SGOTM 11 - Fifth Element

Some initial suggestions for Irgy:
Consider ending the turn a lot to see which Cities will be working unimproved squares and on which turns.

Make note of these dates somewhere and then go back to the start and see if you can't get the Workers to be Farming a square for the correct City in time.

A tip for Risaia + Bedrock: Rather than Farming a Grassland River for Bedrock, it would probably make sense to Farm a Flood Plains square for Risaia. Since I have two Flood Plains squares that have Farms started (the one 1S of Risaia is probably the best one to start with, since it should have the most Worker turns invested into it), you can improve one of these squares for Risaia to start working, while Bedrock can steal back its Flood Plains Cottage when it needs another square to work.

Similarly, along with Three Clams, Risaia and Bedrock can swap around squares if one such City is growing too fast for you to be able to improve it, such as the PMarble and PCow squares. That way, you might not even need a Worker to improve a square if an improved square that isn't being used by a different City can be borrowed by the City that needs it.
 
Another goal for the following turnset or two is to have 6 cities with libraries and 6 pops by the time we learn Education. Plus, it would be nice to have a GS to bulb about half of Education as well. These cities would also ideally have a granary and a lighthouse (for cities working 2 sea food resources or more).

In cities with OR, each pop whipped is worth 101.5 hammers into a University (300 hammers total). Therefore, you can whip a University for 3 pops after a single turn of production. Once you have 99 hammers (or it might be 98 or 97), you can whip a University for 2 pops.

In cities without OR, each pop whipped is worth 90 hammers for a University. So these cities will have to invest 30 total hammers (15 base hammers) into a University to be able to whip it for 3 pops.

This is going to be a tough goal to acheive (especially if we are able to bulb half of Education, getting it that much sooner), but it's something to shoot for, right?
 
PPP3 Partial Turnset Report
:newyear: UPDATE: Screenshots have been added.

Note that I played the whole turnset, as suggested. The latest saved game has been uploaded (so you should be able to check our progress on the Progress Page).

I hope that what I wrote below makes sense. I am too tired right now to review the info with my normal level of detail. If something confuses you, just quote it and ask about it.


T174 (40 AD)
Justinian becomes Friendly towards Saladin.

T175 (55 AD)
Saladin has a Buddhist Missionary floating about the eastern edge of Saladin's empire that Warrior 1 spots.
Spoiler :
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T178 (70 AD)
A commemoration is given for the completion of a shiny, new Taoist Temple during the grand festivities being held to celebrate Riverdale's borders expanding from a Developing to a Refined Cultural Level.
Buddhism spreads in Goldfish!
Spoiler :
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Saladin now treats us his Worst Enemy, as the Heathen Religion negative modifier has finally bottomed out at -4.
Tokugawa just got the "We have enough on our hands right now" icon.
The identity of the 6th AI is learned: it is Mehmed II!
Spoiler :
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Isabella and Mehmed II are at war with each other... and therefore, since Zara knows them both, but we have yet to meet Mehmed II, we can find out who Isabella is at war with just by querrying the relationship between Zara and Isabella on the F4 -> GLANCE screen. Muahahaha.
Goldfish starts work on a Buddhist Missionary.

T179 (85 AD)
The Hagia Sophia is on track to be completed in 6 turns and we still have our Theology monopoly.

T180 (100 AD)
I went to whip Galley 4 in Bedrock, only to find that I had clicked on a Christian Missionary to receive our overflow Hammers last turn, which is the icon directly above a Galley! Sorry about that!
Okay, no worries, we now have a Missionary that can be spread to Riverdale for further Cultural-building production.
Despite the lying interface that tells us otherwise, we have not lost any Hammers in Three Clams' Work Boat, which gets whipped now, care of your unfriendly, neighbourhood slave-driver.

T181 (115 AD)
I just about had a heart attack here, as Theology has disappeared from Saladin's list of techs. The countdown has begun.
Fortunately, due to our forward-thinking strategy, we have horded all of the Great-Engineer-producing Wonders to date. No AI knows Metal Casting. So, Saladin will have to compete the hard way if he wants to try to beat us to one of our Wonders.
We spot Toku's Galley with our Work Boat. His Galley is wounded, presumably having fought off a Barb Galley.
Spoiler :
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Worker 6 begins mining the Gold at Goldfish.

T182 (130 AD)
We learn Aesthetics and push on towards Literature.
Bah! Christianity spreads in Risaia... but wait... what is that? Buddhism has also spread in Crabs!
Spoiler :
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Our Open Borders bonus with Saladin has finally kicked in and we are no longer his Worst Enemy. Sweet!
Spoiler :
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We grab Justinian's Spices for our Corn (yaaaa another Happiness Resource for a Health Resource).
I realize too late after moving our Work Boats for the turn that the Barb Galley has effectively "forked" us. If I defend the Clam, he'll be able to reach one of our Work Boats. If I defend the Work Boat, the Clam could get pillaged. I decide to throw caution to the wind and attack, winning the battle. Whieh, after messing up with that Christian Missionary bit, I was afraid that I'd royally messed up. Our troops came through for us today, though!
Thanks to working 4 Mines plus the GCopper, The Hagia Sophia will be complete in just two turns... Saladin would need a Great Engineer to beat us, and as I said, there is no feasible way that he can possibly get one (unless we spawn one and gift it to him, I suppose).

T183 (145 AD)
Sugar Daddy's first Sugar gets Plantationed and we start to work it
The Hagia Sophia will be ours (at the end of this turn)!

T184 (160 AD)
Literature is researched and work begins on Paper.
Delhi completes The Hagia Sophia and starts work on The Great Library. No rest for the weary hands that toil!
Sugar Daddy can't make up its mind and goes to work the now-improved Fish.
Tokugawa researched Aesthetics while Isabella learned Theology. It seems that our Theology monopoly has been broken, but no one is offering any techs to trade for it.

T185 (175 AD)
Goldfish starts to work its improved Fish

T186 (190 AD)
Both Saladin and Isabella just adopted Theocracy. At least neither of them will be able to get other Religions spread to them, reducing their chances of running Free Religion at the end of the game.
A TIP FOR ALL TURNSETS GOING FORWARD (including the rest of mine): It is only a matter of time until we will get asked to switch into Theocracy. Obviously, we'll want to agree when asked, but doing so will mean that 5 turns later we will want to remember to switch back to Organized Religion or Pacifism.
Bah! We discover Taoism in one of Toku's Cities.
That makes 1 Taoist City, 1 Confucian City, and 3 Buddhist Cities of Toku's Cities that we can see. Saladin, you've got to do a better job of spreading your Buddhist Missionaries!
All 7 of Saladin's Cities (good job, Mr. Warrior 1, Super Explorer) are Buddhist. With Theocracy having been adopted, he'll remain a 100% Buddhist even if he manages to found more Cities. Great!

T187 (205 AD)
Justinian joins the "I want to go to war" club.
We take our Stone back from Toku, so that we can begin work on Moai Statues.
I settled Ivory Towers, to block Isabella's Settler Party.

T188 (220 AD)
Zara is now Friendly with us. At least the most dangerous AI (at least as far as our core Cities are concerned) isn't going to be declaring war on us anytime soon.
Having completed its Granary, Crabs now begins on a Buddhist Missionary. Oh yeah!
A Forest grew near Wheaties in the spot that we chopped earlier, so I'll send Worker 2 there to chop it (again) once he's done with his current Forest-chopping activity.
A TIP FOR ALL TURNSETS GOING FORWARD: Whenever we play another turnset, AT THE START OF THE TURN AFTER YOU END YOUR FIRST TURN, EVERY TIME THAT WE LOAD THE GAME, YOU WILL LIKELY BE ASKED TO GIVE AWAY OUR CITIES (Ivovy Towers for sure and possibly Goldfish). Yes, we've gone through this point before, but let's not hand over the keys to the Ivory Towers, shall we? Pick the last option, "Examine the City," and the dialogue for giving away our City will go away.

T189 (235 AD)
It seems that Justinian learned Aesthetics.

T190 (250 AD)
Isabella came to us Demanding our Gold. Fortunately, our "run a low budget" approach worked in this instance, as she only requested 60 Gold. It is an easy-to-accept (yet short-lived) +1 "You gave us tribute" positive Diplo modifier.
Spoiler :
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Confucianism auto-spreads to Ivory Towers.
We trade away Theology for Construction and some of Zara's Gold. Let's take advantage of Zara's Friendliness while we can.
Justinian and Toku also get Theology in short order, giving us a +4 Trade Relations bonus with Justinian and netting us a chunk of change from Toku.
Toku appears to only hate us slightly for having traded with Zara, presumably because the deal that we gave to Zara had very little to no extra value going to Zara
Spoiler :
the only "extra value" being what the AI charges us for on top of what it would charge another AI, and I'm not sure if that value is treated as "extra" or "normal"--if it is coded properly, it should be treated as "normal" value, since it's the lowest price that an AI will give to you.


T191 (265 AD)
The Burgeoning Indian Empire (that's us) now holds a Million souls.
The Statue of Zeus was built by Toku. That Wonder was REALLY quickly built! Forest-chopped, perhaps?
Riverdale has scored a square back from Zara (the GRiv Irr to the N of Riverdale). While we don't have the Forest on the square anymore, at least Zara was nice enough to build us a Farm there. We can grow into this square next turn.
We settle Mystic to block Saladin's Settler Party. It begins on a Worker (because we could really use a Worker for this City) while working the Fish.
Saladin is the first AI to learn Civil Service (and no, I did not trade it to him!!!).
Toku has learned Metal Casting!

T192 (280 AD)
Saladin comes to us wanting to buy Code of Laws for 40 Gold. I decline the offer, but that means he will almost certainly learn Code of Laws next turn. My guess is that he almost beat us to founding Confucianism and then gave up on the tech until now; otherwise, he's got one heck of a research rate (almost all of Code of Laws in one turn?!?! Even with overflow Flasks, that's a lot of Research potential...).
Paper is researched (wow, way better than in the test saved game) and Education is started.
The Great Library is completed and we set the build queue to start work on the University of Sankore.
We found a Barb City on what appears to be a separate continent from the one that it is now clear is shared by all of Saladin, Toku, and Justinian. In fact, the Barb City's cultural borders have obviously expanded, so it is very likely a "map-designer-designed City" and is likely where the Fur is located.
Spoiler :
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Saladin wants all of our tradeable tech lead (Paper, Code of Laws, and Literature, plus some Gold) for Feudalism. I decide to shop around (to the only other seller).
Spoiler :
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Zara will give us Feudalism, his World Map, and some but not all of his Gold for 3 techs that he really could receive in trade from just about any AI at any time. I take the deal, hoping that Toku won't be mad for too long of a time period, seeing as how we had Gold involved in the trade deal and Zara gave an exact price value.
Spoiler :
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Toku is now up to -4, but the hope is that this negative Diplo modifier will start to wear off in 10 turns (or 15 if Epic scales the decay differently), since we didn't trade Zara any EXCESS value.
With 2 AIs planning on going to war, we really needed to get some military techs (Construction and Feudalism).
Also, I was able to get them without giving away techs that the AIs weren't already potentially going to trade for with someone else, anyway.
Finally, now that we have Buddhism, it will only be so long before we will be asked to switch into that Religion, at which point Zara won't be Friendly with us and will likely stop the possibility of trading with us.
One more thing--Saladin seems to have disbanded the two Settlers that were on our continent last turn. At least there is SOME kind of programming that stops them from being totally stupid with their Settlers... they realize that their programming limits them from having their Settlers "picked up" and so they decide to disband the units instead. Cute, but oddly effective, at least compared to letting the units sit there for all eternity.


