SGOTM 12 - One Short Straw

I'm slowing GP Farm down so Fish can go first with the GM.
sorry I meant I'm slowing down Pigs, but you were talking about GP Farm , silly me got confused since our NE is in Pigs
GP Farm will start to need those Farms to keep growing and I'm keeping up with the spreadsheet numbers.

OK. I think things were pretty well laid out for the next three great people. After that I think things are a bit far out to predict reliably.

What I suggest is to work max specialists in GP Farm while still growing 1 pop/turn. This city has the potential to produce three more great people if we push it hard (I think). No :mad: and no :yuck: and we haven't really taken full advantage of that other than drafting an army of muskets. I think we can make this city shine even more and possibly it will save the day for our 5-person GA at the end of the game...
 
GP Farm's 1st GP would be much nicer as an artist since we get a GS for free from Physics.

So Scientists after artist okay? I'm building spy buildings there so fewer artists asap.
 
I was going to upload after finishing RR, need to figure out the war plans after Churchill's caravel threw a wrench in those plans :(

I know. He killed 4 caravels during my turnset, two of them at ~30% odds and the other two by sneaking out of the fog of war and blindsiding them. With that said, taking over several mature cities at the cost of half a dozen caravels and few seige and an odd city attacker is a small price to pay. :D
 
GP Farm's 1st GP would be much nicer as an artist since we get a GS for free from Physics.

So Scientists after artist okay? I'm building spy buildings there so fewer artists asap.

That makes sense. That was why I wanted to push that GArt out ASAP so that we can start hiring a ton of more useful specialists there.
 
Pigs can do 3 Artists at 95% + odds. Why do we want GP Farm doing them, as well?

You're overestimating, Mitchum. With great RNG luck, we're looking at 3000-3200 gpp in the end. To achieve two GP in 36t, you'd need an average of about 140gpp/turn, which is 15 specialists. To get 3 GP, we'd need to continuously run 25+ specialists from here on. Ain't gonna happen (nor is it necessary).
 
Moscow popped a GE, so artists in Pigs can switch to scientists.

The GA with 4 people needs an artist (or at least that is the easiest type to produce) and we get a GS for free from Physics.

Take a look at the spreadsheet a while back, and improve on it if you can. But artists in GP Farm and Pigs worked out the best as far as I could figure out, until Moscow popped a GE, now Pigs can run Scientists.
 
Moscow popped a GE, so artists in Pigs can switch to scientists.

The GA with 4 people needs an artist (or at least that is the easiest type to produce) and we get a GS for free from Physics.

Take a look at the spreadsheet a while back, and improve on it if you can. But artists in GP Farm and Pigs worked out the best as far as I could figure out, until Moscow popped a GE, now Pigs can run Scientists.
Pigs doesn't even have a university, nor will it have an Observatory, and has easy Artist odds. Getting the 2200gpp from there by T229 will be tight, but it's doable. I think GP Farm should be running the 5GP GS or a GM.

Do we have any Sci odds in Fish? I can't look at the save right now.

If not, then you can exploit the GE by running some Sci right now, but I'd switch back to all Artists 1t before the GP pops to get as pure as possible for the next.
 
Moscow popped a GE, so artists in Pigs can switch to scientists.

The GA with 4 people needs an artist (or at least that is the easiest type to produce) and we get a GS for free from Physics.

Take a look at the spreadsheet a while back, and improve on it if you can. But artists in GP Farm and Pigs worked out the best as far as I could figure out, until Moscow popped a GE, now Pigs can run Scientists.

GEs are hard to get. I'd be inclined to save him for our 4 or 5 person GA if possible. Is it possible to get the Physics GS sooner so that our 3-person GA can be a GS-GArt-GM?

If you're stopping now, we can take some time to work all of this out.
 
Uploaded, let's reexamine the spreadsheet because any change in the gpp plan changes everything else in the plan. We might be able to starve a city and produce another great person and save the GE, but lets look at how it changes everything first.

I will try to come up with an updated PPP to reflect the current situation.

But if anyone has advice on Gandhi war plans now I would appreciate it.

Other big decisions, attempt a steal of Astronomy? Or wait for someone else to get it and trade for it? Research it ourselves.

obviously all the gpp plans need to be reworked with GE in moscow.

