ianw1610, I was just looking at the progress graphs. Culture is interesting. Fifth Element went for -- and got -- an early religion, looks like. Impressive move, it may pay off big for them.
I assume our next settlement target is the stone city site. Do we want the Oracle? Or do we want to put all our efforts into getting the Pyramids?
What is our tech path once our academy is in place and we turn research back up? Masonry so we can start the quarry? Then Math for improved chops into the Mids? Or do we need something else first?
We might already be too late to get The Oracle, depending on the usual turn range of AI Oracle completion for our Game settings. We need Mysticism, Polytheism and Priesthood before we can start building it? I'd prefer to put all our Great Wonder efforts into The Pyramids and later get The Great Library (+2 GS GPP and 2 free Scientists until Scientific Method). Later still, maybe The University of Sankore (+2 GS GPP and 2 Bpt in each State Religion building)?
We need to start thinking about Civil Service, Bureaucracy, and Cottage spamming our Capital.
We should start Masonry -> Mathematics and get our Stone City built.
OK, I have loaded the save and taken a look around. A few notes:
- Zara has a settler in his capital, along with two archers (one for escort, presumably). Even more interesting, he has a galley. Will he settle across the water? We can see some land there, and presumably Zara has a much better idea than we do of what is over there.
- We are seriously under-supplied with workers, especially with a third city in the very near future. We need at least two more workers very, very promptly.
- On the positive side, we are about to spawn a GS for an academy at our capital. We have a fair bit of pre-chopping done for future wonder-rushing. And our second city is about to finish a granary and pop its borders.
Plans for the turnset:
1) At the capital, fire one scientist and assign him to the second cottage. We will still finish our GS next turn, who will build an academy in the capital.
2) Change the capital to building a barracks for 1 turn, allowing it to grow to size 6. Next turn we will whip 3 pop for the settler, getting a nice chunk of overflow (about 30 hammers worth).
3) Put the overflow into a worker (1 turn), then switch to barracks for 1 turn to grow to size 4. Switch back to a worker, whipping for 2 pop. Overflow (about 40 hammers) to another worker (1 turn). Then back to a barracks for a few turns to grow back to size 4 and work both cottages. Then finish worker #4.
Overall the capital build plan will look like:
T90 - Barracks
T91 - Settler (3 pop whip to finish)
T92 - Worker #3
T93 - Barracks (grow back to size 4)
T94 - Worker #3 (2 pop whip to finish)
T95 - Worker #4
T96 - Barracks
T100 or so - Worker #4 (finish slow build, done maybe T104)
So by T104 (about the time it would take to finish the current settler by slow build) we will get the settler, two workers, and maybe 10-15 hammers into a barracks. We will get 2 whip anger, but one will finish at T106 and we can build another settler and more workers while waiting for the other to fade. I would not usually whip the capital this hard, but I really think we need more workers as quickly as possible. We have copper to mine, a stone quarry to build, wheat to farm, and cows to pasture. Plus some more roads, and some more pre-chopping to do. And another cottage or three would not hurt. We need more workers...two may not be enough, actually.
The barracks is just a place-holder which will not decay anytime soon. It is either that or a monument, and I don't think we need the monument at the capital.
4) Once the academy is built, turn research back on. We should finish Masonry in 1 more turn at that point, then on to Math. Unless the team feels we should try for the Oracle? We would have to spend about 10 turns researching Poly (or Med) + Preisthood, and chop without Math to have a chance to get it in time. I would prefer to focus on the Pyramids myself, but a quick CoL or MC grab would have benefits. It is already 1750 BC...I think we are too late to chase the Oracle.
5) At our second city, we are about to pop borders and claim the wheat and cow. However, we do not have AH! Should the worker stop mining the plains hill and start improving the wheat ASAP? Or do we take the two extra turns to finish the mine? This city needs improved tiles badly, and we need to find time for AH so we can improve that cow tile. Or do we push for Alpha and hope to trade? We only know Zara, so he might not be willing to trade AH. After Masonry but before Math? Or after Math, so we can get improved chops into the Pyramids ASAP?
