SGOTM 11 - Fifth Element

Mitchum PMed me the following feedback:
It was difficult to understand what you meant about negotiating trades when an AI wants to cancel one.


So, let me try to explain the functionality again:
If an AI comes to you wanting to cancel a trade, it is usually due to them hooking up said Resource. At this stage of the game, that situation will most likely occur for Seafood or Calendar Resources.

CASE 1: You still control the Resource
Some cancellations you can do something about, since you still have the Resource available. I'll discuss what to do about those in a moment.


CASE 2: You lose control of the Resource, due to pillaging or the changing of Cultural borders
Other trades, where we lose control of the Resource, will get cancelled automatically, giving us no choice in the matter. You will just get a notice in the Event Log but you won't even get a trading window interaction with the relevant AI.

For example, we are currently trading Fish + Crab to Saladin for Gold--party because he wanted a Resource PLUS Gold per Turn and partly because he wanted Fish. It seemed better to give an extra Health Resource that we had an extra copy of (Fish) than to give away our precious GPT (Gold per Turn), so that's what we did.

Mitchum ran into a problem with my test saved game where I'd incorrectly given Isabella (who is filling in for Saladin in our test saved game) Buddhism in her Crab City too early, meaning that her Culture overwhelmed our Crab City's Culture and stole the Crab. The deal was immediately cancelled. In this case, there is nothing that we can do about it, since the Resource we were getting in trade, Gold, is a Resource that we already have, so Saladin won't trade it to us again (unless we also lose Goldfish to a Culture bomb or a war, at which point he'll offer us a Gold Resource for trade again).

It would suck to lose Cultural control of the Crab, so if it's just an "over time" Cultural loss, we can gain it back by building Confucian buildings in Crabs. If it's from Saladin Culture Bombing the place, we can still invest in some cultural buildings, but we won't need to go overkill on doing so, as that Crab will essentially be lost to us for a very long time (perhaps for the rest of the game). That's why we were trying to give away Music pre-reqs to anyone else--in case of our Goldfish or Crab Cities being Culture bombed, but if it happens, we'll just have to work more Farms in Crabs, and until they are built, whip a bit more heavily there.


Okay, now back to what to do in CASE 1:
When an AI offers to cancel a trade in a trading window, you should choose the "Care to Negotiate" option?

Spoiler DO NOT DO THIS PART :
Technically, you SHOULD be able to press the F4 key and look at the F4 -> RESOURCES screen. There, you would see exactly how much GPT the AI will offer, and if the value is lower than what you have on the table, you should leave the F4 screen and back in the trading window, simply add a Resource to the current deal, otherwise you won't get as good of a deal anymore. However, when I was trying to do so before, about one 10th of the time in my testing games, the trading window disappeared after exiting this screen. The trading window is not SUPPOSED to disappear, because you are simply contacting your Advisor for Advice, but it did disappear, so let's not risk this possibility in our game. We have extra Resources to trade, so let's just plan to use them.


We currently have two high-valued trades: Fish to Toku for 8 GPT and a Gold Resource to Justinian for 6 GPT.

If an AI decides to cancel either one, simply "sweeten the deal" with one of our spare Resources. Do not click on the GPT value or else the value will reset itself and we could lose whatever excess value the AI is willing to still offer us over what they would offer if we stopped giving them the Gold Resource or Fish Resource. Call it "bargaining in good faith" on the AI's part, due to you having done them a favour all of this time with a good trading deal. Just add a Resource on our side of the table (Sugar is a good one until we trade away our second one, since everyone wants it) and then offer the Gold + Sugar for the 6 GPT again (or the Fish + Sugar for the 8 GPT again).

If the second of those two AIs comes complaining about the deal, then offer an Incense if we have one hooked up by then, as we can always connect the second Incense for ourselves later. If the Incense not hooked up by then (wow, the AIs sure would be whiny in that case), then I guess give out whatever they will take--probably the second Sugar.


Even if we did do the "check the F4 screen technique," we'd probably end up following the same approach, since it is tough to get those high-valued GPT deals when the AIs are racing for techs like they appear to have been doing in Mitchum's turnset, so let's just keep things simple and skip the F4 screen thing--you can use that "talking to your Advisor" trick in your own games.


Basically, we're happy to give the AIs a lop-sided trade in their favour, especially if we get something useful out of the deal (currently, Gold per Turn is extremely useful to us, since our economy is in the tank).
 
Research and Tech Trading
One of the first things that you should do is Lightbulb Education with the Great Scientist. Then, switch our tech to Liberalism, as it appears that you did.

Do not learn Compass if you can help it. It appears that you didn't do so until you were close to finishing off Liberalism, but it would be far preferable for you to start work on Printing Press.


We need Printing Press in order to get Scientific Method, while we can't count on any of the AIs to research it for us--but they might give us Compass and Optics, saving us valuable Flasks. We have only put Flasks into the Compass tech while we were waiting to generate a Great Person, with the hopes of getting a Great Scientist. If we didn't get the Great Scientist, we would have switched Science immediately to Education at the start of your turnset, researching the rest of it manually.


So, after researching Liberalism (I would strongly recommend to stop researching it with a TWO TURN margin in our real game, to avoid accidentally learning it and having to take a tech that isn't even on our Mass Media beeline, or at best Printing Press, if you've managed to trade for Machinery by then).


The HOPE is that around the time that you learn most of Liberalism (minus two turns' worth of it--you can still research it at a 0% Science Rate to delay for a couple of more turns, if needed), Zara will already know Machinery. He's researching it now.

Once he learns it, we'll trade him Civil Service, plus whatever Gold he wants... try to have 200 Gold saved up for around the time that he will learn Machinery (you have Espionage to tell you exactly when that will be, but plan for there to be a turn or two of variance from the number reported, as Zara keeps playing with his Science Slider), so that if he tries to learn Civil Service next, we won't have to trade him TOO much Gold just for not having had enough Gold at the time of him learning Machinery and thus making him value Civil Service less for having partially researched it himself.

If he somehow delays learning Machinery, you should pause play and consult with us as to what to do. We really don't have anything to offer Saladin, and while we COULD give Civil Service to Justinian, we should make it a team decision to do so, as Justinian could make far more (deadly) use out of Macemen than Zara could, and Justinian is still planning a war against one of us.


If, at the other extreme, you manage to get Machinery in trade from Zara early on, follow-up by learning Printing Press, and somehow manage to learn Printing Press during your turnset (DO NOT LIGHTBULB THIS TECH PLEASE), then stop play there and let us know about the tech trading situation. We might gain by trading for Compass, we might not, but certainly we should talk about the situation when it arises. If you don't want to talk about it at the time, then the default suggestion is to do your best to trade for Compass and Optics.

Technically, though, the decision to trade for Compass and Optics can be safely left until BLubz' turnset, since, ideally, we'll wait for a backwards AI like Isabella to get Compass, which will mean waiting for a long time to get it, at which point we can hope to get Optics from someone (Civil Service to Justinian? We won't have much else to offer at that point and by then, we'll be less worried about him getting Macemen.) Anyway, your main trade should be Machinery from Zara once he gets it, for Civil Service and around 200 Gold (hopefully slightly less Gold--ask him what he wants for Machinery, though, so that we don't end up giving him extra Gold).
 
Ferrying Units Around
Okay, I know, it's just a test saved game. Your focus was elsewhere. But, that doesn't stop us from discussing how to use the Galleys in the real game.


If we plan to meet Mehmed and declare war on him, we can use the eastern Galley to meet him. Otherwise, it will probably "sit tight," unless you can think of a better use for it, but since we currently have a Closed Borders policy with Zara, we can't really move that Galley to the west, so it doesn't really have anywhere else to go.


Confucianism in Sugar Daddy
We also need to get Confucianism over to Sugar Daddy. I saw that we built 2 units there but missed out on the Theocracy bonus. If we can get our western Galley moving towards there immediately, then we'll just need to find somewhere to build a Confucian Missionary in order to "spread the word" to Sugar Daddy. Preferably, you'll attempt to spread the Religion before whipping too much in Sugar Daddy, so as to have a higher population and thus a higher chance of successfully spreading the Religion.

Obviously, if spreading the Religion fails, you'll have to ferry another Confucian Missionary over to Sugar Daddy, and eventually, a Buddhist Missionary, but the Buddhist Missionary has a lower priority for being sent there than to some of our core Cities (like the University Cities).


Closed Borders with Zara
We want to keep our Borders Closed with Zara so that we'll get an Apostolic Palace voting option to Open Borders with all Confucian Members. That would mean that Toku and Zara would actually start trading Open Borders with each other, which is the result that we want to see happen.

Once this Open Borders with all Confucian Members deal kicks in, then we'll be free to send a Buddhist Missionary over to Ivory Towers.

I know that you weren't prioritizing Missionaries, but maybe we should be... it will be nice to be able to get the Buddhists on our side. We don't HAVE to switch for long, but we should expect to be ASKED to do so, and the sooner that we have this Religion spread around, the less of an impact meeting such a request will have on us.

I'm not sure that your "trick" about switching into Buddhism 6 turns prior to an Apostolic Palace vote will work or not, but even if it does work, since you won't have been able to massively spread Buddhism around by that point in your turnset, it'll probably just hurt us to do so.
 
Hi Irgy,

Would it be too much trouble for you to give us either the autosaves or manual saves for each of your first 5 turns? If you don't have them for all of those turns, then as many as you do have. You should be allowed to attach 3 files at a time to a message, but after uploading the first three, the interface lets you upload more files, up to a maximum of 10 files per message.

My hope would be to provide you with suggestions for optimizing the builds at the start of your turnset, as the part about whipping the Universities into Military units is relatively already decided, but we didn't really discuss as a team what you're supposed to do in the interim time period.

So if you don't have a PPP to provide at this time, I could at least take the saves, get a feel for what you're doing, and then provide some suggestions.

Sorry, I'd be happy to, but the saves are at home and I'm at work. I can tell you though that for this test at least everything kept building what it was building already. Most cities were in the middle of (often most of the way through) something so there's no sense stopping without a very good reason. There was only a few things that finished before the university+military whipfest, and in all cases I think I built either a Buddhist missionary or library->university.

If the right autosaves exist I can post them tonight, but probably by the time I would I'll have done a better run through anyway.

Research and Tech Trading
One of the first things that you should do is Lightbulb Education with the Great Scientist. Then, switch our tech to Liberalism, as it appears that you did.

Do not learn Compass if you can help it. It appears that you didn't do so until you were close to finishing off Liberalism, but it would be far preferable for you to start work on Printing Press.

Did all that, except for the part about Printing Press. This may be surprising, but I actually didn't know Scientific Method required Printing Press. Probably because I'm such a cottage lover that I always get Printing Press first anyway. Plus Scientific Method usually obsoletes at least something so I tend to put it off.

Printing Press next it is then, excellent I doubt I will finish it within the turn set, but I'll keep the rest of what you said in mind in case I do.

Ferrying Units Around
Okay, I know, it's just a test saved game. Your focus was elsewhere. But, that doesn't stop us from discussing how to use the Galleys in the real game.


If we plan to meet Mehmed and declare war on him, we can use the eastern Galley to meet him. Otherwise, it will probably "sit tight," unless you can think of a better use for it, but since we currently have a Closed Borders policy with Zara, we can't really move that Galley to the west, so it doesn't really have anywhere else to go.

I actually sent that galley out towards Mehmed, and it died to a barb galley (that attacked from the fog and was never seen).

Confucianism in Sugar Daddy
We also need to get Confucianism over to Sugar Daddy. I saw that we built 2 units there but missed out on the Theocracy bonus. If we can get our western Galley moving towards there immediately, then we'll just need to find somewhere to build a Confucian Missionary in order to "spread the word" to Sugar Daddy. Preferably, you'll attempt to spread the Religion before whipping too much in Sugar Daddy, so as to have a higher population and thus a higher chance of successfully spreading the Religion.

Obviously, if spreading the Religion fails, you'll have to ferry another Confucian Missionary over to Sugar Daddy, and eventually, a Buddhist Missionary, but the Buddhist Missionary has a lower priority for being sent there than to some of our core Cities (like the University Cities).

Sending a missionary is indeed a good idea. I can either replace a Buddhist one somewhere, or I can build one instead of a library in which ever city I decide to call the un-necessary 7th University city.

Closed Borders with Zara
We want to keep our Borders Closed with Zara so that we'll get an Apostolic Palace voting option to Open Borders with all Confucian Members. That would mean that Toku and Zara would actually start trading Open Borders with each other, which is the result that we want to see happen.

Once this Open Borders with all Confucian Members deal kicks in, then we'll be free to send a Buddhist Missionary over to Ivory Towers.

I only had open borders in the posted save because I had called specifically that AP resolution. Are we planning on using the 700AD resolution for war with Mehmed instead if possible, and for open borders otherwise?

I know that you weren't prioritizing Missionaries, but maybe we should be... it will be nice to be able to get the Buddhists on our side. We don't HAVE to switch for long, but we should expect to be ASKED to do so, and the sooner that we have this Religion spread around, the less of an impact meeting such a request will have on us.

I'm not sure that your "trick" about switching into Buddhism 6 turns prior to an Apostolic Palace vote will work or not, but even if it does work, since you won't have been able to massively spread Buddhism around by that point in your turnset, it'll probably just hurt us to do so.

I agree with prioritising missionaries. Actually they were the highest priority, at least in my mind, after the universities and of course the 5 military turns where we can't build them anyway.


Overall it sounds like I'll build nothing but what's building already, missionaries, universities, 5 turns of military, and the stuff in Dehli. That just leaves a handful of cities building nothing in particular, and most of them have very low hammer output and are just growing to work scientists.
 
Ok, I've run a more thorough test. I'll give a write up for it, that will hopefully turn into a PPP, in the morning - it's too late now. I've attached the saves though just in case anyone's especially keen to know what I'm up to sooner.
 

Attachments

OK, finally a new timezone, but the transfer took all my free time for a few weeks. I am totally out of the picture.