Good things
War with Churchill is basically over :D
Founded Mining Inc! :woohoo:
Stalin opened his borders !!! who would have believed it ?!
Silly me opened our borders even though I think we need astronomy to benefit from the trade routes.


log

Spoiler :
Turn 208, 1480 AD: The enemy has been spotted near London!
Turn 208, 1480 AD: The enemy has been spotted near Rheims!
Turn 208, 1480 AD: The enemy has been spotted near Bananas!
Turn 208, 1480 AD: The enemy has been spotted near Beijing!
Turn 208, 1480 AD: Moscow has grown to size 22.
Turn 208, 1480 AD: Moscow has become unhappy.
Turn 208, 1480 AD: GP Farm has grown to size 16.
Turn 208, 1480 AD: Bahamas will become unhappy on the next turn.
Turn 208, 1480 AD: Bermuda will become unhealthy on the next turn.
Turn 208, 1480 AD: Rheims has grown to size 17.
Turn 208, 1480 AD: Kamchatka has grown to size 14.
Turn 208, 1480 AD: Bcool Island has grown to size 5.
Turn 208, 1480 AD: Hammer City has grown to size 4.
Turn 208, 1480 AD: Haiti has grown to size 3.
Turn 208, 1480 AD: York has been pacified.
Turn 208, 1480 AD: York will become happy on the next turn.
Turn 208, 1480 AD: Gandhi has 260 gold available for trade.
Turn 208, 1480 AD: The borders of Hastings are about to expand.
Turn 208, 1480 AD: The borders of York are about to expand.
Turn 208, 1480 AD: Your Trebuchet 24 (Moscow) has reduced the defenses of Nottingham to 38%!
Turn 208, 1480 AD: Your Catapult 5 (Fish) has reduced the defenses of Nottingham to 30%!
Turn 208, 1480 AD: Your Cannon 3 (Moscow) has reduced the defenses of Nottingham to 10%!
Turn 208, 1480 AD: Your Cannon 5 (Moscow) has reduced the defenses of Nottingham to 0%!
Turn 208, 1480 AD: Catherine's Cannon 19 (Moscow) (12.00) vs Churchill's Longbowman (9.00)
Turn 208, 1480 AD: Combat Odds: 80.7%
Turn 208, 1480 AD: (Fortify: +25%)
Turn 208, 1480 AD: (City Defense: +70%)
Turn 208, 1480 AD: (City Attack: -45%)
Turn 208, 1480 AD: Your Cannon 19 (Moscow) has caused collateral damage! (1 Unit)
Turn 208, 1480 AD: Catherine's Cannon 19 (Moscow) is hit for 17 (83/100HP)
Turn 208, 1480 AD: Catherine's Cannon 19 (Moscow) is hit for 17 (66/100HP)
Turn 208, 1480 AD: Churchill's Longbowman is hit for 23 (77/100HP)
Turn 208, 1480 AD: Churchill's Longbowman is hit for 23 (54/100HP)
Turn 208, 1480 AD: Churchill's Longbowman is hit for 23 (31/100HP)
Turn 208, 1480 AD: Catherine's Cannon 19 (Moscow) is hit for 17 (49/100HP)
Turn 208, 1480 AD: Catherine's Cannon 19 (Moscow) is hit for 17 (32/100HP)
Turn 208, 1480 AD: Your Cannon 19 (Moscow) has withdrawn from combat with a Longbowman!
Turn 208, 1480 AD: Catherine's Musketman (9.90) vs Churchill's Swordsman (7.48)
Turn 208, 1480 AD: Combat Odds: 86.3%
Turn 208, 1480 AD: (Extra Combat: -10%)
Turn 208, 1480 AD: (Extra Combat: +20%)
Turn 208, 1480 AD: (Fortify: +25%)
Turn 208, 1480 AD: Churchill's Swordsman is hit for 22 (64/100HP)
Turn 208, 1480 AD: Churchill's Swordsman is hit for 22 (42/100HP)
Turn 208, 1480 AD: Churchill's Swordsman is hit for 22 (20/100HP)
Turn 208, 1480 AD: Churchill's Swordsman is hit for 22 (0/100HP)
Turn 208, 1480 AD: Catherine's Musketman has defeated Churchill's Swordsman!
Turn 208, 1480 AD: Your Musketman has destroyed a Swordsman!
Turn 208, 1480 AD: Catherine's Musketman (9.90) vs Churchill's Catapult (5.00)
Turn 208, 1480 AD: Combat Odds: 99.1%
Turn 208, 1480 AD: (Extra Combat: -10%)
Turn 208, 1480 AD: Catherine's Musketman is hit for 14 (86/100HP)
Turn 208, 1480 AD: Catherine's Musketman is hit for 14 (72/100HP)
Turn 208, 1480 AD: Churchill's Catapult is hit for 27 (73/100HP)
Turn 208, 1480 AD: Churchill's Catapult is hit for 27 (46/100HP)
Turn 208, 1480 AD: Churchill's Catapult is hit for 27 (19/100HP)
Turn 208, 1480 AD: Churchill's Catapult is hit for 27 (0/100HP)
Turn 208, 1480 AD: Catherine's Musketman has defeated Churchill's Catapult!
Turn 208, 1480 AD: Your Musketman has destroyed a Catapult!
Turn 208, 1480 AD: Catherine's Maceman 3 (Fish) (7.21) vs Churchill's Longbowman (1.44)
Turn 208, 1480 AD: Combat Odds: 100.0%
Turn 208, 1480 AD: (Extra Combat: -10%)
Turn 208, 1480 AD: (Fortify: +25%)
Turn 208, 1480 AD: (City Defense: +70%)
Turn 208, 1480 AD: (City Attack: -75%)
Turn 208, 1480 AD: Churchill's Longbowman is hit for 27 (0/100HP)
Turn 208, 1480 AD: Catherine's Maceman 3 (Fish) has defeated Churchill's Longbowman!
Turn 208, 1480 AD: Your Maceman 3 (Fish) has destroyed a Longbowman!
Turn 208, 1480 AD: You have captured a Worker
Turn 208, 1480 AD: You have captured Nottingham!!!
Turn 208, 1480 AD: Catherine's El Cid (Knight) (11.00) vs Churchill's Catapult (5.00)
Turn 208, 1480 AD: Combat Odds: 99.4%
Turn 208, 1480 AD: (Extra Combat: -10%)
Turn 208, 1480 AD: Catherine's El Cid (Knight) is hit for 13 (87/100HP)
Turn 208, 1480 AD: Catherine's El Cid (Knight) is hit for 13 (74/100HP)
Turn 208, 1480 AD: Churchill's Catapult is hit for 29 (71/100HP)
Turn 208, 1480 AD: Churchill's Catapult is hit for 29 (42/100HP)
