SGOTM 11 - Fifth Element

My proposal for roads is for strategic/military reasons.

We must not to be greedy, or we risk bad surprises. I know that hopefully we can not need them for those reasons, but you know, who lives hoping dies singing (how does this sounds in English? it's straight from Venetian).

Also, if you prioritize food for hammers, the hammers from cow will help the food, under the form of a WB. But not a problem for a partial pasture instead of a partial road, if not the military/safety/strategic reasons.
 
A couple of Partial Turnset Comments
OK, played until T156...
Everything went exactly according to the plan.
Great news!


He would have accepted CoL alone for both (marameo)
Thanks for noticing when to make the trade, even though it happened earlier than in the test saved game!!!

Trading techs that an AI can get from another AI (such as Alphabet and Math at this stage of the game) is a great way to leverage our tech trading and stay advanced.

Trading techs on which we have a Monopoly or almost-monopoly will be best done when we can make several deals for different techs on the same turn as each other.

What does "marameo" mean?


(Great Scientist) born in Delhi
Now that's a relief! I was afraid that we'd have to fight about which City to settle a Great Prophet in (that would be my suggestion of how to use one) versus which Holy Shrine to build...
Spoiler :
and I would have fought against building a Holy Shrine, since we only want Buddhism to spread around the world, not other religions--the more other religions that spread, the greater the chances that the AIs will want to switch to Free Religion



Please help me to get the Test Saved Game updated
- The arabian WB moved 2E on turn 151, but instead to move further E it went back.
Arrived in Bedrock, it's now (t156) moving E again.
That's weird but REALLY GOOD! Zara and Saladin not meeting means that they can't ask us to cancel Open Borders with the other one of them.
Can you tell me on which exact square the Work Boat is now sitting?


- Zara is now researching Construction.
This part of the turnset may be the toughest part to replicate, but I will try.

Some other questions:
1. Did you stay at a 0% Science Rate? If yes, then duplicating our total Flasks should be really easy to do.

2. Just in case, can you tell me how many Flasks we have invested in Currency so that I can double-check the value?

3. How much Gold do we have saved up?

4. Can you tell me which Cities have Foreign Trade Routes and how much each one is worth (2 or 3 Commerce each, most likely)?

5. What are the Sizes of each of Zara's Cities?

6. Did any Forests grow, and if so, where?

7. If there is any other info that you think I should know for updating the test game, please let me know.
 
Another quick question:
- Zara showed Monarchy completed on turn 153, so i did the trade. Alpha+Mat for Archery+M.
Just to clarify, which turn did you make the trade on? T153?
I ask because the Event Log mentions dates from a previous turn when things happen IBT (in between turns), like a Wonder being built or a tech being learned.
 
Please help me to get the Test Saved Game updated

That's weird but REALLY GOOD! Zara and Saladin not meeting means that they can't ask us to cancel Open Borders with the other one of them.
Can you tell me on which exact square the Work Boat is now sitting?



This part of the turnset may be the toughest part to replicate, but I will try.

Some other questions:
1. Did you stay at a 0% Science Rate? If yes, then duplicating our total Flasks should be really easy to do.

2. Just in case, can you tell me how many Flasks we have invested in Currency so that I can double-check the value?

3. How much Gold do we have saved up?

4. Can you tell me which Cities have Foreign Trade Routes and how much each one is worth (2 or 3 Commerce each, most likely)?

5. What are the Sizes of each of Zara's Cities?

6. Did any Forests grow, and if so, where?

7. If there is any other info that you think I should know for updating the test game, please let me know.
I reopened the save, so:

Sal's WB: exactly 1E of the coastal horse, or 2N of the mountain.

1) yes. now we can complete currency in 5 turns and finish with some gold in the bank.
2) 351 beakers over Currency
3) 163 gold in bank
4) Dehli-Baghdad +3, Silverado-Aksum (size 6) +2, Riverdale-Gondar (size 3) +2, Bedrock-Lalibela (size 1) +2, Wheaties and GPF both Dehli +1
5) see above
6) no
7) Sal has Construction this turn

Another quick question:

Just to clarify, which turn did you make the trade on? T153?
I ask because the Event Log mentions dates from a previous turn when things happen IBT (in between turns), like a Wonder being built or a tech being learned.

