SGOTM 16 - Misfit Gypsy Nuts

@ Griff, I don't believe you understand the whipping mechanism given this statement, "Spy whipping in Paris: as currently configured, adding a Spy to the build queue indicates 4 turns to build, or a 2-pop whip with 20 overflow. Paris is currently generating 10 /turn, so I think we could build the Spy for 1 turn and still 2-pop whip it, generating 30 overflow."

The 2 main "generic" reasons 1 pop whips are not ideal is because, 1) the whip:mad: reduces the cap by the same amount that you just whipped, so there is nothing to grow back into, 2) you rarely get the value of the overflow. This does not mean it is never appropriate to 1 pop whip, but I would say the circumstances are rare.

Every population point whipped at normal game speed is worth 30 hammers. There are penalties for whipping from "0", (no hammers invested), which is why Paris shows a 2 pop whip now with only 20 hammers over. You also get bonuses on your whipped hammers where appropriate. So in our case now, where we have Forges increase our whips by 25%, making those whips worth 37 hammers, (30*1.25=37.5 rounded down). We could conceivably 2 pop whip a spy by keeping hammers for 1 turn at 2 or fewer and then whip the following turn. In a city with lots of food, this a great way to convert excess food to hammers, but with little food to regrow, it doesn't make sense because the opportunity cost of whipping off 2 citizens is what they would have produced for the amount of time it takes for them to grow back. In this case, Paris grows very slowly and that cost is significant.

Continuing on, this is why I like the Barracks 2 pop whip in Lyons. The Forge in the cue there has 70/120 hammers. Because we get 100% bonus building Forges, every pop point whipped INTO a Forge is worth 60 hammers, (30*2=60), hence the Forge there is a 1 pop whip because we have less than 60 hammers remaining on the build. If we put 2 turns into a Barracks while temporarily using the Mine and the Cottage we get 2 things. 1) We grow to size 6, 2) we get 12/50 hammers into the Barracks. On the 3rd turn, we 2 pop whip the Barracks, (down to size 4 and cap for 10 turns), we get 60 hammers for the whip + 2 base hammers, (30*2)+2=62, now we have 62+12= 74/50 hammers for the barracks, next turn we 24 overflow + 2 base that all get 100% Bonus going INTO the Forge = (24+2)*2=52. 52 + 70 = 122/120, Forge is complete, Barracks is already complete, and we are still at happy cap working 3 cottages and a Scientist.

This configuration is what I looked at in developing the current PPP.
IMO, everyone should open the save and look to see what CHANGES can be made to IMPROVE on our current situation.
 
Isn't it too early to build those barracks? I mean, before we are able to build catapults or shock troops (after IW/Construction).

I haven't opened the latest saves, but judging from last posts I'd rather employ scientists than work 4h PH mines - we might lose a beaker or 2 with forges, but IMO the added GPP more than makes up for it. E.g. Lyons, I'd work 3 cottages (not the Oasis!) and 2 scientists - finish the chariot just because of hammer decay, then finish the forge.

Likewise, I'd run 3 specialists (2sci+eng) in Paris instead of those mines, after we get those quick spies out.

Techwise, Monotheism and Monarchy are nice to have, but on BTS most AI (well, all that happen to be "pleased" enough to trade) will trade it to us even if it a monopoly tech, so basically it is a waste of beakers. I say Math, then reevaluate if Currency or Construction next.
 
For me the Barracks are the only thing available to 2 pop whip. In cities that are approaching happy cap with excess food it is better to whip and grow than just stagnate, IMO. We could 2 pop whip Lighthouse's in Orleans and Rheims as an option.

In Lyons you are right, I missed the other Cottage at first glance, and it needs to be worked ahead of the Oasis for sure.

The main thing for me is to look at the cities on an individual basis.

Orleans is about ready to recover from whip anger and is not close to re-growing into that pop point, which is a waste IMO.

I like the Scientists, but working our best tiles and whipping appropriately is a great strategy for dealing with low happy cap issues. IMO, you grow > whip > run Scientists while re-growing.
 
