SGOTM 12 - Xteam

I played the test save I edited, and was able to build The Oracle and complete the CS Slingshot by 1000 BC. Gandhi asked for Open Borders, which I accepted, and then we traded a bunch of techs, which helped. I also had what I think was a Random Event; got a pop-up that said I had founded a Religion, asked what I wanted to call it, and gave me an option of four religion names. Almost like Choose Religions option was on.

Autolog doesn't show it, but I revolted to Bureaucracy just before I saved the game. Also, I built The Oracle in Moscow. Not sure if that is where we want to build it or not. Can most likely build it the quickest in Moscow, but it would pollute the gene pool for getting Great Scientists.

Screen shot and saved game attached.

Autolog...

Spoiler :
Logging by BUFFY 3.19.003 (BtS 3.19)
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Turn 0 (1800 BC) [20-Oct-2010 16:30:02]
Player Comment Testing Worker Actions & Oracle/CS Slingshot
Player Comment Workers 1 & 2 currently scrubbing City Site #3
90% Research: 38 per turn
0% Espionage: 4 per turn
10% Gold: 0 per turn, 2 in the bank

After End Turn:
St. Petersburg finishes: Worker

Turn 1 (1760 BC) [20-Oct-2010 16:31:01]
St. Petersburg begins: Worker (15 turns)
Player Comment Worker complete @ St. Pete, moves 1SW; building another Worker
90% Research: 38 per turn
0% Espionage: 4 per turn
10% Gold: 0 per turn, 2 in the bank

After End Turn:
Tech research finished: Mysticism

Turn 2 (1720 BC) [20-Oct-2010 16:32:45]
Diplomacy: Gandhi (India) offers to trade Open Borders to Catherine_TEST (Russia_TEST) for Open Borders
Diplomacy: Catherine_TEST (Russia_TEST) accepts trade of Open Borders to Gandhi (India) for Open Borders
Tech traded to Gandhi (India): Animal Husbandry
Tech traded to Gandhi (India): Bronze Working
Tech traded to Gandhi (India): Writing
Tech acquired (trade, lightbulb, hut, espionage): Polytheism
Tech acquired (trade, lightbulb, hut, espionage): Agriculture
Tech acquired (trade, lightbulb, hut, espionage): Archery
Research begun: Priesthood (2 Turns)
Player Comment Worker 1 (St. Pete) pre-chopping trees 1SW
Player Comment Workers 1 & 2 finished scrubbing city site #3, now scrubbing grass tile 1S of Cows & 1NE of Ivory
Player Comment Settler whipped for 1 population in Moscow
90% Research: 34 per turn
0% Espionage: 4 per turn
10% Gold: 0 per turn, 2 in the bank

After End Turn:
The whip was applied in Moscow
Moscow finishes: Settler

Other Player Actions:
Attitude Change: Gandhi (India) towards Catherine_TEST (Russia_TEST), from 'Cautious' to 'Pleased'
Attitude Change: De Gaulle (France) towards Gandhi (India), from 'Annoyed' to 'Furious'
Attitude Change: Churchill (England) towards Gandhi (India), from 'Cautious' to 'Annoyed'
Civics Change: Gandhi(India) from 'Tribalism' to 'Slavery'

Turn 3 (1680 BC) [20-Oct-2010 16:40:49]
Moscow begins: Archer (5 turns)
Player Comment Building Archer in Moscow; also changed to work both gold mines in Moscow
90% Research: 32 per turn
0% Espionage: 4 per turn
10% Gold: 0 per turn, 2 in the bank

After End Turn:
Tech research finished: Priesthood

Turn 4 (1640 BC) [20-Oct-2010 16:43:46]
Research begun: Code of Laws (14 Turns)
90% Research: 32 per turn
0% Espionage: 4 per turn
10% Gold: 0 per turn, 2 in the bank

After End Turn:
St. Petersburg's borders expand
Moscow finishes: Archer

Turn 5 (1600 BC) [20-Oct-2010 16:44:32]
Moscow begins: The Oracle (19 turns)
Novgorod founded
Novgorod begins: Barracks (50 turns)
0% Research: 0 per turn
0% Espionage: 4 per turn
100% Gold: 26 per turn, 2 in the bank

After End Turn:

Other Player Actions:
Christianity founded in a distant land
Attitude Change: Gandhi (India) towards Catherine_TEST (Russia_TEST), from 'Pleased' to 'Cautious'

Turn 6 (1560 BC) [20-Oct-2010 16:47:14]
Judaism founded in St. Petersburg
Judaism has spread: St. Petersburg
A Pasture was built near Novgorod
0% Research: 0 per turn
0% Espionage: 4 per turn
100% Gold: 26 per turn, 28 in the bank