6) Once produced, the settler heads for the Stone city site as marked. Our worker on the copper mines it immediately, and the city works that while building a granary. (Do we want or need a monument here?) Once the copper is finished, the worker starts the stone quarry, to be joined by worker #3 built at the capital. The warrior just north of the copper will become garrison for the new city.
7) Worker #4 from the capital will help our oasis city improve more tiles.
Other goals:
- Defend against barbs. We have one barb warrior visible SW of the capital. Move some of our warriors who are outside our borders anyway to fog bust a bit more.
- We have no coastal cities yet, so we can not explore beyond our land mass. We need to target city #4 to be coastal, probably the future GP farm site WSW of the capital. Note that we have another very nice site to the northwest, with the three clams, cows, and marble. That should also be a high-priority site.
Open questions:
- What to do if Zara sends his settler our way? We will be first to the stone site even if Zara moves immediately. But if he heads for one of the other sites we have discussed (the GP farm, etc.), how to react?
- Anything I have missed? Suggestions? Worries?
As I posted earlier, I will aim to play sometime late Monday, Toronto time. Hopefully that will give everyone enough time to comment.
I agree that we need at least 2 more Workers. Also one Settler right now and a Settler later for our Great Person Farm.
Animal Husbandry can be done after Mathematics; Improving the Cow Tile can wait. If we are lucky, Zara Yaqob will complete Alphabet for us.
We should focus on getting The Pyramids and starting our Great Person Farm which will also be our first Port City. We could send out a Work Boat after Fishing and a Galley after Sailing.
Zara Yaqob would be very unlikely to pass a Settler through our Culture. If he does, I suggest that you end your turnset immediately after his Settler first enters our Cultural Area, so we can discuss what to do about it.
I agree that it is in our best interests to ignore the Oracle.
If we do research Animal Husbandry and Pasture the Cow, I suggest we then cancel our Corn to Cow deal with Zara as we would already have our own Cow by this point, and we could use our surplus Corn for further trading...
OK, good suggestions from SunTzu Wu and ianw1610. Thanks!
Tech path will focus on getting us ready to build the Pyramids. Research stays off for one more turn, then we get the GS, build the academy at the capital, and switch back to 100%. Complete Masonry, then research Math. This should take pretty much all of my turnset.
After Math, we will need to decide whether to work through some early techs ourselves (Fishing, Sailing, Animal Husbandry) or go straight for Alphabet and hope to trade for these with Zara. We know from EP that he has contact with at least one other civ. Would this be enough for him to trade techs with us? Need to check his properties in the XML, what percentage known does he require for trade? We know that he knows all of Fishing, Sailing, and AH, plus he is currently 14 turns from Iron Working. If we could beat him to Alphabet and if he would trade, we could get quite a haul of early techs.
One issue will be whether we get to Alpha ahead of him. AIs often leave Alpha rather late, but Zara is teching at a very good pace with five flood plains cottages already established and some already hamlets.
Another question for the turnset plan is what to build in our oasis city once the granary is done (just a couple more turns). One option would be another worker -- we could certainly use the worker turns. This would stop the city's growth for a while. Alternate idea would be a barracks to be followed by axes once the copper is done. We are going to need some stronger units soon, getting them started would be useful later. Not many other options here, unless we want still more warriors or to go for a settler from oasis town. We could also start a library, if we are concerned about cultural pressure from Zara in the future.
On diplo with Zara, I think we should start an ongoing list of diplo actions for every AI we meet. When did we meet them, what turn signed OB, what turns traded resources, what tech deals with all items traded by both sides, etc. We are aiming for a UN diplo victory, so we need to be careful to cultivate good relations with all AIs and get as many +diplo factors as we can. Many of the "easy" ones like peace, OB, and supplying with resources take many turns to accumulate.
