SGOTM 16 - U'nu'sual S'us'pec'ts

I agree with building chariots. The more I think about it, the more I think we need to take the barbarian city sooner. It will be blocking our western trade routes.

What units will protect our galleyed settlers?
 
Yes, agreed.

The first Chariot could/should go with the settler. It can come back very easily.
 
neilmeister's suggestions look good to me. Benginal, can you summarize our decisions in your modified PPP, so we can give it the stamp of approval? Be sure to include pause conditions.

How many turns should we plan to play for this set?
 
not too much to add. great input from all. good starting PPP.

a couple of additional comments.

once we get writing, set slider to 0% research until we have enough gold to beeline Alpha at 100%, this way if Rams gets Alpha we can apply the saved gold to Aes and hopefully Libs will have been whipped out by then for the multiplier.

In GP Farm, once we whip the lib, should we run a couple of scientists to get the GS for the academy in Commerce?

I still think we need more workers especially if we plan on taking the barb city.

Disagree with a mine in Commerce - for now cottages. it will grow quick and we want to work the cottages. whip a granary and a lib. add an academy.
 
Good point regarding slider.

@GP Farm, yep, as soon as it can we want 2 scientists. Academy in Commerce or a strategic bulb to help get to Astro quicker. (Optics/Machinery comes to mind)

@Commerce mine, fair enough, it could/should be delayed. Though I would schedule it before the 4th or 5th cottage. Commerce won't be able to whip super-easily without some hammers as it doesn't have fantastic single food tiles. (In other words, the smaller pop it has, the slower it grows)

@ I do agree that we need more workers, but it is more a question of when. Galley, 2 Settlers and Chariots take precedence IMO. Once GP Farm has its Lib and 2 scientists, it can build lots of workers.
 
Worker 1: Help worker 4 finish Paris cottage(2t), cottage FP's...
Worker 2: Finish cottage(4t), chop galley and/or settler in Production, go with settler
Worker 3: Move to southern Clams GH (3t), mine(4t), move to other GH & mine(5t), road to Brennus
Worker 4: Move 2W cottage(2t), move to Commerce PH & mine(5t), cottage FP's...
Worker 5: To be built, road to Brennus?

@ I do agree that we need more workers, but it is more a question of when. Galley, 2 Settlers and Chariots take precedence IMO. Once GP Farm has its Lib and 2 scientists, it can build lots of workers.

neil, are you saying the road to Brennus can wait?
I think we want it asap. Maybe Worker 1 after a couple cottages?
 
Civ, thou shalt be the end of me. I have to get ready for work in 2 hours yet I'm thinking about this game.:lol:
I will go to the extent to say that we should use 2 workers to road to Brennus. It is VERY high priority. If he starts planning, we are going to fall behind because even if we get him to pleased after, he will still declare.
 
Sure, I don't want to delay the road, but with the other competing priorities it is hard to slot it in earlier.

Worker 1 can easily road instead of cottaging, especially if worker 4 does not build the PH mine, and focuses completely on cottaging.

With some woodie 2 exploration we might find that a road to the river sytem does the trick.

How does this sound as a compromise?

Worker 1: Move to Clams and start roading to Brennus right now.
Worker 2: Finish cottage(4t), chop galley in Production, go with settler
Worker 3: Move to southern Clams GH (3t), mine(4t), move to other GH & mine(5t) OR road to Brennus when one/both mines done
Worker 4: Move 2W cottage for Paris(4t), cottage Commerce FP's...
 
Chariot-Settler-worker.

I agree that we want the chariot first, but with the chop, the galley is finished early enough to move the first chariot before the settler is even out.

Will reconfirm with a proper test once I get home
 
Chop with max whip overflow can get us a one turn worker from Paris if that is an option. However, happiness will be low as a result.
 
I'm going to do some testing on this.

- When do we produce worker 5 and from where?
- If we send 2 workers roading (after at least 1 mine for Clams) and 1 with the galley, what are the results?


edit
I think we are agreed though that Paris needs a settler and chariots, and Production needs a galley. After the galley we could go settler/worker/chariots, depending on when they are finished.

The priorities (at least in my head) are: settle 2 offshore cities, conquer the barb city, road to Brennus..... in that order. Hopefully all 3 occur within a few turns of each other.
 
... and 1 with the galley, what are the results?
The worker won't be going on the galley for a while. First build galley and settler and chariot, then transport them, and return, then send worker. Maybe one will be freed up by then.

Are we worried about protecting our galleys from barbaians? Someone posted about building triremes. When?
 
How about the chariot moves to the west of the barb city. Then it can get on the galley, move to the new city and be unloaded all in the same turn.
 
Here is a test save to turn 97 (450bc) testing my preferred build order. If anyone wants me to test something different, I can, but not tonight :)

We are not short of workers, every citizen in every city is working improved tiles and the road to Brennus is going very well with 2 workers.

Ignore where the galley is, it would have unloaded the settler/worker 2 turns ago, and returned almost to Production by now. see micro
We have another settler just produced in Production, and are 3 turns from Chariot number 5.
GP Farm is working 2 scientists

Assuming we take the barb city with 5 chariots, we will have 8 cities on t102 (325bc), 7 of them coastal.


Unit cost is starting to be a real problem, but we should lose some settlers & chariots real soon. Alpha should have been completed in 3 more turns (t100) but for this. Also, there should be another road built towards Brennus. A barb disturbed the test game and I could not be bothered to fix it.

Interestingly, I had trouble keeping jungle of the southern Clams GH, but in the real game it has been surrounded for 80 turns without changing. Pretty sure there will be a resource there.
 
I finish work in 2 hours so shall be on to check the test save Neil :)
I'll try alternative variants, however, I am pleased with 2 workers roading to Brennus.

Question on game mechanics: Does the WFYABTA limit still hold if an AI is friendly?
 
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