Turn 7 (1520 BC) [20-Oct-2010 16:49:35]
Player Comment Workers 1 & 2 finished Cow Pasture 1 SE of Novogrod, move to Deer 1NW
Player Comment Worker 3 prechopping trees 1W+1SW Moscow
0% Research: 0 per turn
0% Espionage: 4 per turn
100% Gold: 26 per turn, 54 in the bank

After End Turn:

Other Player Actions:
Attitude Change: Roosevelt (America) towards Stalin the Dispicable (Old Russia), from 'Cautious' to 'Pleased'

Turn 8 (1480 BC) [20-Oct-2010 16:51:46]
100% Research: 40 per turn
0% Espionage: 4 per turn
0% Gold: -7 per turn, 80 in the bank

Turn 9 (1440 BC) [20-Oct-2010 16:52:56]
100% Research: 40 per turn
0% Espionage: 4 per turn
0% Gold: -7 per turn, 73 in the bank

After End Turn:
Novgorod's borders expand

Other Player Actions:
Taoism founded in a distant land
Attitude Change: De Gaulle (France) towards Catherine_TEST (Russia_TEST), from 'Annoyed' to 'Furious'

Turn 10 (1400 BC) [20-Oct-2010 16:53:11]
Catherine_TEST (Russia_TEST) and Roosevelt (America) have signed a peace treaty
100% Research: 40 per turn
0% Espionage: 4 per turn
0% Gold: -7 per turn, 66 in the bank

After End Turn:
Novgorod grows to size 2

Other Player Actions:
Attitude Change: Roosevelt (America) towards Stalin the Dispicable (Old Russia), from 'Pleased' to 'Cautious'
Attitude Change: Roosevelt (America) towards De Gaulle (France), from 'Cautious' to 'Annoyed'
Civics Change: Stalin the Dispicable(Old Russia) from 'Paganism' to 'Organized Religion'

Turn 11 (1360 BC) [20-Oct-2010 16:54:36]
100% Research: 41 per turn
0% Espionage: 4 per turn
0% Gold: -7 per turn, 59 in the bank

Turn 12 (1320 BC) [20-Oct-2010 16:54:54]
Player Comment Deer scrubbed, Workers 1 & 2 building camp
Player Comment Worker 1 (St. Pete) building road to City Site #4
100% Research: 41 per turn
0% Espionage: 4 per turn
0% Gold: -7 per turn, 52 in the bank

After End Turn:
Whip anger has decreased in Moscow
Moscow grows to size 5

Turn 13 (1280 BC) [20-Oct-2010 16:56:32]
100% Research: 41 per turn
0% Espionage: 4 per turn
0% Gold: -7 per turn, 45 in the bank

After End Turn:
Judaism has spread: Moscow

Turn 14 (1240 BC) [20-Oct-2010 16:57:01]
A Camp was built near Novgorod
Player Comment Deer camp complete, workers 1&2 building Road for Health Benefit
100% Research: 41 per turn
0% Espionage: 4 per turn
0% Gold: -7 per turn, 38 in the bank

After End Turn:
St. Petersburg finishes: Worker

Other Player Actions:
Attitude Change: Mao Zedong (China) towards Catherine_TEST (Russia_TEST), from 'Annoyed' to 'Furious'
Attitude Change: Churchill (England) towards Catherine_TEST (Russia_TEST), from 'Annoyed' to 'Furious'

Turn 15 (1200 BC) [20-Oct-2010 16:58:14]
St. Petersburg begins: Worker (15 turns)
A Farm near Paris was destroyed by Russian_TEST Chariot (2 gold)
Player Comment Worker 2 (St. Pete) completed, moving to Copper; building another Worker in St. Pete
100% Research: 41 per turn
0% Espionage: 4 per turn
0% Gold: -7 per turn, 33 in the bank

After End Turn:
Moscow grows to size 6
Novgorod grows to size 3

Turn 16 (1160 BC) [20-Oct-2010 17:00:29]
A Cottage near Paris was destroyed by Russian_TEST Chariot (11 gold)
Player Comment Workers 1&2 move to Silver Hill 2N of Novgorod
100% Research: 41 per turn
0% Espionage: 4 per turn
0% Gold: -7 per turn, 37 in the bank

Turn 17 (1120 BC) [20-Oct-2010 17:01:58]
100% Research: 41 per turn
0% Espionage: 4 per turn
0% Gold: -7 per turn, 30 in the bank