Can someone provide me a short status report of what is going on? Executive summary if possible (not novellas). :lol:
 
I can tell you though that for this test at least everything kept building what it was building already. Most cities were in the middle of (often most of the way through) something so there's no sense stopping without a very good reason.
Okay, I can probably come up with a few good reasons. I'll work through those first few turns with the idea of changing or not changing builds in mind and then get back to you.


If the right autosaves exist I can post them tonight, but probably by the time I would I'll have done a better run through anyway.
Sure, I can wait for the next round of your autosaves or for the PPP, whichever.


Did all that, except for the part about Printing Press. This may be surprising, but I actually didn't know Scientific Method required Printing Press. Probably because I'm such a cottage lover that I always get Printing Press first anyway. Plus Scientific Method usually obsoletes at least something so I tend to put it off.
We of course would have started on Printing Press by now if we could have, but it also has Machinery as its pre-req and we were delaying putting any more research into Education, since Mitchum had hit the Flask limit there for a Great Scientist--any more research into Education would not have overflowed but would just have been lost. So, there was no choice but to go for Compass. The hope is that the timing of Liberalism research, while using a couple of turns of Gold collection followed by a turn or two of research and then repeating with a couple of turns of Gold collection, etc, will hopefully allow you to "delay" until Machinery becomes available from Zara.

By researching Printing Press, we will get the bonus, as you mentioned, on Villages and Towns, which then makes all of our future research (slightly) cheaper... we only have a few Cottages, but at least most of them are matured.


There was only a few things that finished before the university+military whipfest, and in all cases I think I built either a Buddhist missionary or library->university.
There is certainly the opportunity to fit in the odd Confucian Temple here or there, since doing so is cheap (costing us 120 / 2.25 = 42 Hammers) and nets us +2 Hammers in the future EVEN ON TURNS WHERE WE HAVE TO SWITCH OUR STATE RELIGION. Plus, there's some nice Hammer overflow for the next build item, as we will get to whip 2 population points, while building the Temple itself "makes up for" the whipping unhappiness.

If there's any item that I'll have you inserting anywhere, it will probably be Confucian Temples, as they will quickly pay for themselves. An example that comes to mind is in Crabs, since it has currently grown to working an unimproved PFor square for 1F + 2H. Well, we can get the same 2 Hammers per turn from a Confucian Temple, the Culture from that building will actually be useful in that City, and then we won't be "losing" 1 Food per turn in terms of relative growth like we are by working the PFor square. In fact, since the other square that we are working is a 3F square, when we whip, we will have equal Food surplus per turn, equal Hammer output per turn, and growing new population will be faster (since smaller population Sizes require less Food for you to grow into).

Anyway, that's just one example where the math works out immediately in our favour--it will be more of a medium-term benefit in other Cities, instead of the immediate benefit in Crabs, if said other Cities are working improved squares that we whip the citizens away from.


I still want you to test out the Apostolic Palace resolutions so that you can get a feel for how they work--even most of my knowledge on the subject comes from reading things on the forums, such as the article that I linked earlier. So, in terms of sending a Galley to meet Mehmed, if we decide to do so, the best way to do so would be through AI territory, i.e. head up the east side of their continent. That way, you'd be walking mostly through Isabella's area and there really doesn't appear to be "room" for a Barb Galley to have spawned there betwen Isabella's and Mehmed's borders. If one exists there in the real game, so be it, we'll suck it up, but that's the safest path to meet him.

Plus, as far as we know, there is still vacant land and a Barb City on the west Coast, as that's the last info that Zara has to share with us. He may or may not even have borders on the west Coast, so you might even need to circle around to the far NW, then the far NE where we see one of his Cities' borders with the Great Wall's graphic, which would take an awfully long time compared to heading up the east (right side) of his continent... just in case you're not sure about east and west, I mean the side of their continent where Madrid and Barcelona are located (both in the real game and in the test saved game, thanks to having renamed Huayna's Cities to reflect the real game's City names).


Sending a missionary is indeed a good idea. I can either replace a Buddhist one somewhere, or I can build one instead of a library in which ever city I decide to call the un-necessary 7th University city.
That, or we could try and sneak in another Missionary to be whipped somewhere.

I think that I'm really going to push for us to switch into Slavery on the second turn of your turnset, so that minimally we can whip a Forge in Delhi that we started on the first turn and so that we can whip a Confucian Temple in Crabs that we started on the first turn. Those Cities will see immediate benefit from whipping, while other Cities might want to wait until their Foodboxes are almost full before we whip in them.


I only had open borders in the posted save because I had called specifically that AP resolution. Are we planning on using the 700AD resolution for war with Mehmed instead if possible, and for open borders otherwise?
Ideally, we would get Toku to join us in our war against Mehmed. If that vote doesn't come up, then our second best bet is to have him and Zara Open Borders with each other.

Now, here's where the interesting part comes in: you will want to keep Borders Closed with Zara unless an Apostolic Palace vote opens them for us. Then, 10 turns after that vote succeeds, you'll want to MANUALLY CANCEL Open Borders with Zara. Until Toku is up to Cautious with Zara, we shouldn't maintain Open Borders with Zara.


Trading Wheat with Zara
On top of that, I would recommend that we trade our Wheat to Zara for 2 GPT, which you can do in the real game and the test saved game.

What you will ALSO need to do is update the test saved game's Attitude level between Pacal (our make-believe Toku) and Zara. This change will be in addition to all of the other changes that I've suggested that you make to the test saved game. You're the UP player now, so hopefully you can make these changes. I've tried to walk you through them, so it's just a matter of putting in the short amount of time to do so.

Specifically, enter the World Builder and then click on the bottom right icon, Diplomacy Mode. Ensure that Zara Yacob is selected in the drop-down list on the left, which appears under the "Diplomacy" tab. Next, scroll the scrollbar over to the right and find the entry for Pacal II. Then, right click on the scrollbar that appears between the numbers -100 and 100. In the context-menu that appears when you right-click, select the "Line Left" option. Do so twice, then click on the exit button. For me, the "value" below the -100 to 100 scroll bar incorrectly updates, but that could just be a refresh issue due to me using Low Graphics Settings or it could be a bug. Either way, ignore what that number says, as you've just decreased Pacal's attitude towards Zara.

I had already done so previously, but unfortunately, Pacal, unlike Toku, has Hereditary Rule as a favourite Civic, so he began liking Zara in our test saved game.

Don't forget to save this change as part of your "new master test saved game," along with all of the other changes that I previously suggested, so that you won't have to repeat this work. If you can incorporate all of the changes, then I wouldn't mind seeing you upload a copy.

Anyway, the point of doing so is to give us "just that much more testing" of a whiny AI... to see if they will ask us to Cancel Deals with an AI like Zara with whom we only have uncancellable deals.

If you trade the Wheat to Zara for 2 GPT during your test saved games and find out that Pacal asks us to cancel deals while we have an "uncancellable deal" with Zara, then we'll have to avoid running this deal in the real game.

Otherwise, you'll have to plan in your PPP to cancel and renegotiate the Wheat deal 10 turns after you initiate it. If the GPT is gone at that point, then just monitor the situation for a few turns until some GPT is available and then remake the trade. Doing so should allow us to keep our +2 Supplied us with Resources bonus with Zara while having the smallest possible chance of angering Toku, other than completely breaking off all trade with Zara.


I agree with prioritising missionaries. Actually they were the highest priority, at least in my mind, after the universities and of course the 5 military turns where we can't build them anyway.
Confucian Temples may even come first, as we'll see immediate payoff in terms of bonus Hammers and also in terms of bonus Flasks very soon, too (that's one of the reasons why we're building the University of Sankore ;)).


Overall it sounds like I'll build nothing but what's building already
I can already question at least one more build:
Since we'll switch into Military Civics soon, we can definitely delay production of the Longbowman in Bedrock. I saw that you'd fortified him there, so obviously he hadn't been needed elsewhere for City Police Happiness reasons, and thus we should safely be able to delay building him until we can get the Police State, Vassalage, and Theocracy bonuses for him.


and are just growing to work scientists.
Arguably, we won't be running Confucianism forever, but for now, while we are running it (since we need to be for our Apostolic Palace resolutions to have a chance of working), I would argue that building Confucian Temples and eventually Confucian Monastaries, followed possibly by Buddhist Temples and Buddhist Monastaries, can get us Hammers and Flasks while our Cities are still in the midst of being Farms. Each Monastary's +10% to Research Monastary would increase the value of Scientists hired in the future.

There of course needs to be a balance between going "whip-crazy" and being able to run Scientists every once and a while, but minimally, most Cities should be able to justify getting Confucian Temples. We MIGHT even see value from whipping Universities a bit early IF you can whip at a time where a Foodbox is almost full, followed by overflowing into Confucian Temples. Then, the Confucain Temples can be whipped on the turn where we whip Hammer overflow into Military Units, for any City that managed to get their University built early in this manner. A better alternative, if we can grow back to Size 6 in time to whip the Universities, would be to immediately build Confucian Temples in those Cities, whip them when their Foodbox values are almost full, then still leave the Cities time to regrow to Size 6 for the scheduled mass-whipping of Universities.

So, hopefully these ideas will give you some ways of planning how to get the most of our Cities and their build orders.
 
OK, finally a new timezone, but the transfer took all my free time for a few weeks. I am totally out of the picture.

Can someone provide me a short status report of what is going on? Executive summary if possible (not novellas). :lol:
Summary

Team Status
I played 30 turns and after that we've decided to go with approximately 20-turn turnsets. Mitchum came after me and now Irgy is up. After that, it'll be BLubz, UT, and then hopefully you. You could probably negotiate to switch with either BLubz or UT, if you wanted to do so.

Tech
We've learned Metal Casting in trade and hope to soon get Machinery in trade. Those techs are "on the way" to both Printing Press and Astronomy, which are two techs that we need for Scientific Method, which is a tech that we absolutely must research on our way to Mass Media.


Great People
We generated a Great Engineer and then a Great Scientist.

The Great Engineer is being saved for the UN. The Great Scientist is about to finish off Education for us, giving us the maximum value that he can provide in Flasks.


Religions and Diplo
We're currently running Confucianism, which is probably the only thing keeping Zara from attacking us and capturing our border Cities, since we get +7 Relations for Shared Religion with him and we've had to forego the Open Borders positive Diplo relations to Zara in favour of not trading with Zara.

If we trade with Zara, we risk Toku, who treats Zara as his Worst Enemy, getting whiny. Toku is one of the AIs that will hate you a LOT if you refuse to stop trading with someone based on his request, and that level of hatred will probably not disappear before the end of the game. So, it is a very high profile issue for us at the moment.

Our hope is to "fix" the relationship between Toku and Zara using the Open Borders resolution of the Apostolic Palace. For that resolution to work, we must have Closed Borders with Zara, so that we can get the option to "Open Borders with another Full Member" voting option. We must also be running Confucianism for that voting option to appear and still be running it for the next couple of turns to prevent the voting option from being cancelled before it passes. Once that voting option passes, Toku and Zara will be forced into an Open Borders agreement, since Toku is a Voting Member (but not a Full Member). You can read up on the Apostolic Palace by searching the forum, looking in the war Academy, or better yet, searching this thread for my messages on the subject and you'll find a good link about the Apostolic Palace that I previously provided.

The problem is that Open Borders takes a while (25 turns, I think, but don't quote me on that) for a +1 Diplo modifer to appear. So, until that modifier appears (and maybe we'll need to see a +2), Toku will treat Zara as his Worst Enemy and we'll have to keep cancelling our Open Borders deal with Zara. This fact will be a good thing, anyway, as Toku might just choose to cancel HIS Open Borders deal with Zara, too, so then we'd keep getting the Apostolic Palace voting option to appear to keep forcing the Open Borders agreement down Toku's throat over and over again.

We really want Toku's vote at the end, since he's currently the largest AI, so that's why I'm spending so much time talking about this issue--this issue IS POTENTIALLY A MAKE IT OR BREAK IT ISSUE for us winning on the first Diplo vote.


Other AIs aren't really angry at us for not running Buddhism, which is great, but we may get asked to switch into that Religion at any time, and we may either have to do so and switch back into Confucianism 5 turns later or else turn down the request, depending upon when the request comes in relative to the timing of when an Apostolic Palace voting options selection screen comes up, as well as for the couple of turns after such a votion options selection screen comes up. We HAVE to be running Confucianism when the Apostolic Palace voting options selection screen comes up, as well as for the couple of turns between the selection screen and the voting results appear, as otherwise we won't see the voting options that we want to select or else the voting option would get cancelled by us switching out of Confucianism before the vote passes.


Wonders
We've built:
The Hagia Sophia
The Great Library
The Parthenon
The Apostolic Palace
The National Epic

We will build in this next turnset (Irgy's turnset):
The University of Sankore
Oxford University

Yes, we are Wonder Lovers and are proud of it.


Missionary Spreading
We've successfully spread Confucianism to almost all of our Cities.

We've snagged Buddhism and have begun to spread it around, as well. However, we're also trying to build 6 Universities so that we can "unlock" Oxford University, thus this conflict of what to build is delaying our ability to build a lot of Confucian Religious buildings (which would get us +2 Hammers per City per building) and our ability to build a lot of Missionaries (both Confucian and Buddhist). That is one of Irgy's current challenges--balancing the fact that we need to grow Cities to be able to whip our Universities against being able to sneak in these other build items, where possible.
 
Dhoom's Magic: Concentrating on squeezing the most Value out of our Civics in a short time period, so that we can justify switching between Civics more often
In the following screenshots, you'll see how we can very easily justify switching out of Caste System and into Slavery.


