Justinian
First, i noticed that we have 2 turns of forced peace with Just. Did we gave in to some demand or viceversa?
I have no idea, but I would like to know, too.
Regardless, if we are not the war target, he will sail through our lands. If we are the war target, he'll likely keep his 2 Galleys where they are, as they are just outside of our borders in a good position to strike.
So, if he goes east with those 2 Galleys on the next turn, then we are not the war target.
Land-based Military Units
Still, we have time to garrison our coastal cities. There's a LB just outside Crabs, better move him in the city and promote him.
It is not a bad idea to move Longbowman 6 into Crabs and Longbowman 9 into Risaia, at least until next turn when we find out what Justinian is up to.
I do not recommend that you promote those two Longbowmen, however, as we will want to send them west to the Barb Cities and we will probably give them Combat I promotions.
As you said, Justinian cannot attack us for 2 turns, so there should be no need for promoting these units to a promotion that cannot be used against the Barbs.
Ultimately, if a western AI is going to launch a war against us, they will attack Crabs as part of the declaration of war. So, I would reserve ONE Longbowman for Crabs--Longbowman 4 (who is currently 1SE of Bedrock on the Flood Plains Cottage).
Longbowman 6 and Longbowman 9 should be transported over to the western continent, to join the army that is going to fight the Barb Cities.
With those 2 Longbowmen, along with the two Macemen on Galley 3, as well as the units already on the western continent, we will have the following army to assault the Barb Cities:
3 Macemen
2 Catapults
5 Longbowmen
I think that this army will be sufficient to take down "normal" Barb Cities, especially if we save the Longbowmen promotions in order to give them Combat I and maybe give one of them Drill I.
If there are Mech Infantry, then it won't be until the end of the game that we will be able to capture the Barb Cities, but the AIs will be unable to capture the Barb Cities AT ALL in such a case, so we will not worry if our army fails under those conditions.
Remember that in the worst case, we can always capture 1 Barb City at the cost of our Catapults (if we are unlucky in battle). Then, since Catapults do not need Resources to be built, we can defend the City with Longbowmen while we heal up our units and build Catapults in the captured Barb City. It's not the ideal scenario, but it should prove to you that this army will be sufficient--IF we bring all 5 Longbowmen, as per the plan.
Warriors
We have 7 warriors. Better gather the 4 we need, plus 1 for spare in a safe place.
As I suggested in my cross-posted message, let's use our Warriors for Military Police. Two defenders in each of Wheaties and Riverdale (one Longbowman and one Spearman in each) will be enough to hold off Zara--don't forget about our Cultural City Defence.
Also, better garrison all our cities with LBs and possibly with another unit.
One Longbowman in Crabs should be enough to DETER the western AIs from attacking us. No amount of defense will STOP them if they choose to go to war with us, but going crazy on building defensive units is just going to kill our economy and will NOT provide us a high enough power level to dissuade the AIs from attacking us. Either they will attack or they will not--there is no amount of Power Level that we can REASONABLY gain that will alter their decision, so it is better to run a lean army.
Besides, if any of them attacks us, they will land a small army near Crabs and will send a big Land Army to Goldfish. Simply by owning Goldfish, the western AIs will treat us more as a "land target" and will not be very serious about sending a Land Army in Galleys towards us--at most, we can expect a couple of units, which can easily be fended off with a quick switch into Military Civics.
So, it would be my recommendation NOT to switch into Military Civics just to build a defensive army--doing so would be a waste of our resources and would NOT affect our relative Power Level enough to change an AI's decision to declare war on us. We are best off continuing to use good Diplomacy (i.e. giving into Demands) to prevent a war with the western powers.
Crabs and Goldfish will be the only initial war targets of a Western AI
BtS AI can attack directly from the sea and not all our cities have enough borders to prevent a sneak attack.
While that is true, their AI programming is still limited. A western AI will either attack Crabs or will not even bother with sending units in a Galley, since they will deem us to be a "valid land target" by the very fact that we own Goldfish.
That's another reason why we should continue to build Cultural Buildings in Goldfish after the Lighthouse is complete.
The fact is that the AIs are not "smart enough" to send Galleys around up to near Sugar Daddy, say, and then declare war--they are "obvious" about their war declarations and Crabs will be their first target. Defending other Cities with anything but Warriors for Happiness (Military Police) purposes is a waste of valuable resources.
Galleys
Also, i noticed we already have some troops in Arabian Lands. I see we don't have many galleys, but they will travel faster loaded on 3 moves ships than walk without roads before Engineering.