Lyons in not currently working the Oasis. At Size 5, it is working 2 Flood Plain Cottages (actually 1 Hamlet & 1 Village), the plains tile Wheat Farm, and running 2 Scientists. It grows to size 6 in 5 turns, but the newly born citizen would be unhappy.

Looking at the individual cities is OK, but keep the big picture in mind as you do so. We are currently running 0% Science, and only generating 30 :science: per turn from the Scientists we have employed: 2 each in Paris, Orleans, Lyons & Rheims.

Paris could build Spies in 2 turns without whipping by reassigning the 2 Scientists to PH Mines. The cost would be 8 :science:/turn. After the 4 turns to get 2 Spies out, the Scientists could be re-employed, and we could add an Engineer as C63 suggests. Is this an acceptable compromise?
 
Therefore, I think we need more consensus on how much research we want to sacrifice for short term production before I revise the PPP.
In general, I think research is a very high priority right now. More so than Barracks or unit builds, and even more important than Forges since the extra production they generate won't be benefiting our tech rate.

Having said that, there are some builds that are very important - spies. We want these ASAP (where P = Practical). Hence, I think it is warranted that Paris works all of its mines and builds one in 2 turns, thereafter Paris returns to the research building pattern.

The standard pattern I think is this:
Phase 1) Every city builds a Granary + Library (+ WBs) ASAP. Micromanagement = high food + production, whipping as needed.
Phase 2) Build a Forge, but not urgent. Grow to happy cap. Assign scientist specialists.
Phase 3) Build Research. Rearrange tiles/specialists for max :science:, while staying at happy cap.

In Phase 3) some cities might find they have excess :food:. In this case I guess it is wise for the city to build a worker instead of Research.

Some cities have part builds in them that don't fit the pattern. We might as well finish them, but without any urgency.

What I would propose for each city then:

Paris = Phase 3) but with the difference of building a Spy first, then switching to scientists while slowly completing the chariot.

Orleans = Phase 3) work the sheep for 2 turns to grow back to happy cap. At size 5 work the floodplain cottages and horses. (food neutral, max science).

Lyons = Phase 2) ... though, I think this might be a good place to whip out a spy. The production is low enough to easily set up a 2 pop whip. I don't care about the chariot hammers, let them waste away.

Rheims = Phase 2) After it grows to :mad: would be a good time to 2pop whip the forge, and then build a worker while the whip unhappiness fades away.

Tours = Phase 1) Except I think granary is a higher priority than library. Is the plan to grow to size 4 and then whip it? If so, I think that's great :)

Marseilles = Phase 1) The WB should be highest priority. Do we have a nearby worker to chop it out? In any case, work a forest instead of grassland tile. Once it has the seafood netted it will have better :food:/:hammers: to continue on to build granary and library.
 
Attached is a screen shot of our current Financial Adviser information.

I keep coming back to the fact that we're only generating +2 gold/turn at 0% Science. I'm worried that any new buildings run the risk of crashing our economy, and the game might start deleting military units to compensate. Unless I'm missing something, it appears to me that even building just the 2 Spies would reduce our Treasury to Zero Income.

I'm going to take and look and see if we can generate any more income through reassigning the tiles being worked.
 
I'm worried that any new buildings run the risk of crashing our economy, and the game might start deleting military units to compensate.

Buildings don't add costs in Civ IV but some units do. Workers (in our borders) don't but have no idea about spies actually. I assume they will add to our unit supply cost once they leave our borders but do they add to our unit costs as well. We can always work non-optimal river/coast tiles temporarily for the extra coins if we go -ve.
 
I wouldn't worry about it too much Griff. Our :commerce: is set to go up as more cottages get built and mature.

Do we have a consensus about what to do with the GProphet? Settling him ASAP would help with the current situation, and long term I would think is almost certainly the best move. The only reason I can think of to hold on to him to build a shrine is because of the 3 shrines victory requirement - but surely we can achieve that later on?
 
