SGOTM 15 - Kakumeika

This is the (non optimal) city build order I used in my test game last night. I'll try to check where is it possible to improve it.
Please tell me if you approve this kind of whipping. We don't need math to start accumulating failgold from the mids.
As bcool pointed out, a faster settler and later G priest is better, so I'll look into getting it done that way.

cheers


Cities

Delhi
T80 - build pyramids working 2GH mines, FP farm, corn, copper mine and GL farm.
T81 - switch build to settler to avoid growth into unhappiness.
T82 – switch back to pyramids, switch farm to G mine
T83 – switch back to settler. Growth, add farm
T84 – I switched 3 mines to priests while building settler. (It's better to finish the settler sooner, so no switch yet. I thought Cowtown and Deergold can build mids for some additional turns (and did so) if I delay the settler).
T86 - Pyramids 1T (hmm, idk what was I thinking. Setting up a whip somewhere I guess)
T87 – Settler. 2 priests back to mines
T88 – last priest to mine. G pro born, settler done
T89 – mids
T90 – Start AP

Deergold city
T80 - building axeman working deer, gold and farm.
T81 - growth, add GL mine.
T83 – whip axe at 1T from completition (1 pop).
T84 – Pyramids with 85 OF, work deer, gold and farm.
T85 – Pyramids . Growth, add GL mine.
T86 – axe.
T87 – switch mine to farm.
T89 – growth, add GL mine
I think Deergold should not be building the pyramids in your turn set. I think it should be building axes. I think there is real risk from Hammuragawa (or at least a somewhat unknown risk). I think we want at least 3 axes in that forest asap.
Sheeptown city
T80 - continue the granary build, working sheep and gold.
T82 - (switch build queue to library or finish granary?)
T83 - growth, whip granary.
T84 – start library.

Cowtown city
T80 - Whip granary working deer and cow.
T81 – OF (49) into the pyramids.
T82 – Axeman. Growth, add mine
T83 – Pyramids
T84 – axe
T86 – Growth, whip axe
T87 – Pyramids
T89 – Axe
I think it is probably better to let CowTown grow rather than 1 pop whip max OF axes into the pyramids. The whip of the granary is good because it helps us get 8 more food I believe. Whipping the axe might be a good idea since it is a lot of gold, but I would rather save the population and grow into the grass hill mines. Then later we can use that excess population to whip a library or emergency axes.

Pigsgems
T80 - build granary working pigs, gems and GL mine.
T81 - build trireme.
T83 - switch GL mine to riverside plains.
T84 - whip trireme (at 20/50 hammers). OF into a workboat working pigs and gems.
T85 - build workboat.
T86 - growth to size 3, whip workboat, work pigs and gems.
T87 - build 2nd workboat.
T88 – growth, whip 2nd, scouting WB
T89 – start library

I wouldn't whip the 2nd workboat.
 
Further knowledge about war stuff and peace deal bargains from more thorough investigations:

oh well, it appears easy Math is currently out of reach. Although I can now confirm that Toku does wage a total war against us (it was impossible for him to plot a limited war), unfortunately the mentioned doubling of the EndWarValue is likewise implemented for us as well. :(

Furthermore I made a slight mistake when mapping the displayed latitude (thanks to Stonehenge) to the in-game x-coordinate of Toku's capital. This x-coordinate affects the calculation of the players' AI_STRATEGY. So now that he has Alpha (entered classical era) and is currently using AREAAI_OFFENSIVE, the dreaded AI_STRATEGY_DAGGER is also possible for him.

This is bad for us as it enforces a second scaling of Toku's EndWarValue by the power ratio, decreasing it to our disadvantage and thus in turn reducing the difference of EndWarValues.
We could prevent this second scaling by climbing over the hard coded power threshold, so that the check Toku's power >= 120% our power ? fails (equals power ratio of 0.833) ... which is probably too much effort right now (current ratio 0.580).

At least it should still be possible to get Archery from him as long as we put the 2 cities in danger (very important!).

