SGOTM 13 - One Short Straw

I think we're looking at 2 galleys most probably....

2 triremes could be ok, unless one of them happens to lose at 67% and a barb galley heads for Pig city at the same moment. In that case, we're two triremes too short. I'm ok taking the risk, if you guys are, but I would play this safer given how tight our empire management is supposed to be for the GP stage.
As for whether to proactively declare war on Ragnar, Triremes seem to get sufficient advantage attacking Galleys even if a Galley gets the +10% Defensive bonus that it would probably make sense to declare war first... IF we see Galleys.

I don't want to declare war on this turn, for example.

However, if we spot Galleys, then we can declare and attack them, before he has a chance to land anything.

The alternative is if we can find out his exact attack vector, then we could place our Triremes just inside of our Cultural Borders and let his Galleys either suicide on our Triremes or be forced to "sail around" our Triremes for just long enough to not be able to reach land on his first turn of declaring war. I haven't looked at the map to see if such a thing is possible... I'm just brainstorming.


Anyway, the more info that we have, the better.

Ideally, we'd place a Warrior near the tip of Ragnar's Des Hills Iron peninsula, so that we'd see his Galleys coming from either direction (from his northern City or from his southern Cities), but such a Warrior probably won't exist for quite a while... although 2-pop-whipping and overflowing both into a Trireme and then a Warrior might help in this regard.


We're obviously gonna build forges and barracks everywhere. As our cities pop their GP's they should get on those immediately. IMHO, there's no need for further infrastructure, beyond Gran/LH > Forge/Rax.
In that case, a Golden Age sounds alright, as we could use the tail end of the Golden Age to get into Organized Religion for free (along with the other Civic swaps)... although we'd probably later want to spend a turn switching into a different Religious Civic (probably Paganism, or, if we are lucky with tech trades, Theocracy... although "lucky" might not be the right word as getting Theology would means that most AIs would also be using Theocracy).
 
So, since we apparently don't need to hire Scientists ASAP in Gold City (I have not verified this fact), then I'd like to 2-pop-whip in Gold City on the current turn.

If you can tell me roughly how many non-Anarchy turns that we'd be delaying the hiring of Scientists in Gold City after completing The Pyramids, then we can decide whether to:
- 2-pop-whip and work the Gold for 1 turn, No Gold but just Coasts for 4 turns, and be at Size 9 two turns after completing The Pyramids
OR
- 2-pop-whip and work the Gold for 6 turn and be at Size 9 three turns after completing The Pyramids


Other things to do:
- Execute the Math trades + gifts
- Attack the Barb Galley with our Trireme
- Open Borders with Vicky
- Send our Work Boat Explorer to explore around Nidaros and make note of what it sees
- Send a Worker to the Plains For Silk in order to "explore" the northern end of Iron Island (and also to help spawn-bust it for next turn when a Barb Galley is likely to respawn somewhere)
- Work on getting our Confucian Missionaries spread around


I'll wait on some kind of definitive answer on whipping in Gold City before playing. Hopefully, I have presented sufficient facts for our GPP wizard(s) to determine the correct answer.
 
I am busy this evening, so I may not play, but if I do, it won't be for at least 6.5 hours from now (and I might just prefer to go to bed early instead, so no promises). I'll try and leave a message in the thread ROUGHLY around that time to state what I'm going to do... unless I get hit by a bus or something... then, no promises. :lol:
 
I'll wait on some kind of definitive answer on whipping in Gold City before playing. Hopefully, I have presented sufficient facts for our GPP wizard(s) to determine the correct answer.

Could you hold off on the whip for now? I think we might be able to get a sixth GP with a golden age without delaying our war, however whipping gold city for 2 pop might cost us a turn or two under this scenario. I'll post my numbers shortly once I've had a chance to check them.
 
I've checked the numbers and we can get 6GP's with a golden age. We would need to delay the revolt to slavery/OR by 4T, but as this would save 4T of anarchy it wouldn't actually delay our wars. The micro is fairly tight however, and we would really need gold city to be at size 9 when we revolted to CS/pacifism. If it was at size 8 it would push us back a couple of turns.