While we plan to vassalize some AIs to ensure their votes in our favor, we only have two DOWs and can not guarantee that every AI will declare on us. So we must work to build our relations. This includes avoiding -diplo for trading with worst enemies...which might include tech trades with Zara, if whoever he has met across the eastern waters does not like him. We do need to get our coastal GP farm founded as quickly as we can and a workboat or galley out so we can meet more AIs. Multiple trades with Zara could be a huge boost to our research, but creating enemies could be a serious setback.
I think specializing Cow Wheat into a Military Producer is the way to go. That was my design with that city by mining the plains hill.
We started with a goal of getting the mids. No reason to change that. Mids ahoy!
I am less concerned about AI DOWs because we're on an landmass with just Yara, and soon he will be friendly. the AI isn't very good at amphibious landings, and AIs dowing on us just save us war declarations. We can also see that Yara is small, and if he stays small, that makes his usefulness rise as an ally (and that he is also religious now)
I agree Masonry/Math. With our academy/cottages/silver I think we can afford to have a go at the Oracle after Math. We need Poly/Priest. With the Mids coming from chopping I still think we have a good chance at the Oracle as this is only Emperor level. Obviously if someone builds it in the meantime we still need Poly for Lit and Priest for CoL (I think) so not to much lost. If not AH after Math so we can see if we have horses and improving the cow in wheat city will be a big boos to whatever that city is building.
Should have bought this up earlier but do it nowdays without thinking. Our warriors should be fogbusting where possible. Remember no barb can spawn within 2 tiles whether there is a line of sight or not.
Zara's settler I expect to go to the West of his improved cow giving us time to settle the stone site comfortably.
Plan for Delhi seems good haphazard1.
Agree city 4 should be coastal and our planned GP farm but by the looks of it we will have quite a few of those. Good for bulbing us towards Lib/Elec even with the 4 we need to keep.
Very important to start trying to find our needed resources as well. Doubtful but we might get stuck otherwise.
Still lots of time to get your thoughts and ideas posted. I do not plan to play until Monday evening, about 32 hours from now. I am stuck at work most of today (on lunch break right now ).
I think our oasis/wheat/cow city and the copper/stone city will both be decent hammer producers and can turn out some military going forward. JH is correct that we should be relatively safe at home, at least once we get more land settled and prevent barbs from spawning. I will shuffle our warriors a bit to fogbust more territory.
On the Oracle...I expect it will go fairly soon, before we finish Math. That will take another 10-12 turns, and it is already 1750 BC. Med or Poly, then Priesthood would add another 8-10 turns to that. I would be surprised if it is not built by then.
On the required resources, it is no surprise that none of them are present on our home land mass. We will definitely need to focus on exploring overseas, and then expanding to gain a foothold on other land masses. We know there is land to the east, to the west, and to the north. East we may not be able to settle due to Zara and whoever is already there, but maybe we can claim part of the western and northern land masses.
To do that, we will need to found on the coast (our planned GP farm, and later others) and also to get Fishing and Sailing tech. Add to that AH, maybe some religious techs, IW, Alpha.... A block of trades with Zara would certainly be helpful, as would meeting more potential trade partners.
I'm not so sure that Great Generals will be such a good source of the four Great People we need to Win the Game with. Since Gandhi doesn't have the Imperialistic trait, it will take a long time to gain the Experience Points needed to get four Great Generals plus we can Declare War on only up to two Civs without severe Game Scoring Penalties. Trying to get other AI Civs to Declare War on us can be tricky, but if they do, we need to continue the War until they are down to 2-3 Cities and be come reliable Vassals. We definitely could gain enough Experience Points in this way to generate several Great Generals that could be saved till the end of the Game. This will allow us to maximize our precious Great Person Point sources into Great Scientists that can bulb our way to Electricity and possibly Great Artists for Radio -> Mass Media and one Great Engineer to help build the United Nations. I don't envision us wasting Great Generals on Military Instructors or Military Academies; we will save them for our goddess and the Game end.
