SGOTM 14 - Unusual Suspects

Here are some screens.
Spoiler :

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Interesting position.
We have the nearest AI in war prep mode and don't have the techs war. In addition at 0% research we are at +10gpt so we can't really build much of a force even if we had the techs. We can trade for Constr though if we are willing to give up Curr.
Running more specialist will increase the bpt but does not help fund an army.
Ragnar worst enemy are the south witches, so it looks like they are the likely target.
So do we go into defense mode, just in case while we continue to tech?
 
Interesting position.
We have the nearest AI in war prep mode and don't have the techs war. In addition at 0% research we are at +10gpt so we can't really build much of a force even if we had the techs. We can trade for Constr though if we are willing to give up Curr.
Running more specialist will increase the bpt but does not help fund an army.
Ragnar worst enemy are the south witches, so it looks like they are the likely target.
So do we go into defense mode, just in case while we continue to tech?

If we're in Castes we can hire unlimited Merchants and sustain any army we care to build. With Repr it also gives us significant science output. Probably best to specialize cites with respect to specialists, of course.

AI and barbs defending with archers looks tasty. :mischief:
 
Nice work, Yamps! It looks like with the 2 chops you have in the works we'll have Hanging Gardens in about 6 turns. If you whipped the aqueduct we'd get 16 overflow, which might shave another turn--not clear to me if it's worth it, but it would be a shame to miss out on the 10 extra citizens, health, and Eng GPPs. (Note that revolting to Caste now would add 1 more turn--can we wait? See below.)

At the moment it looks to me like Chicago (silver) is the only city that will have (in about a dozen turns when it grows more) spare citizens to run as specs, where "spare" means that there aren't more good tiles to work. (I count mines as useful tiles.) Yes, it might be a little better to run specs instead of working some of those tiles but what I'm suggesting is that we wait to revolt to Caste System until we see if we're a war target, in which case we'll want to be in Slavery so we can whip an army. And maybe we'll want to whip an army even if we aren't a target. :mischief: Whipping might also be helpful to finish off the courthouses we'd like. At the moment our breakeven is only 10% research.

At that rate we can research Civil Service in 16, HBR in 5, Construction in 6, Calendar in 7, Metal Casting in 8, and Aesth/Lit in 6/5. (Doing binary research will shave about 2 turns off those times since we have 89 gold in the bank.) Just for discussion, what do you think about researching HBR next? This would give the AIs more time to come around to being willing to trade MC, Construction, [edit: and Calendar] so we'd get more bang for Currency and/or CoL [edit: and HBR]. All but one AI pair now has Construction. I like HBR/Construction because we'll want them to either defend ourselves if attacked, or maybe to go after India if they look especially vulnerable.

Misc:
  • Let's move that archer and warriors by San Fran into the hub to fogbust.
  • And send our northern galley west to explore. We only have 2 foreign trade routes--we need to find more cities! Yamps saw no ships in the barb city so we should have time for Atlanta to finish its worker and then build a ship for defense (perhaps a trireme if we get MC soon).
  • Rag/Asoka are hard targets for our EPs--we need something like 400 to see their research while the other teams are more like 100. Switch? To whom?
  • England has no ivory at the moment but there's some immediately to her south. We could settle a city there to box her in and keep the ivory from her. (I don't see this as terribly important, but mention it anyway.)
  • If we don't go to war we should settle more cities down south, by the fur/marble/silver/sheep/clams and near India. Boston looks like the best place to build more settlers given its location and food+hammers.

Longer term: If we go with lightning horsey war, frigates would complement things very nicely. With so many coastal cities on this map they could bombard the defenses on most cities before our cuirs/cavs attack. Slower seige units could bombard the defenses of any interior cities.
 
Goodjob.

We need to do more exploring. It's clear that barbarian city by England is not the Wizard. We still don't know what we are up against.

Can someone post city screenshots? I have a hard time believing we don't have enough food to support more specialists.
 
I have a hard time believing we don't have enough food to support more specialists.

Certainly we can support more specs, although not many at the moment (except in Boston which is currently busy with the HG and later would be busy building more settlers if we want to keep REXing). Our "young" cities don't have enough pop (yet) to work specs--we'd be taking citizen off juicy resource tiles and the more established cities are already running specs and don't have much more food to spare. I just meant that we should hold off on Caste System until (a) after the HG is completed (so we don't lose a turn to revolution) and (b) we see who Rangar/Asoka DoW because we might want/need to whip an army ASAP and will need slavery for that. And perhaps (c) we'll want slavery to whip out those expensive courthouses (though probably not).