Hesitant to burn the GP because, as the game goes on, GPs become increasingly rare. We are reliant on others having the shrines built so we can capture them. If this was a SP game I'd have merged it straight away but can we afford the risk of not completing one event on this. How many shrines are already built (Ramesses built one I believe)?
 
I could pick up about +3 gold/turn by reworking a few things. A couple of those moves are to existing Cottages not currently being worked, so with that and the Cottages we are currently working, the income/turn should start improving fairly soon.

Looks like Ram's Shrine is only one built so far (see screen shot).
 
Revised PPP

Turn Set Goal: Get 2 Spies out As Soon As Practical & Attempt to Steal IW from Brennus.

Tech Trades
1. Trade Priesthood to Brennus for Hunting this turn.
2. Trade Writing to Brennus for Polytheism this turn
Look for additional trade deals

Turn Set Research Plan
Mathematics > ???? (will pause after Math is in for input on next tech to research)

City Builds
1. Paris - change to Spy & Build It in 2 turns with Scientists -> PH Mines; build Research while running 2 Scientists & 1 Engineer.

2. Orleans - continue Barracks on slow build while working FP Cottages.

3. Lyons - change to Spy, build for 1 turn, then 2-pop whip; finish Forge on slow build running 2 Scientists & working FP Cottages.

4. Rheims - continue Forge for 1 more turn, then 2-pop whip just before exceeding happy cap; build Worker with whip overflow.

5. Tours - finish Library & run 2 Scientists when complete; build/whip Granary.

6. Marseilles - finish Work Boat; build/whip Granary.

Unit Moves
Get Spies to Brennus ASAP
Chariot 1 continues to Explore around Egyptian Borders.
Chariot 3 remains in Tours for City Garrison duties. He's due a Promotion! Options are Combat I, Flanking I, or save promotion for later. Opinions?
Chariot 4 remains near Barb city, hoping to pick off a Barb Worker.
Trireme 1 explores to NW & W.
Warriors remain in place for fogbusting.

Worker Actions
Infrastructure improvements: Mines, Cottages, Deer Camps, etc.

Civics/Religion Changes
None planned.

Diplomatic Actions
None planned. Will not sign OB Treaty with Ramesses, or any new neighbors if met.

Reasons to Pause
Planned mid-turn set pause after Mathematics.
Meeting any new neighbors.
Anything unusual happens.
 
Couple of comments.

First the reason for the library before granary in Tours was because of the corn being in the second ring and the possibility of Brennus settling next to it and us losing it to his culture.

Chariot in Lyons. Was started when Tours was under barb pressure so just think the hammers shoudl decay now rather than finish it. Unpromoted chariot I would leave unpromoted. Possibly turning it into a medic down the line though I can foresee a few posts on that later.. :lol:

If ou finances weren't so dire I'd prefer to run specs but where building research using mines gives a better beaker rate I think that would be the better way to go. Need to play around with the save to get exact figures.

The main thing to remember is not to worry to much about the slider rate. As long as we don't go broke and lose units the ability to run specs/build research will allow us to tech at a reasonable rate. Well tech anyway.. ;)

@Grifftavian PPP looks good though if we can push the fogbusters out a bit would help.
 
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If ou finances weren't so dire I'd prefer to run specs but where building research using mines gives a better beaker rate I think that would be the better way to go. Need to play around with the save to get exact figures.
...
I think you are correct on working Plains Hill Mines vs. Scientists giving a better return on :science: while building research. However, I think we're also looking to generate a Great Scientist (hopefully) in the near future, which is why Paris was going to run 2 Scientists + 1 Engineer after getting the Spy out. Is this not the case?

@Grifftavian PPP looks good though if we can push the fogbusters out a bit would help.
No problem, I can push the fog busters out a bit.
 
Hesitant to burn the GP because, as the game goes on, GPs become increasingly rare. We are reliant on others having the shrines built so we can capture them. If this was a SP game I'd have merged it straight away but can we afford the risk of not completing one event on this. How many shrines are already built (Ramesses built one I believe)?