Random suggestions for Irgy:
1. I would suggest that you spread Buddhism first in Wheaties. If we are asked to switch into Buddhism, we will then be able to continue production on The Apostolic Palace, instead of losing at least 5 turns' worth of production on the Wonder.
2. If we don't want to throw away the game to an AI Religious Victory, we have to be sure to switch into the correct Religion shortly before The Apostolic Palace is built. Minimally, we have to switch into a non-Buddhist Religion on the turn that The Apostolic Palace will be completed. Preferably, we'll switch 2 or 3 turns ahead of this date, to give us a buffer against accidentally ending the turn prematurely. The suggested Religion in which to "complete" The Apostolic Palace is Christianity, as we seem to have (for now) kept it to ourselves. Mehmed may eventually get it, but the others probably won't, and Mehmed may eventually get any Religion unless we're prepared to spam him with Buddhist Missionaries as soon as we Open Borders with him. If you don't know how switching Religions affects The Apostolic Palace, please try it out in a couple of test games. I'm not certain if the Wonder will get built during your turnset, but it might be, if you continue to "whip into it" like I was doing, plus the extra Hammer chop that will go into it.
3. Isabella is still at war with Mehmed II. Just "ask Zara" (using the F4 -> GLANCE SCREEN) about his relationship with Isabella (how she feels about Zara to be more precise) and you'll see that Isabella and Mehmed II are still at war with each other.
4. DO NOT GO AND MEET MEHMED II!!! When 2 AIs are at war with each other, we'll be continuously asked to join the war on one side or the other or to cancel deals with one side or the other, racking up the negative Diplo modifiers if we refuse or using-up a war declaration if we agree. If we don't meet Mehmed II, we can't be asked by him to do anything, and we can't be asked by Isabella to do anything in regards to Mehmed II. Isabella's territory effectively blocks Mehmed II from coming to reach us (thank you for the maps, Zara!) by Work Boat, since he won't dare to send a Work Boat explorer through the lands of an AI that he is at war with (Isabella). So, as long as we stick to the policy of "don't call us and we won't call you," we can avoid meeting Mehmed II until we have Buddhism in every City and have 3 Buddhist Missionaries ready to "flood his Cities" on the turn that we meet him. That point in the game is a ways off yet, so please do not try and meet him during your turnset.
5. Justinian does not know Feudalism, so keep an eye on him. If he gets a reasonable amount of cash or a tech that he'll sell to us, definitely trade away Feudalism for whatever you can get. Tech brokering before an AI can do the same is a great way to get extra value out of our tech trades. I'd be hesitant to trade any techs to Isabella at the moment, as we don't want to anger Mehmed II for having traded with his Worst Enemy (and surely, with them having been at war, Isabella will be his Worst Enemy).
6. We have a couple of Gold per Turn trades of Fish, but those trades might get cancelled at any time. For example, we can already see on the map that Toku has access to a Fish Resource. If you plan ahead and Road the Sugars next, we can have a "floater" Resource available to get the Gold per Turn value out of the trades.
If an AI asks to cancel such a trade, press the F4 key and check out the F4 -> RESOURCES page. Once you exit out of this screen, you'll end up back at the trading window, where a decision needs to be made. If that screen shows that the AI is willing to trade more Gold per Turn (under the Import section, in the column under the Gold icon), then you can consider just starting a new trade deal.
If, on the other hand, the value on that F4 -> RESOURCES screen is 0, then if you try and swap around the current deal, some of the Gold per Turn will be taken off of the table. In this case, since we don't need our excess Fish Resources, what you can do is simply "add" the Sugar to the deal, so that we'd be offering (in Toku's case) Fish + Sugar for the 8 Gold per Turn that is already on the table. If you goof up this scenario and manage to only be able to get part of that Gold per Turn to appear, don't make the deal anymore. Instead, on the next turn and for the next couple of turns, watch the AI's Gold per Turn available for trade and see if it goes back up; sometimes it will go back up again after a turn or two, but sometimes it just won't go back up again at all. That's why it's safer to go with this second option of just "sweetening" the deal by throwing in a Sugar on top of the Fish, without editing the Gold per Turn value on their side. We have nothing else that we can do with all of those Fish Resources anyway, so it doesn't hurt to give the AI a lop-sided trade in their favour when it is for a Resource that they already have connected (Fish) and thus will get ZERO value out of receiving it in trade, but will still LIKE US MORE for giving them a "good deal." Sneaky, huh?
There are two ways to continue these trades:
7. I whipped everything that needed to be whipped on T192, but unlike in the test saved game, I held off on switching Civics, so that you can make the choice.
I recommend that you swap Civics on T192, the turn where you pick up from where I left off.
At a minimum, I suggest that you revolt into Republic, since we just whipped everywhere and won't be able to use Police State effectively to build for a few turns anyway. Plus, Republic would help out for The Great Library, which was just built.
Next, you'll need to decide if you'll need whipping for the next few turns, if you'll want to expand the borders of Ivory Towers (that might be good to do, since we have a Work Boat ready to sit on its Fish) and Mystic (it doesn't REALLY need its borders expanded now, but if you're going to do it for Ivory Towers, you might as well do it here now, too, right?) using Caste System. The third alternative that will now be available to us is Serfdom, but I've run some math and its benefit on TOP of the Hagia Sophia, due to rounding of Worker turn gains, is less than the 50% advertised value. Still, it's a Civic to consider once Ivory Towers' borders are expanded and if you find time to stop whipping (I'd keep whipping Missionaries and/or Temples into the Apostolic Palace if I were you). Serfdom isn't going to be worth giving up any of the other Civics; it's just that if you find a "5 turn lull" where you don't need the other two Civics, you can consider switching into it.
There is the option of switching into Pacifism, but I think that we can hold off on doing that for a bit, while we accumulate some Hammers into the University of Sankore. Plus, as soon as we give up Organized Religion, our Buddhist Missionaries can't be produced. I'm not sure if the ones in the queue now that were whipped will still be created--a test saved game could check that possibility out, but we'd be unable to capture overflow Hammers from Crabs' Buddhist Missionary into a new Buddhist Missionary if you switch out of Organized Religion.
So, until we get a few more Cities "infected" with Buddhism, I think I'd advise sticking with Org Rel, just so that we don't delay the spreading of Buddhism any more than we have to.
8. Watch Grt Person Farm whenever it grows. I have turned on the "emphasize Food" icon there, because the City has a tendency to work the inferior PFor square, but you may still need to manually adjust new citizens to work 3+ Food-based squares. Also, be sure to whip the odd building (mostly Temples) for Hammer-overflow into The National Epic. I've already got sufficient Hammers invested into a Confucian Temple there--if you put any more Hammers into it, you'll probably get zero overflow, so you'll just want to switch to working that buiding once you have 5 or more population in Grt Person Farm and once the Foodbox is about to be filled up--on that turn, switch to the Confucian Temple and whip it. For future buildings, you'll need to pre-build them, starting a turn prior to when the Foodbox will get filled up, for a population Size of 5 or greater (so that when you whip 2 people, you can still work 3 "power squares"--the GPig, the PCow, and the SE + S Fish).
9. I left our Science Rate at 100% to potentially get a free Flask from additive bonuses to our overflow Flasks, plus to help "use up" some of our excess Gold that I just got in trade from Zara, so as not to carry too high of a surplus.
10. Figuring out how much Gold surplus to have will not be easy. We might need some if a good tech trade offer comes up and we'd otherwise be short the required Gold to "make up" the remainder. That said, keeping a balance bigger than 300 Gold is just asking for an AI to Demand most of it. And, we are not in a position to refuse Demands (except for, say, a request to switch into Hinduism--I'd refuse that one). If either Justianian or Toku demand a tech, even if it is one of our monopoly techs, I am afraid that we'll have to accept, so as to hopefully dissuade them from going to war with us and hopefully going after a different target (like Zara or perhaps no target at all).
11. I cancelled the Workers' actions, on the off-chance that you want to switch into Serfdom, for the extra immediate bonus of this turn's Worker actions (Worker 6 was going to be done on this turn with or without Serfdom, so I just finished his Road). Note that Serfdom gives us 6 turns of Worker action bonus for 5 turns' worth of Civic usage, if we're smart about how we time the Worker actions relative to the Civic-swapping. Anyway, most of the Workers should probably continue what they were doing, so here are my suggestions:
Worker 1: Probably Farming around Risaia and its neighbouring Cities
Worker 2: Move 1N onto the PFor and chop it into the Apostolic Palace
Worker 3: Finishing the Farm for Delhi and then probably improving more Farms for Delhi. Perhaps you can get a "two for one" deal by first Chopping a Forest into Moai Statues and then Farming over that square so that Delhi can take the square back. This approach could work for both Moai Forests, as both Delhi and Silverado share both squares. Of course, try to get a "free" Worker action on the way to the Forests, such as a partial Farm on the Grassland square 1W of Delhi, followed by chopping the GFor that is N + N of Silverado.
Worker 4: Finish the Plantation--oh, it's only 1 turn left--I'll just do that now--okay, finishing the Roads to the Sugars should probably happen before you start putting down Mines, just to keep our Resource Trading options flexible
Worker 5: Riverdale probably doesn't immediately NEED more Farms, but they can't hurt. I might avoid putting one 1S of Riverdale, just to encourage possible Forest regrowth there, since it will be a long time before Riverdale is large enough to work that square. We'll probably need to put a Farm on the GRiv For NW + N of Riverdale, but the other Forests nearby should all be saved for The United Nations.
Worker 6: I would put one more Road segment on Saladin's continent, SE of the Desert that he's standing in, basically on the other Desert square there that is NW + NW of the Crab. That way, a Buddhist Missionary can move for 3 turns on Roads onto a Galley that sits 1NW of the Crab, on the turn that the Buddhist Missionary gets whipped in Goldfish. After that, Worker 6 should go back to our continent to help out the over-worked Worker 1. If you are able to move Galley 3 into a City (probably Crabs), you can unload the Worker directly into the City using the unload icon and the Worker will have full movement points. Contrast that with manually landing the Worker anywhere by moving the Worker out of the boat, which would use up all 3 of our Worker's movement points at once.
12. Every time that I was whipping a Missionary in Wheaties, I switch from working a PH Mine to working a PIrr square, so as to reduce the number of base Hammers going into the Missionary, so that I would for certain get to whip for 2 population points. Whipping for 1 population point is a waste of time, since it would mean that we'd get less overflow Hammers than the number of Hammers we "gave up" by not just working the Apostolic Palace for the 2 turns that it takes to partially-build the Missionary (turn 1) and to whip it (turn 2). A test saved game should tell you the numbers for certain, but watch out for a Temple with Org Rel possibly getting too many Hammers for you to be able to whip with 2 population points--again, as long as you plan this stuff out with a test saved game, you shouldn't be caught surprised.
13. On that note, I'll have to find some time over the next couple of days to more accurately update our test saved game. At least you have SOMETHING to work from now.
14. Let's not put Roads on our Strategic Resources (Iron, Horse, and Ivory). As long as we only have 1 source of each, then they cannot be demanded by an AI. The last thing that we want to do is let Isabella demand Horse, for example, and get Conquistadors. She could do the same if we were forced to hand Ivory over to her. If we don't hook up a second source of these Resouces, no AI can demand them from us. It's just that simple.
15. I'm putting some Signs that say "Road" on the map. There is no need to go out of your way to lay down Roads if you have better improvements to put down. However, we should avoid putting down Roads where there aren't "Road" signs, as excess Roads are not only overkill, but they mess up Forest regrowth chances. We're about to get a free Forest chop into The Apostolic Palace thanks to Forest regrowth. There is value to be had there if we stick to the planned-out Road network.
 