Yes, i watched the score and the F4 every turn: Monarchy was on the table on turn 153, so i traded.

Another argument:
We can finish Currency in 5 hiring 2 sci in Dehli and working the mine which will complete this turn, the hamlet and the farm.
This way, Silverado can steal one corn and grow in 6. So, i've found a job for our new worker: the deer near Silverado!
The worker now finish the mine will road to Riverdale. A straight road E.
 
Latest Test Saved Game
Okay, I think that I got everything that BLubz mentioned incorporated into the test saved game. It's tough to tell for sure without the official saved game to compare against, but it should be close enough for this next mini-turnset.

After that mini-turnset, it should be easy to fix up minor changes by comparing against the real game.

If you spot any errors, of course, do not hesitate to point them out.

And most of all, enjoy! :cool:

:newyear: EDIT: Download away!
 
The Hanging Gardens
Dehli: worker complete next turn, start Aqueduct...
Worker 2: continues mining near Dehli, then? move in Bedrock area? i also like to road to Riverdale...
Worker 5 (ready t. 157): road to Riverdale. I strongly recommend this for safety reasons...
We can finish Currency in 5 hiring 2 sci in Dehli and working the mine which will complete this turn, the hamlet and the farm.
I played out a test using the test saved game. The fastest that I can get The Hanging Gardens is on Turn 163, 155 BC.

That's if we switch into Organized Religion, Slavery, and Confucianism right away.

That's if we whip the Aqueduct two turns later, after we've completed the Worker and invested 1 turn of Hammers into the Aqueduct.

That's if we emphasize Hammers (and not Scientists) in Delhi.
Spoiler :
Note that if we want to try for a Great Engineer in Delhi next, we shouldn't dilute the Great Person pool with Scientists, right?

That's if we chop 2 Forests (the GHFor NE + N of Delhi and the PHFor NE + E + E of Delhi).

When will we get The Hanging Gardens using your approach? Run a test game and find out. I suspect that the date will be far too late.


We are seriously in danger of losing this critical Wonder. What else are we saving these Forests for if not to:
1. Get more GPP points per turn in Delhi
AND
2. Get the needed Great Engineer points
AND
3. Get +1 population in each City
AND
4. Get a free +1 Health in each City

Is it worth not whipping those 2 population points if the tradeoff of not whipping means that we would lose out on 1 free population point back in the same City (making it seem like we only whipped 1 person), plus 1 extra population point in all of our other Cities?


If we focus on getting the Deer up and running in Silverado, we may miss out on The Hanging Gardens. Then we won't even be able to grow to Size 2 for free there.


I thought that our strategy was dependent upon getting a Great Engineer.

I thought that after beelining the 3rd Great Person, we were going to emphasize Hammers in Delhi and pump out an Aqueduct and The Hanging Gardens.

I thought that 45 free Hammers everywhere (the equivalent of whipping once using our free population point in each City) was something worth pursuing with every bit of lifeblood remaining in our empire (i.e. using the available Workers to chop Forests into The Hanging Gardens).


PPP 3.1 is not yet ready to play and if you don't want to focus on getting The Hanging Gardens out, then we'll need a vote to see whether people believe that a Road to Riverdale and Camping the Deer takes precedence in our goals over getting The Hanging Gardens.

Part of your turnset's ending is to set up Havr's turnset for easy success. If we agree that The Hanging Gardens is crucial to our success, then we should put the emphasis on getting it, and the end of your turnset will determine how well we will perform in regards to this goal.
 
The Hanging Gardens

I played out a test using the test saved game. The fastest that I can get The Hanging Gardens is on Turn 163, 155 BC.

Excellent. 155 BC sounds safe. I agree that the Hanging Gardens are critical to our strategy. The extra health and population in every city are just gravy. What we REALLY need are the GE points. The sooner we get GE points going the sooner we'll get our Great Engineer. Not getting a GE will cost us 15 to 20 turns at the end of the game (probably more since Riverdale has crappy hammer output) and will surely cost us a possible medal.