Turn 208, 1480 AD: Catherine's El Cid (Knight) is hit for 13 (61/100HP)
Turn 208, 1480 AD: Catherine's El Cid (Knight) is hit for 13 (48/100HP)
Turn 208, 1480 AD: Churchill's Catapult is hit for 29 (13/100HP)
Turn 208, 1480 AD: Catherine's El Cid (Knight) is hit for 13 (35/100HP)
Turn 208, 1480 AD: Churchill's Catapult is hit for 29 (0/100HP)
Turn 208, 1480 AD: Catherine's El Cid (Knight) has defeated Churchill's Catapult!
Turn 208, 1480 AD: Khalid ibn al-Walid (Great General) has been born in Bermuda (Catherine)!
Turn 208, 1480 AD: Your El Cid has destroyed a Catapult!
Turn 208, 1480 AD: You have plundered 13? from the Hamlet!
Turn 208, 1480 AD: You have plundered 10? from the Cottage!
Turn 208, 1480 AD: You have plundered 9? from the Hamlet!
Turn 208, 1480 AD: You have plundered 16? from the Cottage!
Turn 208, 1480 AD: Sid's Sushi Co has expanded into Paris.
Turn 208, 1480 AD: Sid's Sushi Co has brought +19?+74?, -18? to Paris. Increase this bonus by acquiring more Crab, Clam, Fish, Rice.
Turn 208, 1480 AD: Fish will grow to size 16 on the next turn.
Turn 208, 1480 AD: Siberia will grow to size 17 on the next turn.
Turn 208, 1480 AD: GP Farm will grow to size 17 on the next turn.
Turn 208, 1480 AD: Bahamas will grow to size 16 on the next turn.
Turn 208, 1480 AD: Rheims will grow to size 18 on the next turn.
Turn 208, 1480 AD: Bananas will grow to size 9 on the next turn.
Turn 208, 1480 AD: Paris will grow to size 8 on the next turn.
Turn 208, 1480 AD: Kamchatka will grow to size 15 on the next turn.
Turn 208, 1480 AD: Orleans will grow to size 6 on the next turn.
Turn 208, 1480 AD: Bcool Island will grow to size 6 on the next turn.
Turn 208, 1480 AD: The Crabbes will grow to size 7 on the next turn.
Turn 208, 1480 AD: Guangzhou will grow to size 4 on the next turn.
Turn 208, 1480 AD: Hammer City will grow to size 5 on the next turn.
Turn 208, 1480 AD: Bahamas will become unhappy on the next turn.
Turn 208, 1480 AD: Bermuda will become happy on the next turn.
Turn 208, 1480 AD: Roosevelt has 160 gold available for trade.
Turn 208, 1480 AD: Gandhi has 250 gold available for trade.
Turn 208, 1480 AD: Churchill refuses to talk.
Turn 208, 1480 AD: You are the worst enemy of Churchill, De Gaulle, Mao Zedong, Stalin the Despicable.
Turn 208, 1480 AD: De Gaulle is the worst enemy of Gandhi.
Turn 208, 1480 AD: Mao Zedong is the worst enemy of Roosevelt.
Turn 208, 1480 AD: The borders of Hastings are about to expand.
Turn 208, 1480 AD: The borders of York are about to expand.
Turn 208, 1480 AD: The borders of Oxford are about to expand.
Turn 208, 1480 AD: Will Trade Map: Gandhi, Roosevelt
Turn 208, 1480 AD: Fish will grow to size 16 on the next turn.
Turn 208, 1480 AD: Siberia will grow to size 17 on the next turn.
Turn 208, 1480 AD: GP Farm will grow to size 17 on the next turn.
Turn 208, 1480 AD: Cuba will grow to size 8 on the next turn.
Turn 208, 1480 AD: Bahamas will grow to size 16 on the next turn.
Turn 208, 1480 AD: Rheims will grow to size 18 on the next turn.
Turn 208, 1480 AD: Bananas will grow to size 9 on the next turn.
Turn 208, 1480 AD: Paris will grow to size 8 on the next turn.
Turn 208, 1480 AD: Kamchatka will grow to size 15 on the next turn.
Turn 208, 1480 AD: Orleans will grow to size 6 on the next turn.
Turn 208, 1480 AD: The Crabbes will grow to size 7 on the next turn.
Turn 208, 1480 AD: Guangzhou will grow to size 4 on the next turn.
Turn 208, 1480 AD: Hammer City will grow to size 5 on the next turn.
Turn 208, 1480 AD: You have trained Sid's Sushi Executive in GP Farm. Work has now begun on a Market.
Turn 208, 1480 AD: Shanghai celebrates "We Love the Prime Minister Day"!!!
Turn 208, 1480 AD: The borders of Hastings have expanded!
Turn 208, 1480 AD: The borders of York have expanded!
Turn 208, 1480 AD: The borders of Oxford have expanded!
Turn 208, 1480 AD: Christianity has spread in Mitchum's Oasis.
Turn 208, 1480 AD: Churchill's Maceman (8.80) vs Catherine's Maceman 10 (Fish) (8.80)
Turn 208, 1480 AD: Combat Odds: 50.0%
Turn 208, 1480 AD: (Extra Combat: -10%)
Turn 208, 1480 AD: (Extra Combat: +10%)
Turn 208, 1480 AD: (Combat: -50%)
Turn 208, 1480 AD: (Combat: +50%)
Turn 208, 1480 AD: Churchill's Maceman is hit for 20 (80/100HP)
Turn 208, 1480 AD: Catherine's Maceman 10 (Fish) is hit for 20 (80/100HP)
Turn 208, 1480 AD: Catherine's Maceman 10 (Fish) is hit for 20 (60/100HP)
Turn 208, 1480 AD: Churchill's Maceman is hit for 20 (60/100HP)
Turn 208, 1480 AD: Catherine's Maceman 10 (Fish) is hit for 20 (40/100HP)
Turn 208, 1480 AD: Churchill's Maceman is hit for 20 (40/100HP)
Turn 208, 1480 AD: Churchill's Maceman is hit for 20 (20/100HP)
Turn 208, 1480 AD: Catherine's Maceman 10 (Fish) is hit for 20 (20/100HP)
Turn 208, 1480 AD: Catherine's Maceman 10 (Fish) is hit for 20 (0/100HP)
Turn 208, 1480 AD: Churchill's Maceman has defeated Catherine's Maceman 10 (Fish)!
Turn 208, 1480 AD: While defending, your Maceman 10 (Fish) was destroyed by a English Maceman!

