SGOTM 17 - The Shawshank Redemption

Fine, I get it... You guys are in love with Monarchy first.... If that game impresses you, then great...

So, the current plan is to:

-Go for GreatLH (On a map with maybe only 3 or 4 coast cities ever.)
-Put down 18 cottages in the first 80 turns
-Find 10 foreign trade routes (I expect we will have 5 in the real game)
-Settler our first cities on the coast instead of being able to back-fill later

Yes, if would could get to this point in the real game, I would be pretty happy, but unless we find a second neighbour, I still think it risks a great crash, and I think investing into that many cottages is a big price to pay. (Actually, I half like this plan if we are heading for space... At least that would make the 18 cottages a great investment.)

So, yes, I have seen the save. It does nothing to change my vote.
 
Here are some lessons learned, as that was my second runthrough:
1. Jungles are our ENEMY! They are nasty! If we are isolated with only Mansa as a neighbour, we won't have Iron Working at all. Period, end of story. It doesn't matter if we go for Math or Monarchy. If he goes for Alphabet, he won't have Iron Working to trade. Grabbing Alphabet from him will be helpful, as it will lead to Currency, but that's about all that it will do if it's just us and him, as Jastrow has predicted. So, in my first runthrough, I settled in heavily-Jungled areas without Cities to work. The second time through, I settled on top of Jungled 3-Food Resources in at least one, possibly more cases, to turn a 1-Food-square into a 3-Food City Centre (+1 free Food for all time, without needing a citizen).

2. I also had to settle by some "cleared out" land... either near Forests or non-Jungled Grassland squares, so that after I worked the initial non-Jungled Resources, I could still have squares to work (Cottages).

3. The Barbs can be NASTY if we don't REX hard. In the first runthrough, since I settled deep in the Jungle with no improvable Resources, the Barbs came at us hard and razed two of my Cities. We are going to be DESPERATE for Hammers to build Archers, the odd Axeman, and Cities that will Culture-bust for us

4. If Mansa gets a Religion, there's a good chance that he'll send Missionaries our way, which means that the more Cities we have, the longer he'll stay in peaceful Missionary mode and the more free Cultural Border expansions that we'll get


Basically, without a test game to prove otherwise, I see Math doing a few things for us:
a) Allowing the Barbs to swarm us, which means losing Cities or at least valuable improvements
b) Getting squeezed-in... if it's just us and Mansa, maybe not squeezed-in on all sides, but certainly the good City locations will be gone before we feel that our economy is strong enough to expand
c) We end up doing things in the wrong order... a City settled earlier is much more productive than a City settled later. It also has more time to pay for itself, by getting more infrastructure and more citizens working more improved squares. In the Math-first approach, we're relying heavily on a few bonus Hammers from Chops (they are literally a drop in the bucket compared to Whipping) to carry us through. The biggest issue is that at a time when we want some of our Cities to be building Wealth while other Cities either keep up the REX or go into war mode or hire a ton of Specialists--whatever we decide to do--we don't have enough Cities to do so effectively. Wealth is powerful when you have 8 Cities but isn't as great when you only have 5 Cities and are competing with an AI that has 6 Cities for land


This test game is the proof that was asked for. There are other ways to play it, but I did what was asked and still that's not enough?


Before we go ahead with Math, do you think that it's fair for me to ask for evidence of a similar nature, that shows how that tech gets us a great empire? Perhaps you can find a way... if so, great! But, as was stated, it will be nice to have a longer-term plan that is proven to work.


More than ever, I am convinced that if a Jungle grows on the G Riv Pig, it will hurt us really badly. Look at how strong City #2 is with all of its worked Cottages and hired Scientists. This City still did quite a lot of whipping, but because of the G Riv Pig Pasture, that City just powered us into being able to whip, build Military Police Units, and work a ton of Riverside Cottages that are contributing to our empire from Turn 0, and even more so after 10 turns when they turn into 3-Commerce Hamlets. You can't do that without a lot of Happiness to play with. City 2 was one of the keys to this approach.

No amount of early exploration with the Archer can make up for us losing that G Riv Pig until Turn 89 or so, when we can hopefully count on being able to trade for Iron Working. That one square makes or breaks our entire economy, which would be true regardless of which tech we went for first, as it's being able to grow into those Riverside Cottages that brought our economy out of the hole; but Monarchy definitely got us there much faster than any other tech will.