The fact is that we have gone through this issue before. ONE Galley on the far western edge of the western continent, sitting inside of Trebizond, will be enough to shuttle OUR ENTIRE ARMY over to the Barb Cities' area.
I explained the process before in great detail, so that we would have a way to unload our troops and be IMMUNE to assault by Barb Galleys. Here is the process explained again:
1. Load units from our continent into Galley 3. Note that two Macemen are already loaded into Galley 3.
2. Unload the units onto Saladin's continent in the City of Basra. Since we have a lot of visibility of the surrounding area, we can spot enemy (for now just Barb) boats very easily and won't have to worry about our army being sunk. Also, with Justinian being at enforced peace with us, we do not have to worry about him sinking our boats on T231.
3. Walk our units across the land from Saladin's area to Justinian's area. This way, we were able to maximize the production of a Land Army of sufficient size to take on the Barb Cities in a one-time 5-turn Military Civic period. Most of the rest of the time, we will want to run Representation, Caste System, and Pacifism during your turnset, so it is good that we already have a large enough land army. There is no need to build a navy at this time.
4. Gather all Land Units into the City of Trebizond.
5. Galley 1, which is right now near the Japanese City of Ghuzz is supposed to already be in Trebizond. Oh well, he is not there, so I suggest the following: Send Galley 1 to the City of Polynesian. It is Justinian's City on the west Coast. End your turn in Polynesian, so that we will get 3 movement points on the next turn. On the next turn, Galley 1 can safely move into Trebizond within 1 turn. That way, if any Barb Galleys are nearby from having spawned near the Barb Cities, our Galley 1 will not have to fight them. Does this step make sense to you? It is an important step, as we are relying on keeping Galley 1 alive.
6. Once you have two Land Units and Galley 1 in Trebizond, you can Load those two Land Units into Galley 1. End Galley 1's turn in Trebizond, as the Land Units will have "used up" their movement points by getting onto Galley 1.
7. On the next turn, you can move Galley 1 1SW of Trebizond, unload the two Land Units onto the tip of the Grassland peninsula, then "hide" Galley 1 back inside of Trebizond. Barb Galleys cannot invade AI Cities, so this way, Galley 1 stays invulnerable to attack. If you already have more Land Units inside of Trebizond, you can load them into Galley 1 on this turn, so that you can immediately unload them on the next turn. Be sure to end Galley 1's turn, though, as we should not leave him outside of Trebizond at the end of a turn. If, however, you do not yet have 2 more Land Units to load up, then go back to Step 6, where you must "wait" with Galley 1 inside of Trebizond for at least 1 full turn before you can unload the Land Units.
8. If the Land Units that you drop off are Longbowmen, consider promoting them to Combat I (maybe give Drill I to one of them, but Combat I to the rest of them). Macemen should SAVE their promotions. Why would you save a promotion? Well, if a Maceman defends, it will be hurt. Giving it a City Raider promotion before it gets hurt WILL NOT HELP IT TO DEFEND ANY BETTER. However, if you wait until it is hurt and then give it two City Raider promotions, it will already be up to about 7 out of 8 health immediately. So, since the City Raider promotions will not help on defence, there should be no need to promote a Maceman ahead of time. However, if you fear attack, you CAN promote one of the Macemen to Combat I ahead of time--that's probably the best idea--promote ONE Maceman to Combat I and save the City Raider promotions for the others. You can then give either Cover or Shock to the Maceman that got Combat I after it wins its first defensive battle.
9. Gather ALL of the Land Units on the Grassland peninsula BEFORE you march towards the Barb Cities. If you do not know what I mean by the "Grassland peninsula," let me know and I'll make a screenshot. If we send in our units two or four at a time, the Barbs could wipe us out. It is better to send in a stack of all of our units at once, so that they will defend as a team and not get wiped out individually. Yes, that means that it will be up to the next player (Unclethrill?) to do the fighting, but that's just how the game goes--you can't always get to see military action in your games, especially when playing a succession game where we need to take turns.
Oxford University and Great Scientists
I've seen OU is completed next turn. Nice.
Indeed, now is the time (if Justinian leaves us alone) to abuse the Spiritual Civic to run Representation, Caste System, and Pacifism for as long as you can during our turnset. Ideally, you'll do so the entire turnset.
Organized Religion is a nice bonus to get, but it is only a 25% bonus, while Pacifism is a 100% bonus. Since we will have built all of our required Wonders (except for the United Nations) as of T231, it will be hard to come up with a reason to justify Organized Religion as being "better" than Pacifism.
