SGOTM 15 - Kakumeika

Kaitzilla can you update the test game?

Ya, this is pretty close. -8gpt instead of -7gpt for some reason. Make sure to worldbuilder away the fail gold you get from The Great Wall when test game AI finally completes it.

Should have Pyramids in SheepGold and crabs added.

T60 Test Game attached!
 

Attachments

Goal oriented PPP

Research
Animal Handling--Monotheism--Writing
(Oracle Metal Casting)

Civic switches planned
Slavery and Organized Religion when Monotheism finishes

Delhi
Settler
worker
Pyramids for 3 turns (working farm so grow to 5 in 3 turns, maybe building during 1-2 turns of monotheism too)
settler (destined for crabs/banana/marble? Or settle fish/marble before Toku takes the site?)

DeerGold
Settler
Granary (possible 1 pop whip?)
Pyramids (better to finish this without a forge?)

SheepGold
Oracle (working gold)
Granary (working gold until sheep pasture finished)

DeerCows
T61 move to 1N1E of Deer
T62 settle (give forest in BFC back to SheepGold before chop)
T63 Granary (working unimproved Deer)
T64-T69 Granary (working improved Deer, Cows?)

PigGems
T62-T64 move to 1S1E of pigs (1N of gems)
T65-T69 Granary working Gems

Workers

Fritz

T60 - Go west to mine gems
goals (mine gems, pasture pigs)

Hoover

T60 - Chop forest 1S of copper for Dehli
T61-T62 Chop forest 1N1W of SheepGold
Goals (farm for Delhi, farm for DeerGold, mine for DeerGold, prechop for DeerGold)

Eiffel

T60 - Prechop forest 2N1W of SheepGold
T61-T62 Chop forest 1N of SheepGold
Goals (Deer camp, sheep pasture, farm for Delhi, Cows Pasture

Karl

T60 - Chop forest 1S of copper for Dehli
T61 - Prechop forest 1N1W of SheepGold
T62 - Chop forest 2N1W of SheepGold once DeerCow is settled and the chop will go into Sheepgold
Goals (Deer camp, Sheep Pasture, road to corn?, farm for Delhi, Cows Pasture

(New worker in Delhi) Strauss
goals (head for DeerGold to mine riverside grasshill mine and prechop)

Warriors (work in progress)

Burke -
Cook -
DeSoto -
Amundsen -

Espionage
will keep on Tokugawa

Trades
will accept demands to give up excess gold resource

Stopping points
New AI discovered
A Toku goes into war prep mode
Oracle or Pyramids built by another civ

Other Notes
Will check zoomed-out culture to see if any distant borders.
 
Ya, this is pretty close. -8gpt instead of -7gpt for some reason. Make sure to worldbuilder away the fail gold you get from The Great Wall when test game AI finally completes it.

Should have Pyramids in SheepGold and crabs added.

T60 Test Game attached!

Thanks!
 
Review of our Grand Strategy

The Grand Strategy

work in progress...

Goal Religious Leader Victory

Stonehenge early to give options for repeated city gifts later (and to help get early great prophets to build Kashi and Bulb Theology.
Assuming we need caravels to reach everyone we will take metal casting with the Oracle.
Maximize fail gold on the GreatWall and the Pyramids to power research thru to machinery and beyond
Tech either currency to allow us to build wealth to accelerate research to optics without any non-Theology bulbs.
Bulb Theology after we then research meditation
Explore the seas asap with caravels to assess what we need to do to win religiously.
Spread hinduism city gifts, missionaries, and gifted caravels (upgraded wounded triremes! to make sure the AI unloads the missionary) with a missionary in the case where we can't get open borders or random religion spreads.

Yep.

Dealing with the Toku's

Is the current thinking that we just plan for a defensive war with them and use the AP to call holy war or peace? (going aggressive if we sense weakness?)

Yeah, I think that's what we need. We should look up how power ratios figure in AI decisions to go to war. We can consign DeerCows the job of spamming axes until we feel safe enough. With both resources working, an axe takes 7 turns, and there's three Gmines to add on after that.

How many more settlers do we want? There's a wheat site, a fish-marble site, a banana-crab-marble site and a possible Toku gift site 2N of sheep. I like the wheat site in the abstract, but it's not going to do anything useful for us for quite a while, and we won't even have a trade route there. We need Fishing to suit any of the southern seafood-marble sites.

