GMajor 45. The thread is linked in the same post. There are posts about this questions in the end of the thread. You will find also different saves implementing hammer eco (I believe shannon used mining rather than SP). YOu should have a look at the top saves (all above mine ) in the gauntlet (go in the hof and search for said gauntlet), they have competitive dates for space race (<1600 ad) and you may learn a thing or two looking at the tech paths (the logs are also available) and use of GPs etc.
If you wanna have a look in the BOTM forum, you can search for BOTM10, where Unconquered Sun featured a (maybe the first) hammer eco in deity and posted some explanations about it. You can also grab the save. I can't remember other deity BOTM games featuring hammer eco (there was three deity games after botm10 iirc, one in higland map which wasn't appropriated for this strat, one with darius though this one was not really deity, and one with Maya but I didn't follow the threads so I can't say if u will find something usefull there) though.
^^ It basically comes down to number of resources available, as we've been saying. SCT's getting 52hpt from Mining Inc. there, which is quite high. I quoted PK somewhere saying it should be circa 40hpt. It's fairly simple math - the hammers have to more than cover the costs, though the complexity arises from the initial opportunity cost (that's not as easy to figure).
For instance, I was thinking of taking the current (Willem) BOTM to space for practice (probably won't happen now - running out of time), and I figured only something like 8-10 Sushi food and 15-18 Mining hammers if I got to 40+ cities, plus some more if I can get further reso-trade deals. That doesn't seem like nearly enough to pay for the investment.
Terra is an exceptional map for this, due to the resources available. Also, I think the cost of sending 20-25 settlers across the ocean isn't quite as high as the military cost of conquering the equivalent on Emperor+, and the settling can be done on a more convenient schedule.
We'll have to do more exploring first, I think. Getting 'Mids, HG, HS... might happen if there's good opportunity. We can't go out of our way for an engineer, but we'll have some odds. That's probably the only thing required at this stage. The rest can be decided later.
Maybe I'm missing something, but if we build the chariot before the Pigs settler, I think it's better to move him to Pigs-1N and road for a turn. Then send the rice worker to scrub the city site. Have you tried that?
One other detail, you've got the worker on the sugar still scrubbing. Don't you think you should cancel his action ("mission") before you hit enter?
Maybe I'm missing something, but if we build the chariot before the Pigs settler, I think it's better to move him to Pigs-1N and road for a turn. Then send the rice worker to scrub the city site. Have you tried that?
I'm revising south worker actions a bit now. They'll do more roading and less scrubbing in my set.
I kinda prefer building a chariot in Fish, after WB and before granary whip, and having Moscow go: wkr-wkr-str-gran-str-grow. Works out quite well with the timeline on rice irrigation, GS pop, etc. It's beyond my set, though.
I kinda prefer building a chariot in Fish, after WB and before granary whip, and having Moscow go: wkr-wkr-str-gran-str-grow. Works out quite well with the timeline on rice irrigation, GS pop, etc. It's beyond my set, though.
Here's my thinking on Fish. It's our only coastal city and really shouldn't build anything other than its own infrastructure and sea vessels (a galley). Instead we're using it to build a GS. Well, we really had no good alternative for that, but stuff that Moscow can build with its eyes closed, like a chariot, don't strike me as the bestest of choices for Fish.
As for the growth in Msocow. I'm trying to satisfy three goals: 1) Grow after the granary is done, 2) grow as soon as the rice is irrigated, and 3) grow when Fish can work the gold tile. This all happens right around T93, iirc. wkr-wkr-str-char-str-?-gran (I forget if we have time for something else before the granary).
As for the chariot, well, we can only speculate on worker stealing right now, because we're hoping that dG will build a lh soon. If he does, then we could consider putting off worker stealing. So it's very important to monitor the Paris espionage screen. But even so, I think it's very important to have some unit down there watching the gems, so we know whether he settled it or not. Furthermore, if he settles the gems, we want to get that unit past without having to DoW to do that. Bottom line, though, is that the chariot costs ~1t of production in Moscow and returns 2t+ every times it steals a worker and those are 2t+ that can be devoted to building while growing or making more settlers. It's really quite valuable.
.
No, ofc not, though I'm building the granary ahead of rice irrigation. I'm building a third worker, as well. I think I missed that, so maybe you're wondering how I irrigate rice on schedule.
I haven't tested a third wkr, but I can see how putting that between the chariot and the second settler could help a lot with Moscow, for instance, by roading to the copper so that the two workers at the rice could go straight to the copper next without wasting movement turns. That might easily be worth delaying Pigs a couple of turns, so if you've got something like that figured out, go for it. I just don't see any need to speed up the rice if it's going to mean leaving some resource tile idle.
Okay, I tested wkr1-wkr2-str1-char-wkr3-str2 and it works great. Delays Pigs 3t, which is not ideal, but the copper is done perfectly on time, if the third wkr only roads to it and lets the other two farm.
The extra turns at Pigs: If 2pop Pigs from pop5-pop3 and then re-grow, we need 4 useful tiles. The four most useful are pigs+fish+ivory+mine because the rice takes so many turns to scrub, farm, and irrigate. What do you think about scrubbing the plains hill instead of the rice? Then at pop2 Pigs is 8f5h1g instead of 12f1h1g. The wb gets done very quickly. Another possibility is to road the ivory after the rice. Takes 3 more wkr turns, but it gives us 9f4h2g.