Military?
Now, i'm completely out of ideas. I know we must build some military (well, a lot, just to be safe on the barb campaign and to have a decent defense, just in case).
I think that we will have sufficient units. We DESPERATELY need Great Scientists NOW. The more that we can get now, the higher of a tech that we can get with Liberalism.
So, I would strongly advise against switching into Military Civics UNLESS Justinian appears like he will go to war with us. The only way that you will see him planning to go to war with us is if he keeps his 2 Galleys that are near Crabs one square outside of our borders. If he moves 2 squares east, THEN WE ARE NOT HIS WAR TARGET.
The fact that we don't see any of his Land Units near Goldfish is also a good indication, but where he sends those 2 Galleys will confirm it one way or another. If he moves them 1 square, we had better be prepared for war. If he moves then 2 squares, then Zara had better be prepared for war.
Building Monastaries
Some monastery here and there will let us build missionaries with no need to be in OR and they will also give a little bonus on research.
Monastaries are a good idea.
Courthouses might be a good idea, too.
As a "general" build order, I would suggest that most Cities build these buildings in the following order:
Confucian Temple -> Confucian Monastary -> Forge -> Courthouse -> Buddhist Temple if we need Happiness in the City -> Buddhist Monastary -> other Monastaries
There will be exceptions to the above build order, but that's a good general idea to go with.
The Confucian Religous Buildings will get us Hammers plus Flasks. The Buddhist Religious Buildings will get us Flasks when we run Buddhism as our State Religion.
Courthouses will keep our economy from crashing once we capture the Barb Cities.
War with Mehmed?
The war with Mehmed will remain phony?
For now, yes. After Liberalism, we will likely know Scientific Method, so The Parthenon bonus will be gone. Likely, at that point, less of our Cities will be running Scientist Specialists and they can build more of a Military for us to go after a couple of Mehmed's key Cities.
Apostolic Palace Resolutions
How many turns before next AP resolution? Can we declare an Holy War, so the other members will join?
As I said previously, you can check on the F8 -> MEMBERS screen. The bottom left of the screen will tell us "Turns until next vote." When that number reaches zero, it will be time to choose a voting option.
As discussed, please pick the "Stop the War against Zara" option. We are ABUSING the Apostolic Palace's ability to stop the war between Zara and Mehmed, because it will also prevent Toku from declaring war on Zara.
After 10 turns, Toku can declare war on Zara, but then we will be close to ANOTHER Apostolic Palace vote, so we can ONCE AGAIN "Stop the War against Zara" shortly after the war begins, if Toku declares at that time.
Techs
Tech trades: nothing interesting, we are - i think - 1 turn away from Compass, why not research it?
Indeed, we almost have Compass. Why not research it? I will tell you why not: if we research it, the AIs will be more willing to trade it amongst each other. If we research it, the AIs will be more willing to piggyback off of our research into Compass.
Please wait until AFTER we have researched Printing Press in order to finish off research on Compass.
We have nowhere that really can build a Harbour (we have other things to build like Courthouses and Monastaries), so there is zero benefit in learning Compass now but there are some negative points to learning it now, as I just mentioned.
As for research into Printing Press, it is suggested that you use your "save up some cash and then spend it" trick, as Irgy and Mitchum have been doing. Try to keep our Gold level below 300 Gold if you can and try your best to check the Science Slider on each turn that you switch to a 100% Science Rate, so that we will remain in Binary Science.
Also Banking can be interesting to research, for 2 reasons:
a) it opens Mercantilism, Toku's favourite civic
b) 1 free specialist/city is not bad for a Philo Leader
While these points are true, researching Banking requires us to learn TWO TECHS off of our beeline path: Guilds and Banking.
Please do not research these techs until AFTER we have learned Mass Media.
There is a VERY STRONG CHANCE that AFTER we trade for or learn Astronomy, we will be able to trade for BOTH of these techs. The AIs heavily favour researching these two techs.
Learning these two techs ourselves would not gain us anything but would HURT our Victory Date. Please stay focused on our chosen tech path: Printing Press until we are about 80% complete -> finish off Compass -> back to Printing Press -> Trade for Optics -> Trade for Astronomy if we can -> Scientific Method -> Physics -> Electricity -> Radio -> Mass Media.
So, yes you can eventually finish off Compass, but it might not happen until the next player's turnset--it depends on how many Scientists you are able to run and whether or not Justinian forces you out of Representation. Please don't finish Compass until we are almost done researching Printing Press (about 80% to 90% complete is my recommendation), so that we don't give the AIs too much of a head start on building Privateers.