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More random things that happened during that last partial turnset and thoughts related to these items:
1. Zara founded a 4th City, located on the east side of our shared continent with him.

2. It has been confirmed that we are stuck with only Zara on our continent and no "weird donought-like shape" connects the land in what used to be hidden squares.

3. I just finished whipping 2 Buddhist Missionaries on T192, so Irgy will get a chance to move them both on T193. The one from Goldfish has a Galley placed in the correct position, "waiting" on the Buddhist Missionary's arrival. As I believe I already mentioned, I would suggest that one of our first Missionaries goes to Wheaties, so that we won't have to stop work on The Apostolic Palace if we are asked to change our State Religion to Buddhism. The other one should probably go to a City that we can afford to whip more Buddhist Missionaries in (Risaia, perhaps?). I'm dubious about using the capitol for a Missionary pump at present, since it's going to be building The University of Sankore. With Saladin having both pre-requisite techs to Paper, it is only a matter of time before he learns that tech himself.

4. Justinian went from 9 Cities to 10 Cities by picking up what sounds like a Barb City (Polynesian).

5. We temporarily stole Saladin's only remaining Gold source. One of his two sources is being traded to us while our Cultural borders took over his other one. That situation won't last for long, as his Cultural borders will eventually take back the one that our expanding Culture stole, plus he'll soon hook up yet another Gold Resource. However, it makes for a funny situation--he "has" 4 Gold in his area and yet he currently cannot us any of them to keep his populous happy! :)

6. By getting Zara's World Maps, we have a rough idea of what Mehmed II's land area looked like sometime in the past, when Zara explored the Coastline. It is hard to tell how old Zara's info is, but there are certainly possibilities of sneaking in some Seafood-based Cities up there. The tradeoff with doing so would be that we'd have to meet Mehmed II, which would mean that we'd want to have a few Settlers "ready to settle," meet him, bribe one of the two of them to declare Peace with the other, and then race to settle whatever spots remain before the two now-peaceful AIs beat us to the remaining locations.

But, that suggestion would require us to figure out where we'd even build some Settlers, which probably won't happen until our Cities grow back in size a little bit after my intensive-whipping-to-get-us-Granaries session.

Further, we'd have to take a Maintenance hit by settling such Cities and it would be wise to plan to fit in Courthouses locally, so that overall our empire's Maintenance Costs won't skyrocket.

Probably the best thing to do is to leave those two AIs at war with each other and avoid meeting Mehmed II for a good long time, until after we have whipped our Universities and can consider an approach of Settler-spamming, peace-brokering, and potentially also Buddhist-Missionary-spamming at the same time.

7. It would be best if we choose to keep our World Map to ourselves. Do not trade it away. Yes, eventually Zara will be able to trade away the visibility of our area, etc, but maps in BTS are valued very low in terms of Gold value (at least Zara hardly charged a thing for his--like 25 Gold or something--perhaps because a lot of it was water area and not land area, but still, you can't expect to get much). On the other side, if an AI gets an up-to-date view of our area, they WILL use that info strategically in their wars with us. If we really want the excess Gold that AIs have floating around, we can sell around a tech that others have started to learn (like I just did with Theology, meaning that there isn't much excess Gold floating around in the AIs' hands now anyway). The strategic value of keeping our World Map to ourselves is too great to give up for a few Gold. Only if one of the AIs Demands our World Map would I consider giving it away.

8. Isabella would be happy to take one of our Fish in trade, but she has nothing to give us at the moment. Keep an eye out for her to offer up 3 Gold per Turn or more.

9. ANOTHER NOTE FOR IRGY: I accidentally queued-up a Library in Three Clams to come after the whipped Granary. No Hammers have been invested in the Library yet, fortunately. You'll want to change that build queue item to a Lighthouse when you start play on T192. With 3 Seafood Resources there, building a Lighthouse next shouldn't even have to be debated--I'd build one for even 1 Seafood Resource.

10. Ivory Towers and Mystic will build their own Workers. That way, the Cities won't grow while the Workers are being produced, so our current Workers won't have to improve the squares around those Cities, as those Cities won't be growing soon enough to need to use the squares that we could otherwise improve. With The Hagia Sophia under our belt, 1 newly-built Worker should be able to sufficiently improve its surrounding terrain at a pace that matches or exceeds the growth of the City from which it was built.

Therefore, our 6 Workers can continue to work on our existing Cities without feeling that they are being spread "too thin" across too many Cities.

By working the Fish (in Mystic) and by settling on the Ivory (for Ivory Towers), Workers are being produced reasonably quickly in both Cities. Obviously, we'd get our Worker at Ivory Towers out even faster if we spent 4 turns in Caste System running an Artist Specialist, but that suggestion doesn't have to happen immediately if you think that you'll be able to better leverage Slavery for the next 5 turns.

11. Isabella has one non-Hindu City. We don't know how long that situation will last, but the hope is that we'll put a Buddhist Missionary in that City and then gift the unit to her, so that she'll spread Buddhism just for the sake of "having" a Religion in that City.

If she spreads Hinduism by the time that we're ready to send her a Buddhist Missionary and if gifting one doesn't work at that point, then we'll just have to treat her as a "backup UN Opponent," in case Zara gets vassalized.

It looks like Mehmed II has a lot more land available to him, anyway, so it will be more important to convert him to Buddhism and chase after his votes in a UN election.

12. It probably wouldn't hurt to consider settling the Whale City at some point, but I don't see a need to rush it. Worst case, an AI settles it first, we trade away our Silver to some other AI, and then we get the 2nd Silver in trade from the AI that settled there.

Another thought is that if we do settle Whales, two of our Forest-chops that are ear-marked for The United Nations will NOT go to Riverdale.

I marked on the map (using an "Alt + S" Sign) that we can Chop and Farm the Forest which is NW + N of Riverdale. HOWEVER, most decisions in Civ are inter-connected with other factors, and this decision is no exception. If we plan to settle Whales, then we should probably NOT chop the GRiv For that is located to the NW + N of Riverdale, since we'll be short on Forests to chop into the UN if the Whale City takes two of our planned-for-the-UN Forest chops.

13. I've spread Confucianism around quite well, but we could always gain by spreading it further. Similarly, we could gain by spreading around Christianity, with the assumption that we'll be able to build The Apostolic Palace using Christianity as our State Religion on the turn that The Apostolic Palace gets completed by us.

14. No one has founded Islam yet, so that Religion is still going to be a wild-card.
 
Great Job!! :goodjob:

Some random thoughts:

I was able to use a GE, chop 3 forests outside Riverdale's BFC (west of Riverdale), and whip the UN, finishing the UN 2 turns after learning MM. GE & chops on T0, whip on T1, complete on T2. So, we really don't need to save any of Riverdale's BFC forests.

With both Toku and Justinian going WHEOOHRN, I think Zara is in big trouble since he is the most hated by them. We can't afford to let him get eliminated. Any ideas on how to prevent this?

I thought we weren't going to trade with Zara, Toku's worst enemy. -4 diplo for "trading with the enemy" is not good. Do you agree that we should no longer trade with Zara? Should we also cancel all current resource trades with him?

It does in fact look like you found the fur. Should we consider delaying research on Education, research Machinery (which is on our MM beeline) and crank out an army of cats and maces to take our fur city? This will give us more time to get a GS to bulb half of Education as well.
 
Forest Chops for Riverdale's United Nations
I was able to use a GE, chop 3 forests outside Riverdale's BFC (west of Riverdale), and whip the UN, finishing the UN 2 turns after learning MM. GE & chops on T0, whip on T1, complete on T2. So, we really don't need to save any of Riverdale's BFC forests.
I'm not sure if you read the above point, but here it is again, in case you missed it:
12. It probably wouldn't hurt to consider settling the Whale City at some point, but I don't see a need to rush it. Worst case, an AI settles it first, we trade away our Silver to some other AI, and then we get the 2nd Silver in trade from the AI that settled there.

Another thought is that if we do settle Whales, two of our Forest-chops that are ear-marked for The United Nations will NOT go to Riverdale.

I marked on the map (using an "Alt + S" Sign) that we can Chop and Farm the Forest which is NW + N of Riverdale. HOWEVER, most decisions in Civ are inter-connected with other factors, and this decision is no exception. If we plan to settle Whales, then we should probably NOT chop the GRiv For that is located to the NW + N of Riverdale, since we'll be short on Forests to chop into the UN if the Whale City takes two of our planned-for-the-UN Forest chops.
So, before we can know for certain about Riverdale's "big fat cross" Forests and whether we'll need to save them for a speedier United Nations build, we'll want to toss down a Whale City in a test saved game and figure out where the Forest chops will go. Assuming that we will have 2 border expansions at Whale City (getting the fat cross = 1, then one more level of border expansion is the 2nd one), we should World build such a Whale City with that level of cultural-border expansion and check where each of the Forest chops will go.