Or let's wait a bit and see whether our lucky streak continues and he loses more units so that we gain more war success while we build more units and maybe manage to jump over the threshold at one moment. Then use this lucky moment to negotiate peace.
 
built the road 1S of sheeptown for Toku threat as after whipping in cowtown Eiffel had some spare time (not in a hurry for the mines).
better put the road 1S1W of SheepTown -> less dangerous but still enables to threaten Tokyo quickly with a unit from SheepTown.

Edit: btw threatening doesn't work with Triremes (for Hammu's city). :(
But a unit landed from a Galley near the city would do it.
 
OK bc makes good points. Failing at the Pyramids gets us a pile of fail gold which is OK, and the risk of failing seems low enough.

Let's put out about two settlers while working priests, get Medi after Writing, pop a 100%GPro for bulbing Theol to start AP, and finish Pyramids whenever it is convenient (post-Maths) to complete the side chops for fail gold.
 
OK bc makes good points. Failing at the Pyramids gets us a pile of fail gold which is OK, and the risk of failing seems low enough.

Let's put out about two settlers while working priests, get Medi after Writing, pop a 100%GPro for bulbing Theol to start AP, and finish Pyramids whenever it is convenient (post-Maths) to complete the side chops for fail gold.

If we build a settler in Delhi and then almost finish the pyramids before we get the GPro, then we won't delay the AP and can finish the pyramids immediately after we finish what chops we want to do for fail gold.

CowTown (if it isn't whipped for fail gold) can produce a settler about the same time that Delhi could build a 2nd settler. (especially if we whip the settler in CowTown)
 
The goals for this turnset are:
Build an exploring trireme and try to sneak through hammuragawa's borders.
Build a settler in Delhi for the the crabs/banana/marble site.
Defend against the AI's.
Setup a "threat event" possibility for Tokugawa with our military presence in a 5x5 city radius around Osaka and Tokyo before peace negotiations for better peace treaty odds/demand options. A road 1S1W of Sheeptown is needed for this.

Tech
Research writing, partially writing and meditation before T89 when the G priest is expected using "binary research" 0% T80, 100% T81 etc.

Cities

Spoiler :
Delhi
T80 - Build pyramids working 2GH mines, FP farm, corn, copper mine and GL farm.
T81 - Switch build to settler to avoid growth into unhappiness.
T82 – Switch back to pyramids. Switch GL farm to GL mine.
T83 – Growth, build settler, add GL farm.
T86 - Settler done. Continue Pyramids build. Switch 2 G mines and G farm to 3 priest specialists.
T89 - Start AP. Put the priests back to work mines.

Deergold city
T80 - 90 Build axeman untill the end of the war working deer, gold and farm. Adding mines and farms after growth.
T81 - growth, add mine.
T86 - growth, add farm.

Sheeptown city
T80 - Continue the granary build, working sheep and gold.
T83 - Growth, whip granary.
T84 – Start library.

Cowtown city
T80 - Whip granary working deer and cow.
T81 – OF into the pyramids.
T82 – Build axeman. Growth, add mine.
T86 - Growth, add farm from Delhi.

Pigsgems
T80 - build granary working pigs, gems and GL mine.
T81 - build trireme.
T84 - whip trireme. OF into a workboat working pigs and gems.
T85 - build workboat.
T86 - growth to size 3, whip workboat, work pigs and gems.
T87 - start 2nd workboat.

Crabsville
T88 - Settle, build granary working marble (or is food - banana - better?).


Units
Spoiler :

Settler from delhi settles the green dot from the test game screenshot (1N of crabs) T88.

Eiffel
T80 - finish the mine 1S of cowstown.
T81 - move 1S, build mine.
T83 - move to 1S of deer, build mine (for cowtown).
T87- move to 1W of gold, build mine.

Hoover and Karl
T80 – move to 1N1E of Pigsgems, mine, wake.
T81 – move 1N, mine.
T82 – move 1S (1N1E of Pigsgems), finish mine.
T83 – move to 1S1E of Deergold, build road.
T84 – move to 1S1W of Deergold, mine and wake.
T85 – move 1W, build farm.
T86 - move to 2W of Deergold, farm
T88 - Hoover finish farm, Karl move to 1W of Deergold, road.
T89 - Hoover move to 1W of Deergold, road, Karl move to 1S1E of Deergold, mine. wake.