Turn 18 (1080 BC) [20-Oct-2010 17:02:40]
100% Research: 41 per turn
0% Espionage: 4 per turn
0% Gold: -7 per turn, 23 in the bank

After End Turn:
Tech research finished: Code of Laws
Confucianism founded in Novgorod
Confucianism has spread: Novgorod
St. Petersburg's borders expand

Other Player Actions:
State Religion Change: De Gaulle (France) from 'Buddhism' to 'Christianity'

Turn 19 (1040 BC) [20-Oct-2010 17:03:23]
Research begun: Iron Working (6 Turns)
A Farm near Paris was destroyed by Russian_TEST Chariot (3 gold)
Player Comment COL complete, whipped Oracle in Moscow
100% Research: 40 per turn
0% Espionage: 4 per turn
0% Gold: -7 per turn, 19 in the bank

After End Turn:
The whip was applied in Moscow
Moscow grows to size 5
Moscow finishes: The Oracle

Other Player Actions:
Civics Change: Roosevelt(America) from 'Tribalism' to 'Slavery'

Turn 20 (1000 BC) [20-Oct-2010 17:05:37]
Tech acquired (trade, lightbulb, hut, espionage): Civil Service
Moscow begins: Archer (3 turns)
A Camp near Paris was destroyed by Russian_TEST Chariot (1 gold)
Confucianism has spread: Moscow
 
Deepest apologies to all, due to RL issues, I am currently out of time for anything Civ-related at the moment, so I request to be skipped and moved to the lurker roster from now on. :blush:
 
Sorry to hear this C63. Hope you can come back to playing status soon.

Current roster is below. Ronnie1, have any time to get this moving? If not, does anyone else? :please:

Updated Roster
Active:
The-Hawk - UP
Ronnie1 - On Deck
Cactus Pete
leif
Mad Professor
Grifftavian
zamint3


Lurker:
Conquistador63
da_Vinci
Frederiksberg
Rusten
 
A few more improvements to the test game...

I used World Builder to add in some trees & Workers...

Very creative... Well done! :goodjob:

leif said:
Ronnie1, have any time to get this moving? If not, does anyone else?

We do seem to be suffering from a bad case of RL across the board. Unfortunate, because we are at a significant decision point with respect to Oracle and really need some focused discussion. I've been re-reading posts and don't see much clarity or consensus on next steps. Some good snippets, but lots of gaps. I think the best bet at this point is a pre-turnset plan. I think this will provide a strawman to focus the conversation. I'll try to start one after fooling around with Griff's test save. If Ronnie1 is available to play, he can use it as a start or discard if he has different thoughts.

Leif, if Ronnie1 is still out of action and with CP away, looks like you may be up next. I need to be home on Wed, which means I could play a turnset that day. Feel free to insert me as a pinchhitter if you are still tied up.
 
Questions for the team (will be editing this post to add more as I go):

1) If we build Oracle, which city? CP seemed to think St. Pete is better. It would be nice to keep the prophet points out of Moscow. However, other than that I'm seeing Moscow as better. Moscow has superior production, especially since St. Pete will not grow out quickly. Does anyone see what I might be missing?

/Edit: I think I am seeing the light on St. Pete. I believe with marble, St. Pete can finish Oracle about the same time as Moscow. If so, better to keep the GS points clean in Moscow.
 
When I played the test game, I built Oracle in Moscow, but had the same concerns about polluting the gene pool for producing GScientists in Moscow.

IMO, if we try to build The Oracle in St. Pete, we need to let it start growing. Perhaps let it complete the current Worker in 1 turn, and build one more Worker, then build a Granary. By then we might be ready to start The Oracle. The Workers can pre-chop trees around St. Pete, then scrub and mine the Copper and scrub and Farm the Rice. With tree chops and maybe a one whipping, we should be able to build Oracle fairly quick.
 
OK, I've been playing around a bit.

Griff was able to build Oracle on turn 20 in his test. However, he made a trade for a tech which saved 3 turns. This may not be possible in the real game since at the moment Gandhi won't trade. Griff also picked up some commerce from pillaging French improvements. This might have allowed him to run at 100% research an extra turn (not sure about this). So, he gained 3-4 turns from those actions which may or may not be possible in the real game.

I've developed a plan that will build Oracle in St. Pete around turn 24. I did no tech trades or pillaging. If these are available in the real game, it could certainly save some time. Bottom line, I think the timing is about the same as Griff's test, maybe mine is 1 turn slower. However, it keeps the prophet points out of Moscow. In my test, I finish with 4 cities built and had a settler almost to all the way down to site 5 (down by the pigs).