On the other hand, the AI are pathetic at war and would take awhile to get to us, and we have a couple archers who could protect us in the spoke, buying time to build some axes and then (if we have Construction and HBR) cats and WEs to defend ourselves. My main reason for wanting to delay Caste, though, is to finish the Hanging Gardens ASAP. Everybody has Math now.

[Edit: After we get the HG, we'll have 10 new bodies to put to work as specs! :) And any AI working on the HG will have lots of failure gold for our leftover techs.]
 
I like the idea of whipping a few courthouses... the pop grows back pretty quick.

Since Yamps only did 6 turns, I would suggest he is still up and this is just a pause for discussion.

Note, one nice thing aboput castes is that we can forget about building all those awful monuments... an artist for a couple turns gets the bfc pop.
 
While we're waiting................... We should probably leverage the Philosophical trait more, eh? If we don't go to war, and maybe even if we do, after/if we get the Hanging Gardens should we go all out on running specs? What would we do with lots of GPs? Should we perhaps concentrate on getting a GP in just one city and let the others grow so that we then can then run a Golden Age with the the absolute maximum number of specs? When is a good time for a Golden Age? What would we do with Great Merchants if we got them so early? I love using them for trade missions but is it too early for one because the payoff is too small and/or getting a Merchant safely across barb-infested territory is too risky?

As SH said awhile ago, I really don't have a clear idea of what we should be doing at this point. REX until all the available land is taken? Maintenance is killing us, and this type of wrap-less map makes it really tough. Courthouses will help, but they take a lot of hammers. Attack Asoka soon with galleys, cats, WEs, and axes? Lots of units to build. I think we could do well in such a war but capturing a bunch of new cities might crash our economy. Expand only a little more and build up our infrastructure and economy, teching to cuirs/cavs and waiting for the proper moment to unleash total war? The way the AI are getting techs and building wonders we might not be able to get the necessary tech lead. And how does pumping out GPs fit into all this?

In the meantime I'm all in favor of having Yamps play until the Hanging Gardens are finished, with no revolt until after then. And keep that galley moving west.
 
I am thinking we know enough about the map to judge that fast Galleons (astronomy) is not necessary for fastest victory. Of course, if we need paratroopers or something we'll get there eventually anyhow.

But the necessity of bulbing to astro is now questionable. We should not delay other things to get there. So we can think about accepting Meditation from a trade. Not yet, I don't think it is worth it by itself, but its something to think about. If we wish to bulb Philosophy instead and get Pacifism to leverage the PHI trait (also on way to Edu/Oxford) then Med is needed. Probably a better path than going directly for astro, given the geography and the guesses we can make about it now.

The next thing to find out by scouting is whether or not we can access the Wizard by going around the mountains, or if we have to go over them. Until we know that, we don't know if its a tech race or a domination race that is the end-game limiting factor.
 
Where's Yamps? kcd, do you have time to play? If not, I can write up a PPP tonight to get the show moving again.
 
Where's Yamps? kcd, do you have time to play? If not, I can write up a PPP tonight to get the show moving again.

I can't swing it, but I think its a good idea if you make a PPP to get the discussion rolling. Thanks for stepping up!:goodjob:
 
Where's Yamps? kcd, do you have time to play? If not, I can write up a PPP tonight to get the show moving again.

That would be best, no time for me these days for anything. :(

Some comments:

  • We are already in the Liberalism race mode. Mansa/Shaka have CoL, Aesthetics and Philosophy, they are researching fast.
  • Asoka/Ragnar are most likely not after us. Still, we should fortify our border copper city. Other AI could go into war mode as well. We don't have to switch to Slavery in that case, we could just keep the border with no offensive fighting.
  • More workers are needed , to build farms and mines if we have to switch to production mode. We also have to build roads to connect our border city.
  • We have to choose between specialists and hammer tiles and at this point in the game, I suggest we go with specialists for fast research.
  • The alternative to Bure next is Calendar. However, we are food limited and not happy limited. Also, we can hire scientists instead of working plantations, gpp is worth more anyway.
  • Race to Music we could lose, Great Library too. We'd gain more with earlier farms anyway so again Bure wins. We'll need the National Epic though soonish.

The remaining question is should we switch to Caste immediately or should we wait for Caste + Bure? Iiirc, we could get Bure in ~10 turns with more specialists. This is a matter of some calculation to see what's best. Since we're building HG, it might be better to wait a bit. In this case, we should build wealth in cities working the mines instead of caste specialists to compensate. There's also a factor of delayed great people to consider. :hmm: 2 GS for Education and one for Liberalism, GMs for trade routes.