Turn 209, 1490 AD: The enemy has been spotted near Canterbury!
Turn 209, 1490 AD: The enemy has been spotted near Pigs!
Turn 209, 1490 AD: The enemy has been spotted near Bananas!
Turn 209, 1490 AD: The enemy has been spotted near Beijing!
Turn 209, 1490 AD: Fish has grown to size 16.
Turn 209, 1490 AD: Fish has become unhappy.
Turn 209, 1490 AD: Siberia has grown to size 17.
Turn 209, 1490 AD: Pigs has grown to size 16.
Turn 209, 1490 AD: GP Farm has grown to size 17.
Turn 209, 1490 AD: Cuba has grown to size 8.
Turn 209, 1490 AD: Bahamas has grown to size 16.
Turn 209, 1490 AD: Bermuda will become unhealthy on the next turn.
Turn 209, 1490 AD: Rheims has grown to size 18.
Turn 209, 1490 AD: Bananas has grown to size 9.
Turn 209, 1490 AD: Paris has grown to size 8.
Turn 209, 1490 AD: Kamchatka has grown to size 15.
Turn 209, 1490 AD: Orleans has grown to size 6.
Turn 209, 1490 AD: The Crabbes has grown to size 7.
Turn 209, 1490 AD: Guangzhou has grown to size 4.
Turn 209, 1490 AD: Hammer City has grown to size 5.
Turn 209, 1490 AD: Hastings has grown to size 7.
Turn 209, 1490 AD: The borders of Paris are about to expand.
Turn 209, 1490 AD: The borders of Guangzhou are about to expand.
Turn 209, 1490 AD: Your Trebuchet 15 (Moscow) has reduced the defenses of Warwick to 0%!
Turn 209, 1490 AD: Catherine's Cannon 8 (Moscow) (12.00) vs Churchill's Longbowman (9.00)
Turn 209, 1490 AD: Combat Odds: 80.7%
Turn 209, 1490 AD: (Fortify: +25%)
Turn 209, 1490 AD: (City Defense: +70%)
Turn 209, 1490 AD: (City Attack: -45%)
Turn 209, 1490 AD: Your Cannon 8 (Moscow) has caused collateral damage! (2 Units)
Turn 209, 1490 AD: Catherine's Cannon 8 (Moscow) is hit for 17 (83/100HP)
Turn 209, 1490 AD: Churchill's Longbowman is hit for 23 (77/100HP)
Turn 209, 1490 AD: Churchill's Longbowman is hit for 23 (54/100HP)
Turn 209, 1490 AD: Churchill's Longbowman is hit for 23 (31/100HP)
Turn 209, 1490 AD: Catherine's Cannon 8 (Moscow) is hit for 17 (66/100HP)
Turn 209, 1490 AD: Catherine's Cannon 8 (Moscow) is hit for 17 (49/100HP)
Turn 209, 1490 AD: Catherine's Cannon 8 (Moscow) is hit for 17 (32/100HP)
Turn 209, 1490 AD: Your Cannon 8 (Moscow) has withdrawn from combat with a Longbowman!
Turn 209, 1490 AD: Catherine's Cannon 22 (Moscow) (10.32) vs Churchill's Longbowman (7.74)
Turn 209, 1490 AD: Combat Odds: 89.0%
Turn 209, 1490 AD: (Fortify: +25%)
Turn 209, 1490 AD: (City Defense: +70%)
Turn 209, 1490 AD: (City Attack: -45%)
Turn 209, 1490 AD: Your Cannon 22 (Moscow) has caused collateral damage! (1 Unit)
Turn 209, 1490 AD: Churchill's Longbowman is hit for 23 (63/100HP)
Turn 209, 1490 AD: Churchill's Longbowman is hit for 23 (40/100HP)
Turn 209, 1490 AD: Your Cannon 22 (Moscow) has withdrawn from combat with a Longbowman!
Turn 209, 1490 AD: Catherine's Musketman (9.90) vs Churchill's Axeman (4.72)
Turn 209, 1490 AD: Combat Odds: 99.3%
Turn 209, 1490 AD: (Extra Combat: -10%)
Turn 209, 1490 AD: (Extra Combat: +10%)
Turn 209, 1490 AD: (Fortify: +25%)
Turn 209, 1490 AD: Churchill's Axeman is hit for 26 (44/100HP)
Turn 209, 1490 AD: Churchill's Axeman is hit for 26 (18/100HP)
Turn 209, 1490 AD: Catherine's Musketman is hit for 15 (85/100HP)
Turn 209, 1490 AD: Catherine's Musketman is hit for 15 (70/100HP)
Turn 209, 1490 AD: Churchill's Axeman is hit for 26 (0/100HP)
Turn 209, 1490 AD: Catherine's Musketman has defeated Churchill's Axeman!
Turn 209, 1490 AD: Your Musketman has destroyed a Axeman!
Turn 209, 1490 AD: Catherine's Maceman 1 (Pigs) (8.00) vs Churchill's Longbowman (1.44)
Turn 209, 1490 AD: Combat Odds: 100.0%
Turn 209, 1490 AD: (Fortify: +25%)
Turn 209, 1490 AD: (City Defense: +70%)
Turn 209, 1490 AD: (City Attack: -75%)
Turn 209, 1490 AD: Churchill's Longbowman is hit for 27 (0/100HP)
Turn 209, 1490 AD: Catherine's Maceman 1 (Pigs) has defeated Churchill's Longbowman!