I think the roads and deer can wait...
 
I think the roads and deer can wait...
Which is not the same thing as saying that we won't get either the Road network or the Deer. They are just not being emphasized RIGHT NOW.


I have no trouble with us devoting one of the Workers that chopped The Hanging Gardens to going directly to Silverado afterwards to Camp the Deer. But that will happen in Havr's turnset.

On the way to the Deer, the Worker that chops the PHFor NE+E + E of Delhi will have to build a partial Road, which would be enough to complete that piece of Road, which is a piece of Road that is part of the Road network between Delhi and Riverdale. So worry not, BLubz; your goals will be met in due time, but I think that the sooner that we can get The Hanging Gardens, the sooner that we'll all be able to breathe a sigh of relief.
 
Worker 1: Improving the GPig vs the PCow
Worker 1: moves to pigs, road/stop, then pasture cows near GPF.
Mitchum said:
I usually prioritize food over hammers, so I would be more inclined to pasture the pigs first.
Rather than going with personal preference, let's do some math here.

Whipping a population point = 45 Hammers.
When a City is small-sized, even before building a Granary, it is efficient to whip population points. Specifically, when growing from Size 1 to Size 2, it only costs us 33 Food.

So, when our City is tiny, 33 Food = 45 Hammers, assuming that we have enough Happiness. Our empire currently has a lot of Happiness, so whipping is more efficient.

Pastured GPig = 6 Food
Pastured PCow = 3 Food + 3 Hammers

The Pastured GPig will be able to convert its extra Food into MORE Hammers than just building the base Hammers that the PCow will give us.


Therefore, since the Great Person Farm has additional Happiness points that we can afford to whip, we will win out more if we first Pasture the GPig.


Great Person Farm Build Order
We'd said that we would build:
Work Boat -> Work Boat -> Granary

However, Unclethrill already chopped a Forest into the Granary. If we use the first Work Boat's overflow Hammers in the Granary, we can whip the Granary for 1 population point.

For a fast-growing City like the Great Person Farm, this early Granary will be a HUGE benefit, paying for itself very quickly, even without the Organized Religion bonus being applied to the overflow Hammers or the whipped Hammers.

Therefore, I suggest that the build order for the Great Person Farm be:
Work Boat (whipped) -> Granary (whipped) -> Work Boat (which we may or may not whip, we can test that possibilty out as it gets closer to that time of the game) -> Lighthouse
 
Worker 3 can help out chopping into The Hanging Gardens, which implies that the other Workers can be immediately useful in other areas
Worker 3 has apparently stopped chopping its GFor. The reason why we decided to chop that GFor now was because we were "close" to that GFor square and wouldn't lose a movement point moving there.

Well, what if we could move away from there and back again, without losing any movement points? What if by doing so, we could get a second chop into The Hanging Gardens? Wouldn't that be great?


Worker 2
So, what I suggest is that we co-ordinate Worker 3 with Worker 2.

Worker 3 will partially chop the GFor that it is standing on, until Worker 2 will be able to chop the PHFor NE + E + E of Delhi in 3 turns. At that point, Worker 3 can move to the GHFor NE + N of Delhi and chop it in 3 turns, as well.

Both Forests will be chopped at the same time and when we do so, The Hanging Gardens will be completed on the same turn, assuming that we whipped the Aqueduct on the turn after some Hammers were invested into it. So, should an AI beat us to The Hanging Gardens, we'll be able to keep those Forests. If no AI beats us to it, then we'll know that it will be ours when we chop both Forests, since it the Wonder will be completed at the end of our turn before any AI gets their turn.

Worker 3 will then be able to move from a Road square to a Road square (3 movement points minus 0.5 movement points = 2.5 movement points) and then back onto the GFor square (2.5 movement points - 2 movement points = 0.5 movement points) and still be able to put a Chop into that GFor without losing a movement point.

Voila! Worker 3 lets us be more productive without losing any movement points!