Up until now, we've needed Caste System in Delhi to get us a Great Person ASAP. Currently, with us switching the Scientist Specialists in Delhi into Miners, the only City that is using Caste System is Grt Person Farm. As you'll see, it is barely making use of the Civic, as it is only running 1 extra Scientist Specialist as a result of running Caste System, as seen here:
Spoiler :
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With a little bit of hand-waving trickery, we can hire 5 additional Scientist Specialists now, so that starting on the next turn, for 5 turns, we can justify working 1 less Scientist Specialist than we were working, coming out with nearly the equivalent number of GPP. See this screenshot to understand what I mean:
Spoiler :
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Note that I said "nearly" because after 3 turns at the current rate of growth, we'd have 1 more citizen that could have otherwise become a Scientist.

Still, it is clear that we aren't optimally using Caste System to its fullest potential here. To make the best use out of our Spiritual Trait plus the Caste System Civic, we would use Caste System in short bursts with many Scientists hired, then run Slavery at other times. Note that as I demonstrated, we should still run our Food squares that provide us with more than 3 Food each in Grt Person Farm, whenever we run Caste System, to get the most efficient results out of such a scheme.


Also, watch what we can do in Crabs. We can go from working an unimproved square:
Spoiler :
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to working an improved square for a turn:
Spoiler :
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On the following turn, once we switch from Caste System to Slavery, we can whip the Confucian Temple when we have an almost-full Foodbox for optimum whipping timing. Further, doing so would allow us to give back the GIrr square back to Grt Person Farm, which will need to work it due to no longer being in Caste System.


Unfortunately, we no longer have a Worker near Grt Person Farm building Farms for us, so we cannot justify keeping around this excess population for long. Since we are near our happiness cap, we'll likely switch to building a Forge on the first turn and then whip it on the next turn. That will give us some of the Happiness that we are lacking and will keep us from working inferior squares. Of course, it also means that Grt Person Farm won't immediately need the GIrr square that Crabs stole from it, but the point of trading that square was more for Crabs' benefit, which we will still obtain.

Note that I just used the existing test saved game where we don't have Metal Casting for my screenshot--I am still hoping that Irgy will upload an updated test saved game of the first turn--which is why I didn't select a Forge in the screenshot). Obviously, we'd switch from researching Compass, too... the point was only to show you how we can make optimal use out of Civics by concentrating on the value that they provide during a short time period. The alternative is not to get nearly as much use out of Slavery, essentially "spreading out" Caste System's value over a longer time period, such as by working 1 extra Scientist Specialist per turn for a good number of turns.
 

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Hi Havr, first off is nice to see news from you now tha you're in that barbarian land :p.

If you think you can catch up with the game, you can play after Irgy and me, so UT will have more time to catch up, since he will back from his Roman vacations the day i'll (hopefully) post my save.

Please confirm, so i can adjust the roster.
We're on a tight schedule, with mandatory dates for the saves. You was right, we risk to not finish on time, but we can do with some effort.

I've seen Dhoom already posted a comprehensive report of our achievements and of our immediate plans.
He's putting a great effort on this game, i hope we will be awarded for this :goodjob:

He is already, with our appreciation, but i can bet he's looking for more...

OK, let's wait Irgy's plan, then i'll start work on the tests.
 
Comments for Irgy
Okay, Irgy, I've spent a lot of time going over the saved games that you've uploaded. Please accept the following feedback. The suggestions that I present are in no way meant to offend you, so please do not interpret any sort of offense into my words. My goals in giving you this feedback are to try to help you and to share my knowledge with you.

Hopefully, armed with this info, you'll be able to put together a PPP that won't need too many rounds of reviews.


Some overall suggestions for the Workers of things that I think they are better off NOT doing. Please note that these comments are based off of your FIRST uploaded T232 (870 AD) test saved game, so you may have already decided not to do these things, but I will include them for completeness and will explain the reasoning behind these points, so that you can make more-informed decisions yourself:
1. I suggest that we DO NOT pre-chop the Tundra Forest 1SE of Riverdale. That way, if Zara manages to Culturally steal the square for a turn, he won't be able to chop it within a turn or two himself. For the same reason, we wouldn't want to put a Road on that square. The point is that if we do lose it to Zara's Culture, the more turns that it will take for Zara to chop it, the longer of a buffer time that we'll have to Culturally-steal the square back, such as temporarily running some Artist Specialists. Since we won't need to chop this square for a long time and since we have other squares that require Worker improvements, let's do something else instead.

2. I noticed that the Ice Iron in the south, by Whales, got Roaded. Perhaps it was from an automated Worker, which is one strong reason to avoid automating all of our Workers, as they will immediately rush to do tasks like this one that we do not want them to do. If we hook up a second source of Iron, Horse, or Ivory, an AI will Demand it. Likely, it will be the very AI that we do not want to have this Resource who will demand it. Thus, given the precarious nature of our game (4 AIs at war or who are planning a war, with a 5th one--Saladin--easily bribed by another AI into joining their war), we do not want to risk the possibility of such an AI using said Resource against us.

3. There are a few more Roads that we really have no use for, especially around Crabs, while not every other square that we want to be improved is improved. Again, it might just be from automating the Workers, but here is one example of overkill that I hope you can see my point about: Relative to the GPig, we have 3 Roads, of which we can at most make use out of 2 of them: 1SW of the GPig (Grassland--1NW of Grt Person Farm), 1W of the GPig (2E of Crabs), and 1NW of the GPig (the Riverless Flood Plains square). We certainly don't need a Road on the Grassland square 1W of the GPig (2E of Crabs), so those Worker actions can be potentially put to better use elsewhere.

4. On your last turn, if you aren't sure about what a Worker should do and he isn't already in the middle of doing something, kindly try not to start a new action, so that the next UP player has the flexibility to use the Worker in a different way that might lead to some overall empire efficiency. Failing that, where all Workers are busy, try to leave at least one unit "active" with movement points available, so that at the start of the next player's turnset, they can change Civics, build items, etc, as required, without accidentally advancing the turn easily by pressing the Enter key. As it stands with this saved game, if I were the next player, all that I would need to do is accidentally press the Enter key and I would miss out on being able to make further changes on T232 (870 AD).

5. I noticed that Worker 6 just finished Farming a Plains square by Crabs, but Crabs has hired several Scientist Specialists and isn't even making use of all of its 3Food squares. I'd rather see us Farm a Grassland square elsewhere, which would increase the number of Specialists that we could hire and increase the growth rate in said City before we started on irrigating Plains squares.

6. I noticed that the PRiv square 1S of Riverdale got Farmed. We won't quite need to make use of this square until after your turnset. So, if you delay Farming it (i.e. leave that task for a future turnset), we'll have a greater chance to grow a Forest there. In the next player's turnset, they can begin by hiring Scientists (or maybe even Artists) in Riverdale. As for the Artist Specialist idea, although it won't affect your turnset, since I brought up the issue, I'll elaborate now that we do need 4 "random" Great People at the end, so a Great Artist isn't a bad Great Person to get, and Cultural points are useful in that City. In fact, if we find ourselves with too many Great People, then Great Artists are our best friends, as they can help to Lightbulb either Radio or Mass Media, the last two techs that we need to research and the same two techs that Great Scientists CANNOT HELP US to research.


Updating the Test Saved Game
I'll tell you what: if you can update the test saved game to include all of the suggestions that I gave before, including up-to-date techs for each of the AIs' Research, re-adding the Confucian Holy City, giving us Metal Casting, reducing Pacal II's attitude towards Zara by -2 so that it is at an Annoyed level, and even updating which AI got which Wonder (basically, I think all that means is put the Shwedagon Paya in one of Pacal II's Cities, using the World Builder--preferably a City that has a Japanese name, so that it will be a City that won't get deleted later); then I'll take your updated test saved game and throw in a bunch of Signs like I did for the real game, so that it will be easy to remember where not to put a Road (only put a Road where a Road sign exists, for example), where to chop or not chop, etc.


Some comments about your latest series of test saved games (the ones in the .zip file):

Comments based on the T211 (565 AD) saved game
It will be more efficient for us to whip the Forge in Delhi on T210 than on T211, so we would be best off switching into Slavery and whipping there on T210.

Bedrock really could have afforded to switch to building a building instead of a Longbowman on T209. In fact, since in your T211 saved game, you have Bedrock working an unimproved square, I would say that we'll want to whip that population point away before we have to work an unimproved square. So, on T209, I'd suggest that we queue up: Confucian Temple, University, Longbowman, in that order. On T210, you'd whip the Confucian Temple into the University, still being able to grow back to Size 6 in time to whip the University, while benefitting from the extra Hammers from the Confucian Temple.

As of T211 (565 AD), EDIT: in Wheaties, if we switch one of the PH Mines to a PIrr square, we'll grow in 5 turns instead of in 8 turns, while the Library will take 7 turns to complete instead of 6 turns to complete. There's still going to be a bit too much Food there, so if you plan things out correctly by swapping a PH Mine to a PIrr square a couple of turns later, you might be able to grow to Size 6 a bit early, while putting as many Hammers as possible into the Library. The hope would be to be able to speed up the time of when we can whip our University here by somewhere between 2 and 3 turns. If this City will be our last City to be ready to whip the University, then that savings in the number of turns will have an empire-wide effect. Presumably, if we are able to manually complete the Library while still at Size 5, then get some Hammers on the last turn of being at Size 5, then be able to whip as soon as we grow to Size 6, we'll have maximized the efficiency in this City.

On T211, I noticed that a Priest got hired in Grt Person Farm. We'd rather generate a Great Scientist here, right? I'd be tempted to instead build a Forge, like I mentioned in my last message, on T209 and whip it on T210, so that we aren't running non-Scientist-Specialists in Grt Person Farm and so that we can increase our Happiness cap, and so that we can gain 2 Hammers per turn (PCow + City Center = 4 Hammers; 2 Confucian Buildings = 4 Hammers; 4 + 4 Hammers = 8 Base Hammers * 25% Forge = 2 additional Hammers per turn from the Forge for every turn that we work the PCow in the future, at least until Scientific Method comes in). After that, sure, go ahead and start building Buddhist Missionaries at an even faster rate of production.

On T211, I see that Three Clams is working a Coast square when there is a shiny, new GIrr square that was just farmed SW + S of the City. The GIrr square "belongs" to Risaia right now, which is why you might not have noticed it, but Risaia is stagnant at Size 3 while building a Settler, so it has no use for this square yet. Since there is still an unimproved Flood Plains square at Risaia, the only reason that I can see Mitchum putting a Farm on the GIrr square SW + S of Three Clams before Farming the Flood Plains square is so that Three Clams would be able to make use of this GIrr square.


Comments based on the T216 (640 AD) saved game
On T216 (640 AD), I notice that Silverado is still building a Library and is about to grow to Size 8. Sometime before now, we could have whipped the Library and also have been able to whip the Univerisity before now. Similar to our attempt to speed up the completion of a University in Wheaties, we could have completed a University in Silverado even sooner. To be honest, as soon as you find that you are able to whip the Library for 1 population point in this City, you should do so. It won't be the ideal time for this City to whip, but honestly, you would then be able to whip the Univeristy 2 turns later, which, if doing so would speed up the timing of starting on Oxford University, would be worth this minor whipping inefficiency.

On T216 (640 AD), I see that Sugar Daddy is about to complete the Lighthouse while it still won't have Confucianism. Therefore, back on T211, when we were working an unimproved Coast square (essentially, as soon as the City grows to Size 4), I would recommend that we would whip the Lighthouse. I considered the idea of waiting to whip the Lighthouse, in order to get the Org Rel bonus on it, but since we'll manually complete it anyway before getting that bonus, we might as well whip Sugar Daddy as soon as it turns to Size 4 on T210. There's yet another reason to switch into Slavery on T210.

On T215, we should have whipped the Granary in Goldfish, as we really need to whip out some Cultural buildings there ASAP and getting that Granary on T215 is the way to do so. ALSO, with some micromanagement on your part, you can gain us some extra Food in Goldfish. Specifically, on T215, after whipping the Granary, work a DesH Gold square for one turn. Then, on T216, be sure to switch back to working the Fish square. We will gain 5 free food by doing so, which we lose by not working the Fish for one turn, so the next result is whatever gain we get in Hammers and Commerce from the Gold square, meaning that the total gain is 2 Hammers + 7 Commerce minus 2 Commerce from the Fish, for a total of 2 Hammers and 5 Commerce gained just by being extra vigilant with this micromanagement. Please do not forget to switch back to working the Fish on T216. Once we have a plan in place, if you want, you can periodically save the game and upload it to the server mid-turnset. That way, I can help you by quickly scanning our empire for any little details like this that you may have forgotten about, such as returning to working the Fish in Goldfish on T216. After the Granary, I'd suggest that we have Goldfish build a Confucian Temple.


Comments based on the T223 (745 AD) saved game
On T223 (745 AD), I see that we didn't build a Confucian Monastary yet and only built our University at the last minute. I'd still advocate building:
T209 Forge, T210 whip the Forge, T211 overflow in the University of Sankore, T212 Confucian Monastary, T213 whip the confucian Monastary, T214 overflow into the University of Sankore, T2XX (but not as soon as T215--much later) build the "regular" University and whip it on the following turn, perhaps before completing the University of Sankore.

On T223, I see that Crabs is working an unimproved square (a PFor square). Either we should have built less Roads and more Farms or we should have followed my suggestion to whip an early Confucian Temple here, which would buy you more time to build Farms (but I'd still push for Farms before Roads when we are within a citizen of needing to work a Farm like we will be here, even if we whip the Confucian Temple earlier on).

On T223, Three Clams has 1 unhappy person. While the Longbowman that gets produced there will help, it might have worked out to have whipped a Confucian Temple into the University--I'm not sure--I'd have to try it out to be certain, but since we've already grown back to Size 7, there was probably an opportunity to have whipped a Confucian Temple, preferably while we were still in Organized Religion, and also hopefully without ruining the timing of whipping the University. It's tough for me to check when I'm just looking at the T233 test saved game, so hopefully you can check for us.