Somewhere in that tech path, we will be forced to learn Liberalism. It will be the duty of each UP player to watch for an AI learning Paper. If an AI learns Paper, we should pause play and discuss the tech situation with the team, as it may change our plans. It is not EASY to spot that an AI has learned a tech--you have to watch the "Wants" column on the F4 -> TECHS screen to see if "Paper" disappears from that column. So, be extra vigilant--we are counting on your eyes!
Great Scientists
PP can be researched by a GS. It happens that we got one, should i burn him on that?
Please do not use up our Great Scientists now.
Here is our overall strategy:
1. Learn Printing Press slowly, the hard way. Doing so gives us three advantages:
a) It lets us get maximum benefit out of our free Flasks from Monastaries
AND
b) It lets us get more free GPP from the Parthenon
AND
c) It gives the AIs more time to learn Optics and Astronomy, SAVING US RESEARCH TIME
why pay maintenance for 1 unit if it can be so useful?
See the above reasons. 1 Gold per turn is very much worth the 14 Flasks (plus bonuses) per turn that we currently get from our Confucian Monastaries. The faster that we get to Scientific Method, the faster that our Confucian Monastaries will become obsolete. Trading away more than 14 Flasks per turn to save 1 Gold per turn is a very bad tradeoff, wouldn't you agree?
Military?
We're planning to use the whip extensively to build a military, so better do it next turn when Dehli and 3Clams will grow 1 pop, i think.
As I said, we should be running Pacifism, no Military Civics. That's been our strategy for quite some time now.
We got ourselves a little army; now is the time to focus on more Great Scientists.
Great Scientists and Liberalism
Okay, I think that you'll believe me better if I explain the possibilities.
We have a lot of assumptions to make here:
1. Assume that we can Trade for or manually research Optics but not Astronomy before the AIs have learned Education plus Philosophy.
In this case, we will be forced to take Liberliasm. If we have 2 Great Scientists saved up, we can immediately Lightbulb Astronomy and take Scientific Method with Liberalism.
2. Assume that we can Trade for or manually research Optics but not Astronomy because the AIs are slow in researching, so we are also not under pressure to learn Liberalism.
In this case, we can manually research Astronomy ourselves.
2. a) If partway through Astronomy we find that an AI may get Liberalism, we will use one Great Scientist to finish off Astronomy and we will take Scientific Method with Liberalism.
2. b) If we can manually complete Astronomy, without being in danger of losing Liberalism, we will do so.
We can manually start research on Scientific Method. If we are in danger of losing Liberalism, we can probably put some manual research into Scientific Method so that 2 Great Scientists can Lightbulb the rest of Scientific Method and then we can take Physics with Liberalism.
3. Assume that we can Trade for or manually research both Optics and Astronomy. Liberalism is in danger.
We will take Scientific Method with Liberalism.
4. Assume that we can Trade for or manually research both Optics and Astronomy. Liberalism is not immediately in danger.
We will manually research Scientific Method. We will use 1 to 2 Great Scientists to "finish off" Scientific Method if Liberalism is in danger. Then we will use Liberalism on Physics.
5. Assume that we can Trade for both Optics and Astronomy. Liberalism is not immediately in danger. You have also been really great at generating Great Scientists and have 5 to 6 Great Scientists.
We can manually research most of Scientific Method. If we are at risk of losing Liberalism, we can use one Great Scientist to finish off Scientific Method. IF YOU HAVE BEEN AWESOME AT GENERATING GREAT SCIENTISTS, then we can use 4 more Great Scientists to immediately Lightbulb Physics. Then we can take Electricity with Liberalism. THAT WOULD MAKE YOUR ULTIMATE GOAL TO GET 5 TO 6 GREAT SCIENTISTS!!! (6 would be in case we need to use 2 of them on Scientific Method).
If we can't get that many Great Scientists, then at least we'd be able to finish off Scientific Method with as many Great Scientist Lightbulbs as needed and then take Physics with Liberalism, using the remaining Great Scientists on Electricity.
Whales
I think it's better settle Whales so it can expand its borders and we gain some pop for the bulb.
Settling Whales now is premature. It will cost us money to settle it, more money than we can make back by working an improved Ice Silver square and getting the City's Trade Routes.
Further, as soon as we capture a Barb City, the cost of a Barb City will be considerably higher, too.