The idea is to generate the second GP as a 100% GS in gold city. In order to do this we would need to hire a scientist instead ow working the gold, and we would need to stop working one of the seafoods for a couple of turns.

The third and fourth GP's would then come from marble and the capital.

GP5 would come from pigs, and six from gold(again hiring a scientist instead of working the gold and running deficit food in order to get the GS earlier) 29T after the revolt to CS/pacifism.

This plan require the final 9T of the research phase to be spent in a golden age. The final turn of the golden age would then be used for our revolt.

This would give us 4 guaranteed GS for bulbing philosophy/optics/astronomy, 1GS/GP for a golden age, and 1GE/GS for engineering.

Compared to the 5GP plan it has the advantages of guaranteeing that we can bulb optics, the (fairly marginal) net benefits of a golden age, we would also only need to be able to trade for one of compass/construction/calendar in order to finish our research in time. If we were able to trade for two we would have enough spare beakers to research theology.

Edit: Have we hired an engineer in the capital in the last few turns, or are we planning to hire one in the immediate future. Each turn we hire an engineer before the revolt means that there will have to be 1T where we hire one fewer scientist in the capital after the revolt in order to delay the capitals GP.
 
I've checked the numbers and we can get 6GP's with a golden age. We would need to delay the revolt to slavery/OR by 4T, but as this would save 4T of anarchy it wouldn't actually delay our wars. The micro is fairly tight however, and we would really need gold city to be at size 9 when we revolted to CS/pacifism. If it was at size 8 it would push us back a couple of turns.
Okay, well every whipping scenario that I listed above has us being at Size 8 in Gold City when we revolt.

I also don't have much flexibility in "not working the Gold Resource" since we need to work the Gold for 4 turns in order to be able to whip the Confucian Missionary... otherwise it will be a 2-pop-whip.

And, as we saw with the 2-pop-whip scenarios, a 2-pop-whip will leave us a turn behind on growing to Size 9.

So, I'm not really sure what you want me to do here.


Edit: Have we hired an engineer in the capital in the last few turns, or are we planning to hire one in the immediate future. Each turn we hire an engineer before the revolt means that there will have to be 1T where we hire one fewer scientist in the capital after the revolt in order to delay the capitals GP.
We have indeed hired an Engineer... it was hired last turn, Turn 140. It will also remain hired this turn--Turn 141. On Turn 142, we will fire it. Doing so gets us 752/750 Hammers in The Pyramids, although the "excess" Hammers don't really exist and 0 overflow occurs.

If we wanted to fire the Engineer in Paris on the current turn, then we'd take 1 turn longer to complete The Pyramids (and thus would need to wait 1 turn longer to switch Civics).
 
As I suggested, with the 1-pop-whip scenario:
The 1-pop-whip scenario would take 1 turn to grow to Size 9
The 1-pop-whip scenario would take 3 turns to grow to Size 10
However, the 1-pop-whip scenario could reduce the growth to size 10 to 2 turns if we skipped working the Gold square for those 2 turns.

So, if you are willing to wait 3 turns after completing The Pyramids, we can be at Size 10. Now, we'll have 1 Unhealthiness, so on the surface, this additional growth doesn't help us. BUT, we have a Work Boat!

And a Work Boat can Net a Crab. A Netted Crab = + 1 Health.


Okay, yes, we have planned to use that Work Boat to scout out Ragnar. But:
1. We don't really know who Ragnar is going to attack
AND
2. Even if Ragnar attacks, he'll probably beeline for our capital rather than an outlying City, giving us time to take him down
AND
3. It won't be TOO much longer before Gold City completes Trireme 2, which can essentially act as an advanced scouting boat all on its own, if we position it carefully to be able to respond to Ragnar's 3-movement-point Galleys no matter from which angle he arrives


Growing to Size 10 by using a 1-pop-whip and maximizing the time spent working the Coast instead of the Gold will net us 32 Food at Size 10. With a Netted Crab, that gives us 16 turns of hiring 7 Scientists instead of 6 Scientists.

In exchange, of course, we spend 3 turns growing to Size 10 after having switched Civics. Since we'd need to spend 1 turn growing to Size 9 anyway, that's 2 turns to grow, which means 2 turns not hiring 6 Scientists.
2 * 6 = 12
16 * 1 extra Scientist = 16
So, doing so nets us 4 extra turns' worth of working 1 additional Scientist


Would following such a scenario help us out sufficiently to warrant using-up our Work Boat?
 