On T223, I see that we are working the Clam in Ivory Towers. I wonder--could it have been better to have been building a Granary all of this time, starting from T209? Well, let's see... we were working the Fish plus the Ivory, and the City Centre gives us 4 Hammers, which means that the Org Rel bonus would have given us 5 Hammers per turn into a Granary and only 4 Hammers per turn into a Work Boat. Since the Worker will have a Mine prepared in time for the 3rd citizen to work, I would suggest that on T209, we build a Granary in Ivory Towers. On the first turn of Police State, we can switch to building the Work Boat and whip it, in order to get the 25% production bonus on the Work Boat, while still being able to put a Fishing net on the Clam within a reasonable time frame. Sound good?


Comments based on the T226 (790 AD) saved game
On T226 (790 AD), I see that we still do not have Confucianism spread in Sugar Daddy, meaning that we can't build the extremely-useful Confucian Temple and Confucian Monastary before building a Forge. Do you think that there is a chance of getting Confucianism here a bit earlier? For example, can you aim to get Confucianism spread here before the Longbowman gets built, so that it will benefit from Theocracy's bonus experience, while the overflow Hammers from the Longbowman will be able to benefit from Organized Religion?

On T226, I see that Bedrock is set to build a Galley. Well, we just finished switching out of our Military Civics, so it's a bit too late to build it, don't you think? You could also argue that it is a bit too early to build it, if we plan to switch into the Military Civics again shortly in the future. Of course, comments like this one may not have much of an impact if earlier comments cause you to change your build order in this City.

On T226, I see that we are starting a Forge in Wheaties. While the Forge WILL net us 3 bonus Hammers per turn, if we don't whip it, it will take us 11 turns to build. Compare that to 4 turns to build the Confucian Temple. So, if we first build the Confucian Temple, we will get 11 - 4 = 7 more turns of 2 bonus Hammers, or 14 bonus Hammers, which would take 14 turns of having the Forge for 3 bonus Hammers to make up for. Now, to be fair, we have to factor in the 25% Hammer bonus from the Forge.

I think that even in a heavy-Hammer City like Wheaties, we should build the Confucian Temple before the Forge. Now, here's the interesting part: this analysis works because we are building the buildings over time. HOWEVER, if you have a City that is large enough to whip a Forge on Turn #2 (Wheaties is not large enough to do so) AND if you plan to subsequently whip the Confucian Temple and Confucian Monastary, then building the Forge first would come out ahead, as you'd build all 3 buildings within a short period of time, while by whipping, you'd get a big bonus due to having the Forge, but since we'd only be using up a few turns, we wouldn't get that many extra turns of +2 Hammers from the Confucian buildings. So, the rule of thumb is that we should build the Confucian Buildings first (Temple then Monastary), followed by the Forge, UNLESS we are going to whip the Forge and at least one of those buildings, in which case we should build the Forge first.

On T226, Risaia is back to building a Library, after having built a Longbowman. We're not making enough Commerce here to justify building our Confucian Buildings plus Forge before building a Library. So, since the City isn't really large enough to whip a Forge YET, and since it also seems that we slipped out of Slavery, we should put a Confucian Temple here and even take the Library right out of the build queue, so that you don't accidentally start building it once the Confucian Temple is done.

On T226, Crabs is building a Forge. Hopefully, by now, we've built a Confucian Temple. Technically, since the City hardly makes any Hammers, it could use a Confucian Monastary before building a Forge, but we have Happienss issues, so a Forge it will have to be. Indeed, I wonder if we could have whipped less here for 1 population point at a time, preferably whipping our Missionaries for 2 population points at a time. What that will PROBABLY mean is that after whipping a Confucian Temple on T211, we should let the City Centre's Hammer plus the 2 Hammers from the Confucian Temple get used to complete the Buddhist Missionary manually, rather than whipping it for 1 population point. Essentially, that would mean something like:
T209 build a Confucian Temple, T210 whip the Confucian Temple, T211 overflow the Hammers into the Buddhist Missionary, T212 switch to building a Confucian Monastary, T215 the Buddhist Missionary is completed while we are at Size 4 with 2 turns to grow until Size 5 and we start to build a Confucian Monastary, T216 whip the Confucian Monastary

On T226, the same order of building Confucian Buildings before a Forge that I talked about for Wheaties should apply here, since we are unlikely to whip a Forge followed by whipping Confucian buildings, since our Lake squares are probably more powerful if we work them instead of whipping away the citizens that will work them. Pretty much in any City where we aren't going to be whipping a Forge, we should build our Confucian Buildings before the Forge (and if on T226 790 AD we are going to switch into Caste System like you did in the test game, there will be nowhere that we can whip a Forge soon enough to justify building it before building the Confucian Buildings).

On T226, I'd even build any remaining Confucian Buildings before starting on a Lighthouse, since we even more desperately need Cultural output here than we do +1 Food on the Fish. Consider that if Saladin uses a Culture Bomb or if his Cultural expansion is faster than Isabella's (I set totally arbitrary Culture values for the AIs' Cities in our test svaed game, so this situation is very possible), then having +1 Food per water square won't help us if we don't have the Cultural pressure to maintain control of the Fish Resource itself. Food (seafood) for thought. Darn, now I want to go out and eat sushi...

On T226, we still don't have Confucianism in Mystic. Is it possible to spread it here before now, so that we can whip the Granary on T226 to make use of the Org Rel bonus? Is T226 a fair enough date to be able to get one such Missionary spread here by?


Comments based on the T232 (870 AD) saved game
On T232 (870 AD), I see that Silverado has paused building its Forge in favour of building a Buddhist Missionary. While I would have had you building at least a Confucian Temple in place of the Forge, I would also say that if your goal is to get Buddhism spread ASAP, wouldn't it make sense to immediately begin working on a Buddhist Missionary on T226 (790 AD), instead of partially completing a Forge that will not add any value to our Civ if it just sits there to rot? You could argue that you might WHIP the Forge, and thus you want SOME Hammers to be invested into it, but if that's the plan, then we should just capture the overflow Hammers into the Forge on T226 and then immediately start work on the Buddhist Missionary. However, I'd advocate for a middle-of-the-Road approach, which has us start on a Confucian Temple on T226 and then build a Buddhist Missionary next, so that we'll get SOME extra Hammers from a building (the Confucian Temple) without delaying building a Buddhist Missionary for TOO long of a time period. A similar argument could be made for Wheaties, which is suffering from the same scenario: a partially-completed Forge and is building a Buddhist Missionary, although, as for Silverado, I think that building a Confucian Temple instead of a Forge on T226, followed by building a Buddhist Missionary will give us the best of both worlds.


Other, overall thoughts
Another possibility for Missionary-spreading is to build one out of the list of Missionaries: a Christian, Taoist, Jewish, or Hindu Missionary. Then, it could be used to spread in Crabs, which looks like it would be due for another Temple around the time of the end of your turnset. There's no RUSH to get such a Missionary out, but if you can fit one in somewhere in place of a Buddhist Missionary, it would be my recommendation to do so.

Another thought: since we are sticking with Organized Religion in our Civic Switch on T226 (which may actually happen earlier in time if you manage to leverage my suggestions about speeding up Wheaties and Silverado into getting us our Universities Whipped sooner), perhaps it makes sense to stick with Slavery for that post-Military-Civics-switching time. That way, we could probably whip out a couple of more Missionaries (where we are building them in Cities that don't have a Monastary) and/or whip out a few more buildings, followed by switching into both Caste System AND Pacifism at the same time, allowing us to really make use of the extra Specialists' GPP to the maximum extent possible.
 
Since those things can happen, i usually use notepad to write my long posts or any text editor, like MS Word. Then i select all (Ctrl+5) and copy/paste in the post, adding images and anything.
You can also "select all" using Ctrl + a, with the letter "a" standing for "all." Of course, "all" might start with a different letter in Italian...
The point being that this shortcut combo is far more portable, in that many applications use it, far more than use Ctrl + 5.

For example, if you forgot to use a text editor or you just didn't bother to do so, then before you click on the Submit Reply button, you can put your cursor in the typing area's text field and press Ctrl + a, which should highlight all of the text, then press Ctrl + c. Doing so would copy all of the text into your Copy & Paste buffer. As long as you don't "copy over" that buffer, say, by copying and pasting your password into the password field when the next screen asks you to login (say, if your login has expired), then if the next screen fails with a token error, at least you'll still be able to "paste" your text into a text editor or simply directly into another Message.
 
Well, good news and bad news. The bad news is I've got a sick baby who's coughing and spluttering and throwing up everywhere. The good news is I've got the day off as a result, so I'll get a lot more done on this than I might have.

Or maybe not. I've now been up for three hours, and have done nothing but reply to this message. I haven't even read all of your other posts yet, or done anything else at all this morning (except write one short reply in the demogame thread before I started). Sick grumpy baby is keeping me a little busy.

Comments for Irgy
Okay, Irgy, I've spent a lot of time going over the saved games that you've uploaded. Please accept the following feedback. The suggestions that I present are in no way meant to offend you, so please do not interpret any sort of offense into my words. My goals in giving you this feedback are to try to help you and to share my knowledge with you.

Hopefully, armed with this info, you'll be able to put together a PPP that won't need too many rounds of reviews.

Don't worry about offending me, I enjoy well intended criticism. Thanks for your efforts, sorry there wasn't a more detailed write-up for you.

1. I suggest that we DO NOT pre-chop the Tundra Forest 1SE of Riverdale. That way, if Zara manages to Culturally steal the square for a turn, he won't be able to chop it within a turn or two himself. For the same reason, we wouldn't want to put a Road on that square. The point is that if we do lose it to Zara's Culture, the more turns that it will take for Zara to chop it, the longer of a buffer time that we'll have to Culturally-steal the square back, such as temporarily running some Artist Specialists. Since we won't need to chop this square for a long time and since we have other squares that require Worker improvements, let's do something else instead.

Well, I nailed this one, mostly because I couldn't see the point of pre-chopping nor roading it, not because I saw all the reasons you mentioned.

2. I noticed that the Ice Iron in the south, by Whales, got Roaded. Perhaps it was from an automated Worker, which is one strong reason to avoid automating all of our Workers, as they will immediately rush to do tasks like this one that we do not want them to do. If we hook up a second source of Iron, Horse, or Ivory, an AI will Demand it. Likely, it will be the very AI that we do not want to have this Resource who will demand it. Thus, given the precarious nature of our game (4 AIs at war or who are planning a war, with a 5th one--Saladin--easily bribed by another AI into joining their war), we do not want to risk the possibility of such an AI using said Resource against us.

I never automate workers, I just don't trust them. But I might have been on autopilot myself. I thought it was the only iron resource though, not the second? Where's the other one? I'll be more careful about this in the future though. It's easy enough to check which resources we have access to in the capital's city window.

Interestingly, I went out of my way to avoid roading the horse, which now that I think about it is the only horse resource (I think? Easy enough to check) as well.

3. There are a few more Roads that we really have no use for, especially around Crabs, while not every other square that we want to be improved is improved. Again, it might just be from automating the Workers, but here is one example of overkill that I hope you can see my point about: Relative to the GPig, we have 3 Roads, of which we can at most make use out of 2 of them: 1SW of the GPig (Grassland--1NW of Grt Person Farm), 1W of the GPig (2E of Crabs), and 1NW of the GPig (the Riverless Flood Plains square). We certainly don't need a Road on the Grassland square 1W of the GPig (2E of Crabs), so those Worker actions can be potentially put to better use elsewhere.

I went road crazy at one point, for the sole reason that I thought all of the tiles we wanted to improve were either improved already, or were easily going to be improved well before they might be worked. In fact, from T222 onwards I stopped writing down the worker moves, because I was of the view they were no longer important. So the issue is not the excess of roads, but what tiles we should have been improving that I missed.

4. On your last turn, if you aren't sure about what a Worker should do and he isn't already in the middle of doing something, kindly try not to start a new action, so that the next UP player has the flexibility to use the Worker in a different way that might lead to some overall empire efficiency. Failing that, where all Workers are busy, try to leave at least one unit "active" with movement points available, so that at the start of the next player's turnset, they can change Civics, build items, etc, as required, without accidentally advancing the turn easily by pressing the Enter key. As it stands with this saved game, if I were the next player, all that I would need to do is accidentally press the Enter key and I would miss out on being able to make further changes on T232 (870 AD).

Sure. I wasn't really worrying about that sort of thing for the test game, but you're right that it's something I should be aware of (and the test game would work well enough as practise for that).

5. I noticed that Worker 6 just finished Farming a Plains square by Crabs, but Crabs has hired several Scientist Specialists and isn't even making use of all of its 3Food squares. I'd rather see us Farm a Grassland square elsewhere, which would increase the number of Specialists that we could hire and increase the growth rate in said City before we started on irrigating Plains squares.

6. I noticed that the PRiv square 1S of Riverdale got Farmed. We won't quite need to make use of this square until after your turnset. So, if you delay Farming it (i.e. leave that task for a future turnset), we'll have a greater chance to grow a Forest there. In the next player's turnset, they can begin by hiring Scientists (or maybe even Artists) in Riverdale. As for the Artist Specialist idea, although it won't affect your turnset, since I brought up the issue, I'll elaborate now that we do need 4 "random" Great People at the end, so a Great Artist isn't a bad Great Person to get, and Cultural points are useful in that City. In fact, if we find ourselves with too many Great People, then Great Artists are our best friends, as they can help to Lightbulb either Radio or Mass Media, the last two techs that we need to research and the same two techs that Great Scientists CANNOT HELP US to research.

For the worker things, I completely agree, but it's the other things elsewhere that I need to know about. As I said, from about T222 onwards I didn't feel like there was anthing pressing for the workers to do, hence most of these actions.

I agree about hiring artists in Riverdale. In fact I hired one there myself on the last turn.

The irrigated plains can help a little in the odd case where we want to grow in advance of a big whip so that we can get back to the right population sooner. It may not even happen but it was something for the worker to do.