Worker 5
Meanwhile, Worker 5 can go straight to the GHorse by Bedrock and improve it. Since we'll be getting The Hanging Gardens within a short period of time, we'll want to settle our Cities for the free population point, meaning that the Rice City will steal a Flood Plains Cottage and we'll want the GHorse Pastured so that Bedrock can work it (and can thus put Hammers into its Galley that we seem to be agreed upon is important to build).


Worker 4
Meanwhile, since we'll be getting The Hanging Gardens soon, Worker 4 should head straight to the Three Clams' City Forest and chop it, in order to chop it before we have to settle Three Clams in order to get the free population point.

Obviously, settling Three Clams is better than not settling it and chopping the Forest later, as whipping 1 population point = 45 Hammers, which is more Hammers than the 20 Hammers we get for chopping the Three Clams City's Forest. However, we can BOTH chop that Forest AND get the free population point in the Three Clams City, so why not do so?

On the way to the Three Clam City's location with Worker 4, I suggest that we put 1 partial turn into a Cottage on the Grassland 1W of Bedrock (1SE of the PMarble) and that we put 1 partial turn into Pasturing the PCow (1NE of the PMarble).


Once The Hanging Gardens are built, both Crab City and Three Clams City will be able to whip a Work Boat whenever we'd like. Clam City would be able to improve a Clam immediately and thus be able to work an improved square; Crab City would have to wait for its borders to expand (we might want to slip into Caste System at some point for 5 turns and hire Artists where we want our borders to expand).
 
OK, let's delay those roads and the deer, and let's hope we won't regret this.

In any case, if worker 4 goes straight ro the forest on 3Clams site, he will lose an entire turn. I can't see why, since he will finish the chop in time.
Let's detail:
T156 move 2 from horses, road/stop.
T157 move 2 on cows, road/stop.
T158 move on forest, start chop in 5 (but the forest is gone on turn 162, so we can settle in that same turn and the city will magically grow 2 next one, provided we win the HG)

Worker 1: i see the point in whipping the WB, so, ok pasture pigs until complete
Worker 2: here i think you're wrong or i'm missing something. finish the mine this turn, turn 157 he can chop the forest right E of that mine without losing turns
Worker 3: 157 moves to horses, pasture
Worker 5: 158 moves to horses, pasture
then one of them will go to cows, while the other (the first free, presumably w.3) will finish the chop

So, Dehli will fire all the specialists and set to max production?
Aqueduct for 1 turn, whip for 2 pop, HG?
At this point my proposal for Silverado has a lot of sense, i think.

I don't see any other point of discussion.
 
There's some (OK, many) mistake on my post above, so:

Switch to OR+slavery and convert to Confu at the start of turn 156

T156
worker 1 moves to pigs, pasture
worker 2 finish mine, then moves to the PHF and chop (1 turn lost, but sooner or later...)
worker 3 finish chop near Wheaties, then finish chop the HG near Dehli
worker 4: T156 move 2 from horses (1E of marble), road/stop.
T157 move 2 on cows, pasture/stop.
T158 move on forest, start chop in 5 (the forest is gone on turn 162) so we can settle right before the HG are in (T163)
worker 5 pasture horses, road/stop 1E of marble, then pasture cows

Cities:
Dehli will fire all the specialists and work max hammers tiles to whip the Aqueduct for 2 pop, then HG with 2 chops in turn 163
Silverado will borrow the corn from Dehli, so it will be size 2 right before the HG are completed, growing to 3
GPF will continue work pigs, whip the WB right after reached size2, WB, granary
Riverdale will continue monastery until is possible to whip
Bedrock finish settler, galley at max hammers, whip, archer

What about let me play until turn 163 when the HG are completed? so next TS will have a lot less variables to be discussed and we can play it straight.
Also, this will be my first 15 turns TS in this way.

BTW, 2 spanish galleys arrived on turn 162, right when i settled the 3 cities. So, the archer/settler party is stuck on the coast near one of our new cities.
Not clear what the other is doing.

Our galley with our settler party was slowered by a barb galley arriving from the sugar island. Luckily it won the fight (i unloaded the settler/archer before waiting for the onslaught).
I think we can also send the warrior there, unload it alone, then unload the settler if no barbs in sight, so we can save some turn.

Met Peter (WB), but this is not much important for the actual game.