Until then, despite the "Farm & Chop" Sign that I put on Riverdale's NW + N Forest, I'd suggest that we don't chop that Forest or any other Forests around Riverdale, until we have either:
a) Decided as a team not to settle Whale City
OR
b) Gone through a World Buildered test with Whale City having a couple of cultural-border expansions (at least 150 Culture), where we check to see which City would get which Forests, and then confirm that we'd still have "enough" Forests to go to Riverdale.


Saving Zara
With both Toku and Justinian going WHEOOHRN, I think Zara is in big trouble since he is the most hated by them. We can't afford to let him get eliminated. Any ideas on how to prevent this?
Well, the race to build The Apostolic Palace is on.

That's why we want to spread Buddhism in Wheaties ASAP, so that we won't lose 5 turns of building it (you cannot built it on a turn where your State Religion is not in the City in question--the Wonder simply VANISHES from that City--although the accumulated Hammers will come back once your State Religion is in that City or once you switch your State Religion back).

We'll probably also want to strongly consider staying in Organized Religion until The Apostolic Palace is completed, so that we have the strongest possible chance of building it.

Now, IF we manage to build The Apostolic Palace, then we have a way out: if Zara gets declared upon, we simply send a Missionry into one of his weakest Cities and spread it. Now, there is a risk that him going into Theology won't allow us to spread the religion, but we can try gifting him the relevant Missionary (presumably, a Christian Missionary) overtop of one of his Cities and hope that he spreads it. Preferably, the smallest City with the least amount of production would be chosen, so that he doesn't get the idea to spread Christianity around to his other Cities.

Then, we would also need to send a Missionary to the aggressor and get them to spread it.

Finally, one of those AIs would have to switch to that Religion, in order to become a "Full Member." That last bit might be the trickiest.

So, ONE OPTION IS TO FORGET ABOUT CHRISTIANITY for the Apostolic Palace. Instead, we could go full-blown towards Confucianism as the Apostolic Palace's Religion. Yes, Zara will already have Temples and Monastaries that will give him bonus Hammers that he could turn around and use on us by building Catapults, Chariots, and Longbowmen.


But, then Zara would be a "Full Member" and Toku would be a "Voting Member." As soon as a chance to vote on a resolution appears, we could vote to stop the war against Zara by Toku immediately. Interestingly, we could use this technique to our own advantage, too, if Toku declares war on us instead. We'd simply need to switch into Confucianism, so that we'd be a Full Member. Since Toku already has Confucianism, he would be a Voting Member and thus we could stop the war against us.


Also, by going for Confucianism this way, we would only need to spread one more Missionary (a Confucian one to Justinian), as well as build the Apostolic Palace before any AI beats us to building it, as well as complete the Apostolic Palace on a turn where Confucianism is our State Religion. By doing so, we would be:
1. Safe from attack by Toku
AND
2. Safe from attack by Justinian by getting him to spread Confucianism (which may or may not be easy with him already running Theocracy)--but it would be worth a shot to see if we can't gift him a Confucian Missionary--say, gift it to him overtop of the Barb City that he recently captured--and we'd have to plan to gift him said Missionary BEFORE the war started.
AND
3. Be able to almost instantly cancel a war against Zara declared by Toku (and also by Justinian if we get Justinian to have at least one City with Confucianism in it)


So, in the interests of World Peace, it may make sense to allow the AIs to get a few Hammers out of Confucianism by building The Apostolic Palace using that religion.


Worst Enemy Trading
I thought we weren't going to trade with Zara, Toku's worst enemy. -4 diplo for "trading with the enemy" is not good.
No, the situation is "not good," but by that point, Toku had already decided to go to war. The target might even be us, not Zara. Nothing that we can realistically do, short of skipping Universities in favour of stockpiling an army and then grabbing Nationalism or Gunpowder with Liberalism, can stop Toku from declaring that war.

If the target is us, you'll be happy that we managed to get Construction and Feudalism, as those techs may be the difference between protecting our home continent and being wiped off of the planet.

So, the goal was to improve a situation which, if we are the war-declaration target, was already worse.

Further, the other reasons that I gave all stand:
1. We probably won't see as good of a tech deal for Feudalism later, unless we are wiling to give up Civil Service + a ton of Gold or a tech like Education, neither of which is an attactive option
AND
2. Once we switch out of Confucianism at the request of a Buddhist AI, we'll have to watch our back with Zara, and putting a Longbowman and a Spearman in each of our border Cities with Zara should keep us safe from any attack that he launches at us.
AND
3. The trading surplus aka "extra value" was zero--so, the -4 Traded with our Worst Enemy modifier will start to decay immediately. Since we already have a few positive Diplo modifiers with Toku, he'll stay Cautious with us, as long as we don't piss him off further, which brings us to your next topic.


Trading with Zara
Do you agree that we should no longer trade with Zara? Should we also cancel all current resource trades with him?
Toku and Justinian already decided to go to war. If it's against us, the last thing that I want to see us doing is to give up our "Friendly" status with Zara and get triple-teamed in an attack.

As long as we maintain our Open Borders with Zara, Resource Trading with Zara, and a Shared Religion, he'll stay Friendly with us.

If we lose even one of those bonuses, we'll drop to a Pleased relationship with Zara, which would mean that Zara would be allowed to attack us.

So, while we will probably face pressure from Toku (since Zara is his Worst Enemy) to stop trading with Zara, I'm afraid that we're going to have to refuse for now. Toku has already picked his war target. If it is us, then nothing that we can do Diplomatically will please him sufficiently to call off the war.

If the target is Zara, then we'll just have to temporarily refuse Toku's Demands to stop trading with Zara. If war is declared, then we can acceed to Toku's Demand to stop trading, as Zara will then UNABLE to declare war on us (as long as the two of them remain at war), so we won't care about pissing off Zara.

That should buy us enough time to get Universities, followed by an army.


Finally, if the war target is us, Zara will stop being Toku's Worst Enemy (we will take on that role), so we'll want a Friendly Zara who can trade us techs like Horseback Riding while the war goes on. No one will then treat Zara as their Worst Enemy so we'll be free to trade with Zara all that we want, without having to wait for the tech to stop being considered by Zara as a "monopoly tech," since he'll even give us techs that he considers to be "monopoly techs" when he's Friendly towards us.


Tech Path
It does in fact look like you found the fur. Should we consider delaying research on Education, research Machinery (which is on our MM beeline) and crank out an army of cats and maces to take our fur city? This will give us more time to get a GS to bulb half of Education as well.
We'll want to get Metal Casting in trade before we start work on Machinery, as Metal Casting is its pre-requisite.

We've already given up on the Music path by pursuing Paper instead.

What we COULD research is Compass, which, when combined with the knowledge of Machinery, would allow us to research Optics.

I still think that we're better off getting the Optics-line of techs from an AI, BUT, if we fear a war, being the first to Caravels WILL make a big difference.


Still, I think that the best we can do if we are declared upon is to defend our continent's land and "give up" the water, as we won't be able to get anywhere close to Optics in time if one of the war declarations is against us.


Rather than panic, I'd say stick with Organized Religion, keep chopping out the Apostolic Palace and keep whipping into the Apostolic Palace, build a Confucian Missionary for Justinian and send it over to Saladin's land to "walk" over to Justinian's area, and plan to mitigate war declarations by using the power of the Apostolic Palace in Confucianism to call off the wars.
 
I'm not sure if you read the above point, but here it is again, in case you missed it:

My post was a cross post with your second one, so I had not read that when I made my comment.

Regarding the Fur, we really can't know until we see if we found it or how well it's defended, but I'm a bit worried that one of the Buddhist AI will go after it and succeed before we have a chance. I think we need to focus on getting it sooner rather than later. Sure, we can wait until we get MC in a trade, but I don't think we can delay getting Machinery for too long... Wars are in our future, whether we are a war target or we want to go after the barbs. Does it make sense to build a few longbows for the coastal cities on the western side of our continent?
 
The Parthenon in Delhi before The University of Sankore?
The Parthenon tends to be a Wonder that AIs do not prioritize. If we wanted, we could start building it in Delhi now, instead of the University of Sankore.

Paper is not prioritized by most AIs, either, plus we're the only player that we have met besides Isabella who has Stone (for the University of Sankore).

The University of Sankore is pretty secure for us to build, even if we delay building it.

It's usefulness will also not be seen immediately; only after we start to build Religious buildings will we see it being the most helpful. So, again, we can afford to delay the benefits that we'll get from The University of Sankore, as its benefits will be more of a "medium term" benefit, not a short-term one.


So, that leaves us a good opportunity to build The Parthenon in Delhi.

Assuming that we're able to build it there, the question becomes: DO WE WANT IT? It's a nice Wonder to have, we'll get several production bonuses on building it (175% bonuses when running Org Religion), and we certainly will need 4 "random" Great People types at the end of the game, so the risk of generating Great Artists is not such a bad thing afterall.

It means more Great People nation-wide and that some Cities which might otherwise not be able to generate a Great Person will actually have a good chance to do so--with very high odds of generating Great Scientists.


Thus, for the chance of getting a couple of non-Great-Scientists in Delhi (we can get up to 4 in this game without worries--EDIT: make that up to 5 without worries, thanks to Mitchum's comment below about using 1 Great Person for a Golden Age), we can all but guarantee that we'll get more Great Scientists elsewhere to make up for the deficit, while still coming out ahead overall by getting those Great Arists (or whatever type of Great People they end up being, depending upon the random number generator) in ADDITION to the Great Scientists that we already plan to get across our empire.
 
The Parthenon in Delhi before The University of Sankore?

I'm okay with this approach. In fact, getting an early Great Artist could be nice in two ways: trigger a golden age or settling in Riverdale. Sure, we'd rather have a Great Scientist for bulbing purposes, but a Great Artist wouldn't kill us.
 
Whale City and Forests
My post was a cross post with your second one, so I had not read that when I made my comment.
Fair enough. If you get time, maybe you can look into the Forest-chopping vs Whale-City-building issue for us, since you're probably the one on our team who has kindly invested the most time on the building of the UN issue.


Military
Regarding the Fur, we really can't know until we see if we found it or how well it's defended, but I'm a bit worried that one of the Buddhist AI will go after it and succeed before we have a chance. I think we need to focus on getting it sooner rather than later. Sure, we can wait until we get MC in a trade, but I don't think we can delay getting Machinery for too long... Wars are in our future, whether we are a war target or we want to go after the barbs. Does it make sense to build a few longbows for the coastal cities on the western side of our continent?
Certainly, it makes sense to build a few Longbowmen. The only question becomes the timing of when.

