SGOTM 15 - One Short Straw

Also, I take it that someone checked the saved game to ensure that Shaka WOULD take Babylon from us? From my recollection, Shaka wasn't willing to accept any of our other Cities previously... to me that means that he has a City close to Babylon... which means that his units very well could pose a problem for us.
Yes, I checked. Right after I checked Mansa, Huayna, and Liz. ;) My preference would have been Mansa or Huayna. In my picture above you can see SHaka's culture in the fog to the NE. Now, his nearest city must be at most 9.5 tiles away. By the picture we can see that it is exactly 3 turns away assuming roads astraight through, which is a reasonable assumption. Furthermore, it's also or even likely that that city is under some cutlural pressure from one or two Hammy cities, which I think is a reason AIs sometimes stack units in a city. I don't know if they keep them there for the same reason or if they would prioritize coming at us.

What happens if he does have a War Elephant nearby and then kills one of our units? Does our whole "save our bacon by Cease Firing Shaka" plan go up in smoke then?
That's an excellent question. Here is the formula for WillingnessToTalk. Let's assume we lose one unit battle with Shaka attacking and then kill that unit in a counter-attack. That's 4 WarSuccess for him and 14 for us, including capturing Babylon. Then he'll talk after 10*{20 + (80*(4+1)*2/15)}/100 = 10*{20+(800/15)}/100= 10*{20+53}/100= 7 turns. I assume you'd classify that as up in smoke? :)

Do whatever you think makes sense. Don't let me stand in the way on this issue.

I just tried to raise all of my concerns and if we think that it's still worth gifting the City to Shaka, then go ahead and move the game forward by doing so.
I'm glad that you raise your concerns. I guess I just get frustrated when it seems like the dialogue doesn't go anywhere and I feel like that's happens because we're not hearing each other or something like that. I not convinced that my logic is correct, but it's hard for me to discern that without you guys understanding it and finding holes in it. SO I need for you to understand it, so you can then find any holes.

The biggest hole seems to be that Shaka's nearest city has to be within 3 turns. That tells me that if we're planning to gift Babylon to Shaka and re-capture it, we probably shouldn't send one or two of the pikes toward Dur-K, because we'd want to have solid protection against Shaka.

Looking at the bigger picture, which is getting Currency asap and capturing those four cities, maybe taking the 43.5% odds on the courthouse over the 66% odds is worth it considering huge benefit of Currency versus getting delayed if Shaka brings a huge stack into the war.

====

So if we're not going to gift Babylon to Shaka, I see no reason in leaving our axe in Babylon. That just gives Cyrus XP and WarSuccess. We can't move it out, so we might as well disband it.

.
 
But the Dur-K cultural expansion goes three tiles deep into the coastal waters, which doesn't usually happen.

attachment.php


Is there a land connection between Hammy and the mountain range? Or is there just some outcropping of land that enables the cultural expansion?

===

Okay, back to the subject of Hammy/Babylon. Our goal is to

1. Get Currency from Hammy asap, and
2. Be able to continue our warring even after a DoP with Hammy, right?

First of all, from the culture above, it looks like Shaka might come between Hammy and Cyrus. In any case, I'm pretty sure the picture accurately shows where two of Hammy's NE cities are: Babylon-2N-2NE and Babylon-4E-1NE. I think both of these cities have 100+:culture: and are blocking direct access to SHaka's nearest city, as you can see in the picture. So it seems to me that we want to capture these two cities in addition to Dur-K and Babylon.

One more detail. There is another Hammy city farther to the east (northeast of Borsippa) which might block access to Lizzie's canal, in case we wanted to send a scouting wb along it to see if that's the way to Lizzie.

One last detail. The next vote occurs on T146.

===

SO the question is, how do we get the main four cities (Bab, Bab-S, 2N-2NE, 4E-1NE) by T146?

I agree, the goal is to clear a Hammy-free path and then get Currency, before we run out of gold, and yes, I guess before T146 too.