Unfortunately, working max hammers in Dehli and firing specialist will delay Currency for some 2-3 turns. Also, our economy will be close to strike once founded all the cities. But i think it's worth the sacrifice.
 
GO GERMANY!!!!!!!!!!!!!!!!!!!

Sorry had to inject that!
 
Forest Regrowth
Worker 2: here i think you're wrong or i'm missing something. finish the mine this turn, turn 157 he can chop the forest right E of that mine without losing turns
The issue is not about saving or losing a turn. It is about Forest regrowth possibilities.

I have gone to the trouble of creating screenshots the detail the number of Forest regrowth possibilities so that you can better appreciate the implications of why we are selecting certain Forests to be chopped while we are leaving others without chopping them.


Blue Numbers
Blue numbers indicate the number of horizontally and vertically adjacent squares that a Forest can grow to.

If a Forest has a blue number zero, it is not contributing to regrowth possibilities at all. The blue number zero Forests, if they have at least one horizontally or vertically adjacent Forest, are usually the first ones to be chopped, because by chopping them, you are "culling" the Forest and are increasing the chances of Forest regrowth.


Green Numbers
Green numbers indicate the number of horizontally and vertically adjacent Forests that contribute to a Forest regrowing (or initially growing) in this square.

If a square has a green number zero, it means that this square cannot receive a Forest. This situation can happen if there is an improvement on the square, if the square cannot ever receive a Forest through natural spread (such as a Peak [aka Mountain]--although you can World-build in a Forest on a Peak), if there is a Resource on this square that cannot have a Forest grow over it (such as an unimproved Corn Resource), or if there are no horizontally or vertically adjacent Forests.


Additional Comments
Higher numbers are BETTER for both blue coloured squares and green coloured squares.


Forest regrowth CANNOT happen diagonally, which is unfortunate, really, since that means that many squares can never get a Forest growing on them, even if they are "Forest eligible" squares, such as the empty Plains square to the SE of the PCow (1N of the Peak with a green number zero on it).


Here are the screenshots.
Spoiler :
BEFORE CHOPPING:
attachment.php


AFTER CHOPPING THE PFor Square 1E of the Worker (worse to chop):
attachment.php


AFTER CHOPPING THE PHFor Square 1NE of the Worker (better to chop):
attachment.php


Initial_Situation!.jpgPFor_gets_Chopped!.jpgPHFor_gets_Chopped!.jpg
 
Interpreting the screenshots above
Let's look at the top 4 rows of numbers (12 numbers), ignoring the bottom row of numbers (3 numbers), since the bottom row of numbers doesn't change between screenshots and are just there for illustration purposes only, to give you more examples of green numbers versus blue numbers.


From top left to top right, then left to right on the next row, down to the bottom row, one row at a time, we have the following values:

BEFORE CHOPPING:
GREEN = 2 + 0 + 0 + 0 + 3 + 3 = 8
BLUE = 1 + 0 + 1 + 2 + 2 + 2 = 8

AFTER CHOPPING THE PFor Square 1E of the Worker (worse to chop):
GREEN = 2 + 0 + 0 + 0 + 1 + 2 + 2 = 7
BLUE = 1 + 1 + 1 + 2 + 2 = 7

AFTER CHOPPING THE PHFor Square 1NE of the Worker (better to chop):
GREEN = 2 + 0 + 0 + 3 + 0 + 3 + 3 = 11
BLUE = 2 + 2 + 3 + 2 + 2 = 11


Analysis
Remember that BIGGER NUMBERS = BETTER Forest regrowth chances.

By chopping the PFor square, we reduce the number of chances for Forest regrowth. That situation is not too surprising--if you chop a Forest, you would expect there to be less Forest regrowth possibilities, right?


YET, what we see is that by chopping the PHFor square, we actually INCREASE the chances for Forest regrowth. That's the power of selective Forest chopping--you can actually IMPROVE your chances of Forest regrowth PLUS get the Hammers NOW. How awesome is that? :cool:
 
what are you talkin' about... cricket?
It couldn't have been cricket--the English would have walloped them. :D


Clearly, the Italian players already "scored" big time in 2006 and would now rather get home to their wives/lovers ASAP. "Let other teams have a chance at glory," one player was quoted as saying, "we're already rich and famous and our sexy, muscled bodies are better put to use growing the Italian population." :crazyeye:
 
Forest Regrowth
OK, interesting and to keep in mind, but the post you quoted is surpassed by my most recent one.

