Given the settler won't make before close border on T126 (and the cata/axe can't capture any city on this turn), I want to abuse teleportation to even go further with SoD and settler 16.
Shame I never know the general rules behind OB, otherwise I would have refined better.
Ok done. Only one result gives good. I think we may teleport earlier (testing).
EDIT: I forgot to mention Memphis is Akhetaten is real game as Elephantine is HatsTown or real game.
I assume this is a lake or an inland sea. If the tile 1N1W of the tile marked with "passage" were truly part of the ocean, Liz's archer that made it to the corner between Toku and Hatty had to cross that tile in a boat.
It looks like we are having less need to liberate a city to Genghis to get OB, but if we want to liberate a city to him, the tile marked "passage" looks like it is probably better based on proximity of Liz's culture. (Meaning we increase our chance of having Genghis as our liberation recipient.)
T126 - Close border with Hamuragawa.
We accept to lose our right to gain +2 from OB with Hammuragawa. But according to bcool's study, we won't likely make it up to +2, then +1 T151 suffices for RL DV as one of the last votes comes T156. NEW
Reopening is supposed to be on the spot, but given T151 is the year when for +1, then perhaps we may have a margin of 3-4 turns before reopening.
T127 - Close border with Toku and reopen when cities are recaptured.
Flip Lizagawa after tech robbery to avoid diplo hit with mainly Genghisgawa. Land exploration is not absolute necessary according to bcool though. Not sure if it is still of actuality.
Though updating the situation, looks like the land is forming a peninsula along Cyrusgawa and Genghisgawa.
Important Points:
Bribe Hatty to close borders with Toku on T126(at one point; our SoD will reckon if any tracking back).
Give Trojan Horse on T127 (not T126 anymore) and on T128 LizTown if safe from Hammu.
Blub Machinery. Then steal compass, optics and CoL.
CITIES
Spoiler:
Delhi
T122 Spy James Bond
T123 Spy James Bond
T124 Wealth or military unitSpy in one turn with minimal sacrifice.
T125 Wealth or military unit
T126 Wealth or military unit
T127 Wealth or military unit
T128 Wealth or military unit
T129
T130
T131
T132
DeergoldNEW
T122 Spy Wealth
T123 Spy [There is an invested turn in road SE of Deergold; using Karl in boat to finish this road, the spy will arrive to LizTown T125; then Karl will start the wheat tile using 5/6 of its move]
Wealth
T124 Archer (happy cap soon) or wealth if in financial need Wealth / if not perhaps an axe
I purportedly slowed down on T123 to see if unhappiness arises.
T125 Wealth
T126 Hindu Missionary
T127 Hindu Missionary
T128 Wealth
T129
T130
T131
T132
Sheeptown
T122 Spy (38/40 )NEW
T123 Barracks (invest 19 working a cottage instead of GH)
T124 Barracks ( whipping for max OF into spy / 43 OF)
T125 Spy again (38/40 + 43 OF + 14 organic hammers --> 15 :wealth: )
T126 Sword/cata (possibly 54 or higher with pop growth)
T127 (GA ending) Sword/Cata
T128 Sword/Cata (No more Slavery; instead Caste System)
T129
T130
T131
T132
Crabsville
T122 Lighthouse NEW
T123 Hindu Monastery [crabs, banana, rGH, marble] (still maintained, sorry!)
T124 Hindu Monastery [crabs, marble; whipping civic change; OF of 10 ]
T125 Hindu Temple [20/80 ]
T126 Hindu Temple [Whipping 1 pop] Not necessary as OF makes the job well.
T127 Hindu Temple
T128 Wealth
T129
T130
T131
T132
Island
T122 Wealth NEW
T123 Wealth
T124 Lighthouse
T125 Lighthouse finished with OF and organic production.
T126 archer for one turn
T127 wealth
T128 wealth until unhappiness is about to arise.
T129
T130
T131
T132
FishTown
T122-T128 Wealth
HamsvilleNEW
T122 Wealth
T124 Wealth
T125 Hindu temple
T126 Hindu temple whip as non improved tile is far inferior. Few OF.
T128 Wealth
T129 Wealth
T130 Wealth
T131 Wealth
T132 Wealth
LizTown
T122 Wealth Gifting to be determined but likely after 4 turns or more (need more EP and other reasons).
Gifted likely on T128.
Trojan Horse
T122 wealth, work Cottage
Gifting to be determined but likely after 4 turns or more (need more EP and other reasons).
T124 - Work a GH from SheepTown for a turn
T125 - Same cottage as before.
T126 - Danger of being captured if gifted to Lizagawa unless captured in the same turn, which we don't want to milk stealing.
T127 - Gifted.
Westport NEW
T124 trireme
T125 trireme
T126 trireme (switch from forest under GA to sheeps for exact 6 turns growth
T127 trireme
T128 trireme (hire artist to take control of hills and ensure sheeps)
T129 trireme
T130 - trireme done thanks to second chop.
T131 - another trireme
T132 trireme
EastportNEW
T126 trireme / Spread Hindu!