What I think we'll have to do is split the stack after Babylon+Dur-K, between the two cities, so that we capture them both in time.

I can't tell whether there's an outcrop or not.

Good spot, on Shaka's culture.
 
Okay, I missed this post of yours.

I'm kind of leery of these remarks when we seem to keep getting surprised about not being able to get a Cease Fire with an AI.
That's why I posted the formula, so you can verfiy my homework. The key issue is whether we DoW or the AI does, because the duration is doubled when they DoW. If I make a mistake, that's most likely why.



I'm confused. How can we move our units into Babylon to defend it from Cyrus if you are predicting that Cyrus will already have his units in Babylon?
I talking about your scenario. You suggested that Cyrus might NOT enter Babylon if we gift it to Shaka. Okay, well if Cyrus doesn't enter it, then it's empty, right? (Unless Hammy puts his chariot in there.) So we just DoW Shaka and walk right in with our entire stack.


As you say... if we have a complete stack... but the way that you're talking, we're supposed to be fighting Cyrus' stacks individually, meaning that, as per what I understand you to have suggested, when we capture Babylon, we'll have two stacks of our own, so then we're more vulnerable to losing units in the weaker of our two stacks.
Now we're talking about my split-stack scenario, 5 units per stack. If Cyrus were to send one stack to capture our axe at 1n, then 1) that stack in on a tile with no road, and 2) that stack is on the opposite side of Babylon from our second stack that got split off when our defenders that moved into Babylon. So Cyrus' second stack can only attack our defenders in Babylon. There's no conceivable way for them to attack our second stack without going through our first stack.



Have the rules of City-capturing changed? The last I saw, a City only went down by 1 population point when it was captured. Given that assumption, we're going to make it go down by 1 population point when we recapture it, no matter whom we recapture it from. So, there's just an extra 1 (or 2, if my assumption is wrong) population points at stake here.

Cyrus will capture the City because, according to ZPV, he will get his turn before Hammy. So, the City will be in revolt for Cyrus for the same amount of turns as it is in revolt on the current turn, minus 1 turn. It's hard to tell, but ZPV's screenshot makes it look like we have 8 more turns of revolt, although maybe it's 3 turns.

Regardless of which number it is, that'll be enough turns to avoid Cyrus pop-rushing (2 turns of revolt for an AI = we get 3 full turns before the City comes out of revolt, since our turn comes first).
You're absolutely right. My bad. I simply forgot about the city being in resistance. ;)



How many units are we willing to lose via fighting Shaka just for an increased chance of keeping a Courthouse?
I don't think we'll lose any. In fact, I higly doubt he'll even get any units there to attack us. But he could, so we should assume worst-case scenario, I suppose, simply because our overriding priority is not the courthouse, as you say, but Currency and 4 cities from Hammy. In fact, the difference in priority is vast.

We captured more than 2 Cities from Hammy and he still isn't talking to us. I'm skeptical about how capturing 1 City from Shaka will make Shaka be willing to talk with us AND be willing to make Peace without us having to give him something as part of the Peace Treay.
Btw, I keep forgetting to mention that Hammy was willing to talk until we lost four units, a xbow at Borsippa, 2 cats, and a treb. We're not currently worried about Hammy being willing to talk though. He'll talk when we've accomplished our goals, because our WarXuccess will be huge and the number of turns elapsed pretty large too.

Shaka is a different issue. We immediately get 10 WarSuccess from capturing undefended Babylon...

Apparently, I do, since we keep being surprised about the times when AIs won't talk with us.
We haven't been surprised, as I mentioned above. I've just forgotten to double the number of turns when they DoW us.



I'm not sure how throwing away units from our stack like that is to our advantage if we can keep Cyrus hiding in his City due to him owning it (Babylon) and then picking the battles of our choosing to avoid losing any units other than the already-dead Axeman in Babylon.
In general, humans are at an advantage when they don't delay. Delaying capture tends to aid the AI who is slow to react, but can overreact if you give him time.