Personally, I think that it will take a long time for the AIs to fully mobilize for war, since the war declarations (if they were against us, anyway) were NOT based upon refused Demands. If you refuse a Demand, expect a war to be declared quickly.

My guess is that they (Toku and Justinian) are going to keep teching away until they see a massive Military gap between them and their target opponent. Having just picked up Feudalism, if we are their target, will greatly delay their start of the war, enough for us to get our Universities.

Overflow from the Universities can be put towards Military Units, such as Longbowmen, as you suggested.


Longbowmen are equally useful in taking down Barb Cities, as, unlike AIs, Barbs can often be "goaded" into attacking your units. Park 3 Longbowmen near their City on a Hills square and you'll be able to watch the Barbs throw away unit after unit at our Longbowmen. Then, we'd just need to follow-up with some Cats and a couple of clean-up units; with enough Longbowmen to defend our stack and enough Catapults, then really any unit will do for cleanup--even Chariots.


I'd suggest that we keep one Galley (the one heading west right now) near that Barb area. Then, we can use the Galley that is near Saladin to transfer units from our continent to Saladin's continent, walk the units across the land, and then unload them by the Barbs using the other Galley.


Longbowmen first, followed by Catapults, followed by fast-moving units like Chariots or Horse Archers, would get us the safest hold on the area.

As you say, we don't know if there are Mech Infantry or what, so going in first with a stack of defenders (3 or more Longbowmen) would be my suggestion.


But, I'd rather see this stuff happen after we build our Universities, as the AIs are likely to delay their wars, thanks to both Zara and us having just learned Feudalism (it doesn't matter which of us is the war target, we both just recently "took away" one of the first big "clear military advantage" points in the game from these aggressors).
 
The Apostolic Palace Guide
Here is a link to a really great guide on how the Apostolic Palace works.

I suggest that everyone on the team read that thread. The first message has the basic info, but some of the other messages in that thread talk about some interesting strategic implications of The Apostolic Palace and how we can use those items to our advantage...

For example, we might lose Goldfish but then vote to end the war, followed by voting to have Goldfish assigned to us again.


In particular, we can take advantage of the following dynamic:
What happened twice was that Justinian... attacked me and captured the border city with the AP religion (making Justinian a member) - then a vote comes up and the war is ended - I later get the city back via the AP as well.

So, we can FORGET ABOUT trying to spread Confucianism (or Christianity, if we decide to go with that for the Apostolic Palace's Religion, knowing the info from that linked thread) to Justinian. Instead, we can just "infect" our own Goldfish City.

Goldfish then becomes the "bait" City. ALLOW an AI such as Justinian to capture it. Then, they'll become a Voting Member. As long as we switch to the Apostolic Palace's Religion, we'll be a Full Member. As such, we can vote to end the war against us. Then, as long as we still have enough of a cultural presence in Goldfish, we can also vote to get Goldfish back.


In this way, we COULD horde Christianity as the Apostolic Palace Religion if we are MOSTLY concerned with how to deal with AIs attacking us. If we are also strongly concerned about them attacking Zara, then we'll just go with making the Apostolic Palace using Confucianism and can spread Confucianism to Goldfish, so that if Justinian comes after us and captures that City (or captures ANY of our Cities with Confucianism in it), we'll be able to end the war. Pretty sneaky stuff, huh? :lol: :D
 
Ok, I wrote a post last night but it appears I lost it as it doesn't exist. I remember having the "token out of date" error, maybe I got distracted while cutting and pasting to re-post it.

One quick but important question: How many turns am I playing? :D I'm sure I could figure it out by looking somewhere but it's easier to ask.

It seems that now many important decisions are diverging between the test game and the real game (either before or, more critically, during the turn set). So, the plan is this:
* I run through the test game (again - I did get to look through it the other night for all that I didn't post about it) and write down everything I do. Post it up, get comments about what things I'm doing wrong (or at least, suboptimally).
* I repeat this process as many times as necessary, although hopefully only once more. The write-up from the last test run becomes the final PPP that I will use for the real game.

Overall turn set goals
Here's a few off the top of my head for starters, I'm sure there's more I've missed.
* Research Paper->Education->Liberalism (but don't finish it!)
* Prepare at least six cities to have libraries and 6 population by the time Education comes in. Which 6 cities? I'm thinking:
1. Dehli
2. GP farm
3. Risaia
4. Bedrock
5. Riverdale (Unis give culture, and it's just about already prepared anyway)
6... Not sure. Wheaties is busy with the AP. Silverside is busy with the Maoi Statues. Three-clams, Crabs, or Sugardaddy are probably the best candidates, maybe I'll pick whichever one is able to get there
* Spread Buddism as much as possible. Spread it to Izzy ASAP.

On each turn, the plan is to:
* Check the event log for anything interesting.
* Cycle through each city, and confirm it's doing what it's supposed to be doing, and working the right tiles. The PPP can help with this, but for example in the test game Izzy (who's really meant to be Saladin) culture-stole the crabs from the crab city, and this may or may not happen on the same turn or even at all in the real game.
* Load the F4 screen and review tech and resource trades.
* Glance at the display on the right to see score changes, WHEOUHRN, new cities, etc.

Anything else I need to remember to do each turn?


Some strategy comments:
Why are we building the U. Sankore anyway? Is it just the fact that we seem to be total wonder-whores? Is it that we've kind of filled in our land and don't have that much better to do? I always thought that wonder was pretty weak personally. If we run Buddhism, it would only be at most 2 beakers per city, which we only get by building temples we haven't built yet and don't have much other use for, and spread through the empire including cities that mostly don't have oxford (obviously) and many of which don't even have libraries and universities. Admittedly I'm more used to a beaurocracy oxford cottage capital providing most of the research through a 100% slider, rather than this more spread out specialist economy though.

Personally I'd rather free up Dehli to pump out the Buddhist missionaries so that we can let some of the other cities grow rather than constantly whipping them all to death. And longbows or other military so that we don't lose quite so many cities from a DOW before we can start to defend ourselves.

What is the benefit of gifting the missionary to Izzy rather than just using it directly? If she's in Theocracy, she can't use the missionary herself any more than we can.
 
One quick but important question: How many turns am I playing? :D I'm sure I could figure it out by looking somewhere but it's easier to ask.
15 turns per turnset was the last value that we used, and I just played two people's turnsets. BLubz made a passing remark about needing to increase the amount of turns per turnset but nothing was formalized, so plan for 15 turns until the team agrees to change that number.

That said, it is my personal belief that we've done best as a team when we play about 7 to 8 turns at a time with a partial PPP.

Really, you can write the PPP however you want--write out the whole 15 turns if that works best for you, but if you play for around 7 to 8 turns and then pause play to get feedback, it can help you to better react to the changing game situation. Pausing for feedback after that number of turns can also help to keep you focused on the game--most of us, myself included, seem to lose focus after about that many turns and it can help to pause play and involve the team to get a better perspective on what to do with the next half of the turnset.


Test Saved Game
It seems that now many important decisions are diverging between the test game and the real game (either before or, more critically, during the turn set). So, the plan is this:
Ideally, I will update the test saved game according to my latest turnset, so that it'll match as closely as possible. I don't have the time to do so currently, which is the issue. I thought about doing so tonight but writing the rest of this message took up all of the time that I could allocate before going to bed. Tomorrow is a busy day for me, but I will see if I can do so on my Friday afternoon (which would be your Saturday morning). That doesn't give you a lot of time to make adjustments, but it is what it is. Still, I can do my best to review what you write in the meantime and can provide "insider info" that you might not get from the test saved game, such as the fact that we have already researched Paper.


* I run through the test game (again - I did get to look through it the other night for all that I didn't post about it) and write down everything I do. Post it up, get comments about what things I'm doing wrong (or at least, suboptimally).
* I repeat this process as many times as necessary, although hopefully only once more. The write-up from the last test run becomes the final PPP that I will use for the real game.
Sure, that sounds fine.
There's a lot to keep track of, but the more "possible decisions" that you have to make that you can capture in the PPP, the more we can ensure that we're all onboard with each other.

For example, it is my recommendation that you go out of your way not to meet Mehmed--i.e. don't explore Isabella's land or beyond it. If you put a simple statement to that effect in your PPP, everyone will know that this idea made it into your plan.

Likewise, things like getting a Buddhist Missionary to Isabella or a Confucian Missionary to Goldfish are good things to point out--then we'll know what sorts of things you are going to try to accomplish (and can argue for or against these things, as well as argue for you to include additional things in your plans), and your test saved game can help to validate approximately when you'll fit these items into your build queue.


Research
* Research Paper->Education->Liberalism (but don't finish it!)
I'm fine with that approach, but unlike in the test saved game that you have, we actually just finished learning Paper in the real saved game, so you won't need to research it anymore. Still, I don't think that you'll get past these techs within your turnset, so we shouldn't need to plan past them, but if you somehow get that far advanced, you can always stop play and let us know about the overall AI tech situation, so we can decide what to go for next (if a few AIs have Metal Casting, we'll probably be able to get it and maybe Machinery in trade, for example, and wouldn't need to chase after those techs).


University Cities
* Prepare at least six cities to have libraries and 6 population by the time Education comes in. Which 6 cities? I'm thinking:
1. Dehli
2. GP farm
3. Risaia
4. Bedrock
5. Riverdale (Unis give culture, and it's just about already prepared anyway)
6... Not sure. Wheaties is busy with the AP. Silverside is busy with the Maoi Statues. Three-clams, Crabs, or Sugardaddy are probably the best candidates, maybe I'll pick whichever one is able to get there
This issue is a tough call.


Silverado
If we chop 2 Forests into Silverado while using the Confucian Organized Religion bonus, those Forests will give us 88 Hammers each, for a total of 176 of the needed 375 Hammers for Moai Statues. Given that we already have 47 Hammers invested, that leaves us 375 - 176 - 47 = 152 Hammers to self-build.
At a rate of 9 Hammers per turn (8 if we are temporarily asked to switch into Buddhism), would take us: 152 / 9 = 17 turns, or in the worst case where we don't get the Organized Religion bonus, 152 / 8 = 19 turns.

So, Moai will be ready, assuming that you can chop into it or that someone else can finish the chopping into it at the start of the next turnset, as late as 4 turns after your turnset.

Given Silverado's rate of growth, it will have grown to Size 6 at the end of your turnset and thus will be working all 4 Lakes.

That would give it 8 base Hammers and 6 population points, but it would still need to build both a Library and a University.

Depending upon the timing of Education, it's an option.