Fritz
T80 – move 1E, mine.
T82 – move to 1S1E of Deergold, mine and wake.
T83 - move to 1S1W of Deergold, mine and wake.
T84 - move to 1S2W of Deergold, farm.
T86 - finish farm.
T87 - move to 1S1W of Deergold, finish mine.
T88 - move to 1S1E of Deergold, mine.
T89 - mine and wake.

The axeman standing on the deer tile 1S1W of Cowtown will head towards Deergold in anticipation for a Hammuragawa stack.
Move Amundsen out of SheepTown and back to the city a few turns before Tokugawa's stack is expected to attack so he looses some fortify bonus and doesn't get selected as prime defender.
The warrior in hammuragawa's territory moves towards Deergold. I will move him when threatened – I mean when some armies are one tile from him. This way we get visibility on enemy units from his culture approaching sooner. So, I'll leave him on the wheat for now. There is no threat for him atm. I will be checking his safety every turn.
The trireme built in Pigsgems will head towards Hammuragawa's coastline and hope it passes them so we can explore more of the map before opening borders with him. Will be engaged in a fight soon hopefully.
Work boat from pigsgems will scout the Eastern shore of the island (two tiles) located W of Pigsgems while on journey to the crabs with no movement turns lost. We will get some info on the island before the exploring WB finishes.



Stopping conditions:
We get a military threat on Sheeptown or Deergold.
New AI met.
AI builds the Pyramids.

Every turn:
Save game.
Taking screenshots of new tiles deffoged, resources found, demographics screen, barbarians and AI units appearance etc.
Note new AI's cities founding, wonder completition.
Note forrest/jungle growth and other stuff of major interest using the Alt-S option.
Check for AI culture in sattelite view.
Note hinduism spreads if any.
 
We need more Axemen in SheepTown. We can see 3 units SE of SheepTown and 4 Axes further west. Tokugawa is building up military units extremely fast.

The Axe west of SheepTown should go there and not north.

We need to complete the road north to our forested choke point. I agree we need 3+ Axes there, but not as urgently.

Sun Tzu Wu
 
I hope I implemented all of the suggestions from the last two or three days in the PPP. If I didn't, shout out loud please :).


I just finished the test following the pre final version PPP. The only thing I messed is I left Pigsgems 1 turn too long working the farm, so the trireme and WB whips came 1T later than planned. Also, Delhi is running into unhappiness T90, so maybe I should send Cooke to Delhi in time to prevent it. If we want a settler out of Cowtown, it should be started as soon it is size 4. That would leave only deergold pumping axeman.
I'm attaching a save from T90.

Provide feedback please, and I will be available to play in less than 24 hours from now. Say, 22 hours to be more accurate.
Did I forget anything from the "every turn" and "stopping conditions" category?

I would of course be stopping if a major military offensive starts against us.

cheers
View attachment T90 test game last PPP version.CivBeyondSwordSave
 
@ Sun Tzu Wu

It might be wise to put a few hammers (5) in an axeman in sheeptown to allow us to whip one if needed.
I also think Deergold is pumping axeman at a decent rate, so your point about sending the wandering axe to Sheeptown makes sense.
 
The goals for this turnset are:
Build an exploring trireme and try to sneak through hammuragawa's borders.
Build a settler in Delhi for the the crabs/banana/marble site.
Defend against the AI's.
Setup a "threat event" possibility for Tokugawa with our military presence in a 5x5 city radius around Osaka and Tokyo before peace negotiations for better peace treaty odds/demand options. A road 1S1W of Sheeptown is needed for this.

Tech
Research writing, partially writing and meditation before T89 when the G priest is expected using "binary research" 0% T80, 100% T81 etc.
If the intention is to bulb theology as soon as we get the GPro, and there is no chance to get math in a peace deal, then you can research writing, meditation, then math with 0% 100% switch as gold allows.