That is... going under your assumption that he will teleport to the north... I'd almost suspect our Axeman to be returned to our stack (which, if true, would be one point in favour of gifting Babylon to Shaka), since my experience with teleported units is that they return either from whence they came or in the direction of your empire--I'm not sure which one, but time and time again that's how it seems to work when there is a "tie" in terms of teleporting distance. That's all anecdotal evidence, though, so I could be wrong about where our unit would get teleported.
He can't teleport to our stack because our stack is in Hammy's culture. You've never experienced that happening because it doesn't happen. Yes, the code (I detailed it in SG12) tends to teleport units closer to our homeland. More specifically, the code revolves around calculations to the nearest city. But the distance moved counts double compared to the distance to the nearest city. So in this case, moving 1 tile farther from Borsippa, doubled, will surely come out less than moving several tiles closer to Borsippa, doubled, to the nearest unowned tile.



We would need to declare war on Shaka in order to attack any units in the City.
Right.

You also said that you think that Cyrus will send his units there. So, I'm still not sure how we can defend from that City with enemy units occupying it.
Again, you're mixing my scenario and your scenario.

1. YOur scenario: Cyrus leaves Babylon empty, we walk in.
2. My scenario 1: Cyrus splits and puts 5 units in babylon. We DoW Shaka and capture, leaving 4 units plus some trebs in Babylon to defend against 5 Cyrus units, unless we decide to CF.
3. Scenario 3: Cyrus puts 10 units in Babylon. We can only capture in 1 turn if we add two kill-units to our main stack, and even that's iffy because we only have 5 undamaged trebs.

===

By the way, playing the Devil's Advocate to your plan: What happens if let all of Cyrus' units move into Babylon. Then we kill off part of his stack but lose some of our own units in the process. Okay, now according to you, we'll pick and choose when we kill off the rest. Uh oh...Cyrus just brought in a second, follow-up stack. Damn! Why didn't we capure babylon and CF when we could have????
 
The Next Apostolic Vote

Actually, if we DoP Hammy just before the vote and the vote is to give back one of Hammy's cities, we're screwed. What I think we want to do is be ready to DoP Hammy on the turn the vote comes up, then see what the vote is. If it's return one of his cities, we don't DoP yet. Instead we return the city, re-capture it, then DoP. If the vote is DoP with Hammy, then we DoP anyway, but for Currency, before the vote is tabulated.
 
OK. From the sounds of it, the plan regarding Babylon is:

  1. Do NOT gift it to anyone.
  2. Disband our axe.
  3. Move one pike and two trebs to cover the xbow near Dur-K. They will begin bombarding until we have enough units there to take the city.
  4. The rest of the mini-stack (one pike?) joins our main stack at Babylon-SE.
  5. Cyrus (or Hammy) captures Babylon IBT
  6. Punt... ;)
  7. Try to CF with Cyrus, which could happen half way through the assault of Babylon after killling several of his units there. :hmm: :cool: EDIT: We should check for a CF option after every single battle with Cyrus, unless things are going well and we want to demolish his stack while we have a chance...
  8. Hopefully recapture Babylon. Or, we could stop with one or two defenders if we think we might not be able to hold the city.

Is that the rough idea or did I miss something?
 
The Next Apostolic Vote

Actually, if we DoP Hammy just before the vote and the vote is to give back one of Hammy's cities, we're screwed. What I think we want to do is be ready to DoP Hammy on the turn the vote comes up, then see what the vote is. If it's return one of his cities, we don't DoP yet. Instead we return the city, re-capture it, then DoP. If the vote is DoP with Hammy, then we DoP anyway, but for Currency, before the vote is tabulated.

I like this plan. Capturing those last two cities would have been much easier for ZPV if he had built me that bazooka I asked for about 50 turns ago. :lol:

So, if we had to prioritize taking one city over the other, which would it be? In other words, to which city should we send the bigger stack?

The key to getting reinforcements quickly to the front is to take out Dur-K to allow quick travelling via roads. Should we consider picking off that axe with our xbow if he is ever on flat land?
 