Wheaties
I think that you're right in that Wheaties will be focused on building the Apostolic Palace, so it can't count as one of our University Cities. I would not even consider buiding a Library for whipping overflow, as that building would require us to whip 3 population points just to get the same amount of Hammer overflow that we can get from whipping a Missionary for 2 population points.

For your PPP, I wouldn't mind seeing how you plan to do the whipping in Wheaties spelled-out on a turn-by-turn basis, as it is pretty critical when performing whipping overflow from one item to the other not to invest too many Hammers into the build item that you are whipping for overflow. If you forget to whip your build item after 1 turn of Hammers invested and accidentally spend 2 turns investing Hammers such that the build item goes from requiring 2 population to whip down to 1 population to whip, that will be 2 turns' worth of "normal" production lost. By "normal" production, I mean by just working Mines and building the Apostolic Palace directly.

In addition, whipping that build item would net us virtually no extra Hammers, while it would reduce the City's Size such that we wouldn't be working one of the Mines for a little bit of time. Basically, missing the timing by one turn can cost us the Apostolic Palace. If it comes to that point where you've invested turns on a build item, such as a Temple or a Missionary, and you find that it will now cost you 1 population point to whip it, DO NOT WHIP IT. Instead, forget about building that build item until after the Apostolic Palace is built--that will at least save the population point to continue working a Mine, so while the situation is bad, it wouldn't be made worse.

For other Cities, the timing is not so critical, so I care a bit less if you don't detail that info and if you accidentally whip a turn later in a different City or whatever... but you really need to work out the details of Wheaties so that you're clear on what needs to be done there and exactly on which turns you need to do what. You can refer to my Partial PPP3 by searching for the keyword "Wheaties," to get an idea of how I was swapping squares worked by citizens (PIrr vs PH Mine) based on which build item I was building. When I wasn't ready to whip (say, I wasn't in Slavery anymore), I'd put 1 turn of Hammers into the Missionary and then my PPP would say that I would "go back to building the Apostolic Palace," which just meant switching the order of the Missionary and the Apostolic Palace in the build queue so that the Apostolic Palace came first, until I was able to switch back into Slavery and put the Missionary as the first build item in the build queue in order to whip it.

I am going to assume that you know how to switch build items in a queue, as there are several different ways of doing so (Shift+Clicking, Ctrl+Clicking, clicking on build items to remove them, etc), but if you need help on that point, just ask.


Bedrock
If we don't whip Bedrock that much or at all for the next little while, it can probably count as a University City by building a Library using Hammers and slow-growing to Size 6 for being able to whip the University, especially if it steals squares like the PMarble and/or PCow, or if you can manage to build a Mine on the GHFor NE + E of Bedrock.


Delhi
Delhi will be a no-brainer, and we might even be better off just Hammering out the University instead of whipping there, especially if other Cities are lagging behind in getting their Universities out.


Grt Person Farm
With a Library already in this City, we'll just need to agree on sacrificing population to whip a University there, and we're set. Since I think that we can all agree on that point, especially seeing as how our Republic-infused Scientist Specialists will benefit from having a cheap University in the City, this City should be trivial to build a University in.


Riverdale
This City also has a Library and we are building Cultural buildings there, so a cheap University would be an excellent building to put there. We should be able to easily grow the City to Size 6 in time (we're currently at Size 3 with 5 Food surplus per turn).


Risaia
While we lack a Library here (it has a few Hammers invested into one and will get a few more from Hammer-overflow from a Work Boat on Turn 193, since I've already whipped the Work Boat on Turn 192), as long as we get enough Farms here, we should be able to whip both a Library and a University here.

It may take a bit longer time than the other Cities, but we should hopefully be able to whip the Library for just 2 population points when we are at the City Size where we have a full Foodbox and growing 1 more in Size will lead us to working an unimproved Foodbox. The only exception to delay whipping under that scenario would be if we are close to having a Confucian Missionary showing up there, in which case we'd want to wait to whip until we could whip while using the Organized Religion bonus.


Crabs
I expect that this City will be busy first with whipping Buddhist Missionaries and then building a Lighthouse. I don't think that we'll be able to make it one of our initial 6 University Cities.


Three Clams
If you send both Work Boats that I just whipped to this City and if you build a Lighthouse next (instead of the currently queued-up Library), then I think we'll have a strong chance of making this City one of our 6 University Cities. Without the Lighthouse, though, I don't think that this City will grow fast enough to be able to whip both a Library and a University.

Another tip for this City: On T192, it should work the PCow, which it is already doing. On T193, it should work the Clam. Why? If we instead work the Clam immediately, we can grow to Size 2 one turn faster. Why delay growth?

The answer:
Since we just whipped a Granary there, we want to delay growing by a slight bit immediately, due to the way that Granary overflow works.

Scenario a) If we work: T192 = PCow, T193 = Clam, T197 = Clam and PCow
On T198, we will end up with 24 Food in the Foodbox

Scenario b) If, however, we work: T192 = Clam, T196 = Clam and PCow
On T198, we will only have 22 Food in the Foodbox

The number of Hammers generated in either scenario will be identical, because the extra turn of working the second square (the PCow) in Scenario b) on T196, while we are still at Size 1 in Scenario a), will equal the extra turn of working the PCow on T192 in Scenario a), in terms of Hammers. All other turns will have equivalent Hammer output.

So, just with a tiny bit of micro on T193 (switching the PCow to a Clam), we make 2 Food out of thin air for free.


Sugar Daddy
This City is still building a Granary. It also only has so much Food to go around, even if we were to steal the Fish from Mystic (and I do not advise that we steal the Fish from Mystic--Mystic is using the Fish to build a Worker), which would not be enough Food (even with that Fish) to get us to where we need to be in time for whipping a University.

Sugar Daddy will therefore not be able to be one of our 6 University Cities.

So, that leaves us with a list of:
1. Dehli
2. GP farm
3. Three Clams (maybe Risaia, but Risaia might be better as a Missionary-pumping City)
4. Bedrock
5. Riverdale
6. Silverado


* Spread Buddism as much as possible.
Yes, with an emphasis on Cities that can spread it. Here's a relative suggestion of City-ordering:
1. Wheaties--this City can just as equally whip Buddhist Missionaries for overflow Hammers into the Apostolic Palace as it can Confucian Missionaries. We will have to stay in Org Religion just to be able to build Missionaries, though, and of course staying in this Civic lets us get the best chance at being the first to building The Apostolic Palace. Building the Apostolic Palace before all of the other AIs is not a "given fact" at this point--we really need you to stay on top of Wheaties' production for your turnset and that should be your #1 goal--ensuring that Wheaties is building the right things at the right times, whipping at the right times, and working the correct squares at the right times on every single turn.

2. Risaia. While this City will be tight for becoming one of our 6 University Cities, it can be slated as our "backup" University City. Since we still need to build some Farms here, we can potentially afford to have one Worker (out of Workers 1 and 6--Worker 6 will come over from the Goldfish area within your turnset) work on improving Bedrock, such as by Mining the GHFor NE + E of Bedrock, since Risaia will be whipping Buddhist Missionaries and won't need THAT many improved squares to work. If we want, we can dedicate Risaia and Crabs to be our Buddhist Missionary "whipping centres" and thus we can focus on building Libraries and Universities (plus first a Lighthouse in Three Clams) in 6 Univerisity Cities, dropping Risaia off of the list.

3. Cities that could use the Organized Religion bonus, if we get asked to switch into Buddhism. I'd start with Delhi, since it will be busy with Wonder-building, then the other 6 University Cities.


Spread it to Izzy ASAP.
No, there is no rush here. I've found when playing Cultural games that you almost always want to spread your religion domestically before you spread it to foreign Cities. An exception to this rule might be when you first spread a Religion to an AI that has no Religion within their borders.

So, focus on domestic spread and in a future turnset we can deal with how to spread Buddhism beyond our borders.


Confucianism
If you agree to my 6 University Cities' selection, then you can thank me for having prepared those Cities in advance with Confucianism. They all have the Religion.


There is a Confucian Missionary that was just whipped in Wheaties that you can use.

My recommendation is to send it to Goldfish. If we agree with the plan to "protect Zara" by building the Apostolic Palace using Confucianism, and am strongly leaning towards this approach, then it will help for us to get Confucianism in Goldfish ASAP.

Not only will we thereby have Goldfish containing the Religion, such that if an AI captures the City, we can vote to stop a war, but also, we'll be slowly building up our cultural precense in the City, which will be important for being able to vote the City back into our hands.


It would HELP to get a couple of more Confucian Missionaries for our other Cities, starting with Risaia and Crabs, but you should make sure that Goldfish has the Religion first, meaning that if spreading Confucianism fails in Goldfish, keep sending Missionaries there until we are successful. Recall that a larger population is helpful, so if Risaia and Crabs are busy "using up" the 3 Buddhist Missionaries that we can have maximimum at a time both built and in build queues, then temporarily stop whipping in Goldfish in order to grow the City so that we have the best chance of successfully spreading Confucianism there.


On each turn, the plan is to:
* Check the event log for anything interesting.
* Cycle through each city, and confirm it's doing what it's supposed to be doing, and working the right tiles. The PPP can help with this, but for example in the test game Izzy (who's really meant to be Saladin) culture-stole the crabs from the crab city, and this may or may not happen on the same turn or even at all in the real game.
* Load the F4 screen and review tech, resource trades, AND AI Attitudes (the GLANCE screen).
* Glance at the display on the right to see score changes, WHEOUHRN, new cities, etc.
Sounds good. I added one more F4 screen for you to check, because it is important to know who is who's Worst Enemy, as well as who is Friendly with who and will thus likely "give away" any tech that you give up in a Demand, and I am pretty sure that you can only get half of the Worst Enemy info when talking to an AI in the trading screen (I'm not sure if it's who is their Worst Enemy or who's Worst Enemy they are, but I think that you only get one of those two pieces of info from the trading screen).


Other Things to Remember (and probably put in the PPP as "things to remember" or "strategic decisions" or something, so that we know which ones you'll be following)
Anything else I need to remember to do each turn?
Maybe not "per turn" per say, but there are a number of things for you to "keep in mind" that "could happen" on any given turn. I've already listed several such things in the last few messages since my last partial turnset, including in the partial turnset report, so be sure to go over that info and collect the relevant points into your PPP, so that we know which items you'll be following.



Some strategy comments:
Why are we building the U. Sankore anyway? Is it just the fact that we seem to be total wonder-whores?
Maybe... :mischief:


Is it that we've kind of filled in our land and don't have that much better to do?
No.