Turn 209, 1490 AD: Your Maceman 1 (Pigs) has destroyed a Longbowman!
Turn 209, 1490 AD: Catherine's Maceman 14 (Orleans) (7.36) vs Churchill's Longbowman (2.10)
Turn 209, 1490 AD: Combat Odds: 100.0%
Turn 209, 1490 AD: (Fortify: +25%)
Turn 209, 1490 AD: (City Defense: +70%)
Turn 209, 1490 AD: (City Attack: -20%)
Turn 209, 1490 AD: Catherine's Maceman 14 (Orleans) is hit for 18 (74/100HP)
Turn 209, 1490 AD: Churchill's Longbowman is hit for 22 (0/100HP)
Turn 209, 1490 AD: Catherine's Maceman 14 (Orleans) has defeated Churchill's Longbowman!
Turn 209, 1490 AD: Your Maceman 14 (Orleans) has destroyed a Longbowman!
Turn 209, 1490 AD: You have captured Warwick!!!
Turn 209, 1490 AD: You have plundered 12? from the Cottage!
Turn 209, 1490 AD: You have plundered 15? from the Village!
Turn 209, 1490 AD: Catherine's Musketman (9.90) vs Churchill's Catapult (5.00)
Turn 209, 1490 AD: Combat Odds: 99.1%
Turn 209, 1490 AD: (Extra Combat: -10%)
Turn 209, 1490 AD: Churchill's Catapult is hit for 27 (73/100HP)
Turn 209, 1490 AD: Churchill's Catapult is hit for 27 (46/100HP)
Turn 209, 1490 AD: Catherine's Musketman is hit for 14 (86/100HP)
Turn 209, 1490 AD: Churchill's Catapult is hit for 27 (19/100HP)
Turn 209, 1490 AD: Churchill's Catapult is hit for 27 (0/100HP)
Turn 209, 1490 AD: Catherine's Musketman has defeated Churchill's Catapult!
Turn 209, 1490 AD: Your Musketman has destroyed a Catapult!
Turn 209, 1490 AD: You have plundered 9? from the Cottage!
Turn 209, 1490 AD: Clearing a Forest has created 30 ? for Iron Spice.
Turn 209, 1490 AD: You have made peace with Churchill!
Turn 209, 1490 AD: Churchill is willing to negotiate.
Turn 209, 1490 AD: In a gracious act of generosity, Churchill has liberated Steam, which passed under Russian control.
Turn 209, 1490 AD: The borders of Steam have expanded!
Turn 209, 1490 AD: Sid's Sushi Co has expanded into Haiti.
Turn 209, 1490 AD: Sid's Sushi Co has brought +19?+76?, -16? to Haiti. Increase this bonus by acquiring more Crab, Clam, Fish, Rice.
Turn 209, 1490 AD: Rostov has been founded.
Turn 209, 1490 AD: Deal Canceled: Rice to Roosevelt for Clam, Fish
Turn 209, 1490 AD: Deal Canceled: Banana to Roosevelt for Gold Per Turn (3)
Turn 209, 1490 AD: Deal Canceled: Deer to Roosevelt for Gold Per Turn (4)
Turn 209, 1490 AD: GP Farm will grow to size 18 on the next turn.
Turn 209, 1490 AD: Bahamas will grow to size 17 on the next turn.
Turn 209, 1490 AD: Bermuda will grow to size 20 on the next turn.
Turn 209, 1490 AD: Rheims will grow to size 19 on the next turn.
Turn 209, 1490 AD: Paris will grow to size 9 on the next turn.
Turn 209, 1490 AD: Kamchatka will grow to size 16 on the next turn.
Turn 209, 1490 AD: Chengdu will grow to size 5 on the next turn.
Turn 209, 1490 AD: Bcool Island will grow to size 6 on the next turn.
Turn 209, 1490 AD: Shanghai will grow to size 10 on the next turn.
Turn 209, 1490 AD: Beijing will grow to size 11 on the next turn.
Turn 209, 1490 AD: Hammer City will grow to size 6 on the next turn.
Turn 209, 1490 AD: Tours will grow to size 4 on the next turn.
Turn 209, 1490 AD: Haiti will grow to size 4 on the next turn.
Turn 209, 1490 AD: Iron Spice will grow to size 2 on the next turn.
Turn 209, 1490 AD: Mitchum's Oasis will grow to size 2 on the next turn.
Turn 209, 1490 AD: You have discovered Railroad!
Turn 209, 1490 AD: John Roebling (Great Engineer) has been born in Moscow (Catherine)!
Turn 209, 1490 AD: You have trained Sid's Sushi Executive in Rheims. Work has now begun on a University.
Turn 209, 1490 AD: The borders of Paris have expanded!
Turn 209, 1490 AD: Shanghai celebrates "We Love the Prime Minister Day"!!!
Turn 209, 1490 AD: The borders of Guangzhou have expanded!
Turn 209, 1490 AD: The borders of Haiti have expanded!
Turn 209, 1490 AD: Churchill converts to Buddhism!
Turn 209, 1490 AD: Roosevelt adopts Free Religion!