IIRC, when an AI recaptures a city, it is immediately out of revolt and regains full cultural and wall/castle defenses, correct? I have to ask because it has NEVER happened to me before. :mischief:

So, ZPV said that Cyrus goes before Hammy (not sure how he knows but I trust him :D). I really hope that is the case because if Cyrus captures the city, our trebs will have a field day on Cyrus' stack at 0% defenses. Unless he liberates it back to Hammy...
 
Dang. I just looked at the screenshot and LCs culture picture again and taking Dur-K won't open up all roads since the city to the north of the mountains could still control the iron and GRiv at iron-SW.

Should we consider building roads at iron-S and iron-S+SE to speed up our units once we (re)take Babylon and Dur-K?
 
Okay, so the hope now is that we'll get a Cease Fire with Cyrus after retaking Babylon, because we believe that Shaka is actually the next AI after Hammy, right?

I guess then that we just need to be careful about making sure that we don't take too many losses in recapturing Babylon that we end up delaying the Cease Fire for too long?

Or, actually, wouldn't it be better to get a Peace Treaty, so that Cyrus can't be bribed back into war against us?

Also, would it be better to hold off on said Peace Treaty until after the Apostolic Palace vote comes up, in case we get lucky and the Apostolic Palace vote is to make Peace with Cyrus?


I'm thinking 1 Pike toward the southern City just so that we have another defender there for our siege units... it's not the best defender but say that the Axeman attacks our Crossbowman and damages it, we don't want to have the Swordsman kill it off and then leave our siege units exposed... the Pike could at least defend from the Swordsman, which would make the Swordsman probably not want to attack.

Either that or we could send both Pikes toward Babylon and send the 2 Crossbowmen toward the southern City after they take promotions... but we'd want to keep them out of range of Cyrus' Immortals, as our Crossbowmen are vulnerable to Immortals but are otherwise better for attacking the southern City than are Pikemen, while Pikemen are better in the north against Immortals.

That said, Hammy's Axeman will very likely attack our Crossbowman in between turns, so I think that we have no choice but to send 1 Pike along with the siege units to the southern City.

The idea of sending the other Pike to guard a snuck-in Super Medic also sounds like a good idea if we're pretty confident that no Axeman or Bowman of Hammy's is within range.

But, we definitely don't want to leave a lone Pikeman + Super Medic on the square that the 2 Pikemen are currently on (the GFor), since then Hammy's Axeman would have an easy time of killing our Pikeman, so yeah, if we do the Super-Medic-finesse, we'll want to put the Pikeman and the Super Medic on the PH Iron Mine, as LC suggested... and on its way there, the Super Medic should be able to spot whether there are dangerous units to the east that might warrant us keeping the Pikeman on the GFor but joining it up with a wounded Crossbowman (that would promote up the Combat line) from our stack by Babylon. Actually, that spot might be the better spot to go, since then we'd have both a Crossbowman and a Pikeman defending in a Forested square, and either unit could then move to the Babylon stack or the southern stack on the following turn.
 
Then again, we probably want as many Pikes as possible to retake Babylon.

Maybe we'll send both Pikes toward Babylon, send 1 Crossbowman SE to the GFor where the Pikes were, send the siege units SW to join the Crossbowman in the south, and send the Super Medic to the GFor where the Pikes currently are.

That leaves the Super Medic defended by a wounded Crossbowman, which will probably get red-lined by Hammy's Axeman... and then we just have to hope that Hammy doesn't have a Horse Archer or Chariot within range to kill our Super Medic. Hmmm, maybe that idea isn't so hot.
 
Walls, Castles, and Barracks are destroyed when a City is captured; they won't auto-regenerate when the original owner recaptures their City.

If a non-owner of a City captures a City that is in revolt, the revolt counter will remain identical to what it would have been from the previous conquering owner.


Mitchum said:
Unless he liberates it back to Hammy...
On the plus side, Cyrus' units will still be in Babylon.