There's a case for no more settlers. If so, what are we going to do with our spare food? Another worker or two is OK, but what then? We should granaries soon, and I'm not sure we should wait for Mono after AH to start those granaries - particularly in our three cities lacking Hinduism at the moment. We can run priests in Delhi to soak up some food. DeerCows can work mines on the Pyramids if we get some workers up there. PigGems wants to start building triremes when we have Sailing.

Does AH, Mono, Fishing, Writing, Maths, Sailing, Medi make sense as a tech order? This gets OR for various buildings soon, a WB scout to see what's up to the west, libraries available for building about when granaries finish, Maths for chops on Pyramids and/or AP, fishing and sailing for further expansion and Medi hopefully in time for the Theol bulb.
 
Wow, a very fast rough PPP!



Had some nice results sending two workers to finish Deer Camp on T63. On T64 I sent a lone worker up to pasture the cow, and sent the other to help get Sheep up a turn earlier. After the sheep, a road to connect to Tokugawa's corn to allow resource trades and maybe better religion spread.

I'd prefer axes instead of granaries in DeerCow and SheepGold, so that a 1pop whip will complete them. Maybe switch from axe to granary when Monotheism is finished. The Toku's are friendly with each other now, and I'm always fearful without at least a little military.



Be sure to double-check that SheepGold has control of the forest when you chop on T62 or Oracle will be a few turns late.

Kashi T64 will help us maintain our tech rate nicely.
 
Goal oriented PPP

Research
Animal Handling--Monotheism--Writing
(Oracle Metal Casting)

Civic switches planned
Slavery and Organized Religion when Monotheism finishes

Delhi
Settler
worker
Pyramids for 3 turns (working farm so grow to 5 in 3 turns, maybe building during 1-2 turns of monotheism too)
settler (destined for crabs/banana/marble? Or settle fish/marble before Toku takes the site?)

DeerGold
Settler
Granary (possible 1 pop whip?)
Pyramids (better to finish this without a forge?)

SheepGold
Oracle (working gold)
Granary (working gold until sheep pasture finished)

DeerCows
T61 move to 1N1E of Deer
T62 settle (give forest in BFC back to SheepGold before chop)
T63 Granary (working unimproved Deer)
T64-T69 Granary (working improved Deer, Cows?)

PigGems
T62-T64 move to 1S1E of pigs (1N of gems)
T65-T69 Granary working Gems

Workers

Fritz

T60 - Go west to mine gems
goals (mine gems, pasture pigs)

Hoover

T60 - Chop forest 1S of copper for Dehli
T61-T62 Chop forest 1N1W of SheepGold
Goals (farm for Delhi, farm for DeerGold, mine for DeerGold, prechop for DeerGold)

Eiffel

T60 - Prechop forest 2N1W of SheepGold
T61-T62 Chop forest 1N of SheepGold
Goals (Deer camp, sheep pasture, farm for Delhi, Cows Pasture

Karl

T60 - Chop forest 1S of copper for Dehli
T61 - Prechop forest 1N1W of SheepGold
T62 - Chop forest 2N1W of SheepGold once DeerCow is settled and the chop will go into Sheepgold
Goals (Deer camp, Sheep Pasture, road to corn?, farm for Delhi, Cows Pasture

(New worker in Delhi) Strauss
goals (head for DeerGold to mine riverside grasshill mine and prechop)

Warriors (work in progress)

Burke -
Cook -
DeSoto -
Amundsen -

Espionage
will keep on Tokugawa

Trades
will accept demands to give up excess gold resource

Stopping points
New AI discovered
A Toku goes into war prep mode
Oracle or Pyramids built by another civ

Other Notes
Will check zoomed-out culture to see if any distant borders.

Looks good.