+1. I'm very cautious about dice rolls for later great prophets. And I wouldn't want our GP farm to have to spend loads of hammers on temples/cathedrals so we can run 7 priests there for a near-guaranteed late prophet. Still, setting would help, I'm fairly torn.

Is there any chance of us getting to 'investigate city' EP level on Brennus before we steal IW? Would be nice to know if he's making a great prophet, would be good if he does that before we kill him.

Suggest we OB with Ramssess since our chariot is in position to explore Egypt. If we plan on killing Brennus in the near future, I don't see a reason to worry about the chance of him asking us to stop trading with Ramsses.
 
+1. I'm very cautious about dice rolls for later great prophets. And I wouldn't want our GP farm to have to spend loads of hammers on temples/cathedrals so we can run 7 priests there for a near-guaranteed late prophet. Still, setting would help, I'm fairly torn.

A few ifs but we could be well on our way to construction in 20 turns so I would save the GP for the Bud shrine. It will be worth at least 10gp per turn by then and city certainly looks more cottagable/palace type than Paris.
 
Played up through learning mathematics. Game is uploaded to Progress & Results page, or get it here...

http://gotm.civfanatics.net/download.php?file=Misfit_Gypsy_Nuts_SG016_BC0025_01.CivBeyondSwordSave

I've put Currency in for next tech to Research, but Zero :science: invested, so can change to something else if we want to.

Made the trades for Hunting & Polytheism. Brennus will trade Monotheism & Archery, but the trades didn't look favorable to me, and besides, we have 2 Spies now! :espionage:

One Spy is camped out in Tolsa (sp?, Brennus' 3rd city just north of Capitol) and is currently on a 20% in-place discount. The other Spy is back-tracking to Cuman, the former Barbarian City which Brennus recently just captured. (I had a Chariot near Cuman, hoping Brennus would leave a weakened Barbarian Archer after attacking, but no such luck) Cuman is now the Celtic city with the lowest cost to steal technology.

Signed OB with Ram :egypt: after he asked for one, and sent the Chariot exploring through his territory, but no luck meeting another Civilization.

News Update: Humbaba is still alive

Here is your Session Turn Log from 300 BC to 25 BC:
Spoiler :
Turn 103, 300 BC: You have discovered Hunting!
Turn 103, 300 BC: You have discovered Polytheism!

Turn 104, 275 BC: You have trained a Spy in Paris. Work has now begun on a Chariot.
Turn 104, 275 BC: You have trained a Spy in Lyons. Work has now begun on a Forge.
Turn 104, 275 BC: You have constructed a Forge in Rheims. Work has now begun on a Worker.

Turn 105, 250 BC: The borders of Marseilles have expanded!

Turn 106, 225 BC: The borders of Rheims have expanded!

Turn 107, 200 BC: You have constructed a Forge in Lyons. Work has now begun on a Chariot.
Turn 107, 200 BC: Buddhism has spread in Rheims.
Turn 107, 200 BC: Brennus adopts Organized Religion!

Turn 108, 175 BC: Ramesses II adopts Caste System!

Turn 109, 150 BC: Cuman (Barbarian) has been captured by the Celtic Empire!!!

Turn 112, 75 BC: Buddhism has spread in Gergovia.

Turn 113, 50 BC: Tours can hurry Granary for 1⇴ with 1ℤ overflow and +1⇤ for 10 turns.
Turn 113, 50 BC: Rheims will grow to size 4 on the next turn.
Turn 113, 50 BC: Tours will grow to size 4 on the next turn.
Turn 113, 50 BC: You have discovered Mathematics!

Turn 114, 25 BC: Rheims has grown to size 4.
Turn 114, 25 BC: Rheims can hurry Lighthouse for 2⇴ with 33ℤ overflow and +1⇤ for 10 turns.
Turn 114, 25 BC: Tours has grown to size 4.