This plan require the final 9T of the research phase to be spent in a golden age. The final turn of the golden age would then be used for our revolt.
Another thought is that since Gold City is supposed to generate the next Great Person, maybe we won't have time to grow to Size 10 NOW but can aim to do so LATER.

Running 7 Specialists at a time during a Golden Age will be better than 6 Specialists during a Golden Age.


Therefore, we might have a situation like the following:
For 2 turns, we continue working the Gold Resource in Gold City.
For the 3rd turn before The Pyramids are completed, after we have whipped, we will not work the Gold Resource.

Doing so gets us +2 Food compared to the screenshoted 1-pop-whip scenario, which brings us to 52/54 Food at Size 8.

Well, if you ask me, I don't see why, once we switch Civics, we can't hire Scientists immediately.

I mean, we can hire 5 Scientists and be at +2 Food per turn. Well, we will only need 2 Food to grow to Size 9.

At Size 9, the new citizen will become our 6th Scientist and we can stagnate growth.


Later, sometime after Gold City generates Great Person #2 but before we launch a Golden Age, Gold City can temporarily fire some Scientists while growing to Size 10.


So, we would aim to EVENTUALLY use up our Work Boat (or a newly-built one from one of our auxilliary Cities like Stone City or Iron City, should the Work Boat die to Ragnar or a Barb Galley between now and hten), but we wouldn't have to use-up the Work Boat immediately and thus it could still be used for scouting.

Having barely grown to Size 9 puts us at 27/57 Food in our Foodbox.

Growing requires 30 Food, which means 15 turns' worth of not working a Scientist Specialist (which could be a combination of any number of Specialists at a time), such that we'd aim to get precisely 57/57 Food.

In so doing, at Size 10, we end up with 28/60 Food in the Foodbox.

Now yes, you can argue that 28 Food only supplies 14 Scientists, while we had to give up 15 Scientists.

HOWEVER, as long as we have that additional Health Resource (from the Crab) by the time that we eventually decide to grow Gold City to Size 10, then we'll have 14 turns that at SOME POINT IN TIME can be used to hire 7 Specialists. Well, why not make 10 of those turns during the 10-turn Golden Age?


So, in this way, we lose 1 "Specialist Turn" (spending 15 and only getting 14 in return) but in exchange, we have 10 turns where we hire an additional Specialist during a Golden Age. A Golden Age doesn't double our GPP output, but is 1.5 times our GPP output. So, during a Golden Age, if we hire 7 Specialists for 10 turns, we gain 5 "Specialist Turns," which has a net effect of giving us 4 "Specialist Turns."

Then, if we get really desperate, since we can equally hire 6 Specialists at Size 9 versus hire 6 Specailists + work a Coast at Size 10, we can spend those 14 turns of hiring 7 Specialiasts until we are down to 0 Food in our Foodbox at Size 10.

But, being practical, if we want to use our Golden Age for Civic-swapping, the last turn of the Golden Age can't use Caste System or Pacifism, so we'd actually only have 4.5 "Specailist Turns" gained during the Golden Age, which would still mean that we'd be up by 3.5 "Specialist Turns."


So, let's say that the last turn of the Golden Age is a write-off, in that at most, we can hire 2 non-Pacifim-enhanced Scientists.

Thus, if we aim, on the third last turn of the Golden Age, to arrive at 0 Food in the Foodbox, we'll have an interesting situation for the second last turn of the Golden Age:
At 0 Food, we can shift ALL citizens in Gold City to be Scientists, giving us 10 Scientists instead of 6 Scientists. Of course, doing so would shrink the City by 1 population point, but it's an option if we are that tight on GPP.

Essentially, we'd trade 45 Hammers (1 population point that wouldn't be whipped) for 4 additional Scientist Specialists that use both Pacifism's bonus and the Golden Age's bonus. Doing so would lose 8 Commerce from not working the Seafood Resources + 1 Coast square (and the 45 Hammers--as well as no additional loss in food beyond this lost population point) but would gain us 24 Flasks and 72 GPP.
 