Now, I will say it again: getting Alphabet in trade means that going for Math first hardly contributes to us getting to Currency. Are we really going to research a tech just because of the 20% bonus it offers to Research on another tech (that bonus usually works out to be between 17% and 18% in practice, since bonuses do not carry-over across turns)?

If we don't think that Mansa will go for Alphabet, then Alphabet is a better starting tech than Math. Why? Because you can build Research! That means that instead of working Cottages, you can work Mines. Building Research can get you to Currency.

So... I posit that if we honestly want to beeline Currency, Alphabet is the fastest way there.

I did Chop some Forests. Let's say that I Chopped 15 of them. That's 150 Hammers. If you simply use Hereditary Rule for +1 Whipping action in every City and don't stack multiple Military Police Units, that gives you the stated ratio listed earlier of:
So, would we value 10 Food + 101 Hammers more than the cost of 29 Commerce
per City.

Hammers in the early game are what drive your Civ... you need Cities, you need Workers so that you can work improved squares with your citizens, you need Roads to some Cities, you need infrastructure to make the relative contribution of each City higher (such as the Libraries that I was building and using to hire Scientists on our way to Currency).

What's interesting is that via this Whipping versus stagnating to build Settlers, we come out AHEAD in growth. Yes, although we whipped away population points, by focusing on putting the Food where it belongs--growing our Cities that have Granaries, we actually end up with more Food than what we started with.

So, even if Monarchy had us whipping in TWO CITES ONE TIME EACH, we would make more Food + Hammers - Commerce (20 + 202 - 58 = 222 - 58 = 164 ) than we would from Chopping ( 150 Hammers ).


I don't see any possible way that Math can compete. But, pull out a test game and dazzle us. If not, then where's the short-to-medium term plan that gets us from Math to the really nice empire that we can have with a sloppily-played Monarch-first approach by Turn 89?


Interestingly, I built The Great Lighthouse simply by using the Hammers from the P Copper Railroad Mine, hahahahahahahaha. No Forests or other Hammer-based squares were worked during the process, although I think that I one-pop-whipped the pre-requisite Lighthouse.


-Find 10 foreign trade routes (I expect we will have 5 in the real game)
We can't have it both ways. Either we have Foreign Trade Routes from another AI or else grabbing Currency earlier offers us half the number of Flasks that I listed earlier.

How much earlier can you get Currency and what cost do we pay in terms of not getting up Cities that are contributing to our empire?


Jastrow said:
Yes, I am hoping to pick up monarch in a trade, but my point is really simple in the end.... When do you think we can get city 6 down? Using whatever MP scheme you think is appropriate, do you see our economy support 6 cities, in the Monarchy first plan, before we get to Currency, and are at least close to COL?? If yes, can you explain what configuration you are viewing there?

If no, then currency and COL are the gating path to cities 6 and beyond, since it is my contention that no matter what the first tech is, we can always produce enough to get to 6 cities before these come in. That being true, I direct path to them is actual the fastest way to rex past city 6 (and maybe 4).
Okay, I accepted your challenge and proved that this claim: "currency and COL are the gating path to cities 6 and beyond" is false.

Do you have the time to run a test runthrough with the Math-first approach? At least SOMEONE on the team should do so before blindly proceeding with it as our tech selection--we really do get 1 tech to pick, not the 5 or so that you normally get with an Ancient Era start, so it has to be the right choice. Can someone show us such a game with Math?


Jastrow said:
and I think investing into that many cottages is a big price to pay. (Actually, I half like this plan if we are heading for space... At least that would make the 18 cottages a great investment.)
Actually, I disagree with your assertion. I know that you love Space games and you're very good at them, so I will accept your claim that a lot of Cottages help a Space game. But, they will also help a Conquest game.

Let's think about it: WE HAVE RATHAUSES. This Conquest game will be quite unique. Normally, unless you are playing as Shaka (who also gets a Maintenance reduction from his Unique Building), you have to burn and slash AI empires. As Shaka, you can keep your conquested Cities and keep on rolling, thanks to the reduced Maintenance Costs associated with the Ikhanda. Here, we'll have a solid Commerce base that will allow us to capture and keep 4+ Cities in Revolt until we can build Rathauses in them, at which point they'll contribute more to our empire than if we'd razed them (a claim that might not be true without this Unique Building with a different Civ).

These Cottages are going to be the foundation for us being able to spread across the map like the Borg, assimilating as we go. If we go razing everywhere, we'll find Barb Cities popping up left, right, and centre, which will block our Roads, cost us valuable Hammers and turns, and we'll either have to keep razing the Barb Cities or else leave a lot of costly spawn-busters throughout the map.