Updating the Test Saved Game
I'll tell you what: if you can update the test saved game to include all of the suggestions that I gave before, including up-to-date techs for each of the AIs' Research, re-adding the Confucian Holy City, giving us Metal Casting, reducing Pacal II's attitude towards Zara by -2 so that it is at an Annoyed level, and even updating which AI got which Wonder (basically, I think all that means is put the Shwedagon Paya in one of Pacal II's Cities, using the World Builder--preferably a City that has a Japanese name, so that it will be a City that won't get deleted later); then I'll take your updated test saved game and throw in a bunch of Signs like I did for the real game, so that it will be easy to remember where not to put a Road (only put a Road where a Road sign exists, for example), where to chop or not chop, etc.

I'll update the test game today regardless, since I have all this time anyway. You're welcome to add the signs, but I'll tell you my don't-road policy and my chop policy first:

Don't road:
* A square that could regrow a forest (i.e. unimproved, unresourced). Particularly if it's next to a forest, but avoid it if it even could become next to a forest through other regrowth. Forests themselves are ok unless there's some chance of them being regrowth squares after chopping.
* A square with the second copy of a strategic resource.
* A road network that could do the same job with less tiles.

As for chopping, I only chop, in this turnset:
* The forest near riverdale that worker5 has already pre-chopped, simply because I took that to be the intention.
* The forest 1SE of worker5 (2SW of Riverdale), as chopping it strictly improves regrowth potential.
* The forest marked as choppable near Mystic (although I did this later than I should have)


It will be more efficient for us to whip the Forge in Delhi on T210 than on T211, so we would be best off switching into Slavery and whipping there on T210.

Are you sure that's true? T210 was the original plan, but it's 2 a population whip on both T210 and T211, so I can't see why T210 is any better. Maybe working less mines for a T210 3pop whip is best though?

Bedrock really could have afforded to switch to building a building instead of a Longbowman on T209. In fact, since in your T211 saved game, you have Bedrock working an unimproved square, I would say that we'll want to whip that population point away before we have to work an unimproved square. So, on T209, I'd suggest that we queue up: Confucian Temple, University, Longbowman, in that order. On T210, you'd whip the Confucian Temple into the University, still being able to grow back to Size 6 in time to whip the University, while benefitting from the extra Hammers from the Confucian Temple.

Agreed. I assumed the longbow was there for a reason and left it, but your suggestion sounds better.

As of T211 (565 AD), if we switch one of the PH Mines to a PIrr square, we'll grow in 5 turns instead of in 8 turns, while the Library will take 7 turns to complete instead of 6 turns to complete. There's still going to be a bit too much Food there, so if you plan things out correctly by swapping a PH Mine to a PIrr square a couple of turns later, you might be able to grow to Size 6 a bit early, while putting as many Hammers as possible into the Library. The hope would be to be able to speed up the time of when we can whip our University here by somewhere between 2 and 3 turns. If this City will be our last City to be ready to whip the University, then that savings in the number of turns will have an empire-wide effect.

You left ot which city this was, but I worked out it was Wheaties. I'll try and manage the citizens here (and a few other places) better as you suggest

In any case, Dehli is the holdup on the Universities by quite a large margin, assuming we want to build UoS first. And there's no point rushing 6 universities out and then not building Oxford next anyway, so the only alternative is to delay UoS until after Oxford. I understand we don't want to do that

On T211, I noticed that a Priest got hired in Grt Person Farm. We'd rather generate a Great Scientist here, right? I'd be tempted to instead build a Forge, like I mentioned in my last message, on T209 and whip it on T210, so that we aren't running non-Scientist-Specialists in Grt Person Farm and so that we can increase our Happiness cap, and so that we can gain 2 Hammers per turn (PCow + City Center = 4 Hammers; 2 Confucian Buildings = 4 Hammers; 4 + 4 Hammers = 8 Base Hammers * 25% Forge = 2 additional Hammers per turn from the Forge for every turn that we work the PCow in the future, at least until Scientific Method comes in). After that, sure, go ahead and start building Buddhist Missionaries at an even faster rate of production.

Sounds like a good idea. Forge in GPFarm it is.

On T211, I see that Three Clams is working a Coast square when there is a shiny, new GIrr square that was just farmed SW + S of the City. The GIrr square "belongs" to Risaia right now, which is why you might not have noticed it, but Risaia is stagnant at Size 3 while building a Settler, so it has no use for this square yet. Since there is still an unimproved Flood Plains square at Risaia, the only reason that I can see Mitchum putting a Farm on the GIrr square SW + S of Three Clams before Farming the Flood Plains square is so that Three Clams would be able to make use of this GIrr square.

Well spotted. I need to be a bit more innovative with the citizens.

Comments based on the T216 (640 AD) saved game
On T216 (640 AD), I notice that Silverado is still building a Library and is about to grow to Size 8. Sometime before now, we could have whipped the Library and also have been able to whip the Univerisity before now. Similar to our attempt to speed up the completion of a University in Wheaties, we could have completed a University in Silverado even sooner. To be honest, as soon as you find that you are able to whip the Library for 1 population point in this City, you should do so. It won't be the ideal time for this City to whip, but honestly, you would then be able to whip the Univeristy 2 turns later, which, if doing so would speed up the timing of starting on Oxford University, would be worth this minor whipping inefficiency.

As I said earlier, Dehli is the holdup in Unis by many turns. I didn't rush it out in Silverado because I figured the more population Silverado had at any given time the more productive it was (thanks to Maoi).

On T216 (640 AD), I see that Sugar Daddy is about to complete the Lighthouse while it still won't have Confucianism. Therefore, back on T211, when we were working an unimproved Coast square (essentially, as soon as the City grows to Size 4), I would recommend that we would whip the Lighthouse. I considered the idea of waiting to whip the Lighthouse, in order to get the Org Rel bonus on it, but since we'll manually complete it anyway before getting that bonus, we might as well whip Sugar Daddy as soon as it turns to Size 4 on T210. There's yet another reason to switch into Slavery on T210.

Despite my comment that T211 was slightly better for the forge in Dehli (by 1 point of food I think all up), I'm happy to switch on T210

By the way, I completely screwed up the missionary for Sugardaddy, as you may have noticed later.

On T215, we should have whipped the Granary in Goldfish, as we really need to whip out some Cultural buildings there ASAP and getting that Granary on T215 is the way to do so. ALSO, with some micromanagement on your part, you can gain us some extra Food in Goldfish. Specifically, on T215, after whipping the Granary, work a DesH Gold square for one turn. Then, on T216, be sure to switch back to working the Fish square. We will gain 5 free food by doing so, which we lose by not working the Fish for one turn, so the next result is whatever gain we get in Hammers and Commerce from the Gold square, meaning that the total gain is 2 Hammers + 7 Commerce minus 2 Commerce from the Fish, for a total of 2 Hammers and 5 Commerce gained just by being extra vigilant with this micromanagement. Please do not forget to switch back to working the Fish on T216. Once we have a plan in place, if you want, you can periodically save the game and upload it to the server mid-turnset. That way, I can help you by quickly scanning our empire for any little details like this that you may have forgotten about, such as returning to working the Fish in Goldfish on T216. After the Granary, I'd suggest that we have Goldfish build a Confucian Temple.

Ok, great. I thought we just wanted to slowly grow to size 3 and leave it be, but I'll change to your suggestion.


Comments based on the T223 (745 AD) saved game
On T223 (745 AD), I see that we didn't build a Confucian Monastary yet and only built our University at the last minute. I'd still advocate building:
T209 Forge, T210 whip the Forge, T211 overflow in the University of Sankore, T212 Confucian Monastary, T213 whip the confucian Monastary, T214 overflow into the University of Sankore, T2XX (but not as soon as T215--much later) build the "regular" University and whip it on the following turn, perhaps before completing the University of Sankore.

Ok, this sounds like a good idea.

On T223, I see that Crabs is working an unimproved square (a PFor square). Either we should have built less Roads and more Farms or we should have followed my suggestion to whip an early Confucian Temple here, which would buy you more time to build Farms (but I'd still push for Farms before Roads when we are within a citizen of needing to work a Farm like we will be here, even if we whip the Confucian Temple earlier on).

I thought I'd covered this with farms already by this turn. The confucian temple suggestion sounds good in any case.

On T223, Three Clams has 1 unhappy person. While the Longbowman that gets produced there will help, it might have worked out to have whipped a Confucian Temple into the University--I'm not sure--I'd have to try it out to be certain, but since we've already grown back to Size 7, there was probably an opportunity to have whipped a Confucian Temple, preferably while we were still in Organized Religion, and also hopefully without ruining the timing of whipping the University. It's tough for me to check when I'm just looking at the T233 test saved game, so hopefully you can check for us.

Confucian temple here sounds good too. The uni won't be delayed.

On T223, I see that we are working the Clam in Ivory Towers. I wonder--could it have been better to have been building a Granary all of this time, starting from T209? Well, let's see... we were working the Fish plus the Ivory, and the City Centre gives us 4 Hammers, which means that the Org Rel bonus would have given us 5 Hammers per turn into a Granary and only 4 Hammers per turn into a Work Boat. Since the Worker will have a Mine prepared in time for the 3rd citizen to work, I would suggest that on T209, we build a Granary in Ivory Towers. On the first turn of Police State, we can switch to building the Work Boat and whip it, in order to get the 25% production bonus on the Work Boat, while still being able to put a Fishing net on the Clam within a reasonable time frame. Sound good?

Sounds good.


Comments based on the T226 (790 AD) saved game
On T226 (790 AD), I see that we still do not have Confucianism spread in Sugar Daddy, meaning that we can't build the extremely-useful Confucian Temple and Confucian Monastary before building a Forge. Do you think that there is a chance of getting Confucianism here a bit earlier? For example, can you aim to get Confucianism spread here before the Longbowman gets built, so that it will benefit from Theocracy's bonus experience, while the overflow Hammers from the Longbowman will be able to benefit from Organized Religion?

I screwed up with the confucian missionary. I whipped it, then switched out of OR the same turn and it didn't get built. I should have whipped it earlier anyway.

On T226, I see that Bedrock is set to build a Galley. Well, we just finished switching out of our Military Civics, so it's a bit too late to build it, don't you think? You could also argue that it is a bit too early to build it, if we plan to switch into the Military Civics again shortly in the future. Of course, comments like this one may not have much of an impact if earlier comments cause you to change your build order in this City.

Yes, the intention was to build it during the military civics period.

On T226, I see that we are starting a Forge in Wheaties. While the Forge WILL net us 3 bonus Hammers per turn, if we don't whip it, it will take us 11 turns to build. Compare that to 4 turns to build the Confucian Temple. So, if we first build the Confucian Temple, we will get 11 - 4 = 7 more turns of 2 bonus Hammers, or 14 bonus Hammers, which would take 14 turns of having the Forge for 3 bonus Hammers to make up for. Now, to be fair, we have to factor in the 25% Hammer bonus from the Forge.

Sounds like more confucian buildings is a bit of a theme.

I think that even in a heavy-Hammer City like Wheaties, we should build the Confucian Temple before the Forge. Now, here's the interesting part: this analysis works because we are building the buildings over time. HOWEVER, if you have a City that is large enough to whip a Forge on Turn #2 (Wheaties is not large enough to do so) AND if you plan to subsequently whip the Confucian Temple and Confucian Monastary, then building the Forge first would come out ahead, as you'd build all 3 buildings within a short period of time, while by whipping, you'd get a big bonus due to having the Forge, but since we'd only be using up a few turns, we wouldn't get that many extra turns of +2 Hammers from the Confucian buildings. So, the rule of thumb is that we should build the Confucian Buildings first (Temple then Monastary), followed by the Forge, UNLESS we are going to whip the Forge and at least one of those buildings, in which case we should build the Forge first.

Makes sense.

On T226, Risaia is back to building a Library, after having built a Longbowman. We're not making enough Commerce here to justify building our Confucian Buildings plus Forge before building a Library. So, since the City isn't really large enough to whip a Forge YET, and since it also seems that we slipped out of Slavery, we should put a Confucian Temple here and even take the Library right out of the build queue, so that you don't accidentally start building it once the Confucian Temple is done.

So, the short version is no library in Risaia? And Confucian buildings instead.

On T226, Crabs is building a Forge. Hopefully, by now, we've built a Confucian Temple. Technically, since the City hardly makes any Hammers, it could use a Confucian Monastary before building a Forge, but we have Happienss issues, so a Forge it will have to be. Indeed, I wonder if we could have whipped less here for 1 population point at a time, preferably whipping our Missionaries for 2 population points at a time. What that will PROBABLY mean is that after whipping a Confucian Temple on T211, we should let the City Centre's Hammer plus the 2 Hammers from the Confucian Temple get used to complete the Buddhist Missionary manually, rather than whipping it for 1 population point. Essentially, that would mean something like:
T209 build a Confucian Temple, T210 whip the Confucian Temple, T211 overflow the Hammers into the Buddhist Missionary, T212 switch to building a Confucian Monastary, T215 the Buddhist Missionary is completed while we are at Size 4 with 2 turns to grow until Size 5 and we start to build a Confucian Monastary, T216 whip the Confucian Monastary

On T226, the same order of building Confucian Buildings before a Forge that I talked about for Wheaties should apply here, since we are unlikely to whip a Forge followed by whipping Confucian buildings, since our Lake squares are probably more powerful if we work them instead of whipping away the citizens that will work them. Pretty much in any City where we aren't going to be whipping a Forge, we should build our Confucian Buildings before the Forge (and if on T226 790 AD we are going to switch into Caste System like you did in the test game, there will be nowhere that we can whip a Forge soon enough to justify building it before building the Confucian Buildings).
On T226, I'd even build any remaining Confucian Buildings before starting on a Lighthouse, since we even more desperately need Cultural output here than we do +1 Food on the Fish. Consider that if Saladin uses a Culture Bomb or if his Cultural expansion is faster than Isabella's (I set totally arbitrary Culture values for the AIs' Cities in our test svaed game, so this situation is very possible), then having +1 Food per water square won't help us if we don't have the Cultural pressure to maintain control of the Fish Resource itself. Food (seafood) for thought. Darn, now I want to go out and eat sushi...