The big question... whichever approach we use, we are looking at ~22-24 turns to Oracle unless we get a tech trade. Also, one caution... while Griff's end date shows as 1000 BC, the test save we are using starts at an earlier year than the real game. So we are actually looking at a target date of 500-600 BC to finish Oracle. In normal emperor games that is too late, but with the fallout situation, who knows?

Bottom line for me: As has been pointed out, we need Masonry for Construction anyhow. And one way or the other, we will need to research CoL and CS. Since we are at war with most AI's, I suspect we will need to self research the religious techs to get CoL. So we are not risking too many beakers in the chase for Oracle. Also, I was able to hold off building Oracle until fairly late in my plan, then chopped it out on the last turn with two marble-powered chops. So not all that many hammers at risk. The plan allows Moscow to keep the REX going. All in all, I think the risk is not huge, I recommend trying for CS-sling.

My recommendation for the turnset plan:

City builds:

City 3 will now be Marble site. Per my previous dot map, I propose building this site 1 NW of the rice (marked as city 6 on the dot map). This will require a border expansion to get Marble, but since we will need to scrub the marble, there is time for it.

City 4 is the site 1 NW of cows that used to be city 3. This site will be unimproved initially because the 2 workers need to head for marble city site immediately to scrub. However, we need to settle the site so that its borders can connect marble city to St. Pete. City 4 can be delayed a bit, just needs to be in time to border pop before the Marble is quarried.

City 5 will now be the prod site 1 E of the pigs (marked as city 4 in my dot map).


Research:

Finish Myst, then Masonry -> Meditation -> PH -> CoL. The only reason for Masonry first is a slim hope Gandhi might trade Medi to us.

Worker 1 and worker 2 (currently scrubbing what will now be City 4)
  • Finish scrub
  • Immediately move to marble city (the new city 3)
  • Scrub marble city site. Settler timed to arrive on the turn the scrub is done.
  • Move to marble
  • Scrub marble
  • Quarry marble (city will expand before scrub is complete)
  • One moves to deer and scrubs, the other moves back to city 4 and improves the cows.
Worker 3 and 4 (both built in St. Pete)
  • Scrub and mine copper (will not road yet so we can still build warriors). This will allow St. Pete to get more hammers (once Moscow grows large enough to use both golds).
  • Pre-chop and road the two forest tiles that are not shared by Moscow.
  • Eventually chop both tiles to finish Oracle.
Moscow builds:
  • Settler: Whip the settler on the turn the workers start to move to the marble city site. This times the settler to arrive on the turn the scrub completes. Hopefully, this will be a 1 pop whip.
  • Settler for 1 turn: This takes the overflow from the whip into a settler.
  • Change build to Warrior(s): The new city 4 is not needed right away. A couple of warrior builds will allow Moscow to grow out in pop. Moscow needs one for an MP right away, if we finish another, can move it to St. Pete.
  • When pop grows out, resume building Settler: This settler heads to the cow site. Hopefully, no whip is needed.
  • Chariott(s): Try to grow Moscow pop again. Will need an MP for city 5.
  • Settler: For city 5 (edit: probably will need to build a worker unless we've been able to send another worker to city 5 site to scrub)
St. Pete builds:
  • Worker (already underway)
  • Worker
  • Oracle
City 3 build:
  • Granary
City 4 build:
  • Granary
Diplomacy

Take any opportunities to trade techs for peace.

Griff said:
IMO, if we try to build The Oracle in St. Pete, we need to let it start growing. Perhaps let it complete the current Worker in 1 turn, and build one more Worker, then build a Granary. By then we might be ready to start The Oracle. The Workers can pre-chop trees around St. Pete, then scrub and mine the Copper and scrub and Farm the Rice. With tree chops and maybe a one whipping, we should be able to build Oracle fairly quick.

By getting the copper mined and starting Oracle after the 2nd worker, I was able to get Oracle done on the turn CoL finished with two chops. With marble, these chops are effectively delivering 80% of the hammers needed.
 
Good to see that the game is moving forward again!

I want to point out an important thing when building settlers. Building a settler using excess food converts food to hammers at a 1:1 ratio while whipping settlers gives you 45*1.5=67 hammers per pop due to the bonus from the imperialistic trait. In a city with a granary it takes ~20 food to grow one pop. Thus you get hammers at around 3:1 ratio when whipping settlers. A similar argument can be used for workers but without the imperialistic trait bonus. Anyway the point is that only one turn of hammers/food should be put into a settler before he is whipped.
 