Okay, well every whipping scenario that I listed above has us being at Size 8 in Gold City when we revolt.

I also don't have much flexibility in "not working the Gold Resource" since we need to work the Gold for 4 turns in order to be able to whip the Confucian Missionary... otherwise it will be a 2-pop-whip.

It would be more accurate to say we need to be at size 9 in gold city at the time we were planning to hire max specialists everywhere(though only the capital and marble would affect this plan). My figures assumed we would not stop working the gold until after we had revolted, so it should not affect the missionary whip.

We would need to hire some extra scientists before the GA in gold in order for GPP production there to beat the capital.



Another alternative would be to generate 2 GP's in the capital instead of gold. This involves much less fiddly MM, and would be slightly more beaker/hammer efficient as we could work the gold permenantly. It would also allow us to generate our final GP 1-2T's earlier than we otherwise would. There would however be around a 2% chance of getting 2GE's which would set us back by 3-4T.

Those are some appealing numbers mdy. Does it assume that gold doesn't have a religion though?

It assumes all our GP generating cities have a religion.
 
One critical problem with the idea of generating 2 GP's in the capital is that the final GP would have to be the one allocated to an engineering bulb. Unfortunately we would either have to tech aesthetics or part of engineering depending on what that GP was, and this decision would need to be made before the GP is generated. As such the chances of us getting a "bad" set of GP's are actually 11%.

In the circumstances I think it would be best to generate 2 GP's in gold instead. It can generate them on the same timescale as the capital provided it doesn't work the gold much. This means doing a one pop whip in gold.

Doing so gets us +2 Food compared to the screenshoted 1-pop-whip scenario, which brings us to 52/54 Food at Size 8.

This would be O.K.

Growing requires 30 Food, which means 15 turns' worth of not working a Scientist Specialist (which could be a combination of any number of Specialists at a time), such that we'd aim to get precisely 57/57 Food.

In so doing, at Size 10, we end up with 28/60 Food in the Foodbox.

Now yes, you can argue that 28 Food only supplies 14 Scientists, while we had to give up 15 Scientists.

Running a food deficit in gold means it would take longer to grow. An alternative which is just about possible would be to temporairily fire some specialists in the capital/marble city.

Assuming we do a 1 pop in gold none of these details affect the next few turns, so I think you can play on now, and the precise GP micro can be optimised later.
 
It would be more accurate to say we need to be at size 9 in gold city at the time we were planning to hire max specialists everywhere(though only the capital and marble would affect this plan). My figures assumed we would not stop working the gold until after we had revolted, so it should not affect the missionary whip.
Okay, let's put some turn numbers down here, so that it's clearer:
Right now, it is Turn 141.
On Turn 140 and on this turn, Turn 141, we will have hired an Engineer Specialist in Paris.

On Turn 143, we will 1-pop-whip in Gold City.

According to what I said here:
Dhoomstriker said:
Doing so gets us +2 Food compared to the screenshoted 1-pop-whip scenario, which brings us to 52/54 Food at Size 8.
which is a point to which you seem to agree with doing, we will work a Coast instead of the Gold Resource on Turn 143 after whipping.

On Turn 144, the Confucian Missionary will be completed, as will The Pyramids. The Revolts can happen (as part of your turnset).

Assuming that we're going to Revolt into Pacifism, Caste System, and Representation at the same time, that means that the Great Scientist needs to be used as a Lightbulb on Turn 144. Again, I will leave this item to your turnset, in case we want to change our minds or whatever.

There's a good chance that Taoism will "beat our Confucian Missionary" to a City that we want to spread Confucianism to, so there will be a small chance of failure. Oh well, we'll deal with it when the time comes.

Anyway, presumably, you will switch Civics right away, which means that Turn 144, Turn 145, and Turn 146 will be turns of Anarchy and Turn 147 will have us coming out of Anarchy.

On Turn 147, since we'll be 2 Food away from Size 9 in Gold City, it is simply a matter of working 3 Seafood + 5 Scientists.

In one turn, we will automatically grow to Size 9, at which point we will be working 3 Seafood + 6 Scientists.