I could have deleted it, forget to have read it.
 
PPP3.1 Comments
Overall, you're getting better at writing PPPs! I am impressed! :goodjob:

T156
worker 2 finish mine, then moves to the PHF and chop (1 turn lost, but sooner or later...)
worker 3 finish chop near Wheaties, then finish chop the HG near Dehli
Sounds fine. However, would you mind making it easier on yourself for executing the PPP by detaling the turns on which these second actions occur, instead of making it all look like it happens on T156? You might forget to do the actions, otherwise. Plus, it would be nice if you clarified the "finish chop the HG near Dehli" comment. I'm pretty sure that I know which square you are talking about, but you might forget when playing the PPP or else someone else on the team reading your PPP might like to know.


worker 4: T156 move 2 from horses (1E of marble), road/stop.
Try something else. That's not going to work.
1E of the PMarble is a GFor square, which will eat up all of your movement points moving into it and you won't be able to perform a Worker action.

If you are planning on putting a Road on the square 1W of Bedrock and 1SE of the PMarble, I would say that we won't really want to complete a Road there. Far better would be to eventually put a Road on the GFor 1NW of Bedrock. But, as I just discussed, moving to this square now eats up all of your movement points.

That's why I suggested putting a partial Cottage on the square 1W of Bedrock and 1SE of the PMarble, as we could eventually make use of this extra Worker action, while putting a Road there would be redundant (and putting a Road there would mess up our Forest regrowth chances in the short term until we chop those 2 Forests).

After a couple of turnsets, when our Workers are done improving things like Cow and Marble squares, Roads in the area would be far better placed on the GFor 1NW of Bedrock (1E of the PMarble) and the PFor 1SW of Bedrock (1SE + S of the PMarble), so as to maximize Forest regrowth chances in the local area.


worker 5 pasture horses, road/stop 1E of marble, then pasture cows
Eh? Why not complete the GHorse River square?
It will be worth 7 Basic Inputs, due to it being on a River. The PCow will only be worth 6 Basic Inputs.

Is that 1 extra Food from the PCow worth the tradeoff of 2 extra Commerce from the GHorse River, at a time when you said that our economy was going to crash and we might need to squeeze out every last bit of Commerce?

EDIT: Okay, in re-reading what you wrote, I noticed that you didn't write "pasture horses/stop," so as long as you plan to complete the GHorse Pasture before moving, my comment is withdrawn. However, the next listed Worker action, about the Road on the square 1E of the Marble, will need to change just like for Worker 4, above.


Dehli will fire all the specialists and work max hammers tiles to whip the Aqueduct for 2 pop, then HG with 2 chops in turn 163
Silverado will borrow the corn from Dehli, so it will be size 2 right before the HG are completed, growing to 3
We are currently running Bureaucracy. Every effort possible should be made to keep Delhi growing until we get close to our Happiness limit. We will be several population points away from our Happiness limit if we delay growth just to let Silverado grow a bit.

Each Hammer and each Commerce that Delhi can work is worth 1.5 the number of Hammers and Commerce displayed on the map. On top of that, Delhi has a Library to add even more Flasks to that basic Commerce value when we are running a 100% Science Rate.

I do not see how it's worth delaying growth in Delhi to support a City like Silverado that can currently only use a very weak (4 Basic Input) square once it grows to Size 3.

If Silverado had TWO PHSilver River squares, I would see the argument, because that Silver square is worth 9 Basic Inputs. Unfortunately, we don't have a second Silver Resource in Silverado. Delaying working Bureaucratic-powered squares in Delhi (by giving away Delhi's Corn to Silverado) just to work an additional 4 Basic Input square in Silverado is not a good tradeoff, in my mind.


