As for a Canal, I thought that you could build Fort -- City -- Fort, and as long as the two Forts touched water, a boat could sail right through the lot of it.
As for a Great Artist, the island that we see looks pretty thin--it might be that the Wizard is to the south of there (we don't yet even see the Cultural Borders)... such that a City cannot be placed where a Culture Bomb can work. Chasing after Music is already a risky thing, even under Representation. Besides, you're forgetting that if we put the emphasis on military units, we can do things like capture The Parthenon or a Size 18 City that can hire like 9+ Artist Specialists under Caste System, if not both.
babybluepants said:
We can land 4+2 units on T+5 in Madurai, but we'll need another galley then. Either have to 1pop Panama or 2pop Marble.
Edit: only two of the 4 WE would be 5xp
We might as well whip the 3rd Galley then. Since we seem to be able to shuttle around some units reasonably quickly with Galleys (the whole point of building Bridge City was so that we could do just that), one more can't hurt but definitely help us in trying to get our 8-XP unit. We only need two 5-XP War Elephants anyway... either we'll get success or they'll both die... a 3rd attacker probably wouldn't get +3 XP out of the attack regardless, so a 3rd attacker wouldn't need to have 5 XP.
babybluepants said:
One thing I'm wondering is if we wanna get a caravel out now. It could map out Ragnar a bit and try to figure out the Oz setup.
It's not a bad idea, but if we're self-teching Optics, we won't get one super quickly... and there's no point in building a Trireme if we're spending all of our Gold on self-teching Optics. We can still build one, but we'll only get it 2 turns after learning Optics (1 turn after to have some Hammers invested in it to whip and 2 turns to have the whip Hammers "realised" into a unit). Then there's the travel time from the City it was whipped in, at a rate of 3 movement points per turn. By then we could have already declared war and landed at Madurai. I'm not saying that it won't be useful, just that we won't get the info in time to help us decide whether to wait on the declaration of war or not.
LowtherCastle said:
Ivory: I agree that the forge takes a long time to pay back, but our war weariness may become a serious problem and we don''t want our main production cities losing hammers to unhappiness.
Hmmm, yes, a Forge = +3 Happiness, which is a compelling factor. Generally, you want to have your Happiness buildings in place BEFORE you experience War Weariness anger, but again, such War Weariness anger would be a ways off from now, so I'd be fine with delaying such a Forge for a good long time (only building it if we think we'll need it for the Happiness, although a temporary Cease Fire or Peace would be another alternative option at that time).
LowtherCastle said:
Panama: I wouldn't whip the galley. We don't need to be so worried about Madurai. The primary goal is the 8XP unit. If we get that but have to bail out of capturing it for some reason, big deal. Then it serves as the unit magnet that Dhoom was talking about. I'd send 3WEs+1axe (or 4WEs) there on 2 galleys.
Fair enough, but what's the "bailing criteria"? We don't want to capture the City only to lose 2 wounded units as a result of capturing it. Having extra units would mean having full-health defenders to deal with Asoka's troops.
It's far better to go in with 6 land troops so that we can defend whatever units of ours are wounded. The goal isn't to throw away 4 units, which might happen if we only bring 4 and Asoka counters us.
I would also rather not use Madurai as the luring City, since:
a) It doesn't have as direct a path to Asoka's capital or other Cities by the looks of the coast to the south of there, so it won't act as a great lure
AND
b) The City is close enough to Bombay that units could just double-back if Bombay was threatened
AND
c) We actually wanted to capture Madurai according to your "spend our Galley upgrading Gold on Optics" plan, so as to cut down on the sailing path for Galleys
AND
d) The "lure" City would first be attacked by Catapults, so we wouldn't be aiming on giving the defenders big promos. Having our two 5-XP War Elephants die and then feeling that we can't dare to continue attacking with our other 2 units would just be handing away free promos. At the north-west City, we wouldn't be potentially tossing away such War Elephants since we'd be softening the defenders up before attacking.
The two Cities really do have a very different situation from each other.
Also, I'd rather attack Madurai -> north-west City -> Bombay, so as to have a decently-sized force built up and Galleonable ready for Bombay before "threatening" Bombay with our troops.
A question: is it "2 squares away with 1-movement-point units" that causes an AI to be threatened? How does it work for the sea? Will the AI say "oh, well that Galleon is 7 or 8 moves away, so it can reach me in 2 turns, so I am threatened"? Or does the "feeling threatened" mechanic work differently for boats?