Turn 210, 1500 AD: Moscow has become happy.
Turn 210, 1500 AD: Fish has become happy.
Turn 210, 1500 AD: Siberia will become unhealthy on the next turn.
Turn 210, 1500 AD: GP Farm has grown to size 18.
Turn 210, 1500 AD: Bahamas has grown to size 17.
Turn 210, 1500 AD: Bermuda has grown to size 20.
Turn 210, 1500 AD: Bermuda has become unhealthy.
Turn 210, 1500 AD: Bermuda has become happy.
Turn 210, 1500 AD: Rheims has grown to size 19.
Turn 210, 1500 AD: Paris has grown to size 9.
Turn 210, 1500 AD: Kamchatka has grown to size 16.
Turn 210, 1500 AD: Chengdu has grown to size 5.
Turn 210, 1500 AD: Bcool Island has grown to size 6.
Turn 210, 1500 AD: Shanghai has grown to size 10.
Turn 210, 1500 AD: Beijing has grown to size 11.
Turn 210, 1500 AD: Hammer City has grown to size 6.
Turn 210, 1500 AD: Tours has grown to size 4.
Turn 210, 1500 AD: Haiti has grown to size 4.
Turn 210, 1500 AD: York has become happy.
Turn 210, 1500 AD: Iron Spice has grown to size 2.
Turn 210, 1500 AD: Mitchum's Oasis has grown to size 2.
Turn 210, 1500 AD: London has become happy.
Turn 210, 1500 AD: Canterbury will be pacified on the next turn.
Turn 210, 1500 AD: Gandhi has 160 gold available for trade.
Turn 210, 1500 AD: Roosevelt has no worst enemy.
Turn 210, 1500 AD: Gandhi is the worst enemy of Stalin the Despicable.
Turn 210, 1500 AD: The borders of Cuba are about to expand.
Turn 210, 1500 AD: The borders of Bcool Island are about to expand.
Turn 210, 1500 AD: Will Sign Open Borders: Stalin the Despicable
Turn 210, 1500 AD: Mining Inc has expanded into Fish.
Turn 210, 1500 AD: Mining Inc has brought +9?-8? to Fish. Increase this bonus by acquiring more Coal, Iron, Copper, Gold, Silver.
Turn 210, 1500 AD: Mining Inc has been incorporated in Fish!
Turn 210, 1500 AD: Catherine has completed Mining Inc!
 