If we run Buddhism, it would only be at most 2 beakers per city, which we only get by building temples
Up to 4 per turn in Cities that build the Monastaries, before Scientific Method comes in. That means helping out on research of all of the techs up to and including Astronomy, Printing Press, and part of Liberalism, plus possibly Economics should the AIs happen to trade us Banking.

Still, let's discount the Monastary bonus, as we'll probably only build those buildings in a couple of Cities.


The Temples, if you'll recall, are super-cheap for a Spiritual Civ. They also give us Happiness, which, in a whipping-happy Civ (which we were under my rule for 30 turns and although others may play differently, the unhappiness effects will be around for a little while) will help out. Plus, we are relying on a lot of AIs to trade us Happiness Resources at the moment; if we go to war with them, it will be nice to have a backup source of Happiness, right?

So, I would argue that most Cities will be building these Temples anyway.


The University of Sankore also gives us extra Scientist GPP, which we are in favour of getting.


It also requires Stone to build, which not only do we have, but we have a relative monopoly on that Resource, giving us a great shot at being the ones to build the Wonder.


While The University of Sankore, if you are a Space Race player and you don't normally chase after Religions like we did in our game, often expires before you get the full use out of it, in this game, we will not only be building the Temples, but we will not research the tech that obsoletes it (Computers), meaning that these bonus Flasks will be useful right up until the end of the game.


In terms of being able to convert our Hammers into Flasks, which in a game where we are limited mostly by Research would seem to be a good thing to be able to do, building the University of Sankore for this bonus-Hammer to Flask conversion seems like a great reason to build this Wonder.


Although we will hopefully not need Biology, should we manage to build Mass Media and still need to keep teching, this Wonder will still be pumping out Flasks for us at that stage of the game. It will also keep pumping out Flasks when we need to switch into Police State, while our Scientists won't be able to make the same claim to fame due to their loss of the Republic bonus when we're running Police State.


Admittedly I'm more used to a beaurocracy oxford cottage capital providing most of the research through a 100% slider, rather than this more spread out specialist economy though.
That's yet another good reason--our Flask input is spread across several different Cities already, half of which will be getting Libraries and Universities for certain anyway, so a few more Flasks everywhere will be helpful, as we'll still get 3 Flasks instead of 2 Flasks in every City that has both a Library and a University (2 * 150% = 3), regardless of our Science Rate value.


Whipping vs Workers
Personally I'd rather free up Dehli to pump out the Buddhist missionaries so that we can let some of the other cities grow rather than constantly whipping them all to death.
While we now have all of our Cities working improved squares, this situation is only sustainable if we whip in some Cities, due to our lack of Workers to go around. We're working on that situation by building Workers for 2 of our new Cities, but part of the strategy means that we'll have to keep a couple of Cities small while we invest the Worker turns in other Cities.

Risaia and Crabs are my suggestions for Cities that will be whipping a lot, while Wheaties can whip a bit for extra-Hammer purposes and most of the other Cities will be able to grow.


While you make a very convincing argument with your Bureaucracy analysis, and I like the information that you came up with, one of the conclusions that we came up with was that "other factors" may override the decision to avoid building items that already have a "production bonus" on them. "Being the first to a World Wonder" is one such "other factor."

Since we're on a map with a lot of Coast and not many Hills squares, nowhere else besides Delhi can really pump out Wonders in time to beat the AIs.

Bureaucracy used to build Wonders faster than the AIs is still a good use for this Civic and it's better than not running Bureaucracy at all. That said, it is actually a GREAT use of Bureaucracy if we can consistently beat the AIs to Wonders on Emperor level.


Further, with Granaries in place, we actually get more production across our empire by whipping Missionaries in Cities with a reasonably-high Food surplus than we do by building them using Hammers in the capitol. So, while your argument for building non-bonus items in Delhi is a good one, and it applies in many games where you have multiple Hammer-producing Cities, in this particular game where we:
a) Do not have a good Hammer-producing City outside of the capitol (that is not already busy building The Apostolic Palace)
and
b) Where a primary source of production can still viably come from whipping high Food-surplus Cities that will not have improved squares to work if they grow in size

, we are going to get more effective use out of Delhi by dedicating it to building the Wonders that we want, while whipping our Missionaries in Cities like Crabs and Risaia.


Military Units
And longbows or other military so that we don't lose quite so many cities from a DOW before we can start to defend ourselves.
As part of my "collaboration" with you on your Bureaucracy discovery, I pointed out the that Police State bonus would apply in the same way as the Wonder-Resource-based bonus and the Organized Religion bonus, such that these bonuses are additive to Bureaucracy and not multiplicative to Bureaucracy.

So, the capitol is equally unsuited, given your Bureaucracy analysis, to be our military-pumping City as it is to be our Wonder-building City, assuming that we had another place to build Military units and/or Wonders. Since we don't have another spot to build Wonders but we have many other spots that can build Military units, Delhi is actually ill-suited to the task of Military-unit production from a Hammer-efficiency standpoint.

I would much rather see us do the following:
1. Whip the Universities
2. Switch into Police State, Theocracy, and probably even Vassalage
3. Use the overflow Hammers into Military units across our Empire, and then build military units for a few turns
4. Whip the remaining Military units in build queues as it comes time to switch Civics
5. Go back to having the Cities doing whatever they were going to be doing (building Temples, Missionaries, Courthouses, etc).

That way, we'd get the most out of our Civic Switches and wouldn't have to run Police State, Theocracy, and maybe Vassalage for a large number of turns, allowing us to focus on other Civics for the other turns.


Should we not get enough Military units out of this process, we can grow our Cities again for a bit and then repeat the process when we're ready to whip a few Military units again.


Theocracy and AIs
What is the benefit of gifting the missionary to Izzy rather than just using it directly? If she's in Theocracy, she can't use the missionary herself any more than we can.
Okay, I will try and share my knowledge on AIs running Theocracy. Hopefully, this info will help to clear up the confusion around the subject.

Isabella is currently running Theocracy.

That means that she cannot receive any Religion other than her State Religion via "automatic spread" of a Religion.

It also means that no other player can spread a Religion that is not her State Religion via a Missionary to one of her Cities.

However, there is NO RESTRICTION on DOMESTIC Missionary-spreading when running Theocracy, either for an AI or for the human player.

So, Isabella would be free to both BUILD a Missionary of a Religion that is not her State Religion and/or SPREAD it to any of her Cities.

Now, since an AI running Theocracy cannot build a Missionary without having a Monastary like they could under Organized Religion, they are MUCH LESS LIKELY to spread around Religions when runing Theocracy. That's one of the reasons why you might not see it happening very often for a Theocratic Civ, but, they can still do so.


Now, if a player (AI or human) does not have a Religion within their City, that City cannot produce either a Missionary of said Religion or a Monastary of said Religion. Therefore, the obvious conclusion is that Isabella cannot build Buddhist Missionaries, since we see all 4 of her Cities and none of them contain Buddhism.

That said, there is nothing to stop us from building a Buddhist Missionary for her. (I just don't think that we should do so during your turnset, but that's a different matter).

What does stop us is the fact that she is running Theocracy, that means that FOREIGNERS (that's us) trying to spread a Religion to her Cities that is not her State Religion will not be allowed to do so. There is nothing that stops DOMESTIC spread, though, so we can simply move the Buddhist Missionary into her territory and gift it to her.


The only PROBLEM with doing so is that the AIs have TERRIBLE programming for such an event. Similar to how we were able to "game" the AI by trapping their Settler Parties, a gifted Missionary can often get "stuck" without having the appropriate command assigned to it for it to move or even try to spread--it will just sit there, doing nothing, for the rest of the game, not even running if the City is under threat of being captured.

Now, it is POSSIBLE that the BtS AI has been changed since the last time that I gifted Missionaries and that the AIs are now "smarter" about this part of the code. Settler Parties aren't smarter, but who knows--maybe they improved the Missionary code.

But if not, we risk gifting her a Missionary that will just sit there doing nothing.

My anecdotal experience shows that an AI is "smarter than normal" in the case where it has a Missionary standing over a City that contains NO RELIGIONS, such that it will be far less likely to have the Missionary "sitting around for all eternity doing nothing," like we'll probably see for Isabella's Settler Party on Ivory Towers' island. Instead, such a Missionary tends to be far more likely to get spread to the AI's City that it is currently standing over.

That's not a guarantee, though, so it would suck to gift away one of our Buddhist Missionaries when we only have 2 Buddhist Cities ourselves, only to find that the unit-gifting was wasted. Far better to run into that scenario when we have most or all of our domestic Cities containing Buddhism already and can afford to suffer through this AI-programming silliness.
 
Good job, Dhoom!
The only problem is that you needed 15 days to have it done :(
I think that we have to spread Buddhism to Mehmed and join him in the war with Izzy, which we can left on her faith. Probably unleashing a holy war agaist her can be a good way to improve relations with the Buddhist block.

Seen the screenie with the barb city: the good new is that we don't need Astro to arrive there. I agree that some defensive unit can be a good idea, but i better see Xbows than Lbows. Of course with some mace, possibly.

Sure we need a good fleet of galleys to reach it, and i think we must aim for the circumnavigation bonus to speed the trip.

Now, my main concern is the time, intended as RL or the deadline.
I made a bold post in the maintenance thread, but i'm all but relaxed on our finish date.
We're still some 140 turns to go with 38 days left. Almost 4 turns/day.

I'll try to prepare a schedule on my #3, with player names and deadlines for the saves posted. I'm thinking to 20 turns TSs, with PPPs listing the tech path and the build queues for cities.

I think we must settle the Whale city and build some military. Good military, with barracks.

@Dhoom
You continue with your strategy, now i take back the steer. I don't wanna play and not submit a finish. This is not negotiable.
 
Irgy, sorry to arrive now, but posting a schedule for TSs, i noticed that both Mitch and UT are in vacation when their turn arrives.

So i propose to swap you with Mitch and me with UT.

I'll verify if this can work.

EDIT: if both you and Mitch are OK with my #3 it can work: Mitch will finish just before go in vacation, UT will find my TS just posted when he's back and we can arrive to 08/22.

I proposed Dhoom for the last TS, 'cause i think it's better. So, all of us have played 3 rounds (maybe we can consider Dhoom played 4, see his double TS) and only 3 of us will play their 4th round. We have to decide who, letting Dhoom for sure in the last TS.
 
I copy paste the edit of my last post, since it took long.

EDIT: if both you and Mitch are OK with my #3 it can work: Mitch will finish just before go in vacation, UT will find my TS just posted when he's back and we can arrive to 08/22.

I proposed Dhoom for the last TS, 'cause i think it's better. So, all of us have played 3 rounds (maybe we can consider Dhoom played 4, see his double TS) and only 3 of us will play their 4th round. We have to decide who, letting Dhoom for sure in the last TS.