Note: Our chariot nabbed two wkrs on its first try...
Anyway, the sooner you play, the sooner I'll stop coming up with new ideas... Just ask Big Pig, Erkon, Gnejs, jesusin...
Turn 78 - 925 BC
Confucianism auto-spreads in Galley City I'm sending the missionary exploring now.
Gandhi adopts Confu.
DG -11 - 2pop whip in Paris
Turn 79 - 900 BC
GLH built! Roosevelt's got it.
Mao +17. He got Writing.
Peace with Mao for Alpha+Math
Turn 80 - 875 BC
DG's settler is 1W of his gems
Turn 81 - 850 BC
Churchill converts to Judaism
DG's settler is 1W of our north gems
Just noticed that DG is -4 Furious with Gandhi
Turn 82 - 825 BC
Lost sight of DG's settler. It's not escorted, btw. I noticed this in testing earlier - I razed an undefended new city. Is this a no barb setting issue?
Roosevelt's got Writing. Peace for Alpha+Mysticism. Gift Math right after. +1 for Trade.
Turn 83 - 800 BC
DG founds gems/corn/stone in the perfect spot!
Mao borders right next to DG! They still don't know each other somehow. Note that Gandhi knows Mao and Roosevelt, while no one knows Churchill or Stalin yet.
I'll stop here for now, given all the AI developments.
Spoiler:
Here is your Session Turn Log from 950 BC to 800 BC:
Turn 77, 950 BC: You have discovered Agriculture!
Turn 77, 950 BC: You have discovered Pottery!
Turn 77, 950 BC: You have discovered Sailing!
Turn 77, 950 BC: You have discovered Alphabet!
Turn 77, 950 BC: You have discovered Bronze Working!
Turn 77, 950 BC: You have made peace with De Gaulle!
Turn 77, 950 BC: The revolution has begun!!!
Turn 77, 950 BC: Catherine adopts Bureaucracy!
Turn 77, 950 BC: Catherine adopts Slavery!
Turn 77, 950 BC: The anarchy is over! Your government is re-established.
Turn 77, 950 BC: Confucianism has spread in Galley City.
Turn 78, 925 BC: The Great Lighthouse has been built in a far away land!
Turn 78, 925 BC: Gandhi converts to Confucianism!
Turn 79, 900 BC: You have made peace with Mao Zedong!
Turn 80, 875 BC: The borders of Fish have expanded!
Turn 80, 875 BC: Churchill converts to Judaism!
Turn 81, 850 BC: Moscow can hurry Worker for 1? with 32? overflow and +1? for 10 turns.
Turn 82, 825 BC: You have made peace with Roosevelt!
Turn 82, 825 BC: De Gaulle has founded Rheims in a distant land.
Turn 82, 825 BC: Mao Zedong has founded Nanjing in a distant land.
Turn 83, 800 BC: Moscow can hurry Settler for 2? with 42? overflow and +1? for 10 turns.
Turn 83, 800 BC: The borders of Moscow are about to expand.
Turn 83, 800 BC: Roosevelt won't trade Archery, Iron Working, Masonry
Spoiler:
T75
Sabotage building - 387 = 7.74/hammer
Sabotage Production - 170 = 22h
T76
Sabotage building - 393 = 7.86/hammer
Sabotage Production - 259 = 33h 11hpt
T77
Sabotage building - 393 = 7.86/hammer
Sabotage Production - 345 = 44h 11hpt
T78
Sabotage building - 393 = 7.86/hammer
Sabotage Production
T79
Sabotage building - 396 = 7.92/hammer
Sabotage Production
T80
Sabotage building - 396 = 7.92/hammer
Sabotage Production - 63 = 8h
T81
Sabotage building - 396 = 7.92/hammer
Sabotage Production
T82
Sabotage building - 396 = 7.92/hammer
Sabotage Production - 95 = 12h
T83
Sabotage building - 396 = 7.92/hammer
Sabotage Production - 174 = 22h 10hpt
Very interesting indeed! bbp, do you think you could bring this test save up to date in terms of worker turns and our MM? Don't need to worry about the AIs or the map changes.
My first thought is that we want to build two chariots after the settler and capture Rheims after it grows to pop2, but before its culture pops. Assuming he has only 1 archer in there, which is probably likely for a while.
Attachments
OneShortStraw12 BC-0950 UPDATED TEST SAVE.CivBeyondSwordSave
Currency is due in 3t, as is the Marble settler, so I could finish my TS with that or hand off to Mitchum now. I think we should figure out when and how we wanna take the gem city. My worker actions in the south had the intent of roading there for settling, though we should probably still road towards it so we can later move units more efficiently.
With the missionary trailing, I might split off towards China with the warrior. Roosevelt doesn't have a religion yet, and Churchill (who founded both Hindu and Juda) seems isolated. Maybe our missionary could make it to America in time to convert, which would be awesome. We'd need OB first, but I'm hoping a Currency gift gets us that.
My first thought is that we want to build two chariots after the settler and capture Rheims after it grows to pop2, but before its culture pops. Assuming he has only 1 archer in there, which is probably likely for a while.
I would remind that i signed for making jokes and some questionable advice in first place...
As i said that i've spent two hours figuring how that glorious third city was decided upon to. Still no clue... Problem is even without revolting it is next to useless.
This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
By continuing to use this site, you are consenting to our use of cookies.