According to your earlier claim, things will be a little bit tight in terms of beating Paris. Paris could use this extra bit of time to grow to Size 8. If we are still going to get our Great Person too soon, we can consider growing to Size 9 immediately. If we want to grow to Size 9, though, we will need +1 Health.

As of right now, Paris has 21 GPP and will get +3 from this turn, putting it at 24 GPP. On the turn that The Pyramids are built, it will get +2 GPP, putting us at a starting point of 26 GPP.

From that turn on (Turn 144 onwards), whenever we are out of Anarchy, we will be in Pacifism (assuming that Confucianism was successfully spread to Paris) and will gain +4 GPP per turn even without hiring any Scientist Specialists.

Paris will have 36/51 Food in its Foodbox at Size 7. I assume that you will switch both GH Mines to Coast squares in Paris, in which case it will take us 2 turns to grow to Size 8. Even if you keep working both Mines, it will still take us 2 turns to grow to Size 8, but with less Food for a possible growth to Size 9.

Anyway, let's assume that you will stop at Size 8 and will hire a bunch of Scientists in Paris. Growing to Size 9 would require us to use up our Work Boat on the Crab (a decision that I need to plan for RIGHT NOW, before I play), so we want to see if we can "get away" with just growing to Size 8 at the moment (possibly growing to Size 9 later, if Paris will still be generating GPP during the Golden Age period), with the intention of "not beating" Gold City.

If we grow to Size 8 while working the Coast squares, we'll be at 32/54 Food in Paris at Size 8. That situation leaves us EXACTLY 2 turns to grow to Size 9, which is why it probably is worth it to stop working the GH Mines as soon as The Pyramids are completed in order to gain the Food necessary to be able to make this quick growth to Size 9 (I can at least make that switch in the saved game, if I remember, before uploading the game, as citizen allocations are an action that you could always reverse later, if needed).

So, the question becomes: will we be okay with just 2 turns of growth in Paris and still be able to "win out" in Gold City or will we need to grow to Size 9 (or delay hiring Specialists in some other manner, such as working Mines) in order for Gold City to be first?

Okay, so here we go:
Turn 147 we come out of Anarchy and Paris has 26 GPP, while Gold City has 0.
On Turn 147, Gold City hires 5 Specialists, making it 5 * 3 * 2 = 30 GPP
On Turn 147, Paris is still growing to Size 8 but (assuming that it has Confucianism), it gets 2 * 2 = 4 GPP from The Pyramids
So, at the start of Turn 148, we have:
Paris = 26 + 4 = 30 GPP
Gold = 30 GPP

On Turn 148, Gold City reaches Size 9 and can hire 6 Scientists, which it does, giving it 6 * 3 * 2 = 36 GPP
On Turn 148, Paris is one turn away from Size 8, so it only makes 4 GPP

So, at the start of Turn 149, we have:
Paris = 30 + 4 = 34 GPP
Gold = 30 + 36 = 66 GPP

At that point, Paris can hire 5 Specialists at a growth rate of +1 Food per turn, but Gold City will already be beating Paris and will continue to pull ahead of Paris.

Therefore, Paris does not need to immediately grow to Size 9 and we don't need to use the Work Boat on a Crab... yet. We'll want to do so eventually, several turns prior to the Golden Age, so that Gold City will grow to Size 10 (remember that Gold City can grow 1 larger than Paris because Paris has 1 Unhealthiness from its Forge) and start hiring a 7th Scientist a few turns prior to launching the Golden Age.

With 8 turns of the Golden Age using 7 Scientists and 1 turn of the Golden Age possibly using 10 Scientists (or else add in another turn of 7 Scientists), with the last turn of the Golden Age being a "write-off" in that we won't be using Caste System or Pacifism, that means that of the 14 turns that we can spend hiring a 7th Scientist in Gold City, 8 of those turns (or 9 of them if we want 9 turns of 7 Scientists during the Godeln Age instead of 8 turns of 7 Scientists and 1 turn of 10 Scientists plus 1 starvation) will happen during the Golden Age, meaning that 14 - 8 = 6 or 14 - 9 = 5 of those turns must be "spent" working 7 Scientists prior to launching the Golden Age, meaning that we'll need to grow to Size 10 at least 6 turns or more earlier than the Golden Age starts, and when we grow to Size 10, we need to be able to have netted the Crab on that turn or earlier.

