Small cities should be whipped mercilessly, as they all need half a dozen buildings.
The major cities will also be whipped hard, to build an insta-army. (when the time comes that is)
I see us more likely to revolt to HR-Beuro in the first 1 turn revolt, and 1 turn revolt to Caste/Pacifism when the cities have all been whipped down into burnt out husks.
Do we really need HR though? With Astro, we will be able to do even more trades hopefully so our happy cap will rise even more. Honestly, I don't actually see us switching into HR at all; Rep would just be so much better even if it comes later and the 1 turn anarchy might not be worth it!
We definitely want to revolt to Beauro the turn we research CS, yes? CS is 6-9 turns after Astro (depending on courthouse whips and OS TR's). BTW, GP Farm pops another GP in 6 turns, A GM will bulb CS, a GS maybe an Academy for Commerce.
But if we go to Beauro/Caste in the same revolt, then there is no whipping any Maces, and no more whipping Cats obviously.
If we go to Beauro/HR, this gives us very small amount of extra whipping capability, just at the time we are about to whip the cities into the ground.
Once we have finished whipping the critical mass of a continent conquering army, we can do another 1 turn revolt to Caste/Pacifism (assuming we get Philo along the way somewhere).
Caste/Pacifism are natural bedfellows.
I agree that we don't strictly need HR, and we might never revolt into it. But if we aren't going Beauro/Caste, it is free to revolt to Beauro/HR.
MapFactor is 8 (standard)
SpeedFactor is 100 (Normal) Current cities is 12
Taken from the post:
This is what makes civic changes take longer later. It is not due to the game date or to any previous civic changes; it is driven only by your number of cities. Every N cities counts as one additional "ghost" civic change. On a normal map, it's every 100 / 8 = 12.5 cities. So your 13th city, 25th, 38th, 50th, and so on each cause extra anarchy.
Production,
If we assign the forest to the FP Village, Production grows in 1 turn, not 2. Growth assigned to a engineer
Commerce has 2 cottages it isn't working anyway, so I think this would be optimal.
GP Farm, whip Trireme, make sure the whipped pop come from the mines, and not the specialists.
Barb City, whip the courthouse NOW, it is working 2 unimproved tiles. Buddhist mish or 2 next for the islands.
Zhou, whip the courthouse this turn, all the chop and overflow hammers will flow into Maoi (which gets an extra 50% hammer bonus).
Zhou should also take the PHF from East Fish.
East Fish, whip the Harbor, for 25 hammer overflow into Courthouse. WHip courthouse the turn it is available, regardless of overflow.
Clams, change to CH, whip once hammers invested
Paris, after monastery, build lots of Confused mishies, or just a few then Crossbows.
Spy should move inland in SB's territory
Caravels should both go southish, as both are in the northern hemisphere
edit: We don't know what the other teams are doing, but any team that did not choose to steal IW is well and truly up the creek without a paddle IMO.
We have 524 beakers left on Astronomy. We're getting 305 beakers and -171 gold per turn at 100% and 15 beakers a turn and 79 gold per turn at 0%. So we're going to need about 6 or 7 turns depending on the gold per turn going forward. Would you rather me get to Astro as quickly as possibly (by running the slider at maybe 70%) or stick to strict binary. I think the decision will depend on who we meet. That is, if we have met all the AI already (unlikely but possible) finish astro asap. If we haven't we can wait another turn getting to Astro. Comments? Questions?
Relatedly, do you want me to, on the last turn researching astro, spend exactly what we need to (and no more). Or should I keep the slider at 100% and overflow into whatever we decide. I think binary is less important later in the game than at the beginning. And I'd rather not waste beakers on something should we change our mind. But if we KNOW what we want to do next, than I guess it makes sense.
Tech Path
Spoiler:
Have we decided what we're researching next? Possibilities include:
1. Civil Service: An obvious target since it will let us run Buro. We can also start on maces right away if we get it.
A. It might make sense to do something like CS -> Construction -> Engineering and use our large cities to whip out an army of maces/crossbows/cats/trebs. Note that we could add xbows to the city queues right now and have the cities slow build them up to 2-pop whip with max overflow. That way, when we decide to start army building we can whip ~10 xbows all on the first turn of the buildup with overflow going into ~10 trebs. Could be pretty fabulous and save on some unit upkeep. It might also be impossible if our cities have too many hammers. But if that's the case I could get up to 1-pop whip with max overflow. Or maybe not worth it. Discuss.
B. The other option is to go Civil Service -> Philo (Bulb) -> Paper -> Educ (Probably 1 bulb). And then decide on a Lib target if we're still in a place to win Liberalism (should be).
