SGOTM 14 - Unusual Suspects

I agree we should stop building cottages and we should definitely hire scientists in New York and Philadelphia. That's why we built those libraries. Workers should focus on improving resources -> chops -> improved food -> improved mines -> roads, probably in that order.
 
PPP

Goal: reach CoL (~6 turns)

Notes:

cancel fish gift
defog coast for trade routes
bring one archer back to horse spot city
whip galley in Philly

City managment:

Washington - finish settler, barracks later, worker
NY - hire 2 scientists, delay settler for 1 turn
Boston - aqua, HG
Atlanta - production (archers)
Seattle - granary, specialists later
Chicago - production (granary, units later)
Philadelphia - whip galley, hire scientists after that

We need more units, if some AI decides to DoW we'll get in trouble. I'm worried about barbs near horse city too, I'll bring back one archer.

Cities to be settled: horse city, Marble spot city and a city 1S from sheep SW from Boston.

More workers are needed, for chops and mines.
 
Works for me.

What about trading techs? We can get priesthood and monotheism for currency.

Those two techs are too small to give currency away. We could get monarchy in trade, but we don't need it now. No trades for now imo.

What do we do if they ask currency for tribute? My first impulse is no, but war could cost us more. We should fortify horse-copper city asap.
 
On techs, MC and Theo and Cal may become available. Do we wait for one of those or do we hold Currency to slow AI tech until one of them get?

Are we sending a worker or two to horse city. There are worker moves left. One thought: it would cost 80g to upgrade a warrior. We could park warrior in horse city and upgrade if barb trouble appears. Washington warrior is also under-utilized.

Any thoughts on a spy to explore Asoka's land?
 
On techs, MC and Theo and Cal may become available. Do we wait for one of those or do we hold Currency to slow AI tech until one of them get?

Are we sending a worker or two to horse city. There are worker moves left. One thought: it would cost 80g to upgrade a warrior. We could park warrior in horse city and upgrade if barb trouble appears. Washington warrior is also under-utilized.

Any thoughts on a spy to explore Asoka's land?

We don't have to trade immediately, I'd rather wait to get more techs and to keep them more backward.

I'll send a worker to horse city, have to check to see from where. I'm going to build more workers in this set, wherever possible. Cities that have libraries (Washington, NY, Philadelphia) will first hire 2 scientists.

Upgrading a warrior is a last resort, we'll have an archer there in a few turns.

We can spy later, let's develop our cities first.

We'll need the happiness in Washington soon to hire Caste scientists.

@Deckhand

I generally see Chicago as production city. We don't have a granary there yet so I'll build that. Maybe a worker first though, I have to check.

I'm expecting us to switch to Caste very soon so we'll hire scientists wherever possible. Still, we need more workers to mine the hills just in case we have to switch to war mode. Some cites will have to build defensive units to keep us protected.
 
I think the plan sounds good. Anywhere you get to happy cap can build workers if nothing needs whipping.

It is too early to trade currency. I expect we'll want to do it eventually, but not yet. Are we cultivating a trading partner? If we are, that should give some hint as to whether (and to who) we give in to tribute demands or not.

Since WE have currency, will they be able to demand cash? We can , so I'd guess they can too. I think a cash demand is probably OK to give in to, if its not too much. Or an excess recourse demand, that's ok. Anything else, tell them to stuff it... they won't start a war right away. By the time they will, we'll be the last ones they want to tangle with. :D
 
I agree with no more tech trades for now and generally like the plan. Consider building a worker in Boston after it grows in 1 turn--more workers might get us the HG sooner by getting more chops and mines online faster, and we need to send a worker down to the copper site. And/or bring down a worker or two from up north to help.

Nobody is in WHEOOHRN so no danger of DoW, and even if that changed next turn we'd have at least ~10 turns before they'd DoW--no need to spend more hammers than absolutely necessary on military (as long as we get the copper hooked up quickly, which requires workers).

3rd settler should grab more useful land for us--the sheep site is not very helpful and we can backfill it later. Settle the ice/furs/marble/silver/sheep site or near India to start boxing them in and establish our ultimate pre-war borders. Use the southern archer for garrison/protection. We can also shift around the southern warrior fogbusters, particularly after the copper city is settled because it will fogbust. Yes, bring back another archer to fogbust in the hub. There's still a ton of good land to grab so we must keep up the REXing with settlers and workers to get new cities up and running.

Use up that saved gold so the AIs have less to demand from us. Once it's gone, do binary research to keep the level low, unless there's a compelling reason to build a reserve (for instant upgrades or because later research would be more efficient).

Don't switch immediately to Caste System when we get CoL--there may be stuff we want to whip first--plan ahead for that.

I don't see why we need a galley to protect against barbs by sea near Atlanta--they can't reach us across the ocean without a cultural bridge and it's unlikely they'll have one any time soon. Send the galley to explore and open up vital coastal trade routes rather than have it sit around doing (very likely) nothing of value.
 