Early Cottages take away this problem, as we'll be starting to get some Villages by the time that we're beating down on Mansa and we'll be able to afford to keep his entire empire (minus Tundra-like Cities) and use our double-sized empire to just keep expanding and pushing out our influence further and further.

In fact, all that we need for that effort will be:
Monarchy -> Alphabet/Math (hopefully Alphabet in trade, but if not, Cottages will still get us one of these techs) -> Currency -> Horseback Riding -> get Code of Laws in trade from Mansa

Iron Working would be "nice" to have (and required if we don't guard the G Riv Pig and we get bad luck with a Jungle growing on it), but we can also be smart about where we settle to avoid the heavily-Jungled areas. kcd_swede gave us a map with enough cleared-out Jungle squares to make it work.

Once we've got a solid empire of 16 Cities with Rathauses, we can do whatever we want. THAT's what the Ducks did last game (used Monarchy to REX and then doubled the size of their empire by capturing a neighbour's lands--they used The Great Lighthouse to pay for it) and that's what we'll do here (we'll use Rathauses to pay for it). The large number of Cottages on a Food-heavy map is what will carry through to this longer-term objective.


Jastrow said:
So, yes, I have seen the save. It does nothing to change my vote.
So, let's see your saved game with Math that allows us to do the same, and please outline the plan that goes along with it.
 
1. I do not support building the GLH at this point. The fact that it came late in the test implies that it did very little to get us to this point. So, we could acheive similar results without it. The GLH may make sense if we can have more than 4 coastal cities, but that fact remains to be seen. So, I'm not married to the GLH at this point, but it should not discout the results in this test.

2. I agree that this approach is cottage heavy, which is what I said in my first post on the matter. In my mind, we should consider cottaging any riverside green tiles no matter what we tech next in order to keep our research heads above water. What HR lets us do, however, is to whip needed items and still work more cottages due to the increased happy cap. We'd be lucky to work 1 or 2 cottages in the non-HR scenario.

3. Dhoom stated that he didn't utilize the foreign trade routes until late in the game. I suspect that we should count on 5 to 7 from Mansa depending upon how quickly he REXes. Any TRs from a 2nd or 3rd AI should be removed. I'm not sure how much this influenced the results. It depends on when Dhoom opened borders.

4. I think we should settle the cities where they make sense. I do like the fact that Dhoom settled on the coast for one primary reason: we know what resources are on those tiles. So, he wasn't using anything outside of what we know until the later cities. Sure, if we find a great site in the fog that secures land and lets us backfill later, great. This test was more of a feasability test to show that HR and a lot of MP units won't kill our economy and force our units to go on strike.

Jastrow said:
Yes, if would could get to this point in the real game, I would be pretty happy, but unless we find a second neighbour, I still think it risks a great crash, and I think investing into that many cottages is a big price to pay. (Actually, I half like this plan if we are heading for space... At least that would make the 18 cottages a great investment.)

Even without the second neighbor, I disagree that this approach risks a great crash. The benefit of HR is that it lets us whip hard but still grow our cities. As I said many posts ago when bbp and I were talking about cottages vs. a Specialist Economy, I'm not good at balancing the economy without at least 1 or 2 cottages cities. Dhoom showed that city #2 could shine working several cottages. If we found another city with a lot of riverside green, I'd be inclined in a SP game to cottage it as well... especially since cottaging the capital looks like crap in this game.

So, if we went with this approach, I'd be tempted to cottage city #2 and possibly one other riverside city. The other cities could build farms and use their MPs to support a couple of scientists to keep our research moving forward.

Did Dhoom overdo it with cottages in this test? No doubt. He's got several that haven't even been touched yet and don't have the pops to do so. But I think he did prove the point that researching Monarchy first and delaying Currency wouldn't kill our economy. In fact, getting CoL in 5 turns at break even is quite strong in my opinion.

Jastrow said:
So, yes, I have seen the save. It does nothing to change my vote.

Ok. Thanks for being honest here. But I'd like to know how you think Math -> Currency and REXing to 4 or 5 cities could put us in this strong of a position by this time in the game. To be honest, I'm not worried about crashing the economy anymore because Dhoom proved that it's possible with Monarchy first. Now, I'm more concerned about REXing to 10 cities quickly enough before we get boxed in. I'm not sure how sticking to 4 or 5 cities until CoL can put us in a strong position going forward.