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Other comments:

@kcd

We shouldn't bulb Philosophy, at least not right now. Tao is gone and we don't have a religion to run Pacifism.

I'd say there's a very good chance that we'll need paratroopers. Oz has to be isolated from other AI and those mountains are a strong indication for this assumption.


@xcal

No war techs right now, we should tech fast. In case of a war, let's just hold our position. Btw, let's not forget about Monarchy when trade is considered. AI will trade that to us when we reach Priesthood. Feudalism as well will be useful for us later on.

Copper city should be fortifed more, archer has to stay there.

Our galley is useful for spawn busting where it is now. You'll notice the go-to orders for our archer in England to help with that. Barb city is spawn busting too btw. We all remember barb galley assults from previos games, but that was from pre-build cities. I suggest we bring back that galley later on to protect our sea food. Also, barb galleys won't see our unit if we keep it out of their 8 tile detection range.

I do agree however that we have to explore more, we should build more units to do that.

If we switch our EP to other AI, they will increase their rate against us as well.

I don't think we should settle much more, it won't help our research. The sooner we get a decisive military advantage to conquer more or all AI, the better.
 
This plan only goes until we complete the Hanging Gardens in 6 or 7 turns (or sooner if an AI gets it).

City builds (no whipping):
Wash--axe(7) [I'd like to have at least 1 instead of only archers for defense.] Work spice when grow.
NY--archer(4), courthouse or military? Work quarry when grow.
Bos--aque(1), HG(5 or 6)
Phil--archer(7). Work ivory when grow.
Atl--worker(3), galley
Chi--worker(5), granary
Sea--lighthouse
SF--monument(4), granary
LA--granary
Houston--granary
Edit: HG in 6 turns without any extra effort. We might just be able to do it in 5 turns if I trade a food tile for a mine. And if we whip the aqueduct and swap food-->mine I think we could do it in 4 (but I'm not sure without checking more carefully).

Workers:
Farm when in doubt.
Mine the river grass hill by Wash/NY.
Road completed mine by Boston, pasture sheep.

Diplo:
No trades with Rag/Asoka.
Decline all wars.
Deny demands.

Trades:
Liz and Khan will give us Med, PH, Mono + any gold they have (20 for Liz) for CoL or Currency. I will check this every turn to see if they offer less, indicating that they are getting close to completing one of those techs. If that happens for CoL I'll trade it since 2 other AI pairs already have it. (OK not to worry about WFYABTA?)
If anybody gets Currency I'll consider stopping for discussion.
Ideally we'll get the HG and some AIs will then have lots of failure gold to give us for techs.

Techs:
Civil Service in ~14 at current rate?
Aesth/Lit in ~3/6 at current rate?
(I don't build gold for now, hoping that we'll be able to trade for AI Hanging Garden failure gold to speed our research.)

Civics:
No revolt until after HG is completed.

Great people:
Next GP in Wash in 18 turns, 75% Sci, 25% Eng.

Units:
Carefully move 2 warriors in the spoke a little farther out to fogbust, keeping to forests.
I'd really like to send the galley west but will keep it where it is if people want. Send it west when a new galley is ready in Atlanta.
I'd like to ferry the NY archer over to unsettled England to fogbust and explore when it's ready.
Once we have horses hooked up we should build a chariot for exploration.

Espionage:
Keep as is, 100% on Asoka/Ragnar. [Edit: We'll never keep up with these guys and they're not the tech leaders so I suggest we put our points on Mansa/Shaka.]


Discussion and questions:
Civil Service gives us Bureaucracy --> chain irrigation, +50% hammers and +50% commerce in capital. Wash currently has 25 cpt and ~5 hammers. Cottages will mature in 9 and 15 turns and we'll be working the spices in 1 more turn. (Things will change when we run Caste, of course.) The chain irrigation doesn't do much for us; Atlanta has 1 tile that would benefit, Wash 1, Seattle 3 or 4 but it has coasts. All other cities' grass tiles are next to freshwater (or unreachable) so they don't need chaining. The hammer benefit to Wash with Bureau is minimal so we're only talking about the +50% commerce being of much use. 50% of 26 or so isn't chump change but...