As you can see, there're 6 days between TSs, so we can have enough time to discuss. The "posting save" date is mandatory. No delays will be tolerated.

I also just noticed Dhoom not posted his vacation schedule. Please do so. Or no vacation until 08/23?

Also, i'd like to see comments on Dhoom playing the last TS.
 
The Spreading of Buddhism
I think that we have to spread Buddhism to Mehmed and join him in the war with Izzy, which we can left on her faith.
I agree that we should spread Buddhism to Mehmed. The more AIs that we can have as Buddhist, the better.

It may indeed be necesary to keep one of Isabella or Mehmed as "the bad guy/girl," should it turn out that Zara gets vasallized.

The current plan is to build the Apostolic Palace in Confucianism, so that we can protect Zara from becoming someone's vassal, but in case it happens, it is nice to have a backup plan.


I hope that you can also agree to a couple of points:
1. Let's wait to spread Buddhism until it is spread to most of our own Cities, so that the cost of spreading and failing with a Missionary in a Foreign City can be easily made up by building a new Missionary in one of many of our Cities. If we only have 1 or 2 Cities that can whip a Buddhist Missionary every 7 turns, we cannot keep up the pace required to properly spread Buddhism to an AI like Mehmed. So, spread Buddhism domestically (aka locally) should happen first, then spread it to foreigners.
AND
2. Until we are ready to spread Buddhism, let's not meet Mehmed. He is isolated in the trading game, perhaps only able to trade with Zara. He will not likely be a tech leader and thus the sooner that we meet him, the faster that he will catch up in tech due to piggybacking on our research. If we do not meet him, he may be really weak when we finally do meet him, perhaps not having Feudalism or Machinery. If he's technologically backwards, then your idea of a war will make more sense. But, if we meet him soon, I assure you that he'll increase his tech pace quite rapidly.
AND
3. Let's also not meet Mehmed until we are ready to spread Buddhism to him, because as soon as we meet him, Isabella and him will start making demands of us. We will have to do one of two things. One would be to pay them to stop the war just to stop them from asking us to join the war, which would mean that they could trade again and Hinduism would probably spread to all of his Cities from Isabella, so that idea would be bad. The other thing would be to accept one of the demands to join a war--and that would also be bad, because an AI that asks you to join their war partway through the war will very often make peace on the next turn, leaving you holding the bag.


Obtaining the Mutual Military Struggle positive Diplo modifier
Probably unleashing a holy war agaist her can be a good way to improve relations with the Buddhist block.
Indeed, getting Mutual Military Struggle positive Diplo modifiers will help our cause towards a Diplo victory. My concern is that with 4 players (the 3 Buddhists plus us) attacking a small-sized AI, that AI is almost immediately going to capitulate and become a vassal, which would mean that we would get zero Mutual Military Struggle points and we would probably lose Isabella's vote.

Seeing as how Mehmed has a lot more land to expand to, he will likely be "too big" in terms of the number of Cities to capitulate. Since he is so far away from the Buddhist block, he is unlikely to lose any Cities to the Buddhists before Astronomy, and maybe not even after Astronomy. Therefore, as long as he is unable to capitulate, we can build up a lot of Mutual Military Struggle positive Diplo points with the other AIs by going to war against Mehmed.


The Make-up of our Army
Seen the screenie with the barb city: the good new is that we don't need Astro to arrive there. I agree that some defensive unit can be a good idea, but i better see Xbows than Lbows. Of course with some mace, possibly.
I agree that Macemen are indeed powerful units for capturing Cities, and Crossbows, while an expensive unit, can be good for dealing with all sorts of the kinds of units that the Barbs like to build, such as Axemen and Spearmen.

The reason why I suggested Longbowmen, Catapults, and Chariots, is because we will not need to learn any further military techs before being able to build these units.

Since Toku has already learned Metal Casting, it should only be a matter of time before AIs research Machinery; in general, AIs put a high priority on learning Machinery but a low priority on learning Metal Casting. So, it should not be long before we are able to trade for both techs. That said, I do not want to base our Military unit production strategy around WAITING for the AIs to research a particular Military tech for us.

It's not like we need to conquer 10 Barb Cities like we would if we were attacking one of the Buddhist AIs. If we had that many Cities to capture, then Macemen would be very important. But, for the purposes of capturing the Fur, just about any type of military units will do.


To add to your "military units wishlist," if someone is willing to trade us Horseback Riding, then we can also build War Elephants. But again, I do not want to make our plans DEPEND upon us getting this tech in trade, as the AIs might not research Horseback Riding for a long time.

It is better to PLAN to build the units that we already have the technology for and to at the same time HOPE to get better military tech by the time that we are ready to build our Military units (preferably, just after whipping Universities). If we do have better Military tech at the time, sure, we can make Macemen, Crossbowmen, War Elephants, or whatever. Let's just not make it our primary plan to wait until such techs are ours, okay?


An Army of Empty Boats vs a Land Army
Sure we need a good fleet of galleys to reach it, and i think we must aim for the circumnavigation bonus to speed the trip.
Let's say that your resources are limited. In this game, they are.
Let's say that you had to choose between a fleet of several Galleys and no land units to put in them, or no more Galleys but a bunch of Land units.

The empty Galleys cannot do much to the Barbs except kill Barb Galleys.

However, a land army can capture a Barb City. We just need to find a way to get the land army to the Barb City. If we build this land army, we have one advantage at our disposal for mobility: using Saladin's continent to "walk" the land army most of the way to the Barb City. That way, we won't need to build any more Galleys initially but can instead use one Galley at the east edge of Saladin's continent to put land units onto his continent and another Galley at the west edge of the continent near Justinian (we already have a Galley on the way there, as long as there are no Iceburgs near the equator to block him) to help unload our land army near the Barb City.


Additional Galleys can be built afterwards, but I think that you can agree that Galleys make for poor City-capturers, so if the choice is to start with building a navy vs building a land army, we'll probably do better to build the land army first and the navy later.


Whale City--A Request for BLubz
I think we must settle the Whale city
Okay, that's one vote to build the Whale City.

Figuring out to which City the nearby the Forest chops will go will be important, because Mitchum was planning on using all of the nearby Forests for the United Nations in Riverdale. If we bulid Whale City, Whale City might steal a lot of the Forest chops.

BLubz, can you please make the time to use a test game to build Whale City, give the City 150 Culture (Edit the City in the World Builder to change its Cultural value), and then chop the nearby Forests to find out which City will get each of the Forests?

Mitchum will now be a bit busy planning the turnset, so if you can take on this task for him, it will let him focus on the PPP and keeping the game moving. We all know how much you want to keep the game moving, so if you can volunteer to help out in this way, we'll be better equipped to keep the pace up. Okay?


Barracks?
and build some military. Good military, with barracks.
Fighting Barb units can be just as good experience as building troops fresh from a Barracks and sending them to a battlefield.

Again, we come to the problem of limited resources. Would you rather initially have 3 Barracks-promoted units or 9 non-Barracks-promoted units? I think that the clear answer is to take 9 non-Barracks-promoted units and go and capture the Barb City. Our 3 units might earn 1 more promotion each from the Barracks, but 3 units will not be enough to capture a Barb City.

That's about the ratio of units that I can see being completed if we focus on building Barracks buildings.

Promotions can come from:
a) Theocracy
AND
b) Vassalage
AND
c) Winning one fight against a Barb unit

You would get an equivalent number of promotions for your units by winning a fight against a Barb unit for just 1 more experience point as you would for building a Barracks. 9 units that can be promoted after 1 successful fight would be better than 3 units that can be promoted immediately, don't you agree?

Plus, there is no guarantee that if we go to war, we will have to fight for long. The Apostolic Palace can be used to stop wars with Toku and Justinian.

We do not really want to capture Cities if we start a war against an AI like Mehmed for Mutual Military Struggle Diplo bonuses, as we want to keep the war going for a long time, to gain more Diplo bonuses; if we capture a lot of his Cities early on, then he will capitulate and the war will be over, meaning that there will be no more Mutual Military Struggle Diplo points to obtain.


So, since we might just be fighting a "fake" war in the future, we don't necessarily need an army of City Raider Macemen. They might not even see the fields of battle. So, whether or not our units have a couple of more experience points from a Barracks won't matter if they won't be able to fight in battles long enough to get to a total of 10 experience points; units that beat one Barb unit will therefore be just as good as units built with a Barracks.

Sure, later, once we decide for sure to go for a war where we capture Cities, we can build a couple of Barracks, but just like you didn't build a Barracks before buiding Warriors at the start of the game, you shouldn't trick yourself into feeling the requirement to build one now when we produce our first real army, either.

Barracks will be good later on in the game for units cannot get a bit of experience from a Barb fight, but we will probably only put such Barracks in one to three Cities, such as a production City like Wheaties.
 
I also just noticed Dhoom not posted his vacation schedule... no vacation until 08/23?
I have no vacation plans between now and then.


Also, i'd like to see comments on Dhoom playing the last TS.
Okay, a couple of points, just clarify:
1. If it looks like we are slow to win and might not win until T400, will you still have me playing from T310 until the end of the game?

I would say that if your answer is "yes," then okay, I can wait to play until then.

But, if your answer is "no," then I would appreciate sticking to the normal player schedule except with the player-swapping to deal with people's vacation times. i.e. I'd like to play again after everyone else has their chance to play once more.

2. I am assuming that the turnsets where you have the player listed as being "to decide" would be played by a player who is "anyone but Dhoom," correct?

As you can see, there're 6 days between TSs
Mitchum : t.192-210 save 07/18
3. A slight flaw with your timing schedule is that Mitchum will only find out about him playing the current turnset in a couple of hours from now at the earliest, when he wakes up. That gives him 3 days, not 6 days. Do you want to revise the schedule slightly?

The "posting save" date is mandatory.
4. I am certain that it would be VERY much appreciated if you clarified for players the time of day that they need to be done by. Someone who is in a different timezone might expect to have one more or less day than what the schedule says.

So, I would ask you to decide between:
a) 11:59 pm of the posted date using the UP player's timezone
OR
b) 11:59 pm of the posted date using GMT... but if you pick this option, you have to do the math for each player and give them the time using their timezone
OR
c) Plan out a complicated schedule where you know when a player will go to bed and when the next player will wake up, such that the time will fluctuate and won't be arbitrarily set to something like "11:59 pm GMT" but could occur at just about any time of the day according to GMT. Then, you would need to list the playing times in terms of ALL of:
i. GMT
AND
ii. the UP player's timezone
AND
iii. the next UP player's timezone

Personally, I think that option a) makes things the easiest, but we need to decide up-front, so that everyone is clear on how the schedule is supposed to work. Fair?
 
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