@Xcal

They could reach us near Atlanta, if there's an island around.

We have iron hooked so that helps with military too. I'd like to have copper city with two or 3 archers, 10 turns is not that much time to move units there without roads.

The sheep city would help with war logistics if we get into trouble. I'm also planning on switching to production there later on when Boston goes into scientist mode. I'm not comfortable with city settling beyond copper spot right now, no way to defend that just yet. Also, who says that we should settle that aggressively anyway? Imo, we should tech fast to Military Tradition and too many cities doesn't help with that.
 
@Xcal

They could reach us near Atlanta, if there's an island around.

We have iron hooked so that helps with military too. I'd like to have copper city with two or 3 archers, 10 turns is not that much time to move units there without roads.

The sheep city would help with war logistics if we get into trouble. I'm also planning on switching to production there later on when Boston goes into scientist mode. I'm not comfortable with city settling beyond copper spot right now, no way to defend that just yet. Also, who says that we should settle that aggressively anyway? Imo, we should tech fast to Military Tradition and too many cities doesn't help with that.

I'm going to open the save today. :blush:
 
green to play?
 
Don't hold things up on my account. And remember that Chris is traveling and probably won't be able to comment yea or nay. BTW, I've updated the Screenshots list and Game Report (posts 2 and 3). Let me know if you'd like any changes, SH. That goes for every player after their turnset--you're more familiar with the details of what happened and what we were trying to accomplish.
 
Played it out till T108. (CoL) Brief report:

  • We have 10 cities and 10 workers.
  • Vikings/Indians went to war mode on the last turn.
  • Got the GS and Academy in Washington.
  • Mansa has Aesthetics.
  • Galley passage leads to England, we could have barb galley problems.
  • I suspect we'll find Oz behind the mountains in the center. (Paras?)
---------------

I suggest we revolt to Caste now, CS next to farm everything. Race to Music we could lose. Tao is gone too btw.

Sorry for no screenshots...sleep time. :sleep:

Save:

http://gotm.civfanatics.net/saves/civ4sgotm14/Unusual_Suspects_SG014_BC0175_01.CivBeyondSwordSave

Log:

Spoiler :

Here is your Session Turn Log from 350 BC to 175 BC:


Turn 102, 325 BC: San Francisco has been founded.
Turn 102, 325 BC: The borders of Chicago have expanded!

Turn 103, 300 BC: The borders of Seattle have expanded!

Turn 104, 275 BC: You have trained a Settler in Washington. Work has now begun on a Barracks.
Turn 104, 275 BC: The Colossus has been built in a far away land!
Turn 104, 275 BC: Al-Razi (Great Scientist) has been born in a far away land!
Turn 104, 275 BC: Wicked Witch of the East converts to Buddhism!

Turn 105, 250 BC: Los Angeles has been founded.
Turn 105, 250 BC: Alhazen (Great Scientist) has been born in a far away land!
Turn 105, 250 BC: Good Witch of the West adopts Caste System!

Turn 106, 225 BC: Good Witch of the South will trade Construction
Turn 106, 225 BC: Wicked Witch of the South will trade Construction
Turn 106, 225 BC: Wicked Witch of the West will trade Code of Laws
Turn 106, 225 BC: Good Witch of the West will trade Code of Laws
Turn 106, 225 BC: Philadelphia will grow to size 6 on the next turn.
Turn 106, 225 BC: Aryabhata (Great Scientist) has been born in Washington (Dorothy)!
Turn 106, 225 BC: You have trained a Worker in Atlanta. Work has now begun on a Monument.
Turn 106, 225 BC: Wicked Witch of the West adopts Caste System!
Turn 106, 225 BC: Nicolaus Copernicus (Great Scientist) has been born in a far away land!

Turn 107, 200 BC: Philadelphia has grown to size 6.
Turn 107, 200 BC: The borders of New York are about to expand.
Turn 107, 200 BC: Houston has been founded.
Turn 107, 200 BC: Clearing a Forest has created 30 ℤ for Atlanta.
Turn 107, 200 BC: Atlanta will grow to size 4 on the next turn.
Turn 107, 200 BC: You have discovered Code of Laws!
Turn 107, 200 BC: The borders of New York have expanded!
Turn 107, 200 BC: Wicked Witch of the West has founded Tlaxcala in a distant land.
Turn 107, 200 BC: Taoism has been founded in a distant land!
Turn 107, 200 BC: Wicked Witch of the North has founded New Sarai in a distant land.

Turn 108, 175 BC: New York can hurry Archer for 1⇴ with 16ℤ overflow and +1⇤ for 10 turns.
Turn 108, 175 BC: Atlanta has grown to size 4.
Turn 108, 175 BC: Washington will grow to size 9 on the next turn.
Turn 108, 175 BC: New York will grow to size 7 on the next turn.
Turn 108, 175 BC: Boston will grow to size 7 on the next turn.



No buffy log...:( Some problem with file permissions probably, I've played this on a Vista laptop.
 
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