So, be sure to keep these details into account when planning your PPP.


But, for now, the answer is that Gold City can grow to and remain at Size 9, while Paris can grow to and remain at Size 8.


This fact means that Paris doesn't NECESSARILY have to switch the 2 GH Mines to Coast squares for the 2 turns of growth to Size 8, since, as Size 8, it will be growing at a rate of +1 Food per turn. However, every Food gained does mean getting to Size 9 faster, which means potentially hiring 6 Scientists per turn for a while at -1 Food per turn will happen earlier, thus it probably is worth working 2 Coast squares instead of 2 GH Mine squares for 2 turns after The Pyramids are completed.


We would need to hire some extra scientists before the GA in gold in order for GPP production there to beat the capital.
This part I don't understand, as it sounds like you are talking about Gold City's third Great Person (the Golden Age won't happen until after Gold City completes its second Great Person). Since you said that our "6th Great Person" (which I take to mean is really our 7th one, with the first one being used on Pacifism) will come out of Gold City, I don't see why Gold City would need to beat Paris at that point in time... Paris SHOULD beat Gold City if Gold City is going to produce our very last Great Person.


Another alternative would be to generate 2 GP's in the capital instead of gold.
It's possible. Gold City is hiring 6 Scientists at stagnant growth, while Paris is hiring 5 at +1 Food. Paris will have The Pyramids, which is worth 2/3rds of a Specialist.

Still, as the numbers that I just provided point out, Gold City will beat Paris to the generation of our empire's 2nd Great Person. Therefore, we'd have to "stall" Gold City's Great Person production in or for Paris to win that race.

Also, Gold City can make slightly more GPP than Paris, therefore it makes sense for Gold City to be the one to generate two Great People.


This involves much less fiddly MM, and would be slightly more beaker/hammer efficient as we could work the gold permenantly.
I disagree on the "less MM" comment, as per the numbers above.

As for being able to work the Gold, that part is true, but 1 Scientist producing 6 Flasks and 9 GPP (as long as the GPP will go to use--which they will if Gold City produces a total of 3 Great People--counting the first Great Scientist) offers more value than 3 Hammers and 7 Commerce on paper.

Now, yes, we'll miss not getting Hammers in a production-poor empire, but we'll definitely be faster (probably by a margin of several turns) to completing that last Great Person in Gold City than we would in Paris.

Therefore, I see no problem with hiring a Scientist in place of working the Gold Resource, as we will get more benefit out of the Scientist Specialist (100% use out of the Scientist's GPP) as compard to working the Gold Resource.

During the Golden Age, the Scientist will even offer +3 GPP for 9 turns, making it even stronger than before, but even without the Golden Age, it offers more total value than does the Gold Resource.


It would also allow us to generate our final GP 1-2T's earlier than we otherwise would.
I'm not sure how the math supports this point, unless you were assuming that Gold City would be working the Gold Resource for quite some time. If we "give up" on the idea of working the Gold Resource, then the opposite is true, and I believe by a margin more like 3 turns sooner.


It assumes all our GP generating cities have a religion.
Here's yet another reason why we shouldn't pin our hopes on Paris generating 2 Great People:
If Confucianism fails to spread there, and we have already chosen to delay Great Person Generation in Gold City (by working the Gold Resource, say, instead of hiring an extra Scientist), then we'll be behind.

As it is, if Confucianism fails to spread there, then we might still be okay if Paris only has to generate 1 Great Person, since we might get a lucky spread of Confucianism to one of Stone City or Iron City, which could then focus really hard on producing a Confucian Monastery + a Confucian Missionary, so that Paris could at least use Pacifism's bonus near the end of the Great-Person-Generation time period, perhaps during the Golden Age period, and still possibly be able to recover.
 
I don't get how you're doing that mdy. Don't you need two GPs before the GA if you're planning to avoid the 4t revolt and run Pacifism?
 
Running a food deficit in gold means it would take longer to grow.
Yes, it would take 2 extra turns to grow to Size 10. However, we will put off those turns until Gold City has generated its second Great Person.