I don't think the farm for Delhi is a high priority. Its usefulness is only when re-growing, and pre-granary that's not huge. If growth to size 5 takes 3 or 4 turns with or without the Gfarm respectively, then over 4 turns we work 3Gfarm+2Gmine or 4Gmine respectively. I'm assuming we won't grow to size 6 straight away. So net after eating that's 1:food:6:hammers:3:commerce: compared with -4:food:12:hammers:. Presumably the point of building Pyramids while growing in the above plan is to set up fail gold while DeerGold is building its granary, so all the hammers are worth double that number in gold - maybe more depending on OR timing. So we could call that 1:food:3:commerce:12:gold: compared with -4:food:24:gold:. So the trade is 5:food:3:commerce: and 4+ worker turns (have to move on and off roads and put 4 more turns on the farm) against 12:gold:. If there's stuff for workers to do (and we just built Strauss in Delhi...) then the 12:gold: from growing on the Gmines sounds like a better deal to me. If there's not stuff for workers to do, then growing to size 5 before building Strauss has to be better than either of the above.
 
I don't think we need a 5th worker. Our cities should start to use the whip after Mono (OR), so there won't be a need for many more urgent tile improvements after the animals.

We are coming up on a strange research situation that I've never encountered and we should make sure we understand how to milk it. Writing is the key tech. I'm always beelining it, so I've never had the case where we have not 1, not 2, but 3! prerequisite techs. That means at least 160% beakers. I've read that the best way to maximize this is to try to leave just 1 (or very few) beakers in Writing so the overflow is huge.
 
I don't think we need a 5th worker. Our cities should start to use the whip after Mono (OR), so there won't be a need for many more urgent tile improvements after the animals.

What cities do we want to be whipping? Working Gmines are essentially always more efficient that whipping even once we get granaries, so
  • Delhi at size 6 produces 5 excess food. The three Gmines are more efficient than whipping, so I can see priests or scientists being more useful than whips of the 7th-8th population. Sometimes the food excess here will be building settlers, too.
  • DeerGold will probably need a Gfarm or two to get fast access to all its river Gmines, which are all better than whipping
  • SheepGold may wish to whip after we get the corn, but at size 6 working sheep, corn, gold and three Gmines the food excess is only three
  • DeerCows at size 5 working three Gmines has only three excess food
  • PigGems will probably want to whip some boats, and if so will want some farms and a granary
I'm skeptical we'll want to whip much of anything else, except maybe granaries, emergency axemen, or to stack up some overflow hammers for a wonder or gold conversion or such.

We are coming up on a strange research situation that I've never encountered and we should make sure we understand how to milk it. Writing is the key tech. I'm always beelining it, so I've never had the case where we have not 1, not 2, but 3! prerequisite techs. That means at least 160% beakers. I've read that the best way to maximize this is to try to leave just 1 (or very few) beakers in Writing so the overflow is huge.

Yeah, that agrees with my understanding. If we're not about to get OB or start a library immediately, it makes sense to juggle the slider and/or tiles to almost finish Writing and max out the overflow. Unlike with the hammers box, the multiplier for beaker overflow does not get removed before the multiplier for the new tech is applied.
 
We are coming up on a strange research situation that I've never encountered and we should make sure we understand how to milk it. Writing is the key tech. I'm always beelining it, so I've never had the case where we have not 1, not 2, but 3! prerequisite techs. That means at least 160% beakers. I've read that the best way to maximize this is to try to leave just 1 (or very few) beakers in Writing so the overflow is huge.

Yeah, that agrees with my understanding. If we're not about to get OB or start a library immediately, it makes sense to juggle the slider and/or tiles to almost finish Writing and max out the overflow. Unlike with the hammers box, the multiplier for beaker overflow does not get removed before the multiplier for the new tech is applied.

Mainly @mabraham

Didn't we have such discussion in the previous SGOTM where I wasted like 1 page and people's time about tech overflow to end up finding it was a obsolete feature of the game (already patched) just by a simple test?
As your comment about Toku's third city highlights my failing memory :D,
I just want to know if I am right or not.

The article about research was last modified beginning 2006, which means patching is highly probable.


-8gpt instead of -7gpt for some reason.

DanF explained in the very early his test game had different scaling in terms of total tiles, which means a different worth of maintenance even settling on the same tile. He couldn't know at that time what was the exact proportions of the real map.
 
Ya, this is pretty close. -8gpt instead of -7gpt for some reason. Make sure to worldbuilder away the fail gold you get from The Great Wall when test game AI finally completes it.

Should have Pyramids in SheepGold and crabs added.

T60 Test Game attached!

Thanks. If you still have a T59 save, then we can make some useful fixes.