We need to whip less in Crabs, as it's really starting to suffer from too much unhappiness. Building some Confucian hammer-providing buildings and a temple will help that though.

Those suggestions sound right to me.

On T226, we still don't have Confucianism in Mystic. Is it possible to spread it here before now, so that we can whip the Granary on T226 to make use of the Org Rel bonus? Is T226 a fair enough date to be able to get one such Missionary spread here by?

Should be able to do it.

Comments based on the T232 (870 AD) saved game
On T232 (870 AD), I see that Silverado has paused building its Forge in favour of building a Buddhist Missionary. While I would have had you building at least a Confucian Temple in place of the Forge, I would also say that if your goal is to get Buddhism spread ASAP, wouldn't it make sense to immediately begin working on a Buddhist Missionary on T226 (790 AD), instead of partially completing a Forge that will not add any value to our Civ if it just sits there to rot? You could argue that you might WHIP the Forge, and thus you want SOME Hammers to be invested into it, but if that's the plan, then we should just capture the overflow Hammers into the Forge on T226 and then immediately start work on the Buddhist Missionary. However, I'd advocate for a middle-of-the-Road approach, which has us start on a Confucian Temple on T226 and then build a Buddhist Missionary next, so that we'll get SOME extra Hammers from a building (the Confucian Temple) without delaying building a Buddhist Missionary for TOO long of a time period. A similar argument could be made for Wheaties, which is suffering from the same scenario: a partially-completed Forge and is building a Buddhist Missionary, although, as for Silverado, I think that building a Confucian Temple instead of a Forge on T226, followed by building a Buddhist Missionary will give us the best of both worlds.

Ugh, I had a cd playing for my daughter with Hannah Montana singing "best of both worlds", and it was stuck in my head already when I read the same phrase here...

The partially completed forges are partly the result of forgetting to switch cities to missionaries straight away. I thought I'd get away in the test game without anyone noticing by switching to them later, but I should have known better :)


Other, overall thoughts
Another possibility for Missionary-spreading is to build one out of the list of Missionaries: a Christian, Taoist, Jewish, or Hindu Missionary. Then, it could be used to spread in Crabs, which looks like it would be due for another Temple around the time of the end of your turnset. There's no RUSH to get such a Missionary out, but if you can fit one in somewhere in place of a Buddhist Missionary, it would be my recommendation to do so.

Another thought: since we are sticking with Organized Religion in our Civic Switch on T226 (which may actually happen earlier in time if you manage to leverage my suggestions about speeding up Wheaties and Silverado into getting us our Universities Whipped sooner), perhaps it makes sense to stick with Slavery for that post-Military-Civics-switching time. That way, we could probably whip out a couple of more Missionaries (where we are building them in Cities that don't have a Monastary) and/or whip out a few more buildings, followed by switching into both Caste System AND Pacifism at the same time, allowing us to really make use of the extra Specialists' GPP to the maximum extent possible.

I expect we'll need to give whipping a rest for a while after the military frenzy, both to regrow and to let the unhappiness settle a bit.

Whew, got to the end of it. I'll try and play again and write a PPP from that, there's too many changes from last night's effort for it to be worth writing up now.
 
NOTE: This is a post that I am actively editting, so it may not remain stable. I'm moving very slowly today, and I think having a post that's up to date with my current thinking may be useful. Feel free to wait until it's complete if you want something stable.

Ok, seeing as it's going to take me forever to do, I'm going to write the PPP one turn at a time. That way, if there's comments people want to make, they can do so before I've spent another 2 hours (or longer at the rate I'm going) going down the wrong path.

I'd like to update the test game, but I'm prioritising the rest of the PPP first. Also right now I don't want to touch the real save with a crazy baby climbing around wanting to press buttons.

So, here goes.

T209: (test game only - trade for Metal Casting from Inca). Bulb Education. Buddhism in Silverado (failed in test game). Confucianism in Risaia. Worker 5 chops where he is into Riverdale. Research Liberalism. Move the galley to be able to transport a Confucian missionary to Sugardaddy. Galley near Ivory Towers goes exploring towards Mehmed. There's a workboat we don't have any particular use for, send it exploring somewhere? Cities are building the following:
Dehli - Forge. Scientists sacked, working all the mines and another grass (river) farm.
Silverado - Library.
Riverdate - Christian Temple.
Bedrock - Confucian Temple.
Wheaties - Confucin Temple.
Great Person Farm - Forge. Working 8 scientists as per Dhoomstriker's screenshot.
Risaia - Settler.
Crabs - Confucian Temple. Stolen some food from GPF.
3Clams - Confucian Temple.
Suggardaddy - Lighthouse.
Goldfish - Granary.
Ivory Towers - Granary.
Mystic - Granary.

210: Worker 5 SE to a choppable forest. Worker 1 moves 3S and builds a farm for Bedrock. Worker 8 (on the horses) moves 3SW to prepare to help in the southwest where the most worker turns are needed.
Riverdale starts uni. Bedrock, Wheaties, Crabs whip Confucian Temples. GPF whips forge. Suggardaddy whips lighthouse. Dehli whips forge.

211: Worker 5 chops. Worker 8 helps Worker 1 farm for Bedrock.
Dehli whips forge. Bedrock builds Uni. 3Clams, whip Confucian temple. Great Person Farm finishes Buddhist temple. Crabs overflows into Buddhist missionary. Sugardaddy builds forge.

212: Move settler to Whales. Worker 7 1W mine (near ivory). Worker 3 SW farm. Worker 6 SW farm (but cancel).
Crabs switches to Confucian Monastery. Goldfish whips granary, doesn't work fish for a turn*. Dehli continues University of Sankore.

213: Worker 8 3N and chop. Worker 6 2SE and farm floodplains. Worker 1 2SW farm grasslands. Buddhist missionary moves to Bedrock.
Dehli and Crabs switch to Confucian monastery. Goldfish switches back to fish and builds confucian temple.

214: Worker 2 roads incense. Clams steals the marble rather than working a coast. Dehli and Crabs whip Confucian monasteries.

215: Settler waits on Whales square (when do we want to settle here?). Bedrock gets buddhism (failed in test game). Worker 8 finishes chop. Worker 4 moves 1S. Dehli goes back to UofS. Crabs builds Buddhist missionary.

216: Worker 4 builds a mine over the jungle. Move Buddhist missionary to 3 clams (or elsewhere?). Worker 8 NW farm plains for irrigation chain to grass near Bedrock. Worker 7 roads mines (for want of anything else to do).

Saves up to 216, working on 217 now.


* Not sure this really helps. We get 5 food back from the granary, but lose 5 food and 2 commerce. We get a turn of gold, but we'll grow to 2 a turn later and lose a turn of gold. So, I think we get 2 food out of the deal in total, from being a population lower for a turn, in exchange for 2 commerce that we lose from working the fish less. A net profit but not much in it.
 

Attachments

Riverdale
Okay, if we plan to gift Riverdale to Zara, we have an issue.

In particular, several AIs have more "hidden positive Diplo modifiers" towards Zara than towards us. Of those AIs, these ones I can confirm, from my own observations:
Isabella and Justinian both like Zara than they like us when all Diplo factors are equal. Justinian would APPEAR to be the same situation, but at best, he likes Zara equally as he likes us.

The issue would be: if Zara gets Buddhism, they might end up voting for him instead of for us!

So, we CANNOT spread Buddhism to Riverdale.

Saladin may or may not get off of his butt and send Buddhist Missionaries to Zara... not much we can do about that, but we can at least keep Riverdale non-Buddhist, giving Zara the Confucian Holy City (Riverdale) and hoping that Saladin does not spread Buddhism to him.


If we do go to war with Mehmed, we'll be able to build up some Mutual Military Struggle points with several AIs over time, helping us to mitigate the chance that Zara getting Buddhism would be enough of a bonus for him to get voted ahead of us, simply by the nature of us having more bonuses with other AIs than Zara could possibly rack up, even counting his extra positive hidden bonuses (actually, it might even simply be our extra negative hidden bonuses--it's hard to tell which it is with the limited observations that I've made and I'll have to track the numbers more at various points of the game to find out for sure which one it is).


Going to war with Mehmed is a great way to have a backup option to whom to gift the UN, in case Saladin does go Missionary-crazy and starts spamming Buddhism. There is no guarantee that he will be liked more or liked less than Zara, but we will be keeping our options open.
 
The bad news is I've got a sick baby who's coughing and spluttering and throwing up everywhere.
I hope that your child's recovery is swift.


Thanks for your efforts
You are welcome!


I thought it was the only iron resource though, not the second? Where's the other one?
We settled on it... :blush: It is located "under" Wheaties. Fortunately, a Desert Iron is a weak square, so it's not a big deal that we settled on it.

Also, fortunately, the Wheat Farmers don't mind a little Iron in their waterpipes, although there have been complaints about the greenish colour of our Wheat from the Ethiopians (Zara)...


Interestingly, I went out of my way to avoid roading the horse, which now that I think about it is the only horse resource (I think? Easy enough to check) as well.
We have 2 Horse Resources--one SE + S of Bedrock and one 1W of Mystic. The one by Bedrock is on a River and thus it is connected whether or not we want it to be. So, no Road for the one by Mystic.


I went road crazy at one point, for the sole reason that I thought all of the tiles we wanted to improve were either improved already, or were easily going to be improved well before they might be worked. In fact, from T222 onwards I stopped writing down the worker moves, because I was of the view they were no longer important. So the issue is not the excess of roads, but what tiles we should have been improving that I missed.
Any Resourceless Grassland square that is in a big fat cross that does not have a Farm on it should get a Farm, with the exception of Grassland squares that already have Cottages on them. Only after that point would I consider it be a reasonable time to start going "Road crazy," as Farmed Plains squares (what I call PIrr squares) will probably not be worked in favour of hiring a Specialist or whipping away the excess population.


The irrigated plains can help a little in the odd case where we want to grow in advance of a big whip so that we can get back to the right population sooner. It may not even happen but it was something for the worker to do.
It can help, but irrigating our Grassland squares can help more. For example, perhaps at least one Worker can be dedicated to chaining Farms towards Mystic from Wheaties' Oasis. There are a number of Grassland squares by Mystic that could use Farms, especially if we can get Confucianism there in time to take advantage of the Forest chops that will have to happen before some of those Grassland For squares can get a Farm on them.

I would put the priority on Farming Grassland above Roads and Farming Plains squares, while I'd put the latter two at about the same priority level. If we have a dire need for a Road somewhere, its priority can be increased, but other than putting Roads on our Incense squares after they are Plantationed, I can't think of any instances where our Roading would have this higher priority level.


Don't road:
* A square that could regrow a forest (i.e. unimproved, unresourced). Particularly if it's next to a forest, but avoid it if it even could become next to a forest through other regrowth. Forests themselves are ok unless there's some chance of them being regrowth squares after chopping.
* A square with the second copy of a strategic resource.
* A road network that could do the same job with less tiles.
In general, that captures what we're trying to accomplish with the Roads, but I also put signs in the real game that show where to put Roads, so that we'd get our Cities connected to each other without having very many redundant connections--the only redundant connections occur because another City is "also on the way" using the alterate Road path.


As for chopping, I only chop, in this turnset:
* The forest near riverdale that worker5 has already pre-chopped, simply because I took that to be the intention.
Sounds fair to me. I can't tell you if it will be better to overflow these Hammers from the Christian Temple into a Forge or into a University; the answer will probably depend upon whether we want a Forge here (which I think Mitchum said we eventually needed) and how much whipping we plan to do.

For example, if we're okay with whipping 3 population for the University, then I see no problem with overflowing into the Forge, as long as you switch to building the University at least 1 turn before you need to whip it. As to whether or not you'll be able to whip the Forge before the University is complete, I doubt that we'll have enough population points to be able to do so, thus we could make the argument to overflow into the University and try to whip the University for only 2 population points, but I'd probably favour putting the overflow into the Forge so that we can whip it, too, sometime in the future (of course, Mitchum might call for my head on a pole if we whip too much in this City).


* The forest 1SE of worker5 (2SW of Riverdale), as chopping it strictly improves regrowth potential.
That Forest only exists in our test saved game, unfortunately... :sad:


* The forest marked as choppable near Mystic (although I did this later than I should have)
That one is fine to chop, as are all of the ones within Mystic's fat cross, provided that the Forests are within our cultural borders. Likely, we won't get the three Forests that are in Mystic's fat cross unless we prioritize getting a Confucian Missionary to Mystic.


Dhoomstriker said:
It will be more efficient for us to whip the Forge in Delhi on T210 than on T211, so we would be best off switching into Slavery and whipping there on T210.
Are you sure that's true? T210 was the original plan, but it's 2 a population whip on both T210 and T211, so I can't see why T210 is any better. Maybe working less mines for a T210 3pop whip is best though?
The ideal time to whip a City is when it is 1 turn away from growing to the next size, with the exception of when you are whipping a Granary. When whipping a Granary, the ideal time to whip is when you have a half-full Foodbox.
If you fire all 5 Scientists on T209 and work the 4 Mines plus the SE + S GRiv Irr square, then on T210, we'll be Size 13 and at 1 turn away from growing to Size 14, the ideal time to whip.


Agreed. I assumed the longbow was there for a reason and left it, but your suggestion sounds better.
Well, I assume that Mitchum just wanted to get some kind of defenses going, which is not a bad idea, but since
a) we have planned a specific time to switch into our Military Civics
AND
b) we will probably have to take a policy of refusing all requests to switch Religions until we get at least 2 Longbowmen (1 for each of our eastern Cities that border Zara)

it kind of makes sense to delay it. 1 Longbowman won't be enough to take on the risk of Zara declaring war on us by us switching Religions, so, we'll unfortunately have to disappoint any AI that asks us to switch into Buddhism or Hinduism until we've made it through our Military Civic portion of your turnset.