T127 trireme
T128 trireme
T129 trireme / Border pop
T130 trireme / Control two forests
T131 ? (the workers will road the FGH and then start to mine the copper; it avers fort isn't as awesome as a city with natural roading under city tile; makes a vs in worker turn of 4 vs 6; mine+2roads win)
T132 ? (mine copper mine)
After the trireme, perhaps a fast WB as the clam is in the ocean (worldbuilded indeed), Hatshegawa boats won't touch it...ever!
WORKERS
Spoiler:
Eiffel Hoover
T121-128 Head to Hatty's lands for settler/city support
Head off to Hatty's land for city/settler support.
T122 - Road next to cow (see screenshot) [Settler path]
T123 - Road 2E of Rice [Settler path]
T124 - Road 1S1W of Memphis (SoD path)
T125 - Road 1S1W of previous road (SoD path)
T126 - Road 1N1E of Memphis
T127 - Road 1N1E of last road.
T128-T129 - Go onto forest hill of EastPort at 5/6 of move.
T130 - Road (will help to save one turn for moving onto it but can help her SoD to accede us faster.
T131 - Road either copper of forest. Start possibly a fort on copper; depends of situation! T132 - Idle FW until T126 unless hire an artist or use the missionary and then switch to OR to chop another one for replacing the older one. If the missionary spread at T126, then we can start improving copper at T131. But risk is non negligible with Hatshegawa.
Changes may occur in the game if I find something better. Fort earlier the better. Mine+2 roads won!
Fritz
Head to support city/settler in Cyrus's lands.
Chop forest 1S1W of WestPort first.
Karl
T122 Move galley near mainland and Land the worker. T123 Road 1S1E of DeerGold to help the new spy to go faster to LizTown.
T123 - Farm Wheat
T124 Off to WestPort (if necessary?)
T129 - Onto forest (quite late to the party when we founded WestPort T124)
T130 - Start chopping.
PigGem worker Faraday
T124 Farm 1T west of Deergold.
T125 Farm Wheat 1t
T126 Off to WestPort.
Delhi worker Zeeman
T124-127 - Mine the GH 1N1E of crabsville
T128 - Mine one turn next to the last hill
T129-132 - Mine rGH by crabsville.
100% Espionage T122-T127 [T122 100% espionage because we want to know what Liz is up to]
Or even more for CS.
International units:
For T122 : See screenshots
Relies heavily on these screenshots.
Trireme next to crabsville will go to 1S2W of Island City.
Magellan boat active every turn for instant improvement of fishes.
Sheep's cloth (Spy from SheepTown on T125) will go one tile out of Trojan Horse.
James Bond (Delhi on T124) will go either in LizTown or be ready to jump in on T126.
But people are mentioning for many posts about an archer that belongs to Liz, where is it?
Espionage
T123-125 Full espionage slider.
Will accumulate realistically 756 , but wants ideally 789
Do not start with flipping to Hindu lest we lose 40% of espionage discount.
Bcool's plan:
Spoiler:
bcool said:
Bulb Machinery T126 (tradeable and saves some critical espionage points, and reducing number of required successes with spies)
T126 backup spy jumps into LizTown, no ceasefire, no gifts (one spy needs one more turn for 50% anyways, and we need more espionage)
Rack up more espionage T126
T127
1) ceasefire
2) give Liz Trojan Horse (safe from Hammuragawa for next few turns at least
3) steal attempts 1,2,3 (compass, optics, CoL if all successful)
4) backup spy jumps into TrojanHorse (unless Hammuragawa is going to take it from us)
T128
Assess if it is safe to gift away LizTown
If so give away LizTown T128
1) steal CoL? (if previous failure), steal civil service
If unlucky with steals continue racking up espionage
T129
If unluckly backup spy can steal civil service from TrojanHorse
(DoW and retake Liz's cities afterwards)
Cyrusgawa has another GPT. Renegotiate cows or use pigs (if ever he improved cows meanwhile).
(T123) Trade meditation with Toku for 30 .
(T123-24-25) Possible trade of monotheism for 30 or higher.
Civics
T123 - Switch to slavery. Uses will be determined. Temple was favored instead of monastery, but I still favor both because crabs is mainly working unimproved tiles. Other uses will be determined.
T128 - Switch to CoL for hiring artists in Westport (to possible gain faster the sheep vs AI library) and in eastport for gaining those those juicy forests near Alexandria.
Stopping Points:
Coastal settling site found by Cyrus
Meet a new AI!
Unexpected War Dec or Shakagawa SoD.
Random Hindu spread to Elizagawa, or a major city of Hammarugawa's or Tokugawa's
Elizagawa won't take LizTown or Trojan for some reason
Unexpected event occurs. GPeople popping on T126. Alexandria pops its third cultural border!
Hammuragawa stops the holy war.
T130 - How to distribute XPs from the GG and get itself attached to a unit for cheaper upgrade than trireme. NEW
Every Turn:
Save Game at Begin and end turn.
Zoomed out culture display
See if Hindu spread randomly
Trade and resource opportunities
If AI not at war are in WHEOOHRN mode
Consider gold trades every turn after currency discovered.