At that point, it can "invest" in the Golden Age by spending the 2 turns to grow during non-Golden-Age time, so that later, it can hire 7 Scientists during the Golden Age period.

Since we will have more Food in the Foodbox that can be used-up in 8 (or 9) turns of hiring 7 Scientists during the Golden Age, you would simply fire JUST ENOUGH Scientists to be able to grow to Size 10, giving you a few more GPP overall.

Anyway, we can review and refine this micromanagement detail later, once you've put out a PPP.


An alternative which is just about possible would be to temporairily fire some specialists in the capital/marble city.
As long as you take on the mindset of: "I will not work the Gold Resource during my turnset," then this alternative will not be necessary.


Assuming we do a 1 pop in gold none of these details affect the next few turns, so I think you can play on now, and the precise GP micro can be optimised later.
I could have needed to have sent the Work Boat to the Crab had we needed to grow Paris to Size 9 now (as a method of delaying it beating Gold City to Great Person #2). However, since we're giving up on working the Gold Resource in Gold City until after the Great-Person-Generation period is over, we can delay Paris' growth to Size 9 until later, and thus yes, I can continue on with the turnset whenever, since I AM going to be safe in sending the Work Boat towards Ragnar, as we won't need it to net the Crab for a while yet.

That said, we will need to use our Work Boat Explorer to net the Crab during your turnset, so it would be great if we could aim to get a Warrior over to Ragnar's area. I'm not sure where this Warrior is supposed to come from, though... we could build yet another Warrior in Stone City, but doing so delays Trireme 3... I don't know about you, but I'd feel safer having an earlier Trireme 3 than I would having only 2 Triremes plus "knowing" when our potential doom is approaching.


One more thought (in regards to the trading/gifting of Math):
Every turn that we delay getting Math into the hands of the AIs, there is a chance that they will have finished Research on their existing tech. If that situation happens, and they don't know Math, they'll start Research on a different tech and will need to complete that tech before they'll have a chance of starting on a post-Math tech. Thus, the sooner that we get Math into their hands, the better.

Also, we have toyed with the idea of bribing Vicky into war with Ragnar. Trading Math to Vicky instead of Gifting it will give us far less "street credit in her books." Gifting is the way to go if we want to try and get her to Pleased... even if we don't end up bribing her, getting her to Pleased status is a good goal, as:
a) She won't decide to declare war on us of her own initiative
AND
b) She won't be able to be bribed into a war against us (say, by Ragnar once we are at war with him)

These facts put together make me want to instead do the following:
Gift Math to Vicky (so that she appreciates the trade 3 times as much)
Gift Math to Willem
Trade Math to Cathy for Hunting (so that we get it into her hands as soon as possible)


Honestly, we have no plans for using Archery anytime soon. Thus, we can always get Archery in a future trade deal.
 
don't get how you're doing that mdy. Don't you need two GPs before the GA if you're planning to avoid the 4t revolt and run Pacifism?

The revolts I was thinking of was the revolt away from pacifism after our research phase, not before.

This part I don't understand, as it sounds like you are talking about Gold City's third Great Person

This is what happens when you write a post in a rush so you don't arrive at work late. I should have said:

We would need to hire some extra scientists before the GA in gold in order for us to get a GP there that early. It's the second GP where things are tighter.



I'm not sure how the math supports this point, unless you were assuming that Gold City would be working the Gold Resource for quite some time. If we "give up" on the idea of working the Gold Resource, then the opposite is true, and I believe by a margin more like 3 turns sooner.

Probably because I was comparing it to the case where we would generate 2 GP's in gold city, where we would hire a scientist instead of working the gold in order to get the second GP in time. Note that now we have a realistic prospect of being able to self tech theology as well it is no longer safe to assume we would be GP limited. We may well want the extra beakers from the gold.

GPP points are worthless if we never generate a GP from them. As such I support working the gold as much as possible consistent with generating 2 GP's in gold. This is probably why I think that the "race" to generate our second GP is tighter than you do.

Thus, the sooner that we get Math into their hands, the better.

I agree completly.
 
Probably because I was comparing it to the case where we would generate 2 GP's in gold city, where we would hire a scientist instead of working the gold in order to get the second GP in time. Note that now we have a realistic prospect of being able to self tech theology as well it is no longer safe to assume we would be GP limited. We may well want the extra beakers from the gold.