Building more Great Wonders for GPPs:
We might consider building more Great Wonders just for the extra Great Person Points. We aren't likely to generate four Great Generals, so we will need to save 1-2 of our more precious Great People, must likely extra Great Merchants, and Great Prophets. We can use an early Great Prophet to bulb about 2/3 of Civil Service prior to getting Monarchy; this would be a huge Research boost and a good use of a Great Prophet.
For example, building The Temple of Artemis with its 2 Great Merchant Points per turn and free Priest may make sense, since any extra Great Merchant or Great Prophet it generates could be used in starting a Great Age or saved for the goddess. Otherwise, it does help generate Great Scientists (or Great Artists) faster.
A quick stab at The Oracle even this late could be fruitful, though definitely risky. We don't have many AI Civs competing for The Oracle and frankly probably none of them have Priesthood yet. Only the AI that found Buddhism or Hinduism are even likely to complete Priesthood, since the AI tend to avoid Religion founding Technologies once the Religion it founds already exists. It seems at least worth a quick calculation of how many turns might be needed to complete The Oracle. Note that the 1-2 AI that could complete The Oracle might by Game RNG focus on Researching something other than Priesthood or build something other than The Oracle.
Great Scientist and Great Artist bulbing:
We will probably want to save all Great Artists for bulbing Radio and Mass Media; we are unlikely to generate enough to entirely bulb these two Technologies; we may have to save a Great Artist for the goddess though.
Great Person bulb value: On Epic speed, the Beaker bulbing value of a Great Scientist is 2250 + 4.5 * Population. The Beaker bulbing value of all other Great People is 1500 + 3 * Population. So, the bulbing focus must be on the Great Scientists as much as possible. Settling Great Scientists is usually not very effective for a TUN Diplomatic Victory; bulbing Great Scientists on the path to Electricity is more efficient.
Acknowledgements:
Thanks to Sleepless for recently touching on some of these subjects (in particular bulbing to Electricity and reconsidering The Oracle).
Remember that the Scientific Method of Game Strategy rewards proving good methods and disproving bad methods equally, although those promoting the ultimately good methods get the glory (given by the goddess).
Well, I've said enough on this subject and perhaps too much.
One other point for great people is that we should prioritize being first to the techs which give free great people. Music, Economics, Communism, and Physics are all readily manageable without too much deviation from our planned tech path. Fascism for a free Great General is a bit more problematic and probably is not worth it. Fusion is right out. But that is four free great people right there.
On wonders, we need to decide what is a must have, what would be nice to have, and what is a do-not-get. Other than these, we should probably ignore most wonders -- our hammers would be better spent on expansion so we have a bigger population base for the eventual UN vote, or on military to get the resources and vassals we need.
Must haves:
United Nations
Shwedagon Paya (might be demoted to nice to have, but risky to allow an AI to build it)
Nice to haves:
Pyramids
Parthenon
Great Library
Sistine (in case we have to fall back to cultural victory)
Oracle
I am probably forgetting some (it is late and I should be asleep ), but most of the rest are not really important. Useful for GPP if they are cheap and quick to build, and since we have stone and marble that could mean several more. But let us not get too wonder-crazy. We can get GPP from running specialists, without investing hundreds of hammers.
One big question mark to me is the Apostolic Palace. We must avoid a religious diplo defeat, but otherwise the bonuses from the AP can be nice. Especially since we are Spiritual and get cheap temples. Do we try to build it ourselves, or just hope to get the right religion spread to us?
While I included it in the "nice to haves" I really think it is too late to chase the Oracle. Unless we skip Math and chop it with discounted forests, which would likely mean not getting the Pyramids, it would be a minimum of 20 turns to get it, probably more like 25. Is the Oracle really going to be available until 1000 BC or later? (How many years per turn at this stage of the game, 1750 BC?)
One other point, from our pre-game planning: exploration. We really need to push hard on exploration, which means getting some ships out and scouting. And it is likely we will need Astro in the end, so that means we need to plan to get Optics fairly early. Get some caravels out scouting, and hopefully secure the circumnavigation bonus as well. The evil barbs controlling the only fur tile may be on an island at one of the polar caps, dozens of tiles from anywhere. Would not surprise me at all.