Turn Set Autolog...
Spoiler :
Logging by BUFFY 3.19.003 (BtS 3.19)
------------------------------------------------
Turn 103/500 (300 BC) [27-Oct-2012 09:52:18]
Paris begins: Spy (4 turns)
Lyons begins: Spy (20 turns)
Tech traded to Brennus (Celtia): Priesthood
Tech acquired (trade, lightbulb, hut, espionage): Hunting
Tech traded to Brennus (Celtia): Writing
Tech acquired (trade, lightbulb, hut, espionage): Polytheism
0% Research: 22 per turn
0% Espionage: 4 per turn
100% Gold: 6 per turn, 7 in the bank

After End Turn:

Other Player Actions:
Attitude Change: Brennus (Celtia) towards Louis XIV (France), from 'Cautious' to 'Pleased'

Turn 104/500 (275 BC) [27-Oct-2012 10:03:38]
A Mine was built near Marseilles
Rheims begins: Worker (10 turns)
0% Research: 7 per turn
0% Espionage: 4 per turn
100% Gold: 9 per turn, 13 in the bank

After End Turn:
The whip was applied in Lyons
The whip was applied in Rheims
Paris finishes: Spy
Lyons grows to size 4
Lyons finishes: Spy
Rheims grows to size 3
Rheims finishes: Forge

Turn 105/500 (250 BC) [27-Oct-2012 10:09:36]
Diplomacy: Ramesses II (Egypt) offers to trade Open Borders to Louis XIV (France) for Open Borders
Diplomacy: Louis XIV (France) accepts trade of Open Borders to Ramesses II (Egypt) for Open Borders
0% Research: 28 per turn
0% Espionage: 4 per turn
100% Gold: 6 per turn, 22 in the bank

After End Turn:
Whip anger has decreased in Orleans
Marseilles's borders expand

Other Player Actions:
Attitude Change: Ramesses II (Egypt) towards Louis XIV (France), from 'Cautious' to 'Annoyed'

Turn 106/500 (225 BC) [27-Oct-2012 10:16:54]
0% Research: 28 per turn
0% Espionage: 4 per turn
100% Gold: 6 per turn, 28 in the bank

After End Turn:
Orleans grows to size 5
Rheims's borders expand
Tours finishes: Library

Turn 107/500 (200 BC) [27-Oct-2012 10:22:00]
Tours begins: Granary (60 turns)
A Mine was built near Tours
A Farm was built near Paris
0% Research: 36 per turn
0% Espionage: 4 per turn
100% Gold: 5 per turn, 34 in the bank

After End Turn:
A Hamlet was built near Orleans
Lyons finishes: Forge
Rheims finishes: Worker

Other Player Actions:
Buddhism has spread: Rheims
Civics Change: Brennus(Celtia) from 'Paganism' to 'Organized Religion'

Turn 108/500 (175 BC) [27-Oct-2012 10:42:08]
Rheims begins: Lighthouse (10 turns)
Rheims begins: Worker (5 turns)
0% Research: 36 per turn
0% Espionage: 4 per turn
100% Gold: 5 per turn, 39 in the bank

After End Turn:
A Village was built near Lyons

Other Player Actions:
Civics Change: Ramesses II(Egypt) from 'Slavery' to 'Caste System'

Turn 109/500 (150 BC) [27-Oct-2012 10:49:41]
0% Research: 28 per turn
0% Espionage: 4 per turn
100% Gold: 7 per turn, 44 in the bank

Turn 110/500 (125 BC) [27-Oct-2012 10:52:36]
0% Research: 36 per turn
0% Espionage: 4 per turn
100% Gold: 5 per turn, 51 in the bank

After End Turn:
Marseilles finishes: Work Boat

Turn 111/500 (100 BC) [27-Oct-2012 10:56:10]
Marseilles begins: Granary (15 turns)
A Camp was built near Orleans
0% Research: 36 per turn
0% Espionage: 4 per turn
100% Gold: 2 per turn, 56 in the bank

Turn 112/500 (75 BC) [27-Oct-2012 11:00:46]
A Cottage was built near Lyons
A Mine was built near Rheims
A Fishing Boats was built near Marseilles
0% Research: 36 per turn
0% Espionage: 4 per turn
100% Gold: 3 per turn, 58 in the bank