C. Also possible is some combination of the two where we go Civil Service and then go Construction and Engineering and patiently wait for 3/4 scientists to bulb us to the end of Education. But this could potentially not happen and would also mean no whipping in GP farm for war. WHOA: Nevermind, scientists will bulb Astro -> Philo -> Theology -> Paper. So we'd have to get Theology, but that might not be so hard. We'll just have to be careful.
2. Music: There was an Artist BIAFAL in 500AD and another in 250AD. It's certainly possible one of those was the music artist. But I don't think there's a way to know for sure. The Sistine Chapel hasn't been built anywhere yet, and that's a fabulous (imperative?) wonder for culture victories, especially if we're not going to use the slider. But we can always steal it, . Also cathedrals are good. I think Civil Service and Music are completely opposite ideas. One is for war and one is for peace. I know which one I prefer, war-type, .
Any other options you think should be evaluated. I'm sure we'll wait and discuss after finishing Astro and finding out who the other three AI are. But it's never to early to start discussing!
Trading
Brennus
Spoiler:
Brennus has Construction for trade. But he wants both Monarchy and Metal Casting. At least at the moment. I'm sure we could trade Astro for it, .
In other news, he also has spices and we have extra clams. Did I miss some reason we're not doing this trade? I guess we don't need the happiness this turn, but we will soon I imagine.
Actually, nevermind. Look how happy our cities are! I love it!
Sitting Bull
Spoiler:
Why won't Sitting Bull trade Construction? Does this mean he thinks Construction is a monopoly tech? I'm not quite sure on the trading dymanics in this case. He can't be isolated since he has Hinduism, yeah?
Ramesses
Spoiler:
Look to sell Lit for about 100 gold.
Ramesses has Drama and Theology. Neither of which are super useful to us. I suppose Theology could be useful for Theocracy and we'll need it to get Scientists to bulb Paper and Education. They're both monopoly techs for him, but sooner or later they won't be.
I'm going to hold off on all trades until we've met everybody, as discussed. But Sitting Bull being as backwards as he is doesn't fill me with confidence. We may find ourselves mass gifting techs to a friend or two. Or maybe not. We'll see.
City Builds and Micro
Paris
Spoiler:
Macro: I see no reason why this city can't be our Buro capital. Remember also that since it's coastal it will get better trade routes than commerce. Probably up to as much as 20 gpt more once we get astro and intercontinental trade routes.
Tiles: I think I'd rather work the plains river cottage than the coastal tile. It slows down growth by a turn, but gets us the monastery faster. The next citizen will work the coast? I think it also depends on our tech path. If we're going for a medieval war I think growth is more important as we'll want to grow huge for whipping. If we're looking for peace, I'll probably assign the next citizen to a scientist to take advantage of the academy.
Builds: Buddhist Monastery -> Confucian Monastery -> Confucian Missionaries -> Buddhist Missionary for zhou -> Archer -> Crossbows. I'm going to be very annoyed if we Confucianism doesn't spread. What should I do in that case? Shwedagon for double valued fail gold (industrial + gold)? Also, have we abandoned the MoM idea. I think Paris could build it here after one Confucian missionary goes somewhere else (production?) Actually, HOLD THE PHONE. Why are we sending this guy to Paris and not to Production? Actually, that's okay, but then Production should work on MoM
GP Farm
Spoiler:
Macro: Birth great people like there's no tomorrow. I'll be running 2 scientists and an engineer the whole time. If we're going to stay out of caste for a while. Maybe I'll build a buddhist temple for a priest? A Great Prophet is probably going to be necessary in this game for a shrine.
Tiles: After the whip, we'll be working deer, fish, and pig and running the three specialists. I'll work the mines as the citizens grow back.
Builds: Whip the Trireme. I think I'm more inclined to build a Buddhist temple next, rather than a harbor. I think the harbor will add about 2 gold at the moment. True, it will be better after astro, but I think we can go temple -> harbor. Since working that plains mine feels like a crime in the city with the national epic. Also we'll need the temple soon when we get music and start building cathedrals.
Production
Spoiler:
Macro: This city will definitely get Heroic Epic I think. It's not fantastic, but is one of our better cities at the moment. It might also be a good idea to put it in a Celtic city if we're going to be warring later in the game on the other continent. It'll depend when in our first war we get a level 4 unit I suppose.
Tiles: I'm okay with working the flood plain village instead of the forest. But be aware that this delays growth in commerce by a turn, unless we either give commerce one of Paris' green cottages or have commerce stop working the plains hill for a turn. This is my preferred path. Production will switch the forest for a flood plain village and then production will work an engineer. I think this is a good idea. We'll keep ALL GP points other than engineer away from Production. And then we can get a great engineer from Production at the end of the game with factory etc. I'll get a watermill on the riverside plains and the city can then work that instead of the coast. We'll leave the forest for now as we'll be whipping soon anyway.