We WorldBuild TGW in some AI city T59 so we get our fail gold T60 and can fix the cash level once and for all.

Zooming in on Osaka, Toku has built a library last turn for his two culture, so if we go back one turn, zero Mansa's city culture in "edit city" of worldbuilder and swap Mansa's monument for a library, then things should work out and test games will have a better feel for corn availability.

The test game needs a forest removed 2N of gems, and a forest added 1E of where DeerCows will settle.
 
Mainly @mabraham

Didn't we have such discussion in the previous SGOTM where I wasted like 1 page and people's time about tech overflow to end up finding it was a obsolete feature of the game (already patched) just by a simple test?
As your comment about Toku's third city highlights my failing memory :D,
I just want to know if I am right or not.

The article about research was last modified beginning 2006, which means patching is highly probable.

Yeah... I just ran a test. I got to T64 with Writing mostly done and ran a three turn test going from Writing to Mono at 80%-100%-100% compared with 100%-80%-100% science slider, working constant tiles. I ended with 59:gold:89:science: compared to 58:gold:90:science:. I'm inclined to write that difference off (though I'm not sure how it could arise) and say the beaker overflow works (correctly) like the hammer overflow.
 
... so the conclusion is?


This can be concluded with the magnified value of overflow is reduced to base beaker as if writing had 100% and not 160% for the next tech. No OF trick whatsoever anymore.

Writing did need 1 last :science: to be completed and I had 10 BPT (freebee taken into account and 16 :science: when magnified with writing). Next turn, I observed 9 OF with fishing.
 
Nice turn set Kaitzilla!

Too bad Toku was so quick with his Library in Osaka. In my tests he chose Sailing over Writing. So this and the T63 Oracle will delay the capture of the Corn until the T90s like mabraham predicted ... I was too optimistic, sorry. :(

The Crab in the 1st ring of the Banana city makes me agree on the importance of earlier Fishing than the Machinery bulb-plan would require. Although I'm slightly sceptical about the success of a scouting WB -- isn't it strange that we haven't met WBs of other AIs by now?

Also it is a bit weird that the Mahabodhi city hasn't produced a GP yet (which also means that it isn't owned by a philosophical AI or Neil somehow increased the GP-birth threshold for them).

Edit: Suggest to develop a preliminary PPP up to T63 and play to also reveal Horses or not -> might change Worker micro and settling.
 
Nice turn set Kaitzilla!

Too bad Toku was so quick with his Library in Osaka. In my tests he chose Sailing over Writing. So this and the T63 Oracle will delay the capture of the Corn until the T90s like mabraham predicted ... I was too optimistic, sorry. :(

I tested a game where neither city got another culture source. We got corn T109. So we should probably prioritise a missionary for SheepGold once we are in OR, for the dual benefits of OR and quicker corn. Also Temple, once granary is up?

The Crab in the 1st ring of the Banana city makes me agree on the importance of earlier Fishing than the Machinery bulb-plan would require. Although I'm slightly sceptical about the success of a scouting WB -- isn't it strange that we haven't met WBs of other AIs by now?

It does suggest there is an uninhabited island to our west, but for non-Gawa AIs to have sent a WB through Gawa culture would require precise timing of their arrival, and Pleased with Gawa, and Writing for OB.

Also it is a bit weird that the Mahabodhi city hasn't produced a GP yet (which also means that it isn't owned by a philosophical AI or Neil somehow increased the GP-birth threshold for them).

Holy shrines only produce 1:gp: so all we know is that the owner is not Philo.

Edit: Suggest to develop a preliminary PPP up to T63 and play to also reveal Horses or not -> might change Worker micro and settling.

With the gold influx, T62 is the ETA for AH. I do think playing up till then is a good idea. I think there's only warrior micro to discuss. Fortifying somewhere sensible, and scouting the SW coastline seem like the only useful missions we have for them. How happy is Delhi?
 
Where do we want to settle PigGems? bc's PPP suggest 1N of gems, which we can settle T65. Settling 2N of gems preserves a forest, settles a turn earlier, maybe has cheaper maintenance and gets sole access to a Gmine. It loses fresh water, has access to one fewer river grassland BFC tile, and has one fewer total BFC chop available. Each site shares a Gmine with Delhi. 2N of gems can share a farm with DeerGold, which might well want to alternate on and off a farm so it can work all its Gmines efficiently.