Cities

Delhi
T80 - Build pyramids working 2GH mines, FP farm, corn, copper mine and GL farm.
T81 - Switch build to settler to avoid growth into unhappiness.
T82 – Switch back to pyramids. Switch GL farm to GL mine.
T83 – Growth, build settler, add GL farm.
T86 - Settler done. Continue Pyramids build. Switch 2 G mines and G farm to 3 priest specialists.
T89 - Start AP. Put the priests back to work mines.
be careful not to finish the pyramids. You can get away with 2 priest specialist near the end and keep working the G farm.
Deergold city
T80 - 90 Build axeman untill the end of the war working deer, gold and farm. Adding mines and farms after growth.
T81 - growth, add mine.
T86 - growth, add farm.

Sheeptown city
T80 - Continue the granary build, working sheep and gold.
T83 - Growth, whip granary.
T84 – Start library.

Cowtown city
T80 - Whip granary working deer and cow.
T81 – OF into the pyramids.
T82 – Build axeman. Growth, add mine.
T86 - Growth, add farm from Delhi.
I would rather leave the farm in Delhi's hands. I want Delhi to grow into beyond its happiness cap (since we anticipate getting 3 more happiness from a representation switch soon and its last whip unhappiness will wear off soon. Plus we can move a MP here--in fact I think it is worth moving the warrior in hammuragawa's territory down to Delhi)
Pigsgems
T80 - build granary working pigs, gems and GL mine.
T81 - build trireme.
T84 - whip trireme. OF into a workboat working pigs and gems.
T85 - build workboat.
T86 - growth to size 3, whip workboat, work pigs and gems.
T87 - start 2nd workboat.
I see you never work the plains (with the mine you build you might to switch around the mines from Delhi and PigsGems while you work up to building the trireme) after the trireme whip are you working the farm instead of the GL mine?
Crabsville
T88 - Settle, build granary working marble (or is food - banana - better?).[/SPOILER]
work the marble until we get the crabs netted I believe is the best.
Units

Settler from delhi settles the green dot from the test game screenshot (1N of crabs) T88.

Eiffel
T80 - finish the mine 1S of cowstown.
T81 - move 1S, build mine.
T83 - move to 1S of deer, build mine (for cowtown).
T87- move to 1W of gold, build mine.

Hoover and Karl
T80 – move to 1N1E of Pigsgems, mine, wake.
T81 – move 1N, mine.
T82 – move 1S (1N1E of Pigsgems), finish mine.
T83 – move to 1S1E of Deergold, build road.
T84 – move to 1S1W of Deergold, mine and wake.
T85 – move 1W, build farm.
T86 - move to 2W of Deergold, farm
T88 - Hoover finish farm, Karl move to 1W of Deergold, road.
T89 - Hoover move to 1W of Deergold, road, Karl move to 1S1E of Deergold, mine. wake.

Fritz
T80 – move 1E, mine.
T82 – move to 1S1E of Deergold, mine and wake.
T83 - move to 1S1W of Deergold, mine and wake.
T84 - move to 1S2W of Deergold, farm.
T86 - finish farm.
T87 - move to 1S1W of Deergold, finish mine.
T88 - move to 1S1E of Deergold, mine.
T89 - mine and wake.

The axeman standing on the deer tile 1S1W of Cowtown will head towards Deergold in anticipation for a Hammuragawa stack.
I like this move. I think CowTown and SheepTown are better equipped to whip out axes if we need them. I think DeerGold is more at risk of being overwhelmed than SheepTown is. So I disagree with STW here.
Move Amundsen out of SheepTown and back to the city a few turns before Tokugawa's stack is expected to attack so he looses some fortify bonus and doesn't get selected as prime defender.
I wouldn't do this. In all likelihood we will need every defender. So destroying Amundsen's fortification will just make it more likely he dies.
The warrior in hammuragawa's territory moves towards Deergold. I will move him when threatened – I mean when some armies are one tile from him. This way we get visibility on enemy units from his culture approaching sooner. So, I'll leave him on the wheat for now. There is no threat for him atm. I will be checking his safety every turn.
Once you see the stack I would send this warrior to Delhi so it can grow more with an MP.
The trireme built in Pigsgems will head towards Hammuragawa's coastline and hope it passes them so we can explore more of the map before opening borders with him. Will be engaged in a fight soon hopefully.
Work boat from pigsgems will scout the Eastern shore of the island (two tiles) located W of Pigsgems while on journey to the crabs with no movement turns lost. We will get some info on the island before the exploring WB finishes.[/SPOILER]


Stopping conditions:
We get a military threat on Sheeptown or Deergold.
New AI met.
AI builds the Pyramids.