Anyway, off to bed for me. More comments tomorrow.
One other point for great people is that we should prioritize being first to the techs which give free great people. Music, Economics, Communism, and Physics are all readily manageable without too much deviation from our planned tech path. Fascism for a free Great General is a bit more problematic and probably is not worth it. Fusion is right out. But that is four free great people right there.
Except for the free Great Scientist that comes with Physics, the Technology for any of the other Great People is not on the path to Mass Media. It is too expensive to deviate to a Technology just to get the associated free Great Person.
We probably should skip The Oracle and concentrate on The Great Library after The Pyramids. I'm not sure that Researching both Aesthetics and Literature is worthwhile to pick up The Great Library. If we can get Aesthetics in a trade and quickly Research the small Literature Technology that would make The Great Library a worthwhile deviation.
If our Map is mainly Fractal as described, the AI Civs should be split into at least two polarized Religious groups and it would be unlikely that any AI could thus get a Religious Leader Diplomatic Victory. I'm not worried much about an AI building The Apostolic Palace. Getting the TAP Religion is a good idea. It can help us tip the balance in case an AI does seem close to a Religious Leader Diplomatic Victory by spreading the TAP Religion to some of our own Cities. We just need a little more than 25% of the TAP Religion Population to prevent a RL DV.
One other point, from our pre-game planning: exploration. We really need to push hard on exploration, which means getting some ships out and scouting. And it is likely we will need Astro in the end, so that means we need to plan to get Optics fairly early. Get some caravels out scouting, and hopefully secure the circumnavigation bonus as well. The evil barbs controlling the only fur tile may be on an island at one of the polar caps, dozens of tiles from anywhere. Would not surprise me at all.
Does the Fractal Map necessarily require Optics? We need to worry more about the evil Map Maker than any evil Barbarians that may control the only Fur tile.
Yes, we need to get a Port City, Fishing and Work Boat out as soon as possible. Long term we are likely to need Optics as well.
We'll need to have a very tight tech path so i dont think we'll be moving off of it to get GP. Maybe Music since we'll be right there and a backup for cultural VC, but other than that, I imagine our GP come from the GP Farm.
I remain unworried about a rival AP victory. A thought, I suppose.
The Mids are a must. We planned our early game on them.
I would skip Oracle. Lots of hammers for research. We would be better off with more workers and cities and a coastal city and a bit more military to make Yara decide to play nice.
One of the reasons for the SP wonder, it stops some nasty AI from going into FR. Ditto for us bulbing philo early, getting Edu and Lib will slow down the AI path towards Free Religion. Defintely have to avoid trading Edu around as well.
Don't mind going for the music GA as it can be used on Mass Media later on. Hopefully we will be able to get Phys/Elec from Lib. Radio might be pushing it but if we don't trade to many techs to the AI it will slow them down and still be a possibility.
If we don't go for the Oracle (still think it is worth a shot after the Mids) after Math/AH we should go for Alpha and make finding the other AI a priority. Of course that speeds up the AI tech rate with trades which is something we don't really want.
Sleepless has covered the reasons for us to build Shwedagon Paya. This one really depends on which AI builds it, if we do not build it ourselves. Someone like Zara or Saladin would be fine, as they would switch to fave civic of Theocracy. But someone like Liz with Free Religion fave civic would be very bad. It is safer for us to build it ourselves.
We are heading for Mass Media, but there will almost certainly be some deviations from a straight beeline. Some of the side techs are just too useful to pass up. If we can get them in trade that would be great, but we will not get wonders in that case.
I think Aesthetics (needed for Shwedagon Paya anyway) and Literature for Great Library, National Epic, and Heroic Epic is well worth the beakers. Music is a maybe, I suppose we could skip it. Economics has benefits which make it probably worth researching. Communism...maybe not, although if we do not have a spare GE to rush the UN then a quick Kremlin build (boosted by stone) could be useful to cut the cost of rushing it. We will see.