Check for tech trades.
Check for resource trades for gold.
Accept any demand for techs or gold or resources.
Will consult team for non-Tokugawa demands to war or trade embargo. (Leaning towards Deny)
Will refuse any Tokugawa demands for war or trade embargo.
Follow Hatshegawa's SoD as much as possible! Predict moment of DoW.
Prefer that we do close/open borders on the same turn. Toku doesn't have horses for a chariot so he can't steal a city regardless. OB affects our possibilities for trade routes. We currently have half our trade routes from Hatse and a few from Cyrus and Toku. Maybe we'll take a hit from the closure of borders, but that was coming anyway when Hatse DOWs us. Re-opening borders immediately minimizes our trade route loss, I suspect.
Re: peninsula with Cyrus and Genghis. We can see Cyrus culture across water to the north on globe culture view, so the same landmass is up there, too. Plenty of possible land forms exist.
Prefer that we do close/open borders on the same turn. Toku doesn't have horses for a chariot so he can't steal a city regardless. OB affects our possibilities for trade routes. We currently have half our trade routes from Hatse and a few from Cyrus and Toku. Maybe we'll take a hit from the closure of borders, but that was coming anyway when Hatse DOWs us. Re-opening borders immediately minimizes our trade route loss, I suspect.
Well, I was more targeting Hammuragawa seeing the small free margin between T151 and T155. Because once we open again, if we give LizTown on T128, I bet two turns later, the city is gone. He has chariots to add to the injury that we can't distinguish the lone from the ones attached to stacks.
Indeed, trade routes are a strong argument. So I tend in favor to reopen asap. We need to gather to the highest rate if we want to take a shot of CS.
But still, can we just wait one turn with Hammuragawa, this will slow him down for two turns (go back then returning previous path when OB on).
Well, I was more targeting Hammuragawa seeing the small free margin between T151 and T155. Because once we open again, if we give LizTown on T128, I bet two turns later, the city is gone. He has chariots to add to the injury that we can't distinguish the lone from the ones attached to stacks.
Indeed, trade routes are a strong argument. So I tend in favor to reopen asap. We need to gather to the highest rate if we want to take a shot of CS.
But still, can we just wait one turn with Hammuragawa, this will slow him down for two turns (go back then returning previous path when OB on).
In fact, no it is no good because the OB modifier counter returns to zero. Unless it works like PA where it is cumulative, but OB seems to be not the case. The best is waiting one turn right now. Perhaps later we might use the dissolved AP to get a vote before T156, so better get +1 on T152 than for instance T155.
I think I'm gonna play in 10 mins.
I'll come back soon; reboot to get rid of computer lagging and then play.
Hmm closing borders probably breaks our resource trades. Hopefully this will be legal. Be sure to renegotiate trades to (at least) Hammu and Genghis once the last close-borders has occurred. Get cash trades where possible. Experiment on Toku first. Maybe
close Toku
open Toku
close Hammu
open Hammu
all on the same turn will permit our trades to other AIs to persist via AI trade routes through Genghis and Cyrus.
Yea, but what if something goes wrong with our Hammu relations and we need to win t166 instead of 156? Now we can't get the +2 OB. Is it really necessary to close Hammu borders?
Cyrusgawa has made peace with Lizagawa.
Shakagawa is forming an even bigger SoD; weird behaviour. Decided to trade Mono right away.
Gonna CF with Lizagawa after closing border with Toku, then Hammuragawa.
Tests deviate from reality (not in a grave manner); we missed a chance to teleport our SoD one turn earlier. Resource (iron to Toku) is not cancelled. Good for us indeed.
Lizagawa is researching Guild.
Yea, but what if something goes wrong with our Hammu relations and we need to win t166 instead of 156? Now we can't get the +2 OB. Is it really necessary to close Hammu borders?
Hammu has several collections of units within a handful of tiles of LizTown, presumably some of those en route to Liz via Hatse. Chariots are included in these units. So there's a serious risk that if we cease fire for more than one turn Liz will lose a city from which we were still planning to steal.
Since the stacks will move at 2 tiles a turn, we could delay the stealing by about two turns in the hope that Hammu manages to move all of his units out of range, but that may prevent possible upgrades to maces (maybe no CS before likely Hatse DOW), which might cost us EastPort, and certainly delays Optics and the possibility of caravel upgrades. However if we haven't completed our triremes yet, a delay in Optics is not a big deal.
+3 lib
+4 fair trade
+1 OB
+2 shared resources
+2 shared war
-2 religion
is enough for the required +10, and there's room to get more shared war, I understand. A late crush of a Shaka city and lib to Hammu might seal the deal if necessary. IIRC, we should get +1 peace from the 60 turn timer expiring before T164, if that becomes relevant.
+3 lib
+4 fair trade
+1 OB
+2 shared resources
+2 shared war
-2 religion
is enough for the required +10, and there's room to get more shared war, I understand. A late crush of a Shaka city and lib to Hammu might seal the deal if necessary.
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