For a city whose likely role is building boats of one kind or another, I think we want to prioritise Gmine access, rather than river grassland access. Even though we'll have Machinery soonish, watermills are not good for us. Ignoring the tile-sharing possibilities, whipping off four river Gfarms is inferior to working a Gmine and three river Gfarms.

2N1E of gems has even more mine access, but the pigs access is slower (needs border pop) and trade route requires work (road, or Sailing), so I don't think this is the right choice.
 
Ok here are the advantages of not trying to get a great scientist to bulb machinery...

1) We don't have to tech aesthetics (468) or alphabet (468). Now teching alphabet has its own benefits, but it really is unnecessary for optics.

2) We can tech fishing when we want to. And I think we really want to tech fishing long before the great scientist will come. With fishing we can build a workboat and settle a strong Marble/Fish city much earlier (and this site is at some risk to Toku). And then with sailing we can start building the trireme that we want to upgrade to caravels long before we get close to optics.

3) Bulbing Theology earlier and building the AP without whips and chops saves the forests and population in Delhi. Instead the forests near Delhi can be used to chop into the Pyramids for failure gold that will further accelerate our teching. Or the forests can still be used to chop into the AP. Getting the AP ~10 turns earlier could be quite advantageous for several reasons. First, building the AP makes contact with all the AI that may have gotten Hinduism with random spreads -- which at the very least might mean we get a few discounts on teching things they know, at best it allows us to make contact with an AI that might be willing to tech trade with us possibly getting us alphabet for free. Second, the bonus hammers on the 1 or 2 monasteries we might build. Third, it gives us a bit earlier protection from Toku with AP peace vote or allows us to call a holy war against him in the event he declares on us.

4) I think it works very well in combination with teching currency instead of alphabet. Currency is a superior tech for accelerating our own tech pace for building wealth is better than building research (if we have any research multiplying buildings). It gives us an extra trade route per city. And it allows us to trade resources for wealth from our neighbors. (also allows begs but I don't expect we will have anyone at pleased for some time to come).

All of these advantages were seen in my test games that I played about 7 days ago and posted on the site, but I wasn't very clear about these advantages in my posts explaining them.
Thanks for the clear and detailed explanations, bcool!
Although I'm already more or less convinced here are a couple of thoughts regarding the issue which might be interesting nonetheless.

1) Any Toku personality which we manage to get to pleased (tech-trading threshold!) will happily trade us Alphabet (e.g. in exchange for Aesth) irrespective of how many of his contacts have it, provided he teched it himself with no-tech-brokering on. This is because Alpha has a monopoly value of zero, just like Fishing, Animal Husbandry, Monotheism and Monarchy rendering Toku's problematic iTechTradeKnownPercent = 100 irrelevant. The Toku personality also likes to tech Alpha early (as we are seeing) due to his leader flavor SCIENCE = 5. Liberation of a city to Hammu and getting +1 for resources will get him to pleased, it would of course be better to accomplish the often mentioned double-liberation for permanent +3, so that no resource trades/gifts are required for tech trading and open borders at pleased.

Aesth and Poly set us up for Literature and the Great Library. We are philosophical! I know it is all about playing the map, not playing the leader ... ;)
I don't have the SGOTM experience where earliest finish date is the goal, how to assess the worthiness of later World Wonders. Are there rough estimates from previous SGOTMs for predicted finish dates, let's say we aim at 900AD - is the Great Library worth taking into consideration, with Marble and playing the Philo Gandhi?

2) Fishing could probably be traded for on T92 (after Machinery bulb) and a WB chopped immediately - are we sure we'd lose a lot of turns and delay setting up the coastal cities? When will we settle them? Don't we want to grow a bit first before building more Settlers? And don't we want to liberate a city to Hammu first, before he blocks all settling spots? Is 4:food: from a Crab for a couple of turns that much better than 3:food: from the Banana?

3) We are probably going to found Christianity with the early Theo-bulb competing with Hinduism when it comes to spontaneous spread of religions.
Maybe I underestimate the power of fail gold, probably because I don't really like the whole concept and usually don't use it (enough).

4) Yes, Currency will surely be useful, but we should get our hands on Alpha soon anyway in order to move a Spy eastwards through Toku's lands.
 
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