I assume we will need Astro eventually -- I can not see the map maker allowing us to reach all AIs and all required resources by galley. This is just an assumption, but I think it is a reasonable one to make. And this implies that we want Optics fairly early, so we can explore and find all the AIs and all the resources as soon as possible. We also have a whale available, which would give us another happy resource with Optics. I intend to send one of our warriors to check out silver peninsula (the only realistic site for a whale city) -- if there is some seafood available, that could be a decent city to provide whale and surplus silver for trade.
Our Technology path should be focused to arrive at Mass Media ASAP, via a Research rate enhancing path through Civil Service (Bureaucracy) and Education (X Universities and Oxford University).
Path: Mathematics -> [Alphabet or Polytheism -> Priesthood] -> Code of Laws -> Civil Service -> Paper -> Education ->
... -> Liberalism (free Astronomy, Scientific Method, or Physics)-> ...
Astronomy -> Scientific Method -> Physics -> Electricity -> Radio -> Mass Media
AI's Technology path (we hope):
It can be done very quickly, if the Technologies leading to Optics can be traded for :
Metal Casting -> Machinery -> Optics (with Compass)
Iron Working -> Compass ->
We may have to research Machinery and Optics ourselves, but every Technology we trade for will help us get to Mass Media sooner.
Deviations in our Research path for critical Technologies:
It makes sense to deviate to Aesthetics for Shwedagon Paya (Pacifism for us; no Free Religion for AIs) and Literature (The Great Library and National Epic).
Other Technology deviations don't seem so good to me:
Researching Music for the free Artist is possibly worthwhile. Note that at Epic speed, a Great Artist will bulb a Population bonus more than 1500 Beakers (with a good sized Empire that would be about 2000 Beakers). How many more Beakers does Music cost us to Research versus the 2000B bulb value of the free Great Artist?
Researching Economics for the free Great Merchant really doesn't make sense; we'd need to trade for Feudalism -> Guilds -> Banking for it to be even a tolerable waste of Beakers. Economics would be a large optional Technology for us to Research; its better to let the AI research it and we trade for it to run Free Market (big Research boost).
OK, played 16 turns, it is now 1350 BC. No suprises during the turnset.
T90 (inherited turn)
- Moved warriors, changed builds, etc., as discussed in the turnset plan.
T91
- Niels Bohr is born in Capital, and promptly builds an academy. Research is turned back to 100%. We are making 30 bpt.
- OasisWheatCowIn (henceforth to be written as OWCI, pronounced "ouchie" ) pops borders and finishes its granary. It starts a barracks.
- Capital whips the settler for 3 pop.
- Zara has moved his settler and two archers 1SW of Aksum. I am following with our warrior to see where he will go.
T92
- Masonry completed, start Math (16 turns).
- Zara's settler party moves SW-SE. Not much down in that direction, unless Zara can see some horses which are invisible to us. Tundra, and no other resources at all.
T93
- Zara moves one more S and founds Gondar. On the coast, has the cow, and nothing else. That we can see, anyway. I am assuming there are horses. He is still working on IW, so he should not know about iron yet.
- The city of StoneCopper is founded! It starts a granary, working the flood plain until the copper mine is finished. Our expenses climb from -5gpt to -8 gpt.
- We are #1 in GNP (44 vs rival best of 39, rival average of 34).
- We are #7 (dead last) in production (6 vs rival best of 26, rival average of 16).
- We are #1 in land (60000 vs rival best of 58000, rival average of 44333).
- We are #7 (dead last) in population (28000 vs rival best of 241000, rival average of 125833).
T94
- Capital grows to size 4, 1 turn later than planned. (Was short 1 food last turn. ) Whips worker for 2 pop.
T95
- A forest grows 2E 1S of Capital, on a tundra hill.
- The copper mine is finished, StoneCopper starts working it.
- A warrior reveals there is no seafood for the silver peninsula.
- Our warrior Expense Account challenges the barb warrior east of Capital. EA is on a forest, across a river.
T96
- Expense Account is victorious, and now has 2 XP. Wounded to 1.7/2.0. I do not use the promotion.