Even then, we'd want to make sure that the timing of the switch won't ruin our Apostolic Palace voting, which requires us to be a Full Member (i.e. running Confucianism as our State Religion) when the vote comes up. I noticed that the F8 -> MEMBERS screen will tell you a neat bit of info at the bottom left of the screen that says "Turns until next vote," but I'm not sure if that number counts down to 1, 0, -1 or what, so if you can figure out how that number corresponds to the turn that votes come up through a test game, then we can have an idea of how to translate that number into something meaningful. :)




Dhoomstriker said:
As of T211 (565 AD), if we switch one of the PH Mines to a PIrr square, we'll grow in 5 turns instead of in 8 turns, while the Library will take 7 turns to complete instead of 6 turns to complete. There's still going to be a bit too much Food there, so if you plan things out correctly by swapping a PH Mine to a PIrr square a couple of turns later, you might be able to grow to Size 6 a bit early, while putting as many Hammers as possible into the Library. The hope would be to be able to speed up the time of when we can whip our University here by somewhere between 2 and 3 turns. If this City will be our last City to be ready to whip the University, then that savings in the number of turns will have an empire-wide effect.
You left ot which city this was, but I worked out it was Wheaties. I'll try and manage the citizens here (and a few other places) better as you suggest
Yeah, sorry about that. I caught the fact that I'd missed the City name in an EDIT, but it was too late as you were already writing your reply.

Presumably, if we are able to manually complete the Library while still at Size 5, then get some Hammers on the last turn of being at Size 5, then be able to whip as soon as we grow to Size 6, we'll have maximized the efficiency in this City of how soon we can get a University out.


In any case, Dehli is the holdup on the Universities by quite a large margin, assuming we want to build UoS first. And there's no point rushing 6 universities out and then not building Oxford next anyway, so the only alternative is to delay UoS until after Oxford. I understand we don't want to do that
Hmmm, an interesting point. Well, I wonder if my suggestions to whip buildings like the Forge with overflow into the University of Sankore plus the possibility of whipping a Confucian Monastary using the same method will help or not.

Certainly, if production in Delhi is our gating factor, then playing around with different citizen allocations may help. For example, if we whip away population points, it might be best to first take our citizens off of the Cottages, keeping the Mines at full production, while growing back as quickly as possible by working the Farms with other citizens.

The part to "play with" would be the point after we've whipped away enough population points to have to choose between Farms and Mines. My gut instinct says that in the short run, the Mines would win, but since we'll probably also whip the University for 3 population points, it may make sense to work all Farms, then all Mines, then an Engineer Specialist before we even consider working the Cottages again, at least until we get both the University of Sankore and Oxford University complete.

Perhaps it makes sense for you to play ahead, ignoring all other Cities and just switching Civics and focusing on how quickly you can get things built in Delhi.

I would suggest NOT to whip either the World Wonder or the National Wonder directly. If you REALLY want to do that kind of extreme whipping, then I suggest that we have nice little buildings called Monastaries that can PROBABLY be whipped for a lot of overflow Hammers into Wonders (nice overflow when we are using Bureaucracy), but that's without testing how many base Hammers from Mines would be "too many" Hammers to invest on the first turn of building the building. Still, that's probably a bit too much whipping if we're already going to be whipping a Forge, Confucian Monastary, and University in Delhi.

Only once you have maximized the earliest date that we can start working on Oxford will it make sense to "set" a date for when to whip our Universities and then we can try to ensure that all of our University Cities can meet that date (minus possibly one University City, but if they can all meet that date, great).


As I said earlier, Dehli is the holdup in Unis by many turns. I didn't rush it out in Silverado because I figured the more population Silverado had at any given time the more productive it was (thanks to Maoi).
That's probably true, but once you've got a date for the earliest that you can get Delhi to start on Oxford, you'll be able to know for sure.


Despite my comment that T211 was slightly better for the forge in Dehli (by 1 point of food I think all up), I'm happy to switch on T210
Really? I've heard that whipping on the turn just before you grow is more efficient than on the turn after you grow, due to the game dynamic that when you whip, you'll need less Food to grow 1 more population Size in the City, menaing that you'll have more overflow Food. If you can give an example (such as, say, Delhi?) that demonstrates that this logic is wrong and that it is more efficient to whip on the turn after the City grows 1 in Size, I'd love to hear about it.


By the way, I completely screwed up the missionary for Sugardaddy, as you may have noticed later.
I noticed that you at least got the Galley in place, which I figured was at least progress... ;)


Dhoomstriker said:
On T215, we should have whipped the Granary in Goldfish
Ok, great. I thought we just wanted to slowly grow to size 3 and leave it be, but I'll change to your suggestion.
We probably do want to slow grow the City, assuming that we won't have a cultural battle with Saladin. Since the cultural battle is inevitable, whipping the Granary when this City's Foodbox is just slightly below half-full (aim for it to be half-full at the City Size that the City gets whipped down to) is the best time to whip it, which is why I suggested this approach. If you are in Slavery sooner, then whipping slightly before T215 would probably be a bit better. We'll have to keep whipping Cultural buildings here if we want to hold onto the City, so if it's a matter of working the Gold for a bit and losing the City vs working the Gold less now but holding onto the City for a longer period of time, I'd take the latter approach. Of course, if Saladin Culture Bombs the City, all of these points will probably be moot in the end, anyway.


I screwed up with the confucian missionary. I whipped it, then switched out of OR the same turn and it didn't get built. I should have whipped it earlier anyway.
No worries. That's what the test saved games are for! :)


Sounds like more confucian buildings is a bit of a theme.
Well, I did the math at one point (I don't know if you read that far yet or not) for the City that I thought would potentially benefit the most from building a Forge before the Confucian Buildings, Wheaties. It turns out that slow-building the Confucian Temple before the Forge was a clear winner, as would PROBABLY still be the case for the Confucian Monastary. If you plan to whip at least 2 of the buildings and have enough population points to do so, then whipping the Forge first is the way to go, like we'll be doing in Delhi. Most Cities don't have enough population points to do that amount of whipping in a short period of time, though, hence the Confucian Building Theme. :cool:


So, the short version is no library in Risaia? And Confucian buildings instead.
Yup.


We need to whip less in Crabs, as it's really starting to suffer from too much unhappiness. Building some Confucian hammer-providing buildings and a temple will help that though.

Those suggestions sound right to me.
Agreed, which is why getting another Religion or two spread here before we spread Buddhism around a ton might be the way to go, as whipping a Temple for 2 population points is a great way to "buy us some time for the whipping anger to wear off," although slow-building them with the Confucian Building Hammers is even better.


I had a cd playing for my daughter with Hannah Montana singing "best of both worlds", and it was stuck in my head already when I read the same phrase here...
Sorry for the cliché usage. :mischief:
 
Any Resourceless Grassland square that is in a big fat cross that does not have a Farm on it should get a Farm, with the exception of Grassland squares that already have Cottages on them. Only after that point would I consider it be a reasonable time to start going "Road crazy," as Farmed Plains squares (what I call PIrr squares) will probably not be worked in favour of hiring a Specialist or whipping away the excess population.

So, here's an issue; there are two grasslands either side of Bedrock which we cannot irrigate without destroying either a floodplains cottage, or one of the two forests that I figured were there to be saved. Can I consider then chopping one of those forests to irrigate both of these grasslands?

I completely agree about farming grasslands. Other than those two and a few near Silverado that won't be worked for a while (I was prioritising the coast tiles with Maoi) I thought I'd got them all.

It can help, but irrigating our Grassland squares can help more. For example, perhaps at least one Worker can be dedicated to chaining Farms towards Mystic from Wheaties' Oasis. There are a number of Grassland squares by Mystic that could use Farms, especially if we can get Confucianism there in time to take advantage of the Forest chops that will have to happen before some of those Grassland For squares can get a Farm on them.

Ahh ok. I'd missed these ones. Thanks.

I would put the priority on Farming Grassland above Roads and Farming Plains squares, while I'd put the latter two at about the same priority level. If we have a dire need for a Road somewhere, its priority can be increased, but other than putting Roads on our Incense squares after they are Plantationed, I can't think of any instances where our Roading would have this higher priority level.

Not a difference in priorities then, I just missed a few things.


In general, that captures what we're trying to accomplish with the Roads, but I also put signs in the real game that show where to put Roads, so that we'd get our Cities connected to each other without having very many redundant connections--the only redundant connections occur because another City is "also on the way" using the alterate Road path.

Sounds fair to me. I can't tell you if it will be better to overflow these Hammers from the Christian Temple into a Forge or into a University; the answer will probably depend upon whether we want a Forge here (which I think Mitchum said we eventually needed) and how much whipping we plan to do.

For example, if we're okay with whipping 3 population for the University, then I see no problem with overflowing into the Forge, as long as you switch to building the University at least 1 turn before you need to whip it. As to whether or not you'll be able to whip the Forge before the University is complete, I doubt that we'll have enough population points to be able to do so, thus we could make the argument to overflow into the University and try to whip the University for only 2 population points, but I'd probably favour putting the overflow into the Forge so that we can whip it, too, sometime in the future (of course, Mitchum might call for my head on a pole if we whip too much in this City).

Makes sense, I'll add a forge to the 'build queue' in Riverdale. There's plenty of time and population to complete it with.

That Forest only exists in our test saved game, unfortunately... :sad:

Heh ok I'll ignore it then.

That one is fine to chop, as are all of the ones within Mystic's fat cross, provided that the Forests are within our cultural borders. Likely, we won't get the three Forests that are in Mystic's fat cross unless we prioritize getting a Confucian Missionary to Mystic.

Ok.


The ideal time to whip a City is when it is 1 turn away from growing to the next size, with the exception of when you are whipping a Granary. When whipping a Granary, the ideal time to whip is when you have a half-full Foodbox.
If you fire all 5 Scientists on T209 and work the 4 Mines plus the SE + S GRiv Irr square, then on T210, we'll be Size 13 and at 1 turn away from growing to Size 14, the ideal time to whip.

I'm not completely convinced but I'll take your word for it unless I get time to play around (which I doubt)

Well, I assume that Mitchum just wanted to get some kind of defenses going, which is not a bad idea, but since
a) we have planned a specific time to switch into our Military Civics
AND
b) we will probably have to take a policy of refusing all requests to switch Religions until we get at least 2 Longbowmen (1 for each of our eastern Cities that border Zara)

it kind of makes sense to delay it. 1 Longbowman won't be enough to take on the risk of Zara declaring war on us by us switching Religions, so, we'll unfortunately have to disappoint any AI that asks us to switch into Buddhism or Hinduism until we've made it through our Military Civic portion of your turnset.

Even then, we'd want to make sure that the timing of the switch won't ruin our Apostolic Palace voting, which requires us to be a Full Member (i.e. running Confucianism as our State Religion) when the vote comes up. I noticed that the F8 -> MEMBERS screen will tell you a neat bit of info at the bottom left of the screen that says "Turns until next vote," but I'm not sure if that number counts down to 1, 0, -1 or what, so if you can figure out how that number corresponds to the turn that votes come up through a test game, then we can have an idea of how to translate that number into something meaningful. :)

Hmm ok that's good to know, I'd assumed we wanted to either accept demands to switch religion, or avoid them by the trick of pre-emptively switching. By the sounds of it I should stick to Confucianism regardless for the moment.

Hmmm, an interesting point. Well, I wonder if my suggestions to whip buildings like the Forge with overflow into the University of Sankore plus the possibility of whipping a Confucian Monastary using the same method will help or not.

Certainly, if production in Delhi is our gating factor, then playing around with different citizen allocations may help. For example, if we whip away population points, it might be best to first take our citizens off of the Cottages, keeping the Mines at full production, while growing back as quickly as possible by working the Farms with other citizens.

The part to "play with" would be the point after we've whipped away enough population points to have to choose between Farms and Mines. My gut instinct says that in the short run, the Mines would win, but since we'll probably also whip the University for 3 population points, it may make sense to work all Farms, then all Mines, then an Engineer Specialist before we even consider working the Cottages again, at least until we get both the University of Sankore and Oxford University complete.

Perhaps it makes sense for you to play ahead, ignoring all other Cities and just switching Civics and focusing on how quickly you can get things built in Delhi.

I would suggest NOT to whip either the World Wonder or the National Wonder directly. If you REALLY want to do that kind of extreme whipping, then I suggest that we have nice little buildings called Monastaries that can PROBABLY be whipped for a lot of overflow Hammers into Wonders (nice overflow when we are using Bureaucracy), but that's without testing how many base Hammers from Mines would be "too many" Hammers to invest on the first turn of building the building. Still, that's probably a bit too much whipping if we're already going to be whipping a Forge, Confucian Monastary, and University in Delhi.

Only once you have maximized the earliest date that we can start working on Oxford will it make sense to "set" a date for when to whip our Universities and then we can try to ensure that all of our University Cities can meet that date (minus possibly one University City, but if they can all meet that date, great).

Honestly I don't expect to have any trouble having 6 universities by the time Dehli is ready. I'll keep with not rushing out unis at a cost to efficiency in other cities, and building as fast as possible in Dehli, and I'll only start to worry about a late uni if it happens under these conditions.

We're choosing between farms as soon as we whip the forge, and from then on. I'd be willing to bet Dehli will get things out fastest by prioritising mines over farms. What I'll try to play around with is what I can get over farms instead of cottages for some number of turns. If it only affects the population Dehli finishes up at and not the rate at which things are built, I'll assume the priority is cottages?

Really? I've heard that whipping on the turn just before you grow is more efficient than on the turn after you grow, due to the game dynamic that when you whip, you'll need less Food to grow 1 more population Size in the City, menaing that you'll have more overflow Food. If you can give an example (such as, say, Delhi?) that demonstrates that this logic is wrong and that it is more efficient to whip on the turn after the City grows 1 in Size, I'd love to hear about it.

The more I think about it, I think you're right. I think there's two factors at play, one says to wait if you're not about to grow, the other says to whip before rather than after growing, so the net result is as you say.