Builds: Courthouse is good build for now. Do you want me to two-pop whip it into a Barracks (YES) (which we will definitely need at some point) or stay big. Again it will depend on war vs. peace. If peace a monastery might not be a terrible idea since this city has pretty decent raw commerce. And depending on our naval affairs a galleon might be necessary to go kill barb galleys. I assume we want a galleon for this instead of a trireme? This city could try and build the MoM after the courthouse? Which might mess up the engineer points, but see clams.
Commerce
Spoiler:
Macro: This city ought to get an Academy at some point, given that we're going for future tech 1. Not sure when, though. It will probably also be our wall street / mining inc / sushi headquarters. Unless something better from Brennus comes along.
Tiles: I think I prefer not working the plains hill for this turn to get growth. The new citizen will go back to the plains hill until a cottage is finished on the riverside grassland 2N1E of the city. At which point he will switch to there. I'll also build a cottage on the riverside plains 1N2E of the city.
Builds: Finish this monastery slowly. There's no rush since I'd rather be working cottages. After that I'll slow build either a barracks (war) or a courthouse (peace). Or is this going to be a city we don't whip during war in which case courthouse no matter what.
Clams
Spoiler:
Macro: A pretty good hybrid site I think. Later in the game we can get some bio farms and workshops down on the plains tiles.
Tiles: The city is just about to grow and I'll have the extra citizens work either the coast (war) or a scientist (peace). Alternatively, we could have a second city (this one) run only, ever engineers just in case Production can build the MoM. We should also go mine the other gem not in the BFC for trading purposes.
Builds: Switch the overflow to a courthouse. After that build a temple (peace) or start troop buildup (war).
East Fish
Spoiler:
Macro: A great hybrid with an emphasis on commerce city. This city can grow very big and be useful all game I think.
Tiles: The important ones are the flood plain cottages and the fish tile. After that I will add the riverside cottage (why are we working the forest plains instead of the riverside cottage, ). After that the riverside mine and after that the plains mine. Although we'll be whipping before we get to that point.
Builds: Whip the harbor this turn into the courthouse. After that be careful with the whips for lighthouse -> lighthouse/barracks/confucian something. Help here.
Barb City
Spoiler:
Macro: This is getting kind of boring, since all the interesting cities are taken. This city is looking like some sort of a production city I guess. I'll get some watermills down asap. Also, are we all okay with watermills? I quite like them and they're my favorite improvement for riverside plains when I know the game is going long. We can be whipping them away of course.
Tiles: Work the current ones. I'll get watermills down and a farm on the riverside grassland. And now that I think about it. This city might be a much better one than clams to run Engineers.
Builds: Whip Courthouse -> Barracks (?). Why the archer? I guess an archer is okay. But maybe wait until after the barracks? Also, we have so many cities without a lot of good infra to build which suggest to me they build some troop and we go kill something.
Zhou
Spoiler:
Macro: Definitely a production city since it's getting Moai.
Tiles: I don't know how I feel about cottage there? Seems to be those should be late-game farms/workshops. I'll give this city the forested plains hill I think. Ahh yes, confirmed by Neil.
Builds: Whip the Courthouse this turn with overflow into Moai. Then lighthouse for the coastal tiles. Then Library (peace) or barracks (war).
Fake Humbaba
Spoiler:
Macro: Kind of a sh1t city no?
Tiles: TAKE A FP FROM WEST FISH. Clams, Iron, and Plains cottage are what we've got to work with. I think that may be more useful as a farm. But maybe not. I don't play into the late game that often if I can help it.
Builds: I'll whip the Granary this turn with overflow into the Courthouse, which I guess we'll be building pretty slowly. The build order in the queue looks alright. I'd be inclined to switch the lighthouse up to right after the courthouse though since this city is so small and could really use a +3 instead of +2 growth rate.
West Coast Silk
Spoiler:
Macro: A pretty great production city. Possibly our Heroic Epic city. Actually, crap, there's no way to irrigate those two grassland tiles, so maybe not good for HE.
Tiles: I'll get mines on the two grassland hills asap. The city will work clams/sugar/iron/grassland hills/coast in that order. Probably getting the coasts whipped off every now and again.
Macro: I'm thrilled we got this spot given that we left it so late. This city can be anything we want it to be. I think I'm pulling for early game production. Although we can cottage it over later in the game when we start emancipation.