Do we want to consider stealing Astro if Roosevelt doesn't research it soon?

For Astronomy, here are the current values (EDIT: from the previous save, not the one bcool just uploaded):

Base beakers: 3120
State Religion: -40%
Trade Routes: For some reason we aren't getting this bonus in the current save...
Culture: -6%
Epp Diferential: -36%
Distance: +6%
Stationary: -10% (T208)

3120 * 1.5 * 0.6 * 1.0 * 0.94 * 0.64 * 1.06 = 1791

T208 (10%) -> 1612
T209 (20%) -> 1433
T210 (30%) -> 1253
T211 (40%) -> 1074
T212 (50%) -> 895

We currently have 18 :espionage: on Gandhi with +252 :espionage:/turn.

We have 621 :espionage: on Roosevelt and currently need 1512 :espionage: to see his research. 1512 - 621 = 891 / 252 = 3.54 turns.

If we direct 100% of our passive :espionage: toward Gandhi now, we can steal Astronomy on T212 when we'll have 1,026 :espionage: on him. If we keep our science slider at 0% during this time, we should be able to research Physics in 4 more turns = T216. Our current golden age ends on T217, so this would be just barely in time to use the free GS to help trigger the 3-person GA... At the expense of delaying Assembly Line for 10+ turns. I'm not sure it's worth it.

We can alternatively finish Astronomy ourselves in 2 turns and then Physics in 5 more turns (~T215), but I hate to research something that we should be able to get in trade soon. :crazyeye:

Thoughts?
 
We're getting the Trade Route discount now :confused:, so these numbers change to:

T210 (30%) -> 1253 1003
T211 (40%) -> 1074 860
T212 (50%) -> 895 716

So we could steal Astronomy in (716 -18)/256 = 3 turns => T213. Our current Golden Age ends on T217...
 