GPP points are worthless if we never generate a GP from them. As such I support working the gold as much as possible consistent with generating 2 GP's in gold. This is probably why I think that the "race" to generate our second GP is tighter than you do.
Okay, now I am confused. Earlier you said:

Dhoomstriker said:
Doing so gets us +2 Food compared to the screenshoted 1-pop-whip scenario, which brings us to 52/54 Food at Size 8.
mdy said:
This would be O.K.

However, doing so means stopping work on the Gold Resource in favour of working a Coast for one turn. The only valid reason to do so would be if we were going to generate a total of 3 Great People in Gold City.

Now it sounds like you want to generate only a total of 2 Great People in Gold City. In that case, I should work the Gold Resouce instead of the Coast.


Of course, other than that one turn of working a Coast instead of the Gold, which we need to decide upon before I play, the comparison is between the Gold Resource and a Scientist, not the Gold Resouce and a Coast. I don't see much difference in terms of Flasks by working the Gold versus hiring a Scientist.

6 Flasks versus 7 Commerce... that's not a sizeable difference.

Even paying close attention to Resource Trading opportunites for Gold per Turn deals could net us more than that difference (+2 Gold per Turn would be of more value than 1 Commerce per Turn).

The main reason that I could see for wanting to work the Gold would be its Hammers.


However, you have me sold on the idea of wanting to generate 6 more Great People (7 in total). I would value that 7th Great Person higher than additional Hammers.


I'm not exactly sure what we're using that 7th Great Person on, but if it is something like Theology or Engineering, then unlocking such a tech would be of greater value (in my opinion) than the Hammers that we'd get in Gold City by working the Gold Resource.


With a bit of micro:
- Fast Great Person #2 in Gold City
- Grow Gold City to Size 10 several turns prior to launching a Golden Age and netting the Crab by then
- Hire 7 Scientists at the right time
- Possibly hire 10 Scientists for 1 turn
and
- Never working the Gold Resource

getting 7 Great People sounds feasible.


I don't know the status of your GPP spreadsheet looks like, but if you have some calculations laid out, then it would be nice to see them, so that we could compare the approaches and see just how much longer it would take for us to generate a 7th Great People as opposed to stopping at 6 Great People.


I am not convinced that I should play forwards until we have agreed upon whether we're going to generate 6 or 7 Great People in total.
 
However, doing so means stopping work on the Gold Resource in favour of working a Coast for one turn. The only valid reason to do so would be if we were going to generate a total of 3 Great People in Gold City.

Now it sounds like you want to generate only a total of 2 Great People in Gold City. In that case, I should work the Gold Resouce instead of the Coast.


Of course, other than that one turn of working a Coast instead of the Gold, which we need to decide upon before I play, the comparison is between the Gold Resource and a Scientist, not the Gold Resouce and a Coast. I don't see much difference in terms of Flasks by working the Gold versus hiring a Scientist.

6 Flasks versus 7 Commerce... that's not a sizeable difference.

Even paying close attention to Resource Trading opportunites for Gold per Turn deals could net us more than that difference (+2 Gold per Turn would be of more value than 1 Commerce per Turn).

The main reason that I could see for wanting to work the Gold would be its Hammers.


However, you have me sold on the idea of wanting to generate 6 more Great People (7 in total). I would value that 7th Great Person higher than additional Hammers.

I see that I have been inconsistent in how I have labelled or GP's. I support generating 7 GP's in total, which is 6 more than we have generated so far, and I support generating 3 GP's in total in gold, which is 2 more than we have already generated.

By OK I meant that a 1 pop whip in that scenario is consistent with generating 3 GP's IN TOTAL there. From what I understood of your numbers working the gold for 1T before the revolt means growth is delayed by 1T, which means we would have 1 fewer scientist turn after the revolt, which we would have to compensate for by hiring an extra scientist instead of working the gold for 1 extra turn after the revolt, so working the coast does not cost us any gold turns.

I think you can play on the assumption we will go for 7GP's IN TOTAL. As far as I can see the only "advantage" the 6GP plan has is that it slightly simpler.
 
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