We DID Bombard it down to 0% Cultural Defences, right? RIGHT? Uh oh. :p

At least the Wall and Castle will be gone, so any additional Bombarding will take off any remaining Cultural Defences quite quickly.


Mitchum said:
Should we consider building roads at iron-S and iron-S+SE to speed up our units once we (re)take Babylon and Dur-K?
It's a good idea... if we can hold Babylon and capture Dur-K, we'll certainly be blocking off reinforcement AI units coming toward our Workers, so we should, at that point in time, be able to build said Roads with impunity.
 
Dang. I just looked at the screenshot and LCs culture picture again and taking Dur-K won't open up all roads since the city to the north of the mountains could still control the iron and GRiv at iron-SW.

Should we consider building roads at iron-S and iron-S+SE to speed up our units once we (re)take Babylon and Dur-K?
Good morning! I woke up on the right side of the bed today and I've got some good news for you. If my culture map is correct, the without Babylon, Hammy does NOT have any city culture on the iron or iron-SE tile (where the two roads are. He has culture there now because he has city culture on all four sides of those two tiles. When we capture either of the two cities bordering those tiles, he loses that culture and we have free access to those roads. :) Good spot though, I hadn't even thought about that issue. :goodjob: We would have had roads by blind luck if you hadn't brought that up (unless ZPV already analyzed that).

OK. From the sounds of it, the plan regarding Babylon is:

  1. Do NOT gift it to anyone.
  2. Disband our axe.
  3. Move one pike and two trebs to cover the xbow near Dur-K. They will begin bombarding until we have enough units there to take the city.
  4. The rest of the mini-stack (one pike?) joins our main stack at Babylon-SE.
  5. Cyrus (or Hammy) captures Babylon IBT
  6. Punt... ;)
  7. Try to CF with Cyrus, which could happen half way through the assault of Babylon after killling several of his units there. :hmm: :cool: EDIT: We should check for a CF option after every single battle with Cyrus, unless things are going well and we want to demolish his stack while we have a chance...
  8. Hopefully recapture Babylon. Or, we could stop with one or two defenders if we think we might not be able to hold the city.
Is that the rough idea or did I miss something?
Okay, I've done a bit more analysis.

1. CF with Shaka. Dhoom is right that this CF is iffy. Taking our current power, 633, and the AI average power, 371, for Shaka, and the number of cities = 27 and total population around 70, and assuming we have WarSuccess 10 and he has 0, BUT, he is threatening Babylon, which is perfectly ocnceivable, then the difference in cost for CF is a measly 1.02. Raise the total pop to 80 or raise his power a little bit and the cost is immediately, -0.50 or whatever. CFing Shaka will be iffy and basically dependent on his total power and threatening Babylon. So DoWing Shaka actually carries with it quite a risk.

2. Let Cyrus capture Babylon from us. If we allow Cyrus to capture Babylon from us, he gets 10 WarSuccess. If we re-capture it from him and kill off his 10 units, we get 60 WarSuccess. Then, without even threatening one of his cities, our DoP value with Cyrus is about 750, which should be enough for Currency. That means we could either assume that Shaka is next on our list, which obviously carries some risk, and DoP Cyrus immediately for Currency, or we could wait till we capture one or both of those northern Hammy cities to find out what lies ahead, and if it's Shaka next, then DoP Cyrus for Currency or maybe Calendar if we get Currency at that point from Hammy.

Even if we DoP Cyrus almost immediately and he's next on our list, that still gives us ten turns to clean up Hammy and capture one of Shaka's cities, before our warring would come to a halt. So this is a way to get Currency much sooner. OF course, the downside is that we don't get anything from Hammy, unless he completes something in the next few turns.

Of course, there's an upside too and that is we don't need to DoP Hammy at all, so we're free to knock him down to 3 cities in a way that suits our goals best, without being constrained by having to DoP for CUrrency.

===

This is my favorite solution so far:

  • This leaves Shaka at peace for now, which avoids a serious risk.
  • Allows us to bribe Lizzie right before the Genghis war instead of now, so we konw we have 10 turns clear at that point.
  • Gets our economy under control almost immediately.
  • Allows us to methodically, hence most effectively, deal with DUr-K, Babylon, and the rest of Hammy.
 