Next turn switch to Nationhood, put espionage slider to 50 or 60%
T212 we steal astronomy

Research cost to finish astronomy 1284 invested, cost 3120, remaining 1836. But discount 1836/1.2= 1530
significantly less than cost to steal on T212 895 716 espionage.

Gandhi switched to free market so that explains the trade route bonus.

so passive steal astronomy T213 unless tradeable before that continue researching Assembly Line

Most efficient use of espionage, use what we have on Roosy to steal Riflery.

seems like the plan to me.
 
Or accelerate steal by 1 turn with probably only 10-20% espionage slider under Nationhood and research Physics for the free GS, saving GE for next GA.
advantages get trade routes with Stalin (will help when lose Gandhi's)
Can settle island / clear them of fallout sooner.
Problems
Delay assembly line, lose out on Colossus bonus,
~7% risk of GS in Pigs

Other option
research Assembly line as fast as reasonable possible, use GE for 3 person GA, trade for astronomy when possible. Otherwise set up steal after get eyes on Roosy research.
Problems
Makes defending galleys to Gandhi difficult. With effort Hastings can build ironclad in 2 turns then 4 turn trip to Newcastle not very good. Can build caravel as a stop gag this turn, defend stack with caravel and trireme, sacrifice them probably.

Other stack near xian no defense, maybe a trireme in 5 turns? just sacrifice a few galleys?

Never got a eyes in Gandhi's lands (churchill's caravels prevented :( ) sorry.

Plan for Gap in GA to whip factories and courthouses
(or do we just wait for Cristo Redeemer)
 
I won't be able to comment on the save until quite late tonight. If you're continuing in a few hours, I think I'm in favour of sticking with the plan and burning the GE. AL is the most useful tech for us right now.
 
Working on a Gandhi war plan

Related Tech Plan and civics
0% research AL for 2 turns

T+0 switch espionage to Gandhi this turn 0% T+0
T+1 switch to Nationhood
T+1 increase espionage slider ~20%
T+2 steal Astronomy
T+2 switch research to Physics
T+7 or earlier finish Physics for GS for 3rd GA with GM from Fish, GA from Pigs
saving 2nd Great Engineer born in Moscow born recently

Builds needed for war
Beijing
T+0 switches build to Trireme and MM to get build up to 49/50 hammers requires running 2 fewer spies :( )
T+1 Finish workboat with for max OF (running only 1 or 2 spies)
T+2 continue Trireme build (with steal of astronomy switches to Frigate in btwn turns)
T+3 Frigate ready to move, moves towards 7 galley fleet
T+4 Frigate moves towards 7 galley fleet
T+5 Frigate help protect 7 galley fleet
Hastings
T+0 build caravel
T+1 send caravel next to Mitchum's oasis
T+2 send caravel thru close to NewCastle
T+2 upgrade trireme to Frigate
T+3 send caravel to NewCastle upgrade to Frigate
T+3 send upgrade trireme towards Vijayanugara and the 7 galley fleet
T+4 DoW 7 galley fleet with 1 frigate and 5 galley fleet with 1 frigate land troops

Track movements on picture
gandhi frigate plan.jpg
Grey T+1
White T+2
Black T+3
Red T+4
Orange T+5
 
War preparation looks fine. I don't have access to the game right now, so some of my comments need to be confirmed.

In general, I'm opposed to using the espionage slider unless we absolutely have to because we're generating a decent amount passively and using the slider takes away gold.

In your plan to steal Astronomy, I don't think we get to Physics any sooner because the gold used to up the espionage slider to 20% could be saved and then used to up the science slider by that same 20%. If we leave the espionage slider at 0%, I assume we'll have enough epp to steal it on T+3, right? Or is it T+4?

We also have to agree on what is more important: saving the GE for a future Golden Age or getting Assembly Line sooner. If we're pretty sure we can get enough mongrels for the later GAs, then AL is the priority and we should keep our epp on Roosevelt until we can see his research and just wait until we can get Astronomy in trade and win the GS race later. If we're unsure about getting mongrels or would simply prefer the freedom of switching some of our mongrel cities to scientists/merchants, then we should try to save our GE for later.

I'm uncertain which is better but I'm leaning toward researching AL and keeping 0% passive epp on Roosevelt for now (or switching passive epp to Gandhi if Astronomy is critical to our war plans).

We also have to figure out what losing the Bureaucracy bonus in Moscow does to our research rate because we'll be hiring fewer scientists and getting less base commerce...
 
Back
Top Bottom