Slider to 0%. Start on Scientific Method. We're getting a great person in two turns and we have a 62% chance of getting a great scientist who could bulb some of Scientific Method for us. If we get a GS we'll save the bulb for when we get Guilds.
City Builds
Paris: Salon (slow build). We can micro this at the end to make sure that we it is as close to finished as possible the turn before stone comes online. The overflow from the Salon will go into Notre Dame.
GP Farm: Run 5 specialists and slow build the University.
Production: 3-pop whip the University, whipping away a plains hill mine, a plains cottage, and a grassland mine. We'll get the grassland mine back next turn. Overflow into a Chariot. Then start the AP (this timing works better since Zhou can then overflow into Sankore the same turn we get stone).
Commerce: Slow building the university while working the two mines and a bunch of cottages.
Clams: Slow building university. It can currently 4-pop whip the University and will need I think 3 more turns to make it a 3-pop whip.
West Fish: 3-pop whip this turn and give Fake Humbaba two of the flood plain cottages. Work the grassland hill mine, the fish, and the grassland cottage. Overflow into a Salon.
Barb City: Chariot.
Zhou: Salon. SLOW BUILD to within 1 hammer of completion and then whip for 1-pop with max overflow into Sankore the turn stone gets online.
Fake Humbaba: Slow building a harbor until we can whip it in. Take over two flood plain cottages from West Fish.
West Coast Silk: I messed up the micro here. There are 22/90 hammers and it's already a 1-pop whip with 3 overflow. It has 4 turns left to build naturally, should I whip it in now for 1-pop or wait? Whip it now, overflow into a Salon
Wheat: Chariot. Then library. Make sure it the library stays under 18 hammers. Focus on growth for now, but starting working cottages when realistic.
Red Fish Blue Fish: Slow building the Harbor until it can whip it in. WHIP IT NOW
Bibracte: Finish the Buddhist Missionary. Market is next (+8 gpt), then courthouse (+4 gpt). Work the pigs and the spice What do you guys think we should do here? There are now farms, so growth will be slow until Sushi. But it's already got a lot of turns with cottages worked. I say let it grow naturally and NO WHIPPING as the iron tile and riverside grassland will give us the hammers we need.
Sugar Gems: Forge until growth and then 2-pop whip with overflow into Library.
Ski Resort: Granary until it can be whipped in. Overflow into Forge. Follow the signs for farms, but other than that cottages everywhere.
Camel Dumdum: Revolution for one more turn, then forge.
Stone (formerly Vienne): Revolution for 6 turns.
Worker Micro
Continue as before.
Foreign Relations
Sell our map to Ramesses for 40 gold.
Trade our map to Sitting Bull for his map and 50 gold.
Silk to Qin for 2 gpt.
The Buddhist Missionary will get on the Caravel and go to the other continent:
Spoiler:
Declare war on Brennus.
War Plans
Neil, from what I can see Brennus's chariots can only reach Bibracte and NOT Vienne? Am I looking at this incorrectly?
Spoiler:
The main idea is to hit Brennus with the brunt of our stack:
Spoiler:
I think we should hit the stack with three catapults (this is their ZONE open field massive barrage opportunity).
And then go at it with the selected units:
The odds against the straight longbow aren't super. But we can hit it with an xbow and then the maces:
Spoiler:
and then move the other units around like this:
Spoiler:
The super medic and the former Stone-taking maces will go to Vienne to rest up. We should also move some units into Bibracte to hold it.
I think the spear and the fortified longbow will be able to hold off 5 chariots. And I doubt they'll attack. Your thoughts?
qin next tech to see is 7 turns and coincides with Stone in 6.
We can research chem in 3 which gives us +1 on the workshop. Nothing spectacular.
We can we wait for the GP in two turns, see what we get, and take from there.
We can wait to see what hammy does next in two turns.
My view is to set slider at 0 for two turns and see what GP we get and see where Hammy is going and then maybe move to Chem after whipping a few Unis.
West Coast Silk: I'd just whip it now, then start on Salon (cheaper than Uni) and try whip that to time with our science rate increasing. (edit: depending on when we raise it of course)
Red Fish Blue Fish: you can whip the Harbor right now.
edit:I agree with SH, research at 0% and play until we can see what Hammy is researching, at least. If we get a GS, don't bulb it immediately. When we get Guilds, it will increase the bulb beakers by to 10% or 20%, due to pre-req bonus.