T99
- OWCI grows to size 3.
T101
- We get a historian's ranking of Most Advanced civs. Zara is #4, we are #7 (dead last). Such is the result of stockpiling cash while waiting for our academy.
- Capital finishes worker #4.
T102
- Zara has an archer moving our way. No settler with it. It will wander around our lands.
- Our Rahul Dravid spots a barb warrior on the cow NE of the marble. I have shuffled our warriors to fogbust the west. Rahul was heading towards the marble region to complete our fogbusting.
T103
- Zara cancels our free clam deal. Oh well, we got it for about 15 turns for nothing.
- The Temple of Artemis is built in a far away land.
- Capital grows to size 4.
T104
- Zara completes Iron Working. Wonder what he sees?
- Rahul fortifies 1 turn (5%) in a forest to prepare for the barb warrior's attack.
T105
- Our Rahul Dravid is victorious, and now has 5 XP. I promote Medic I, as he was wounded to 0.4/2.0.
- Zara has started teching Writing (9 turns).
T106
- Capital grows to size 5. I have started a settler, but see more below.
- OWCI grows to size 4.
- The Great Wall is built in a far away land.
- The stone is hooked up.
I ended my turnset here. Math will finish next turn, and our workers are in position to start the chop frenzy for the Pyramids. We should be able to have it completed in 3 turns:
T107
- Switch the capital to Pyramids.
- Two workers together on forest 2W 1N of Capital chop, finishing that forest (chop #1).
- Worker on hill NE of Capital chops pre-chopped forest (chop #2).
- Worker on stone moves to tile 1N of Capital.
T108
- Workers together on forest 2W 1N of Capital split up; one moves E and chops (chop #3) and the other moves SW and chops (chop #4).
- Worker on hill NE of Capital moves N.
- Worker on tile 1N of Capital moves SE and chops (chop #5).
T109
- Worker 1E of Capital moves NW and chops (chop #6).
- Worker 1W of Capital moves SW and chops (chop #7).
- Worker 1NW of Capital moves NE and chops (chop #8).
- Worker 2N 1E of Capital MINES and gets chop #9 to finish with large overflow.
Actually, checking the numbers again, we can manage with only 8 chops instead of 9. The Capital will produce 5 hammers per turn, 10 with stone boost, which finishes the 30 left after 8 chops of 90 hammer apiece for 750 total. So we can reserve one forest, perhaps for use on another wonder (a late Oracle?) later.
Capital will grow after three turns, which would cause unhappiness. But as we will finish the Pyramids, we can switch immediately to Rep (or HR, but I assume we want Rep) so this will not be a problem. We could 3-pop whip the settler, or build it slowly to finish working off the remaining whip anger. That can be decided later.
If we want to try a late Oracle bid, we can tech Med/Priesthood in 7 turns, Poly/Priesthood in 8. The Oracle is then 225 hammers, and we do not have marble so that is 5 chops, or fewer chops and more turns. We are moving 25 years per turn so that is 1150 BC before we even start building it. Risky, but possible. The team will need to decide if it is worth trying -- this is why I stopped my turnset here, since we must choose the tech after Math immediately if we want to try it.
OWCI is about to finish a barracks, and I suggest we build at least 1 axe immediately after. Maybe 2 or 3, although we will have almost the entire land mass fogbusted once Rahul Dravid is in place in the northwest near the marble.
StoneCopper is working on its granary. It could be whipped in 2 turns when we reach size 2, or just finish it slow build. The city does not have much food surplus, so I am in favor of just keeping it growing. Maybe once the Pyramids are chopped, get a couple workers up to cottage the flood plan and river grass? I was hoping for some Buddhism to spread from Zara, but we could put hammers into a monument to pop the borders. Or just wait and build a library instead.
Save is uploaded. Here is the turnset log:
Spoiler:
Here is your Session Turn Log from 1750 BC to 1350 BC:
Turn 90, 1750 BC: Niels Bohr (Great Scientist) has been born in Capital (Gandhi)!