Finally, Silverado will NOT yet have its Granary. Even if it continues to work the Silver the whole time, it still won't have completed its Granary by Turn 163. So, what you are suggesting (giving Delhi's Corn to Silverado now) throws away 15 Food in Silverado, since we won't have a Granary to keep this Food. That's too big of a waste. We must get the Granary in Silverado before we even consider stealing Delhi's Food Resource.


Also, if you would detail WHICH squares Delhi will work, it would be appreciated. Just to clarify, "max Hammers" does not mean work a 1F + 2H (3 Basic Inputs) square. It just means work all of the Mines. I appologise for being so confusing in my statement. In addition to the Mines, work some GRiv Cottages and the GRiv Irr square. We should still avoid working the 3 Basic Input squares in Delhi, since we are not yet THAT desperate for Hammers there. I'd rather grow the City a bit, as well as grow our Cottages, wouldn't you?

Note that we will not change the date of The Hanging Gardens by chosing to work the "3 Basic Input" PFor and GFor squares, since our Forest chops are the gating factor for when the Wonder gets completed, and switching which squares get worked in Delhi will not change how quickly our Workers can chop. I know that you just decided to use all Hammer-based squares due to my misleading comment, but I am just making it clear to everyone that we would see zero benefit from working these PFor and GFor squares now, so let's just blame me for being misleading and move on...


GPF will continue work pigs, whip the WB right after reached size2, WB, granary
It seems that you missed one of my comments.
We've been delaying Granaries in other Cities, because we have to grow to Size 4 just to be able to whip them for 2 population points.

HOWEVER, because Unclethrill chopped a Forest into the GPFarm's Granary, if we also add the first Work Boat's overflow Hammers, we will be able to whip the Granary using only ONE population point. That's an amazing deal (it is like being a Civ with the Expansionist Trait, who would get half-priced Granaries). Plus, then Unclethrill can claim that doing so was part of his Master Plan all along... :D ;)

So we'll want to build the Granary after building the first Work Boat.

We will whip this Granary once we are at Size 2 AND have a half-full Foodbox.


What about let me play until turn 163 when the HG are completed?
How about you play until T162 and put the two Forest chops into The Hanging Gardens, so that The Hanging Gardens will appear to complete in 1 turn? Plan to leave at least 1 unit with a movement point remaining. We will FOR CERTAIN get The Hanging Gardens this way.

What are the advantages of doing so?
1. Well, uploading the saved game on the turn BEFORE we get The Hanging Gardens will make other teams underestimate us in the scoreboard.

2. Also, if we upload the saved game 1 turn AFTER building The Hanging Gardens, we will OVERESTIMATE our Score for ourselves, since within a couple of turns, some of our new population points may get whipped away.

3. Finally, if you don't plan to make any movements on T163, it is better to end on T162. That way, we stay flexible--we can still potentially make Civic Changes if we decide to do so, we can still make trade deals if they are available, etc. Basically, the difference between the end of T162 and the start of T163 will make no difference in the amount of moves that you can make (except to leave at least 1 unit with movement points left), but will give us more flexibility if we end the turnset on T162.


BTW, 2 spanish galleys arrived on turn 162, right when i settled the 3 cities. So, the archer/settler party is stuck on the coast near one of our new cities.
You'll have to watch for this kind of thing happening in the rest of your turnset. We have no idea when an AI will decide to show up, but they WILL show up at some point (even if that point is 100 turns from now!). Plan to pause play around this time and maybe give us a screenshot, so that we can get a more accurate test game.

Most things won't change, such as Worker actions, but we may need to adjust our Science Rate and we might need to discuss which Cities to settle, based on where the AI lands.


Our galley with our settler party was slowered by a barb galley arriving from the sugar island. Luckily it won the fight (i unloaded the settler/archer before waiting for the onslaught).
Where did this Archer come from?

Also, your previous argument about Panthers is flawed. There are no Panthers remaining in the game, or any Barb Animals. I would be perfectly happy to drop off a Warrior, and if no Barb unit appears adjacent to that Warrior, also drop off the Settler.

Even against a Barb Warrior or a Barb Archer, should one be visible next to our Warrior, our Warrior would have a reasonable chance of defending successfully, since we'd be landing in Jungle.