At least this cottage-heavy, Monarchy-first approach shows that we can have a big and healthy empire with CoL right around the corner... something that I was unsure about when you first brought up the economy issue.

If we do go for Math first, how would the game develop. I'm assuming that we'd go Math -> Currency and use Math to pick up IW. If we wanted to pick up Alphabet too if we happen to meet another AI, we'd have to research part of Alphabet. But with smaller cities and fewer of them, what would our empire look like when we learn Currency and how many turns would it take us to get to CoL?

EDIT: xpost with Dhoom
 
LOL @ Toku. It seems that the Barbs sacked Tokyo (and kept it), two-City-challenging Toku.


Building The Great Lighthouse was mostly because it was a great way to make use of non-whipping Hammers from a 1 Food + 6 Hammer square that didn't have much Food in the City to support whipping. If our first tech was Alphabet (not Math), then we could have used those Hammers to build Research instead, or a Wonder for Failure Gold (although without Stonehenge, The Great Wall, or the Oracle as buildable options, such an investment might not pay off for a while, and we can't count on the land-heavy AI capitals to produce The Great Lighthouse). So, building The Great Lighthouse out of such a City is pretty decent... in fact, we could possibly squeeze in two peninsula Cities this way, one which focuses on G Riv Cottages and another whose primary purpose is to work a 1 F + 6 H square and pump out The Great Lighthouse as times goes by.
 
Ok. Thanks for being honest here. But I'd like to know how you think Math -> Currency and REXing to 4 or 5 cities could put us in this strong of a position by this time in the game. To be honest, I'm not worried about crashing the economy anymore because Dhoom proved that it's possible with Monarchy first.

This misses my point entirely... IF we can get the above in a real game, I am happy... I suspect that I can close to this with Math first, but am certainly not claiming I can beat it by much, if at all.

BUT, this is NOT the scenario I am worried about... What I want to see is the save, without a second neighbour, and before just before currency and GLH are in. If our economy is healty under those conditions (healty simply means in no danger of going into a strick... I would be satisfied with something like +10gpt at 0% research a few turns before currency), then I would be convinced this approach is reasonable.... That is the "pinch point" I am worried about.

(Also, I personally am not agianst cottages, but the team should understand that this approach does commit us to many of them.)
 
I'm hoping that Dhoom still has an interim save or two that we can see.

Regarding cottages, is it true that if we build one we have to build many in all of our cities? To me, I can see the value of riverside cottages, especially in this map that looks to be food heavy so that we can grow quickly without farms to work said cottages. If we have to mature plain green cottages, I'd rather use our surplus food to hire scientists or miners... or feed the whip.
 
I've only scanned the posts since my last, so I may have missed something I have to catch up on later.

One thing that struck me as significant is the assertion that if we are isolated with Mansa, we're looking at more than 90 turns without iron working.

This seems to "fly in the face" of a previous assumption if I remember correctly, so we should seriously consider if on what appears to be a jungle heavy map this is something we can deal with, or if we very seriously need to research IW in our first two techs.

I know we should have a much better idea by the end of our first tech whether or not there is another AI close by, so we don't need to decide now, but we should think about it now.
 
Based on where Dhoom was in his last save (i.e. research CoL in 5 turns), we could self tech IW in 2 or 3 turns if we couldn't get it in trade.

If we're isolated, I assume that we'll be able to pick up Alphabet for Monarchy after putting a few turns of research into it. We could then use Currency to pick up IW plus any spare gold Mansa has or we could use Currency to pick up CoL (after researching it a few turns) and then just self-tech IW.

If we're not isolated, we should be able to use Monarchy to pick up both IW and Alphabet.

If we're isolated and we go the Math route, I assume that we'd have two options. We could just go straight for Currency without Alphabet and trade Math for IW. Or, we could research part of Alpha and trade Math for Alphabet. This would give us an additional 20% discount on Currency but would delay IW until after Currency... unless we find another AI.
 
I'm hoping that Dhoom still has an interim save or two that we can see.

Regarding cottages, is it true that if we build one we have to build many in all of our cities? To me, I can see the value of riverside cottages, especially in this map that looks to be food heavy so that we can grow quickly without farms to work said cottages. If we have to mature plain green cottages, I'd rather use our surplus food to hire scientists or miners... or feed the whip.