Good information on whipping. I've never seen the math laid out clearly. I guess the question I always struggle with is what is the lost production from the whipped pop. I.e. what could that citizen have earned for the number of turns it takes to grow back the pop? Or, what is the lost productivity from having an extra unhappy face from the whip (which reduces the total civilians we can support)? Depending on the value of unused tiles (or from unused specialists), there must be a break-even point?

In this case, our critical path is research. My main reason for hoping to minimize whip was so I can run sci specialists as much as possible. If we whip the settlers, I'm concerned it will slow research down? However, capturing all those hammers sounds very worthwhile. Any ideas on how to model that trade-off?

/EDIT: Frederiksberg, do we lose any of the whipping advantage if we whip one or two turns later? We still get the 67 hammers, correct? It seems like a way to minimize the down time before population grows back. Also, any trade-offs between whipping 1 pop and whipping 2?
 
There is no lost production. On the contrary you will normally get some extra production but it depends on the happy cap.

Let's say we have a size 2 city and want to construct a settler. We have the choice between bulding him using available food+hammers in say 10 turns or we can build something else allowing the city to grow to pop 4 during say also 10 turn and then we whip the settler for 2 pop. In both cases we end up with a pop2 city and we get the settler at the same time but for 5 turns the city is pop 3 when we whip and we possibly get extra hammers and gold from this citizen. A more likely case is that we get the settler sooner when whipping (because we get 3:1 hammers per excess food) and that means even more advantages.

I haven't seen any saves, so I can't comment on our current builds, but if you want to hire specialists one option is to take the settler off the production queue and let the city grow a little before whipping him.
 
...if you want to hire specialists one option is to take the settler off the production queue and let the city grow a little before whipping him.

Yes, I was planning to do this after whipping the first settler (letting his overflow go into the second, but then changing to military units to grow pop). But I see your logic, I guess the real point is to put extra food into pop growth whenever possible (only using food to build settlers/workers to get them to the point they can be whipped). So, in my plan, there are a couple of places where I don't need the settler right away (for example because of scrubbing). In these cases, I should always switch to military units once the settler can be whipped, then bring him back into production only when I am ready to whip. That would be a better use of the extra food for those few turns before the whip.

By the way, this makes me think of a change to the plan. There is no point in building the 5th settler unless one of the workers has had time to go to the site and scrub. I'll edit the plan to note this.
 
:thanx: for getting this moving again.

@Hawk - As we have not heard from Ronnie1, is your offer still good to play on Wednesday?

I will not be available until after Wed. due to staff work.

Really tired this evening so I will try to review the plan tomorrow. Sounds like you have things pretty well under control. :goodjob:
 
Yes, I will play during the day on Wed. Should I play until we get Oracle (or someone beats us to it)?
 
Hawk - you and Fred look to have it covered. Looking good from a once through.

As for me, I see a light at the end of the tunnel and I'm fairly sure it's not a train... I'll be around more in a week or two.
 
whipping settlers gives you 45*1.5=67 hammers per pop due to the bonus from the imperialistic trait.
I think this is at epic speed, at normal speed it's only 30x1.5=45, which for some reason is rounded down to 44 :confused:
So you need to have 56/100 towards a settler to 1-pop whip it. :crazyeye:
 
One pop whips should in general be avoided because it can give problems with happy cap when you regrow so the best way is to store 12/100 in settler and two pop whip. If the city grows 2 pop faster than the duration of whip unhappiness there are different things to do. One is to hire the first pop regrown as a scientist to slow growth and another is to let neighbor cities borrow some of the high food tiles. Not working high food tiles or putting "avoid growth" on is almost always wrong, you must work your power tiles at all times.
 
Yes, I will play during the day on Wed. Should I play until we get Oracle (or someone beats us to it)?
I think Oracle would be a good objective. Please post when you start and I can try to be monitoring a bit, in case of questions?

I'm wondering a bit about trading and diplo. You did say that we should trade techs for peace. :thumbsup: We also hope to trade to get some religious techs to help the trip to Priesthood. Other than CS, whatever helps us get to Construction, and Cats, would be useful. Is there anything else that should be on a wish list? Are there any techs we want to hold from the AI?

Are there any places or situations anyone would like to see a stop happen for discussion?
 
Tech Trade Wish List: Are we going to try and build The Great Library in Moscow? If so, then Aesthetics and Literature should go on the wish list (and we should be reluctant to trade the techs on the path to Literature if we are going to try and build GL). Also, any techs on the path to Education, which we need for Oxford University, would be nice to obtain via trade.

Stop & Discuss Events: If someone builds The Oracle before we do, I guess we should stop and decide on Plan B. Also if someone shows up with a horde of troops near our territory.
 
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