Barb Galleys are indeed a valid concern. It might be best to "time" our Galley's movement by stopping it partway through its turn, 1NE of the PCow and N + N + N of Bedrock. On the next turn, it can move 1N (1SW of the GJungleSugar and 1E of the easternmost Clam), drop off the Warrior, if no Barb land Units are spotted then also drop off the Settler, and then move back 1S (1NE of the PCow and N + N + N of Bedrock).

If we retreat with the Settler, we'll probably want to offload the Settler on our continent, just in case Barb Galleys attempt to sink our Galley. Do so if you were not able to see 2-squares away with the Galley, but otherwise, if it looks like no Barb Galleys can reach us, plan to leave the Settler on the Galley, so that it can join the Warrior on the next turn if we win the land battle.


Unfortunately, working max hammers in Dehli and firing specialist will delay Currency for some 2-3 turns. Also, our economy will be close to strike once founded all the cities. But i think it's worth the sacrifice.
Again, just to clarify, because I admit that I was confusing in my statement about "max Hammers," that I did not intend for us to work any PFor or GFor squares in Delhi. We're better off working the Bureaucratic Cottages.

And to be honest, the second Forest chop only saves us 1 turn on The Hanging Gardens IF we do not work any PFor or GFor squares in Delhi. So, we will have PLENTY of Hammers to complete The Hanging Gardens without needing to work these inferior "3 Basic Input" squares.


Taoist Missionary
You didn't mention this guy. Where is he going?

My suggestion is to move him to Riverdale, as we really need to build some Culture-producing buildings there.

Movement Options:
1. He can get there in 5 turns by auto-moving, but doing so messed up a bit of Forest regrowth chances.

2. He can get there in 5 turns by moving ouside of our borders for 1 turn (PHRiv Silver -> IceIron -> PFor (N + N of the IceSilver and NE + E of the IceIron)--for this turn he is outside of our borders -> straight to Riverdale.
You might find that moving outside of our borders actually costs us a Gold, due to increased Unit Supply, so that option might not be the best one.

3. He can get there in 6 turns by moving fully within our borders and without messing up Forest regrowth chances (PHRiv Silver -> 1NE GFor (SE + S of Delhi) -> 1NE PFor (SE + E of Delhi) -> 2E GHForRiv (SW + W + W of Riverdale) -> straight to Riverdale.

Although it takes us 1 more turn to get to Riverdale, this 3rd Movement option would be my preferred suggestion. Getting into Riverdale 1 turn sooner won't help at all, since we'd be whipping the Confucian Missionary's Hammers into a Taoist Monastary ANYWAY, so we'll still get that same Hammer going into the Taoist Monastary. Plus, we'd be running Confucianism, so we wouldn't get +1 Culture per turn from Taoism.


Unit Supply Costs
We may want to temporarily pull Warrior 6 (in the north on the Desert square (S + S of the Fish by the Incense)) back into our borders, say by going 1SE DHills (SE + E of the GHorse -> 1E DHills (W + W of Wheaties).

We might also need to pull one more unit back into our borders temporarily, such as Warrior 1 on the north-west Coast, if we will still get 1 Gold per turn in Unit Supply costs. You should check out this detail to see if our costs go up (on the F2 screen) and then plan to bring a couple of units like the ones that I suggested back into our borders temporarily.
 
OK, interesting and to keep in mind, but the post you quoted is surpassed by my most recent one.

I could have deleted it, forget to have read it.
Well, I saw your second message after I had already started to come up with the screenshots. I figured that I might as well finish, so that everyone could benefit from this mathematical lesson.

The goal is to educate my teammates. If you see something wrong with this goal, please let me know.

Besides, even though you made the change of which Forest our Worker 2 is going to chop, your comment in brackets made me feel that you did not necessarily see the full value in chopping that particular Forest now, since you emphasized a lost Worker turn and not the purpose of chopping a different Forest:
worker 2 finish mine, then moves to the PHF and chop (1 turn lost, but sooner or later...)

I would rather that you understand WHY we make the decisions, so that you can make similar decisions in the future.
 
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