It's a shame, but I think you're right - the odds won't be good enough at Dur-K.

I'll send the two trebs and a pike down to bombard, and the units at Borsippa, and as many from Babylon as can be spared (although Babylon comes first as a priority).
Our xbow is in a sticky wicket. The CII sword + the CI axe should be able to overwhelm him. Our CI+Shock pike would have losing odds versus the axe but winning odds versus the sword. As I understand it, the AI doesn't decide which should go first. Instead he just cycles through his list of units and if the sword comes up first on the list he attacks (or not) our xbow first. So it's a crapshoot who attacks our xobw and pike, if either of them do.

If we let Cyrus take Babylon, I'm wondering if we're in a first-priority hurry to re-capture it. Maybe it's better to take Dur-K first, as you originally talked about, because once it's captured our units are instantly next to or even attacking Babylon but not vice versa.

This turn we could send the the treb and xbow SE to the forest, amove the pike to the iron to protect the medic. The pike will return to our main stack. I think we want at least one pike to protect the satck from crazy notions by CYrus to attack our xbows with his imomortals.

Next turn the xbow and treb can join our units at Dur-K and if needed, the 83/100XP Woodsman II can also join. Assuming our units survived attacks, we then have 3 trebs and 5 kill-units for Dur-K. Maybe not enough or maybe enough, but close for sure. Meanwhile, our Borsipa units are approaching Babylon and by the time we capture Dur-K, they'll be within attack range of Babylon bacause of the vanished culture. If all goes well, that could give us Dur+K and Babylon on T141 + DoP with Cyrus for Currency.

As a further back-up, this turn we could send the worker at the Opis-NE farm to the forest at iron-1S. Next turn he can start roading iron-2S so that if our odds to capture Dur-K on T141 are insufficient, the Borsippa units can move to iron-2S and on T142 they're able to move southwest toward Dur-K, if needed, or if DUr-K falls on T142, the road can be completed and they're still able to attack Babylon, because the culture has fallen.
 
I like your plan for getting 3 trebs + 5 units to Dur-K.
We can't risk moving the pike to the iron though - some stacks split up after capturing a city, and we don't want to leave ourselves vulnerable to immortal whittling. The scout will have to travel via the treb+xbow path on the forest instead.

I view it as unlikely that an AI would attack with that axe or sword, when the city is threatened.

I'm a bit worried about a Persian follow-up stack, but that's a risk I guess we'll have to run.
 
I like your plan for getting 3 trebs + 5 units to Dur-K.
We can't risk moving the pike to the iron though - some stacks split up after capturing a city, and we don't want to leave ourselves vulnerable to immortal whittling. The scout will have to travel via the treb+xbow path on the forest instead.

I view it as unlikely that an AI would attack with that axe or sword, when the city is threatened.

I'm a bit worried about a Persian follow-up stack, but that's a risk I guess we'll have to run.
I think the least likely is that Cyrus will attack our stack next turn, but I suppose he could have a pure stack of 2 or so immortals. That's why I thought moving the pike there this turn and back next turn was relatively safe. The only unit Hammy can attack the iron with would be one or more chariots or HAs. In the forest, we'd be vulnerable to both the axe and any fogged chariots/HAs. That said, what's the likelihood that Hammy has a chariot or HA down there? Why would it even be there rather than having come after us or something like that? Just casing the joint down there? So I'm fine with whatever choice you make. Leaving the pike gains +5% * 2t.

I also thought about a Persian follow-up stack. At worst it just delays things a turn or two, in all likelihood, and gives us more DoP value for Calendar or maybe even Feudalism (though we'd need to threaten him for that, I imagine).

---

I've said enough, I think, your ears are looking haggard. Play on whenever you're ready as far as I'm concerned.
 
Ok, here we go.
What're you saying about my ears? :mad::mad::mad:
:p
 
t139 - AD580, cont'd.