We probably do want to slow grow the City, assuming that we won't have a cultural battle with Saladin. Since the cultural battle is inevitable, whipping the Granary when this City's Foodbox is just slightly below half-full (aim for it to be half-full at the City Size that the City gets whipped down to) is the best time to whip it, which is why I suggested this approach. If you are in Slavery sooner, then whipping slightly before T215 would probably be a bit better. We'll have to keep whipping Cultural buildings here if we want to hold onto the City, so if it's a matter of working the Gold for a bit and losing the City vs working the Gold less now but holding onto the City for a longer period of time, I'd take the latter approach. Of course, if Saladin Culture Bombs the City, all of these points will probably be moot in the end, anyway.

Makes sense.

Well, I did the math at one point (I don't know if you read that far yet or not) for the City that I thought would potentially benefit the most from building a Forge before the Confucian Buildings, Wheaties. It turns out that slow-building the Confucian Temple before the Forge was a clear winner, as would PROBABLY still be the case for the Confucian Monastary. If you plan to whip at least 2 of the buildings and have enough population points to do so, then whipping the Forge first is the way to go, like we'll be doing in Delhi. Most Cities don't have enough population points to do that amount of whipping in a short period of time, though, hence the Confucian Building Theme. :cool:

I can follow that principle.

Agreed, which is why getting another Religion or two spread here before we spread Buddhism around a ton might be the way to go, as whipping a Temple for 2 population points is a great way to "buy us some time for the whipping anger to wear off," although slow-building them with the Confucian Building Hammers is even better.

Makes sense as well.


I'll see how much of this applies to the growing PPP and update it as needed.
 
I'd like to update the test game, but I'm prioritising the rest of the PPP first.
Alright. Just make it clear when you do upload a fully-updated initial-turn test saved game that "this version is the one to add signs to," otherwise I won't be doing so. Note that I won't be able to do so tonight (I'm off to bed now)--I already stayed up too late just to be able to get you some feedback and my eyes are all squinty-feeling.


Move the galley to be able to transport a Confucian missionary to Sugardaddy.
Do we also want to send a Galley to go and meet Mehmed? I know that we've already met Peter in the test saved game, but we can at least pretend that we haven't met him if we want to meet Mehmed in the real game.


I was kind of expecting you to whip the Forge on this turn, but maybe you did so after the test saved game (it would be preferable if your test saved games were saved after you did the whipping for the turn, so that I'll know which Cities you plan to whip in).

Delhi: As I replied to above, if you can demonstrate that growing first and then whipping is more efficient, I look forward to your proof.

Riverdale: As I also said before, it'll be up to you to figure out if building a University or a Forge on this turn is the way to go. It's a multi-turn analysis, which partly relies on the data of figuring out when our "whipping date" will be, which depends upon you figuring out that date for Delhi, so the answer is not one that I can give just by looking at the game on this turn.

Wheaties: I see that you started a Confucian Temple here last turn. In terms of whipping efficiency, and if we are whipping buildings here, if we even build one here now at all, we'd probably whip it on this turn, but I don't actually think that we'll have time to put a Confucian Temple in Wheaties and still be able to whip a University on time. Did I really suggest to put a Confucian Temple here, too? I don't think that it will work if we plan to keep this City as one of our Univerisity Cities, as we'll just barely be able to get a Library and University in time, unless your analysis in regards to Delhi has us unable to start Oxford University there for quite a number of turns.

Grt Person Farm: We just whipped a Forge and we aren't in Pacifism, so we shouldn't be running Scientist Specialists. We should first be growing by working the Lake and a GIrr square. We'll soon run out of GIrr squares to work, though, so then you can start hiring Scientists with excess population.

Worker 1 moves 3S and builds a farm for Bedrock.
Can we make this a Farm/Stop action?

Then we can send Worker 1 down towards Grt Person Farm on T211. He could start to Farm the Grassland square that is E + E of Crabs (NW + N of Grt Person Farm), since we'll be able to work this square pretty soon with either Grt Person Farm.

Worker 8 (on the horses) moves 3SW to prepare to help in the southwest where the most worker turns are needed.
Also, on the current turn, it looks like Worker 8 didn't get in a Worker action. Could he just as easily get one in by putting a partial improvement on the Grassland Road 1E of Bedrock (SW + SW of Mystic's GHorse)? We unfortunately can't start on a Farm, which is probably what we'd build here anyway, but if it's a free Worker action, we could always put a partial Cottage or a partial Workshop there. Neither partial Worker action will probably end up getting used, but since he won't need all 3 of his movement points on the following turn, we "might as well," right? ;) I don't care which Worker action you pick, since neither will probably get used in the end, but it's nice to "feel" like he's being useful.


210: Worker 5 SE to a choppable forest.
211: Worker 5 chops.
Unfortunately, that Forest does not exist in our real game.
I don't know if you think that we'll need to have the PRiv SW of Riverdale Farmed, but it would be one possibility, if we think that we can use that Farm soon. No Farm 1S of Riverdale, though.

If you do not think that we'll be able to use that PRiv Farm for a long time, then he could instead go 1NW PRiv For and Chop/Stop, then go to the Grassland square W + W of Delhi (SW of the GCopper) and Farm. We'll probably want the Farm for Riverdale, but that's just a guess--you'll be the best judge, since you're the only one who "played out" these turns--I've mostly just been a "static viewer" of your test saved games, running very isolated tests here and there for specific builds in specific Cities.


Bedrock finishes longbow (?).
No, we want to wait until we get the Military Civic bonuses. We'll probably just overflow into a University, unless you think that you can somehow produce a Confucian Monastary here before we get the University without delaying our whipping date. Another option, if you think that we can complete it without jeopardizing our University whipping date, would be to build a Confucian Missionary here. The University comes next, though, if we don't have time to fit either of the other options in.


Wheaties whips Confucian temple.
I suspect that we won't have time to fit this build item in and still meet our University date, but if we do, then I'd prefer to see you whip it last turn, just before we grow the City, unless, as I said, you can prove that whipping after growth is superior to whipping before growth.


Following that same logic, T211 would be the turn to whip the Confucian Temple in Three Clams. Due to this same whipping-timing issue continuously cropping-up, I think that it'll be awesome if you can do the comparison of the two possibilities (whipping just before growth vs whipping just after growth) and come to a solid conclusion. You might have to say play until the same date for, say, three turns after whipping in the first case and two turns after whipping in the second case. Food and Hammer differences should be visible in the City, but you'll have to manually calculate any differences in Commerce by adding up the differences of the squares that get worked. It might or might not be a "fair" comparison in terms of the Commerce until we see when the Cities can grow again, so you can run the comparison for as many turns as you need to do so in order to conclusively prove which method is better.

It might not even be apples to apples, but apples (slightly more Food, maybe?) by whipping 1 turn before growth compared to oranges (slightly more Commerce by whipping 1 turn after growth?). That's just my guess of what you'll see, but you'll have to try it out yourself to be sure.


Crabs builds Buddhist missionary (maybe this should be a Confucian monastery?).
I think that my reasoning was:
You can manually complete the Buddhist Missionary while growing, then 2 turns from having a full Foodbox, you'll be complete the B. Missionary and can start to build a Confucian Monastary, which you can then whip on the following turn when you are 1 turn from growing to Size 5, whipping for 2 population points. If we overflow directly into the Confucian Monastary, I think that we'll be stuck with a more inefficienty 1-population-point whipping action. Plus, we'll get the Buddhist Missionary out slightly faster this way than if we waited to whip the B. Missionary for 2 population points a couple of turns after it can be built manually.


Sugardaddy builds forge (not sure what might be better).
Yup, we'll just have to go with this build item until we can get Confucianism here.
 
So, here's an issue; there are two grasslands either side of Bedrock which we cannot irrigate without destroying either a floodplains cottage, or one of the two forests that I figured were there to be saved. Can I consider then chopping one of those forests to irrigate both of these grasslands?
I think that we're nearing the time where we'll have to start doing so. Probably starting with the Riverside one--even though it has more Forest-regrowth chances, its extra Commerce will be worth improving it first. Perhaps chopping it may help you to get a Confucian Monastary in Bedrock before the University, so it might be something that you have Worker 8 start by doing?? Hmm, but then Bedrock might grow to Size 6 without an improved Farm to work... so, maybe chop it after Worker 8 Farms the GRiv SW + S of Bedrock?


Hmm ok that's good to know, I'd assumed we wanted to either accept demands to switch religion, or avoid them by the trick of pre-emptively switching. By the sounds of it I should stick to Confucianism regardless for the moment.
Exceptional times call for exceptional measures. Zara declaring on us is a real possibility with us not getting the Open Borders bonus and possibly soon losing the Resource Trading bonus.

Do you plan to trade him Wheat for all of his GPT on T209? I don't have the save open anymore, but I also don't remember you writing that you did so.


We're choosing between farms as soon as we whip the forge, and from then on. I'd be willing to bet Dehli will get things out fastest by prioritising mines over farms. What I'll try to play around with is what I can get over farms instead of cottages for some number of turns. If it only affects the population Dehli finishes up at and not the rate at which things are built, I'll assume the priority is cottages?
I think that we'll still have to stick with Farms, since heavy whipping works best with us regrowing ASAP, and we have the population room to keep growing. I haven't run the math but I'd probably only go Cottages over Farms at this stage if you see something weird like us growing into unhappiness or growing so large that we'd be working unimproved squares.


one says to wait if you're not about to grow
That advice might only apply to Cities that are at their Happiness cap, so it's not a convincing argument for our situation. Honestly, running the test shouldn't be that hard, as I already outlined a relatively simple procedure of how you'd do it. One possible incentive is that if we later find that the opposite way that you used is the better way to go, you'd have to redo A LOT of your work...


Must... sleep...
 
T209
There's a workboat we don't have any particular use for, send it exploring somewhere?
It looks like we're pretty much done exploring, thanks to having received maps from the AIs. There's one spot in Japanese north Coast territory where an AI had "cut a corner" in their exploration, but our Galley 1 will eventually head around past there, so there is no reason to send the Work Boat back towards there.

Should we have you moving Galley 1 to the west now? It eventually needs to be out that way and is currently located at NW + N of Damascus in the real game. If you do send it to the west, watch for Toku or Justianian's Galleys, Triremes, or other naval vessels and make note of them, as the volume of ships will indicate whether or not they have put their war plans into action already or not.

As far as the real game goes, there is only one spot left for Galley 1 to explore, and that is in Japanese territory, by sailing to the square that is N + N + N of Kagoshima and SE + E of Ghuzz (clearly the name of a Japanese-captured Barb City). So, after Galley 1 moves to this square, it can keep going west. We probably don't want to get too close to the Barb island area until we are ready to transport troops there, in case there are Barb Galleys around the area, but we can probably "camp out" in a nearby AI City in the meantime.

So, I would say: send Galley 1 to the square that is N + N + N of Kagoshima and SE + E of Ghuzz, followed by sending him into Justinian's City named Polynesian on the west Coast of his continent. I would not put Galley 1 on "auto-move," as we REALLY need map intelligence of Toku's navy and Justinian's navy, and the only way that you'll get that is to move 1 square at a time, 3 times a turn, watching for their boats and making a list of every boat that you pass or that passes you in-between turns. Presumably, any boats that they send will be coming our way in a non-stop movement pattern, and they can only move 2 squares at a time, so none should be able to sneak past your visibility range and as long as they are actually heading towards us, there should be no worry about double-counting the boats, as the AI will not send their boats back and forth--the boats, if they exist, have a goal and we (or Zara?) are that goal.

Obviously, there is no point in doing any "boat counting" in the test saved game and even moving Galley 1 isn't going to make sense, due to Galley 1's placement in the test saved game being wrong and the western map not being reflective of the real game, but you should at least PRACTICE by waking up Galley 1 on T209, moving him 1 square at a time. You can probably safely fortify him (in the test saved game only) after moving him for 2 squares on T209 or else fortify him on T210 (again in the test saved game only).


Since we're stopping immediate production on the Work Boat in Ivory Towers, we can send the Work Boat around the northern edge of our continent towards the edge of Zara's borders. As long as we aren't within 2 movement points of Zara's Galley, we can always run the Work Boat away should Zara declare war on us. Note that a war declaration is impossible as long as we remain at Friendly relations with him, but stuff could happen that could reduce our relationship level with him, like Zara asking us to switch to Theocracy at a bad time and you feeling forced to ignore him.

That's why we want to sell Wheat to Zara for all of his Gold per Turn on T209--as a buffer of positive Diplo modifiers for keeping the +2 "Shared Resources with Us" value, in case we accumulate negatives Diplo modifiers with him for other reasons. Do so in the test saved game too, please, especially if you can AT A MINIMUM set up the relationships so that Pacal hates Zara BEFORE YOU GO ANY FURTHER IN YOUR TESTING. We really NEED you to be "actively testing" to see if Toku (aka Pacal) can ask us to cancel deals with Zara for a deal that we are not allowed to cancel--if Pacal ever asks us, then Toku can, too, and thus we probably will not be able to dare trading Wheat to Zara--but, if Pacal is Annoyed with Zara and never asks us, then we will have a bit more confidence in our plan to resell the Wheat to Zara every 10 turns. The issue is that Pacal likes Zara a lot for sharing his Favourite Civic of Hereditary Rule Civic, so you have to manually "sour" their relationship in the World Builder.

Once we finally get Toku and Zara to Open Borders with each other, we can sneak that Work Boat over to Ivory Towers. Now, since we will still need a Work Boat for Whales, we can still build the Ivory Towers' Work Boat. Whichever Work Boat gets to Ivory Towers' Clam first can improve Ivory Towers' Clam, while the other Work Boat can head towards the Whale Resource at Whales, preferably arriving on the Whale before we settle Whales.

Note that we cannot send a Work Boat around the southern edge of our continent--an Iceburg blocks the passage. We COULD always build a Fort in the Tundra south of Silverado, but it's not like we really NEED a southern passage, so I wouldn't bother diverting our Workers for such a Worker action that is currently of little value.
 
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