital begins: Library (27 turns)

Sun Tzu Wu
 
All looks good. Nice turnset Sun Tzu Wu. :)

Current plans seem good but I would get the wheat city to build some more warriors once the monument is built.

I see we have access to marble as well which makes the GLib a lot more attractive as a build. Especially as we want to try for the SPaya sometime we'll need aesthetics anyway.
 
All looks good. Nice turnset Sun Tzu Wu. :)

Thanks.

Current plans seem good but I would get the wheat city to build some more warriors once the monument is built.

I see we have access to marble as well which makes the GLib a lot more attractive as a build. Especially as we want to try for the SPaya sometime we'll need aesthetics anyway.

Sounds like a good plan. We could 1-2 Warriors, but not too many or we will pay maintenance again. We should build another Worker and Settler right after Academy perhaps.

Sun Tzu Wu
 
I can't open the save until I get home from work, but from the logs it looks like a solid turnset, Sun Tzu Wu. :thumbsup:

One oddity: for your T66 notes you indicate Zara was finishing Mining. :confused: All my reference materials indicate Ethiopia starts with Hunting and Mining. Not sure what is happening here -- scenario designer modified the starting techs?

Anyway, if Zara is now working on BW, then he presumably spent these initial turns working on Fishing (for his seafood) and maybe Agri or AH (for his flood plains and animal tiles). He might even have teched Sailing for a lighthouse (cheap with his Organized trait), which would mean signing OB would give him trade routes with us but we would not yet get a TR with him.

We may still want to sign OB so we can explore the rest of his land and maybe meet whoever is to the east, assuming we can without having culture projecting a couple tiles out to sea.

Marble? Hmmm, definitely opens some nice possibilities. :)

I agree that we will want more workers and another settler once we get our GS. We should have enough gold stored by then to run for a number of turns at 100% even with additional city costs.

From ianw1610's list, McArine should be up next. Let's hear some initial thoughts on turnset plans and the like. As a former Misfit, I haven't gotten much chance to get to know McArine yet. :)
 
McArine is generally quiet but he always reads all posts in detail, and is of course a very good player! :)
 
Anyway, if Zara is now working on BW, then he presumably spent these initial turns working on Fishing (for his seafood) and maybe Agri or AH (for his flood plains and animal tiles). He might even have teched Sailing for a lighthouse (cheap with his Organized trait), which would mean signing OB would give him trade routes with us but we would not yet get a TR with him.

Still lurking!!

If he will trade cows then he definately has teched AH. Interesting point about Sailing though, don't want to give him too much help.
 
Very good point about the cow, Ozbenno. I didn't make the obvious connection there. :hammer2:

So Zara will know where horses are, if there are any nearby. If he does send out a settler, we should keep a very watchful eye on where it goes. If Zara suddenly shows up with some chariots before we have anything but warriors, our game could end abruptly. Not likely to happen as he is Pleased (if I was reading Sun Tzu Wu's logs properly), but something to keep in mind. Stronger barbs could also start appearing.
 
I can't open the save until I get home from work, but from the logs it looks like a solid turnset, Sun Tzu Wu. :thumbsup:

Thanks. If I had been a bit more cautious, perhaps I wouldn't have lost that Warrior and thought to PreChop/Chop a Forest in OasisWheatCowIn.

One oddity: for your T66 notes you indicate Zara was finishing Mining. :confused: All my reference materials indicate Ethiopia starts with Hunting and Mining. Not sure what is happening here -- scenario designer modified the starting techs?

Or maybe its something simpler like the random Personality option being set. Not sure how that works, since I've never tried it.

Anyway, if Zara is now working on BW, then he presumably spent these initial turns working on Fishing (for his seafood) and maybe Agri or AH (for his flood plains and animal tiles). He might even have teched Sailing for a lighthouse (cheap with his Organized trait), which would mean signing OB would give him trade routes with us but we would not yet get a TR with him.

I'll bet you are right; he probably does have Sailing to build a Lighthouse.

I can't open the save until I get home from work, but from the logs it looks like a solid turnset, Sun Tzu Wu. :thumbsup:

Thanks. If I had been a bit more cautious, perhaps I wouldn't have lost that Warrior and thought to PreChop/Chop a Forest in OasisWheatCowIn.

One oddity: for your T66 notes you indicate Zara was finishing Mining. :confused: All my reference materials indicate Ethiopia starts with Hunting and Mining. Not sure what is happening here -- scenario designer modified the starting techs?

Or maybe its something simpler like the random Personality option being set. Not sure how that works, since I've never tried it.

We may still want to sign OB so we can explore the rest of his land and maybe meet whoever is to the east, assuming we can without having culture projecting a couple tiles out to sea.

We'll need to get Sailing eventually, either by trade, espionage or the honest way.

Marble? Hmmm, definitely opens some nice possibilities. :)

Yes, maybe The Great Library after The Pyramids; National Epic in our future GS Farm.

I agree that we will want more workers and another settler once we get our GS. We should have enough gold stored by then to run for a number of turns at 100% even with additional city costs.

Right now we need a good plan for maybe combining 1-2 Forest Chops now and a whip next turn that leaves with 3-4 Pop. We immediately hire 2 Scientists for 13t for a GS. With 4 Pop, we would still have +6 Fpt for growth while working the two Corn. With 3 Pop, we need to hire just 1 Scientist or work the Cottage till Pop 4 and hire 2 Scientists.

Sun Tzu Wu
 
If Zara has sailing he would probably have overseas trade routes with the other civ he has met. So us opening borders wouldn't make a lot of difference to him.

Edit. Of course he would need writing to get the OB so just forget my first bit. :)
 
If Zara has sailing he would probably have overseas trade routes with the other civ he has met. So us opening borders wouldn't make a lot of difference to him.

Edit. Of course he would need writing to get the OB so just forget my first bit. :)

Or the other Civ that knows Zara Yaqob could have Writing.

Sun Tzu Wu
 
Haven't had a chance to check the save yet (late night at work :( ), but when planning keep in mind that we need a total of 25 scientist turns to get our GS. So we can run 1 scientist for 1 turn, then 2 for 12 turns, rather than needing both for all 13 turns.

Might help if we need an extra turn to finish growing back to a larger size.
 
Back
Top Bottom