Every turn:
Save game.
Taking screenshots of new tiles deffoged, resources found, demographics screen, barbarians and AI units appearance etc.
Note new AI's cities founding, wonder completition.
Note forrest/jungle growth and other stuff of major interest using the Alt-S option.
Check for AI culture in sattelite view.
Note hinduism spreads if any.

Looks good. I'll have a play through and see if I can find any minor improvements.
 
I like this move. I think CowTown and SheepTown are better equipped to whip out axes if we need them. I think DeerGold is more at risk of being overwhelmed than SheepTown is. So I disagree with STW here.

Having actually played the last turn set, I can tell you that Tokugawa has been amassing Axemen in Osaka rapidly in the last few turns of my turn set. I expect that he will continue to do so in the next few turns and then attack us with a significantly larger stack than last time.

I would not be surprised if Tokugawa sends another stack to our Gold Mine soon. He will probably pull 3 Axemen and a Spearman from Osaka and may add 2-3 Axemen, 1-2 Spearmen and an Archer from his Capital and Tokyo. Add the 1 Axeman and 2 Spearmen 1-SE of SheepTown and we could be facing a stack of 6-7 Axemen, 4-5 Spearmen and an Archer. There's no risk of losing SheepTown with the six Axemen defenders getting maximum fortification, but Tokugawa might be able to kill about half our Axeman with lousy RNG for us.

Hammuragawa on the other hand has a stack of one Bowman, one Axeman and one Swordsman in his nearest city. Two of those units will probably stay behind to defend, so he doesn't have much of a stack to attack with yet, that we know of. For him, this war may little more than diplomatic; likes Tokugawa too much to ignore his request to join the War. On the other hand, he may be moving a big stack towards DeerGold City now. So we probably should whip an Axeman in DeerGold City now, so we can have at least two Axemen Woodsman I fortified in the forested chokepoint soon. We can send a couple more Axemen there in a few more turns to complete our near-term defense.

Sun Tzu Wu
 
Move Amundsen out of SheepTown and back to the city a few turns before Tokugawa's stack is expected to attack so he looses some fortify bonus and doesn't get selected as prime defender.

I wouldn't do this. In all likelihood we will need every defender. So destroying Amundsen's fortification will just make it more likely he dies.

Amundsen with full fortification is the first stack defender because it has the greatest number of promotions, even though medic is not useful in that combat. That means it would have to face the strongest attacker. (As you all know from attacking with axemen stacks, your CR1 axe is the defender when he attacks with an axe, if you have no C1 axes.)

If we have x defenders and Toku's first x attackers are all equally strong, then yes, we should keep all our fortification on all our defenders. However, if his first x-1 attackers are noticeably stronger than the rest, and we have a unit that we'd really like to survive (our medic, who will be significantly more valuable than any other unit over the next 2-3 turns) then we want to have that unit face combat no earlier than round x. We do accept some loss of individual combat odds (the first axe without C1 sees combat one round earlier, and Amundsen will see combat without fortification bonus) in return for increased chances of healing multiple units, being able to survive second-round attacks, pick off retreating units, not having to spend currently-precious XP on another medic, and position better for a possible counter-attack.

To make the example concrete, if we have our present 7 axes defending, and Toku brings a typical stack of 5 C1CR1/C1shock axes, 4 spears and 3 archers, then with my suggested plan of moving Amundsen, I am hoping that one of the axes in the first 5 rounds (each at about 70-80% odds for us to win) survives without much/any damage, so that we have three healthy axes to clean out the attacks by the silly units at 1%. Amundsen faces perhaps multiple combats at 99% chance, rather than the opening combat at 80%. If Toku brings 8 C1CR1 axes plus silly units, then we have to stay fortified and hope for the best.
 