Turn 90, 1750 BC: The borders of OasisWheatCowIn have expanded!
Turn 91, 1725 BC: You have discovered Masonry!
Turn 93, 1675 BC: StoneCopper has been founded.
Turn 96, 1600 BC: Barbarian's Warrior (2.00) vs Gandhi's Expense Account (Warrior) (3.50)
Turn 96, 1600 BC: Combat Odds: 3.3%
Turn 96, 1600 BC: (Plot Defense: +50%)
Turn 96, 1600 BC: (River Attack: +25%)
Turn 96, 1600 BC: Barbarian's Warrior is hit for 26 (74/100HP)
Turn 96, 1600 BC: Gandhi's Expense Account (Warrior) is hit for 15 (85/100HP)
Turn 96, 1600 BC: Barbarian's Warrior is hit for 26 (48/100HP)
Turn 96, 1600 BC: Barbarian's Warrior is hit for 26 (22/100HP)
Turn 96, 1600 BC: Barbarian's Warrior is hit for 26 (0/100HP)
Turn 96, 1600 BC: Gandhi's Expense Account (Warrior) has defeated Barbarian's Warrior!
Turn 102, 1450 BC: The Temple of Artemis has been built in a far away land!
Turn 104, 1400 BC: Barbarian's Warrior (2.00) vs Gandhi's Rahul Dravid (Warrior) (3.20)
Turn 104, 1400 BC: Combat Odds: 4.4%
Turn 104, 1400 BC: (Extra Combat: +10%)
Turn 104, 1400 BC: (Plot Defense: +50%)
Turn 104, 1400 BC: Gandhi's Rahul Dravid (Warrior) is hit for 15 (85/100HP)
Turn 104, 1400 BC: Gandhi's Rahul Dravid (Warrior) is hit for 15 (70/100HP)
Turn 104, 1400 BC: Gandhi's Rahul Dravid (Warrior) is hit for 15 (55/100HP)
Turn 104, 1400 BC: Barbarian's Warrior is hit for 25 (75/100HP)
Turn 104, 1400 BC: Gandhi's Rahul Dravid (Warrior) is hit for 15 (40/100HP)
Turn 104, 1400 BC: Barbarian's Warrior is hit for 25 (50/100HP)
Turn 104, 1400 BC: Gandhi's Rahul Dravid (Warrior) is hit for 15 (25/100HP)
Turn 104, 1400 BC: Gandhi's Rahul Dravid (Warrior) is hit for 15 (10/100HP)
Turn 104, 1400 BC: Barbarian's Warrior is hit for 25 (25/100HP)
Turn 104, 1400 BC: Barbarian's Warrior is hit for 25 (0/100HP)
Turn 104, 1400 BC: Gandhi's Rahul Dravid (Warrior) has defeated Barbarian's Warrior!
Turn 104, 1400 BC: While defending, your Rahul Dravid has killed a Barbarian Warrior!
Turn 105, 1375 BC: The Great Wall has been built in a far away land!
Turn 106, 1350 BC: Capital has grown to size 5.
Turn 106, 1350 BC: OasisWheatCowIn has grown to size 4.
I don't think we should go for The Oracle, mainly because it is not on our tech path for Mass Media, and because I think we're too late for it. I'd hate to take a shot at it, just to loose it with a couple of turns left. Then I'd rather use the turns on other research.
Still nothing new regards my labtop, I'm considering installing a dual boot on my linux box, to be able to play again.
15 turns of research out of the way for an uncertain shot? I vote no.
Looks like a very good turnset run. Very happy with the developments. My thoughts on the short-term are continuing settling/improving our potential space while ensuring Yara is kept hemmed in. He will be a valuable directed research ally.
Since we turned off research, we are going to lag behind in score versus other teams, and we most certainly do. We definitely chose a different path than all other teams. We appear to have a similiar number of cities , since culture is about the same for all, though OSS and Ducks obviously have the same first wonder.
Power is erratic, and likely we are lower again to our not researching for awhile
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