Neil, nope, everyone's done badly so far and I did request for my turnset to not be during the test so this hasn't had any major affect. Unfortunately, it's hard to say whether or not I will get in because the scores are normally distributed, but so few people do this test that it's impossible to get a bell shaped curve. So now the long wait until March begins!
Computers is a long way away (and we do not need it at all for FT1).
We haven't got too many Buddhist buildings, but with AP & Sankore, I imagine every city will build a temple.
With Stone, IND, Forge & OR, Sankore is 185 base hammers. Seems cheap to me for ~40 base beakers a turn.
edit: Worker 6 to chop the forest near Production into Sankore maybe?
edit 2: due to the poor odds against the LB (I didn't realise the maces were injured) the x-bow might be best served by moving to our SoD to defend it against counter attacks. It has Drill 3 and is uninjured. A quick test shows that our X-bows will be attacking the Chariots, and not the melee units, so we will only face a few Chariots survivors, but a fair amount of Gallic Warriors.
Slider to 0%. Start on Scientific Method. We're getting a great person in two turns and we have a 62% chance of getting a great scientist who could bulb some of Scientific Method for us.
I think playing two turns, at res 0%, to see where Hammy goes tech-wise and what what GP we get makes sense. Certainly no more than 3, if neil is correct and we can trade for Philo at that point.
City Builds
Paris: Salon (slow build). We can micro this at the end to make sure that we it is as close to finished as possible the turn before stone comes online. The overflow from the Salon will go into Notre Dame.
GP Farm: Run 5 specialists and slow build the University.
Production: 3-pop whip the University, whipping away a plains hill mine, a plains cottage, and a grassland mine. We'll get the grassland mine back next turn. Overflow into a Chariot. Then start the AP (this timing works better since Zhou can then overflow into Sankore the same turn we get stone).
Again fine, until we move the slider, at that point we should whip the UNIs.
West Fish: 3-pop whip this turn and give Fake Humbaba two of the flood plain cottages. Work the grassland hill mine, the fish, and the grassland cottage.
West Coast Silk: I messed up the micro here. There are 22/90 hammers and it's already a 1-pop whip with 3 overflow. It has 4 turns left to build naturally, should I whip it in now for 1-pop or wait?
Wait - at 0% no lib benefit. give a few turns for whip anger to wear down.
Wheat: Chariot. Then library. Make sure it the library stays under 18 hammers. Focus on growth for now, but starting working cottages when realistic.
Red Fish Blue Fish: Slow building the Harbor until it can whip it in.
Bibracte: Finish the Buddhist Missionary. Market is next (+8 gpt), then courthouse (+4 gpt). It's currently working the Pig and the Oasis to maximize growth. What do you guys think we should do here? There are now farms, so growth will be slow until Sushi. But it's already got a lot of turns with cottages worked. I say let it grow naturally and NO WHIPPING as the iron tile and riverside grassland will give us the hammers we need.
Missionary appears done. Grab the Spice, it is better than the oasis. Yes market better than CH. After the spice, I would go back to growing the cottages/hamlets/villages.
Sugar Gems: Forge until growth and then 2-pop whip with overflow into Library.
Ski Resort: Granary until it can be whipped in. Overflow into Forge. Follow the signs for farms, but other than that cottages everywhere.
Camel Dumdum: Revolution for one more turn, then forge.
I'm not sure exactly when we will get the +1 from shared civic, it is either t171 or t172.
So Philo might be 4 turns away, not 3.
Stone doesn't give us a bonus for AP.
@ WCS, if we whip the Lib now, we will be able to whip a Salon in ~7 turns.
We might have research at 0% until Qin finishes Guilds in 6 turns, and when all our Uni's are whipped, so it could time well.
@ silk trade
The current Gems for 1gpt expires in 2 turns, better to renogiate that. Everyone wants silk, so we can save that for the next trade.
edit:
@ West Fish, doing the whip now gives great overflow, it could start and whip a salon in the next 6 turns, to coincide with the slider
I've been up for hours...bored...so I played a test game out, and I had both Qin & Hammy Pleased with me at +3, but they didn't become Friendly until +9
This also made me realise something else, we will have to stay in Beaurocracy to get Qin & Hammy to Friendly.
They will definitely trade monopoly techs at Friendly, but when they get to Friendly is another matter.
With that in mind, can I change my mind on the Silk deal to Qin, we need to load him up with as many resources as possible, to hasten his Friendliness.
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