LowtherCastle said:
No AIs can research Music yet. Why are you two so sure we can't get the GA? I'd be tempted to beeline Optics-Music (before going to PS, that is) because our GPs have become so expensive. The GA will be useful no matter what.
My fear wasn't missing Music but of someone trying to justify staying in Representation longer, which is what you just tried to do.
babybluepants said:
Tech: aim for Optics in 4t. We'll trade Lit to Shaka for 50g.
If we're even semi-serious about getting Music though (which includes even switching to Police State after learning Optics and researching Music at a 0% Science Rate), then we definitely would rather trade away Code of Laws intsead of Literature to Shaka, if we need his Gold that is.
babybluepants said:
After Optics, I don't really like teching Music. There's almost no chance we'll get the GA. Do we have other options?
Not really... we could trade for Meditation (AFTER Lightbulbing Astronomy ONLY) and self-tech Philosophy, but then we'd be forced to fully self-tech Philosophy before we could enact our Military Science Lightbulbing possible approach (which I really doubt that we will need).
We definitely can't finish Civil Service, as doing so opens up Paper -> Education -> Printing Press, etc Great Scientist Lightbulbs.
We could go after Drama as long as we didn't learn Meditation or as long as we aimed to self-tech Philosophy afterward, so as to keep our Great Scientist Lightbulbing open. That said, Drama would mostly be of use for generating a Great Artist, and if we did so, we wouldn't really care too much about getting Great Scientists for Military Science, as we'd never get sufficient Great Scientists.
That said, let me ask a question: What does Astronomy + CHEMISTRY (forgetting Military Science) give to us? Frigates? Or do we need Military Science for Frigates in BtS? Could Frigates be useful for coastal Bombardment or would they just sap too many of our Hammers to be useful?
As long as we don't trade away Literature, I suppose that we have a shot at Music, but I'd rather not delay Police State and would just say "if we get it, we get it," and leave it at that.
Music really is the best option but I'd rather just tech it under Police State at a 0% Science Rate.
babybluepants said:
Washington: keep building cats
I'm not sure how far you will be playing, but if you'll be playing for a number of turns, I'd suggest switching to Trebs as soon as we learn Engineering (finish off the last Cat that you'd started at that time).
babybluepants said:
LC, do you know if we actually get 3xp for attacking the second archer? It's not CG1.
Build the units in a test game using the World Builder, save the game (just in case you need to make a small change), end your turn 5 times (for the Fortification bonus to kick in) and then check. It could be that we might even be able to take a promotion against the City Garrison Archer. If we can still get 3 XP when using a Combat I promotion, then we definitely want to promote to Combat I first, right?
babybluepants said:
Scout heads towards suspected Oz location. Steps only 1 tile per turn once out of Aztec borders.
Sounds fair, although I would advise using the "step 1 square per turn" even when at the edge of Aztec borders, to counter the possibility of Barbs having already entered Aztec Cultural Borders.
babybluepants said:
The wine makes me think - we should trade for Monarchy soon. Thoughts on that trade?
Wait until every AI knows Monarchy.
If we have to lose a couple of more units due to having to face Longbowmen sooner, then those lost units will equal the Happiness, but we'll still be behind because we also won't have those units to use in future battles.
Wines aren't even great squares to work. In other words, we likely won't be getting Monarchy in the short term.
babybluepants said:
Attacking with two galleys is also fine, I guess. I prefer not finishing any more galleys this close to Astro. Bringing an axe with 3 WE is probably better, too, since he has copper and could conceivably send a spear at us and we don't even all 5xp units.
If you're only going to go in with 4 units, then a test game to check out Victory XP from various combat scenarios is not an optional exercise:
We'd want to test out:
Combat I War Elephant VS City Garrison I Archer (fully fortified)
Combat II War Elephant VS City Garrison I Archer (fully fortified)
No Promotion War Elephant VS No Promotion Archer (fully fortified)
Combat I War Elephant VS City No Promotion Archer (fully fortified)
Combat II War Elephant VS City No Promotion Archer (fully fortified)
If there is only a single shot at getting an 8-XP unit, for example, then do we really want to launch that war so soon? Alternatively, if we can't add any promotions to our units, do we really feel safe going in with only 4 units? Sure, if we win our first battle, we'll be golden, but if we lose it without even denting the Archer, we could just end up losing all 4 of our units and creating two City Garrison II Archers that might very quickly promote to Longbowmen. Ugh. Or, we could end up luring a Spearman or Swordsman to attack and kill whatever wounded unit or units of ours survive. I'd feel so much better about going in with 6 units.