The cost of a City is MORE than the Maintenance Costs that you see within the City screen. The F2 screen's Financial Advisor will give you a clearer picture. Go and download test save game 16 and settle Whales with that game (you'll probably want to World Build yourself a Settler). You will find that the City will hurt our economy.
The same will be true now (although we're waiting on Irgy to update the test saved game, we won't suddenly "make more money" than in the last test saved game).
As for City growth? Well, as I said, we will lose money even if we work an improved Ice Silver. We will lose even more money if we work a different square.
Getting 3 more Flasks from a one-time Lightbulb is NOT worth losing 6 Gold per turn. Do you have a way of justifying the costs of settling Whales now? I really don't see it.
However, you can get Whales PREPARED:
a) Do not settle Whales on your turnset
AND
b) Get a Confucian Missionary at some point in your turnset for Whales, so that we can be ready to spread Confucianism when we do finally settle the City
AND
c) Irrigate the Grassland square W + W of Whales
However, please do NOT put a Road on the Iron there. You can put a Mine on the Iron if you want, but we will likely never use it, as Whales does not have enough Food to use it, and if we were to work a 0 Food square, working an Ice Silver would be a better choice, so we will likely never ever use that Iron anyway.
The Work Boat down there is in a good spot, as it is currently spawn-busting for Barb Galleys.
Whales is going to be an "end game" City. At best, it will work the Whale, the Grassland Irr square, 2 Grassland Hills Windmills, and two Ice Silvers. We have a lot of time left to us to build that City and still grow it. However, its squares are not powerful enough to make it worthwhile to build it now.
ONLY LATER, when we ABSOLUTELY NEED the Happiness from the Whale, should we consider build the City.
Since you are about to run Scientist Specialists everywhere, our Cities won't be growing and they won't need the Happiness.
Let us please not burden our economy with the cost of Whales while getting no benefit out of the City itself.
That city is close as Silverado to Dehli, so the maintenance can't be too high, even considering the increased number of cities (in any city). It can be largely compensated by the trade routes.
It is very high, because we don't have our Courthouses built yet. Part of your turnset's goal will be to build our Courthouses. As I said, check the F2 screen before and after building Whales in a test saved game. You will see that the cost of the City will be greater than working the best square (an Ice Silver) PLUS the Trade Route income... and chances are that we would work a Food-based square instead of the Ice Silver and the City would cost close to 6 Gold per turn counting the Trade Route income.
It is not the City's cost that matters--it is the cost to our empire. That is part of the reason why so many players over-expand and have their units go on Strike--because they fail to consider the empire-wide costs and only look at the City screen's listed City Maintenance Costs, failing to realise that other costs are involved, including Civic Upkeep empire-wide, increased City Maintenance costs spread out across all other Cities, as well as increased Inflation.
We will lose out bigtime and we can barely make money at a 0% Science Rate. It would be an economic mistake to settle Whales during your turnset.
Barbs Cities
As I discussed previously, we can build a Fort to connect a land-locked City. Connecting the Barb Cities, if they are not automatically connect to our Trade Network, should be a trivial matter.
There is a good chance that we will be able to capture a Barb Worker, since we see that they built a Road. DynamicSpirit could have put the Farm on the Wheat that we see, but the Road in the middle of nowhere would likely have been built by a Barb Worker.
If you want, you can also drop off a Worker in Basra and have him walk to Trebizond. We should have enough Worker actions completed at home to be able to afford the loss of one Worker now.
there's only room for a coastal city in the northenmost ip of the island or the small peninsula E, 3S+2W of Trebizond.
Recall that 3 Cities on a foreign continent costs you A LOT OF MAINTENANCE in Collonial Costs. The costs are not geometrically increasing, but likely logarithmic; in other words, if we put a 3rd City on that landmass, each of those Cities will probably cost us in the neighbourhood of 20 Gold per turn or more.
No, a Fort would be a far better choice, so there is no need to send a Settler over there.
Build Queues
- build queues for any city
I can help with those tomorrow. I already gave you some general suggestions to follow, as well as a few suggestions for which build items to change on T230.
One additional idea is as follows:
Wheaties: Maybe we should not hire any Scientists in Wheaties. Instead, we should build a Forge -> Chichen Itza for Failure Gold (do not complete the Wonder). We'll make far more money than we will by building Wealth and since this City is our production monster and it doesn't have a lot of excess Food, we're probably better focusing on getting Failure Gold here instead of running Scientists. Before Chichen Itza is complete, we can switch to building Angkor Wat for more Failure Gold.