Amundsen with full fortification is the first stack defender because it has the greatest number of promotions, even though medic is not useful in that combat. That means it would have to face the strongest attacker. (As you all know from attacking with axemen stacks, your CR1 axe is the defender when he attacks with an axe, if you have no C1 axes.)

If we have x defenders and Toku's first x attackers are all equally strong, then yes, we should keep all our fortification on all our defenders. However, if his first x-1 attackers are noticeably stronger than the rest, and we have a unit that we'd really like to survive (our medic, who will be significantly more valuable than any other unit over the next 2-3 turns) then we want to have that unit face combat no earlier than round x. We do accept some loss of individual combat odds (the first axe without C1 sees combat one round earlier, and Amundsen will see combat without fortification bonus) in return for increased chances of healing multiple units, being able to survive second-round attacks, pick off retreating units, not having to spend currently-precious XP on another medic, and position better for a possible counter-attack.

To make the example concrete, if we have our present 7 axes defending, and Toku brings a typical stack of 5 C1CR1/C1shock axes, 4 spears and 3 archers, then with my suggested plan of moving Amundsen, I am hoping that one of the axes in the first 5 rounds (each at about 70-80% odds for us to win) survives without much/any damage, so that we have three healthy axes to clean out the attacks by the silly units at 1%. Amundsen faces perhaps multiple combats at 99% chance, rather than the opening combat at 80%. If Toku brings 8 C1CR1 axes plus silly units, then we have to stay fortified and hope for the best.

To remove Amundsen's fortification is a case by case call. If the number of C1CR1 and C1Shock axes is equal to or greater than our number of axes then Amundsen doesn't move. I think we can agree there. You have a case if our fortified axes exceeds his attacking axes.
 
Having actually played the last turn set, I can tell you that Tokugawa has been amassing Axemen in Osaka rapidly in the last few turns of my turn set. I expect that he will continue to do so in the next few turns and then attack us with a significantly larger stack than last time.

I would not be surprised if Tokugawa sends another stack to our Gold Mine soon. He will probably pull 3 Axemen and a Spearman from Osaka and may add 2-3 Axemen, 1-2 Spearmen and an Archer from his Capital and Tokyo. Add the 1 Axeman and 2 Spearmen 1-SE of SheepTown and we could be facing a stack of 6-7 Axemen, 4-5 Spearmen and an Archer. There's no risk of losing SheepTown with the six Axemen defenders getting maximum fortification, but Tokugawa might be able to kill about half our Axeman with lousy RNG for us.

Hammuragawa on the other hand has a stack of one Bowman, one Axeman and one Swordsman in his nearest city. Two of those units will probably stay behind to defend, so he doesn't have much of a stack to attack with yet, that we know of. For him, this war may little more than diplomatic; likes Tokugawa too much to ignore his request to join the War. On the other hand, he may be moving a big stack towards DeerGold City now. So we probably should whip an Axeman in DeerGold City now, so we can have at least two Axemen Woodsman I fortified in the forested chokepoint soon. We can send a couple more Axemen there in a few more turns to complete our near-term defense.

Sun Tzu Wu

I agree it is a tough call, but CowTown and SheepTown can both whip axes to deal with Toku's stack while if we get surprised by the size of the stack Hammuaragawa brings then we can only likely whip in DeerGold. (since it is farther away from reinforcements)

The 7th axe might save Amundsen I suppose too with mabraham's plan.

I'll let the active player decide. I noticed the forces Toku has amassed and yes it is intimidating.
 
I didn't mention the road 1S1W of Sheeptown in the pre-final PPP. I think it's a very important one, and it is one of the turnset goals, so if safe, I would build it with Eiffel.

This is the original plan from the PPP:

Eiffel
T80 - finish the mine 1S of cowstown.
T81 - move 1S, build mine.
T83 - move to 1S of deer, build mine (for cowtown).
T87- move to 1W of gold, build mine.

If the situation allows it, the change:

T83 onwards is different:

Eiffel
T80 - finish the mine 1S of Cowstown.
T81 - move 1S, build mine.
T83 - move to 1S1W of Sheeptown, build road.
T85 - move to 1W of gold, mine, wake.
T86 - move to 1S of deer, build mine (for cowtown).