What about Aesth and Lit? Yes, we might lose the Great Lib but we certainly will if we don't try. There's a not insignificant chance our next GP will be another Engineer so we could rush it in Wash. We have marble, and both Atl and Bos will be good production cities. Aesth is good trade bait and opens Sweaty Papaya, Statue of Zeus, and Parthenon. We probably don't want any of those but we could get failure gold at a good rate since we have the resource bonus for all. (We can also work on Chichen Itza for failure gold but don't have hammers to spare at the moment.) Lit opens Nat'l Epic and Heroic Epic; maybe we can get enough XPs from barbs to build it before we start a real war. When we get Lit we can assess our first-to-Music chances.
 
Comments:

WFYABTA limits get averaged between team members. There are only 3 teams to trade with...We'll be able to get ~10 techs + Emperor bonus in this game. If we are to tech to Paratroopers, wfybta could become a problem. I'd rather not trade for small techs we don't really need anyway.

Chain irrigation is the reason I've suggested Bureaucracy. NY could use it too iirc. Seattle should hire specialists, no coast anywhere at all.
 
Thanks for comments, Yamps! Anyone else? Anyone? :rolleyes: ;)

WFYABTA limits get averaged between team members. There are only 3 teams to trade with...We'll be able to get ~10 techs + Emperor bonus in this game. If we are to tech to Paratroopers, wfybta could become a problem. I'd rather not trade for small techs we don't really need anyway.

Chain irrigation is the reason I've suggested Bureaucracy. NY could use it too iirc. Seattle should hire specialists, no coast anywhere at all.

OK, I'll not bother with Meditation and Monotheism, and hold off on Priesthood until a more convenient time.

I agree that we'll certainly want Bureau before long, and chain irrigation will have its uses. I just meant that we don't need the chaining right now with so many other tiles that can be farmed without it. And yes, we should farm toward Seattle (maybe even make that our National Epic GP farm??) but again, I figured we could work the not-too-shabby coasts until then (yes, run specs once we get to population 3 or 4--might want to work one mine for hammers). So with that reasoning in mind, how do you feel about putting Aesth and Lit (and maybe Music) before Civil Service? It would be nice to do one revolt for both Caste and Bureau but if we put off CS then we'd presumably want to revolt to Caste as soon as we finished the HG and then revolt to Bureau later (perhaps during a Golden Age?).
 
Questions to be answered before I can play:
  • How hard should I push the HG? I'd say whip if it'll save a turn--Boston can grow back very quickly with all its food and the other cities get an extra pop 1 turn sooner. The only drawback I see is not giving the AI enough time to try to build it so that they don't get any failure gold to trade with. But I guess we can live with that. ;)
  • Change EP allocation? I'd say yes.
  • Go for Civil Service next or Aesth & Lit? I'm really torn. If we go for CS then we can do a 2-civic revolt and get the 50% capital bonus (worth around 13 gpt and 3 hpt). If we go the other route, we might get the Great Library (though probably not in Wash, so no academy bonus --> about 15 bpt benefit plus GPPs). That would keep the GLib out of AI hands but it will cost us 350 hammers (halved by marble). The benefit should last a lot longer (~100 turns?) than the cost of delaying Bureau (10 or 20 turns depending on if we continue on to Music before getting CS). So I guess the benefit of going for the GL is clear IF we think we have a good shot at it. Oh, but it will also cost us an extra turn of anarchy when we do the Bureau civic swap (unless it's during a Golden Age--the timing would work out well with our next GP but do we want to spend it that way?). If we fail at the GLib we'll probably still get a good chunk of failure gold. So at this point I favor going for it.
 
Hellooooooo out there! <crickets chirping>

In my spare time (you know, while waiting to get more feedback on my PPP) I've been thinking... in principle, even if the Wizard is completely surrounded by mountains, we don't need Flight/Fascism/paratroopers to get to him. By carefully positioning a city or two and gifting them to an AI, we can post a stack of our units such that if we close borders with that AI our units will teleport inside the ring of mountains. I think. Never actually done it, so we'd need to test it. Even if we don't use that approach it would probably be a good idea to settle a city near the mountains ahead of time so that our culture expands and enables us to see what Neilmeister has in store for us. Of course we could wait for Physics and airships, but who wants to wait that long when we can conquer the world using cuirs? ;)
 
My two cents.

Without having a target for when and what we will need to attack it sounds like going a best tech path for now is best. Aes is gone, not sure we can win a Glib race. Not a lot of hammers in Cap and we are down a tech. So I vote for CS. Better trade value.

On trades I would say take Cal or Constr in a trade if they become available (and pick up the minor techs at that point) for CoL.

EP I would keep on our first war target. City Revolts are nice.

Also would like to see some exploration prioritized. Needing paratroopers is a lot of teching. Would be good to know for sure.

Rest of plans look fine.
 
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