Tiles: Wheat/Iron/GLand farms until big. Then gland mines.
Builds: Whip/chop the granary asap -> whip/chop the forge -> then depends on war/peace, as per usual.
Red Fish Blue Fish
Spoiler:
Macro: I think we should re-name this city. This city will whip in the infra it needs and then run specialists. For this upcoming war though I think we may want it growing big for whipping though.
Worker 1: Are we building cottages in Zhou? If yes, I guess he can build a cottage 1S1W of Zhou. If not, he can chop the forested plain hill into Moai. He could probably also come back to the mainland and help out in West Coast Silk.
Worker 2: Finish that mine -> farm in Fake Humbaba (unless told to do otherwise by team) -> mine on East Fish's plains hill.
Worker 3: Do we want him to chop that forest 1E2S of commerce? I think he may be more useful going over to barb city and laying a farm and some watermills. But if we'd rather him chop the forest and build a cottage that's okay with me too. Also, we'll want somebody to go mine the gem 3S of clams for trading with the other continent.
4,5,6: Chop out infrastructure in Wheat. Chop down the jungle and then mine the iron. Build some farms on the grassland tiles. I'll add signposts to those tiles to not cottage first since uranium/oil could be under them (is this correct?).
Worker 7: Finish that cottage?
8: Finish the plantation on the incense -> watermill the riverside plains in Production.
Teo: (Why do we have a names worker?) cottage the two remaining riversides in commerce.
Huacan: Mine the gland hills in West Coast silk.
Others
Spy 1: Is he running counterespionage still? Where has he been doing it? Are we going to keep having him do that?
Chariot 1: Is he going off to Two Fish for garrison purposes? I'm confused about what he's doing on Galley 1. If that's the case, I think I might leave him there until Barb City has finished with its archer just to make sure we don't run into unhappy problems there.
Confucian Missionary: Heading to Paris to spread the good word.
Trireme 1: Continue to play defense around Red Fish Blue Fish. Note, we should be able to put a city here since Humbaba's Haven looks to be on another continent. Then it should be a pretty easy city to flip. Yeah? How easy is it to flip barb cities? Sigh. Forgot to screenshot. But it's the tile 2N2E of Humbaba
Spoiler:
Trireme 3: Heading up north to take out those rapscallion barb galleys. I'd also like to have him explore these islands to see if there's anything there.
Trireme 4: To be built in GP farm will protect its fish as best as it can.
Chariot 12: Is that going to continue fogbusting the north of the continent? That makes sense to me.
Spoiler:
Workboats 11 and 12: Heading to RFBF to build some fishing nets yes? If it's okay with you guys, I think I'd like to send workboat 12 up through yellow dot to explore. Is it worth the risk of a barb galley being there? I think yes.
Caravel 1 & Spy: Continue in a southeastardly direction and try to meet some peeps. When am I suppose to drop off the spy and explore? Right away? I imagine he might got caught so maybe we should wait until we can land him somewhere that's definitely useful. Can spies be capture if they are in caravels?
Caravel 2 & Buddhist Missionary: Continue in a southwestwardly fashion and try to meet some peeps.
BUILD SOME ARCHERS IN CITIES AND SEND SOME CHARIOTS TO EXPLORE BRENNUS
I think the Bigger Picture and all that jazz has been summarized already in the PPP.
Stop Conditions: So I think the conclusion is that I'll keep playing until either Astro finishes or we meet everybody, whichever comes first.
I'll stop because of AIs if something interesting happens (aka, we meet our second Toku, , we get demanded something, an AI already has 34 cities, etc etc).
Other stop conditions include the normal ones: war declarations, demands, interesting trade opportunities. I may stop also if we lose both of our triremes. Really I'll stop for anything that won't have a unanimous response from the team and if I don't know, I'll stop.
I favor Civil Service -> Construction -> Engineering, heading toward whipping an army.
You can tell if the Music artist is still available in the tech screens, right?
Paris seems like a fine Bureaucracy capital.
Commerce we never whip, or maybe just for one unit. Build the courthouse, not a barracks.
Get the whips in on the smaller cities' infrastructure now, so we can switch out of slavery sooner.
I suggest ignoring the build queues and deleting them. Let's not use build queues except for special cases where we've already agreed on the build path and know it won't change.
Spies can't be caught in caravels. Is there any way to land him in neutral territory?
Both caravels should start moving more southerly, since they're both in the northern hemisphere.
CS->Construction->Eng->Paper
By the way, I'm against bulbing paper since it's a waste of a GS imo. Once we research paper, the scientist will bulb Edu for sure!
Paris is a decent bur capital I guess.
Commerce-No whipping, it will grow back far too slow!
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