I do the things we discussed. Except those that we decided we shouldn't do.
In particular, Babylon is vacated, Heliopolis is MMed, and units move vaguely threateningly towards Genghis.

IBT:

Cyrus captures Babylon, and moves his entire stack in there.
Hammy gets another Bowman at Dur-K, but his axe doesn't move.

t140 - AD600

I redline the sword in Babylon, so that the stack stays in the city.
After checking our cities for possible whips, it's time to revolt to Caste System.
We have 2 turns' worth of gold left, so I'll start capturing barb cities next turn.
Since we now actually are doing some research, thanks to the beakers from the GP farm scientists, I've selected Compass, so we can extort Optics from Genghis instead, if we so choose.

IBT:
No new units in Dur-K. (Well, a worker).
Hagia Sophia BIFAL.
Hammy's axe finally realizes Dur is under threat, a little too late.

t141 - AD620
Heliopolis has popped its borders, so we can get a move on with the FP.
I like our odds now at Dur-K, and they're not going to be better any time soon. I think it's time to attack!
We capture Dur-K for the loss of one treb and one pike.
The road is still temporarily in Babylonian territory, but will become Neutral next turn.
I'll need to send one xbow down to clean up that axe.
Dur has 2 clams, a fish, a cow, a courthouse, an academy, a granary, and one more worker to capture.
 
Where are we at on the Forbidden Palace in Heliopolis issue?

As I said, my thinking was that we were going to Chop 2 Forests, 2-pop-whip the Courthouse, then work the Pig plus 3 GHRiv Mines, but I forget what the City layout looks like...

perhaps the problems are that:
i. The GHRiv squares aren't yet Mined
AND
ii. The GHRiv squares aren't yet within our Cultural Borders

I'm not exactly sure since I don't currently have access to the game.

Anyway, that would leave us with 3 Chops for the Forbidden Palace, giving us 3 * 30 = 90 / 200 Hammers.

That leaves 200 - 90 = 110 Hammers to go, and even if we do manage to quickly get 3 GHRiv squares Mined, that's still only:
1H from the City Centre + 1H from the Pig + 3 * 3H from the GHRiv Mines = 1 + 1 + 3 * 3 = 1 + 1 + 9 = 11 H per turn... 110 / 11 = 10 turns from having those squares Mined


If we did go with a 3-pop-whip, that gives us 4 Forest Chops, for 4 * 30 = 120 / 200 Hammers.

Assuming that we end up working the 3 GHRiv Mines for part of the time and then the Pig in place of a GHRiv Mine for part of the time, that might give us:
half of the turns at 1H from City Centre + 1H from the Pig + 2 * 3H from two GHRiv Mines = 1 + 1 + 2 * 3 = 8 H per turn
AND
half of the turns at 1H from City Centre + 3 * 3H from two GHRiv Mines = 1 + 3 * 3 = 10 H per turn

So, say, an average of 9 H per turn... 80 / 9 = 9 turns from having those squares Mined


Thus, it does sound slightly better to 3-pop-whip the Courthouse, particularly if we don't care about regrowing to Size 4... but with the mention of running Artist Specialists, I'm not sure how stuck we are waiting for our Cultural Borders to expand before being able to use Mines there.
 
Where are we at on the Forbidden Palace in Heliopolis issue?
This gets it on T148:
A note on the Forbidden Palace in Heliopolis. Unfortunately, we're short a couple chops there to get the FP really fast. I see one way to build it by T148.

T139 work pop6 at +2f (the extra food instead of the hammer is crucial)
T140 3whip ch; hire two artists and work the farm; finish the hill-forest pre-chop
T141 5 workers chop and mine one hill; work pigs+2 mines
T142 5 wkrs chop and mine other hill; work 3 mines for the next 6 turns

Maybe there's a better or faster way, but I don't see it.
If I see a way to save a turn later on, I'll do it, but growing +2f, and then running two artists next turn can go down in ink, so to speak.
 
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