After End Turn:
Rheims finishes: Worker

Turn 113/500 (50 BC) [27-Oct-2012 11:02:48]
Rheims begins: Lighthouse (10 turns)
0% Research: 36 per turn
0% Espionage: 4 per turn
100% Gold: 2 per turn, 61 in the bank

After End Turn:
Tech research finished: Mathematics
Rheims grows to size 4
Tours grows to size 4

Turn 114/500 (25 BC) [27-Oct-2012 11:06:56]
Research begun: Currency (12 Turns)
A Cottage was built near Marseilles
 
Comments in Blue
Revised PPP

Turn Set Goal: Get 2 Spies out As Soon As Practical & Attempt to Steal IW from Brennus.

Tech Trades
1. Trade Priesthood to Brennus for Hunting this turn.
2. Trade Writing to Brennus for Polytheism this turn
Look for additional trade deals

Turn Set Research Plan
Mathematics > ???? (will pause after Math is in for input on next tech to research)

City Builds
As C63 pointed out earlier, we are better off 2 pop whipping Workers/Settlers and growing back while building Buildings. The reasons this is better, 1) We get access to the worker turns sooner, 2) The cities can't grow if you whip the Buildings and follow with Workers/Settlers.

1. Paris - change to Spy & Build It in 2 turns with Scientists -> PH Mines; build Research while running 2 Scientists & 1 Engineer.I think you mean build Spy in 2 turns w/o Scientists(it is not possible with Scientists), then return to Scientists + Engineer after Spy is completed.

2. Orleans - continue Barracks on slow build while working FP Cottages.I think working 2 FP Cottages + Fish and only 1 Scientist so we grow in 2 turns to match our cap level, then 2 Scientists. I think we should switch to a worker here when we are close to growing again and 2 pop whip it. I could even see running NO Scientists for a turn or 2-3 after we grow, get real close to growing ASAP and speeding up this worker whip as much as possible.

3. Lyons - change to Spy, build for 1 turn, then 2-pop whip; finish Forge on slow build running 2 Scientists & working FP Cottages.If you work 3 FP Cottages + Wheat + Mine for the 1 turn you build the spy, you will generate enough overflow to finish the Forge in 1 turn.;)

4. Rheims - continue Forge for 1 more turn, then 2-pop whip just before exceeding happy cap; build Worker with whip overflow.Here again, grow this city in 2 turns building the Forge, then switch to worker and 2 pop whip it in approximately 4 turns, (as close to 29/60 hammers as we can get), overflow nearly finishes Forge.

5. Tours - finish Library & run 2 Scientists when complete; build/whip Granary.

6. Marseilles - finish Work Boat; build/whip Granary.

This gets us 2 more workers in less than 10 turns and lets us use our Food strength a little better I believe.

Unit Moves
Brennus has Gallic Warrior + Chariot headed for Cuman! We need to have 2 Chariots there if possible in case it gets down to a single defender.

Get Spies to Brennus ASAP
Chariot 1 continues to Explore around Egyptian Borders.
Chariot 3 remains in Tours for City Garrison duties. He's due a Promotion! Options are Combat I, Flanking I, or save promotion for later. Opinions?
Chariot 4 remains near Barb city, hoping to pick off a Barb Worker.
Trireme 1 explores to NW & W.
Warriors remain in place for fogbusting.

Worker Actions
Infrastructure improvements: Mines, Cottages, Deer Camps, etc.

Civics/Religion Changes
None planned.

Diplomatic Actions
None planned. Will not sign OB Treaty with Ramesses, or any new neighbors if met.

Reasons to Pause
Planned mid-turn set pause after Mathematics.
Meeting any new neighbors.
Anything unusual happens.

I think turnset length should be no more than 10 turns now.
 
I'm passing the baton due to real life interference.

The turn set roster order is....

1) Grifftavian Just Played
2) Ozbenno Up Now
3) timmy827 On Deck
4) Ronnie1
5) Conquistador63
6) Sleepless
7) McArine

Turn Set Player Emeritus & Team Advisor
adrainj
 
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