The mine 1S of deer can wait a few turns anyway, cause Cowtown can use the mine 1N of gold.
 
I agree with the PPP feedback of bcool, except that I'm not yet more afraid of Hammu than Toku, and would prefer the 7th axe to defend SheepTown. Happy to let WW choose one or the other, though.
 
Having actually played the last turn set, I can tell you that Tokugawa has been amassing Axemen in Osaka rapidly in the last few turns of my turn set. I expect that he will continue to do so in the next few turns and then attack us with a significantly larger stack than last time.

I would not be surprised if Tokugawa sends another stack to our Gold Mine soon. He will probably pull 3 Axemen and a Spearman from Osaka and may add 2-3 Axemen, 1-2 Spearmen and an Archer from his Capital and Tokyo. Add the 1 Axeman and 2 Spearmen 1-SE of SheepTown and we could be facing a stack of 6-7 Axemen, 4-5 Spearmen and an Archer. There's no risk of losing SheepTown with the six Axemen defenders getting maximum fortification, but Tokugawa might be able to kill about half our Axeman with lousy RNG for us.

Hammuragawa on the other hand has a stack of one Bowman, one Axeman and one Swordsman in his nearest city. Two of those units will probably stay behind to defend, so he doesn't have much of a stack to attack with yet, that we know of. For him, this war may little more than diplomatic; likes Tokugawa too much to ignore his request to join the War. On the other hand, he may be moving a big stack towards DeerGold City now. So we probably should whip an Axeman in DeerGold City now, so we can have at least two Axemen Woodsman I fortified in the forested chokepoint soon. We can send a couple more Axemen there in a few more turns to complete our near-term defense.

Sun Tzu Wu

I agree Toku looks more dangerous atm, and if Hammu was bribed into war, he probably started the military buildup later than Toku.
So, axe heads towards sheeptown.
I might be wrong of course, given I have no experience with aggresive AI. I always tend to make them play like peacemongers, take advantage of it, and destroy them eventually :).
 
If the intention is to bulb theology as soon as we get the GPro, and there is no chance to get math in a peace deal, then you can research writing, meditation, then math with 0% 100% switch as gold allows.


be careful not to finish the pyramids. You can get away with 2 priest specialist near the end and keep working the G farm.

I would rather leave the farm in Delhi's hands. I want Delhi to grow into beyond its happiness cap (since we anticipate getting 3 more happiness from a representation switch soon and its last whip unhappiness will wear off soon. Plus we can move a MP here--in fact I think it is worth moving the warrior in hammuragawa's territory down to Delhi)
OK, Delhi will keep it's farm, and Cowstown will add a mine after growth.

I see you never work the plains (with the mine you build you might to switch around the mines from Delhi and PigsGems while you work up to building the trireme) after the trireme whip are you working the farm instead of the GL mine?
We are at pop 2 after the whip, so Pigsgems is working pigs and gems ;). Working the mine all the time is important for hammer accumulation in the trireme. I remember mabraham mentioned working the plains, but I think it's better to work the mine instead. We will have a mine 1N1E of the city built T82, so that is when the switch with Delhi is possible. I put the switch in the plan, but if you want to grow delhi further, it may work the farm T82 while building the mids instead of the „liberated“ mine.

Once you see the stack I would send this warrior to Delhi so it can grow more with an MP.

Cooke can squat on the wheat for 2 – 3 turns as he needs at least 6 or 7T (I have to count) to reach Delhi. I have to see if we grow any quicker in Delhi if I keep the beforementioned farm.
Another thing. Delhi hasn't got any improvements that it would work at size 8 oher than priest specialists, and I don't think we want more G prophets. A cottage or two would be nice, but that has to wait with the current plans.

cheers
 
The working of plains for a turn in PigsGems is no longer necessary because PigGems is getting its own mine T83, so Delhi can have all 3 of its mines, which it needs to get out the Settler T86. Before we'd decided on the mine, working the plains was needed to get just enough hammers for the boat whipping plan.
 
Speaking of the trireme, we're planning to send it along Hammu's coastline as rapidly as possible. Make sure you move it one tile at a time, and do record any useful intel it sees.
 
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