What is many?? We need enough to get through the pinch-point... I am not saying that we need to blindly keep building them after that, but whatever was needed to through that, we are essentially stuck with (of course we can farm over them, but the cost is already sunk then.)
 
In the test game, city #2 was the only city that had riverside green. I'm hoping that we have at least one other decent city riverside spot that is not totally junglified that we can cottage. I don't know exactly how many "many" is, but I would think two cities working 4 to 5 riverside cottages each (i.e. 8 to 10 total) along with working the lakes and a few coastal tiles should be enough. We'll have to wait to see what the map presents us and we may have to cottage green tiles like you said just to make the strategy work.
 
You guys are in luck.

Apparently, as I said, I delayed Foreign Trade Routes for a long time... I got them with Suryavarman at the start of Turn 82, 425 AD. I got Trade Routes with Monte AFTER this point.

The Great Lighthouse has not been completed.

Without using the "free" Great Scientist (free because we feel forced to hire Scientists, so we get him as a bonus for having done so), Currency is due in 7 turns' time.

I have NOT yet used Iron Working... I am ABOUT to Chop a Jungle on a G Riv Pig Jungle and a G Banana Jungle, but I have not yet used Iron Working otherwise and neither of those Chops have completed... and there are no Iron Resources in our test game, so I didn't use those, either, in case they don't exist in the real game.


Contrary to what Mitchum said, I AM using ALL of our Cottages... okay, Prague is using a G For instead of the shared G Cottage in this saved game because I was playing quickly and didn't notice that fact until now. We could have used Coast squares a bit more, and less Cottages, but I figure that if you can accept the 10 turns of pain, after that point you'll equal or beat a Coast square (without The Colossus, which it does not sound like we will be prioritizing) by working a Grassland non-River Cottage, and Coast squares are not THAT bad.


So, most of the Commerce-related assumptions about The Great Lighthouse, Foreign Trade Routes, etc, don't apply. On the other hand, because we didn't get Foreign Trade Routes earlier, I did have to use pretty much every Cottage that we built... settling on the Coast just allowed me to save a few Worker turns (no Roads needed for the initial Trade Route) and allowed me to work Lakes to avoid Striking a couple of times while waiting for the Workers to actually complete some Cottages. With Mansa's Foreign Trade Routes thrown into the mix, things might not be quite as tight.
 

Attachments

Thanks. I cannot open this save right now (typing on a non-civ computer), so will have to have a look tomorrow morning.
 
I'm not sure why we'd ever Farm over our Cottages. Farms are actually pretty weak on this map type (nearly all Grassland and, unlike the recent GOTM, there are actually Food Resources to go alongside of them).

Other than beelining Guilds and Chemistry for strong Workshops or finding more Hills than we've seen in our test game, there isn't really a better improvement to build than Cottages.


I hate to keep beating a dead horse (and I know that I am, I fully admit it), but a Jungle growing on the G Riv Pig really could put our game at risk of not being able to achieve these results, regardless of which tech we go for first.


I'm already quite happy with the result of settling on the G Rice Jungle by the P Copper Railroad for our third City (it's also very close to our capital for low Maintenance and doesn't need Roads to connect it up to our Trade Network), so I am not concerned about exploration "right now" and I feel that we'll still get enough exploration in later.

Without that G Riv Pig, then I'm not sure that we can achieve these results, since I relied heavily on City 2 having a ton of Food.
 
Thanks. I cannot open this save right now (typing on a non-civ computer), so will have to have a look tomorrow morning.
Here are a couple of screenshots of the empire:
Spoiler :
61145ea04a.jpg


421c2be01e.jpg


1cfc640ea7.jpg


At this point, 2 out of 3 AIs have self-teched Math. I honestly forget if I traded Monarchy or Alphabet to Monte for the yet-unused Iron Working tech, so let's say that he self-teched Monarchy and say that 2 out of 3 AIs have also self-teched Monarchy. So, neither tech appears to have an edge in terms of trading value around the Turn 82 mark.


EDIT: I think that I recall Monte DEMANDING one of Alphabet or Monarchy, so make that 1 out of 3 AIs self-teching it. That's not really a fully fair comparison, though, since I traded it away to one AI and gave it as Tribute to another AI, so they could have otherwise self-teched it. Anyway, the point is that Monarchy offers some trading value; if Mansa techs Alphabet, we're golden. If not, we'll have to stick with a Cottage economy for even longer while we whip out more Libraries and hire more Scientists to make up the Flasks needed.
 
Looks good, Dhoom. A few questions/comments:

1. Did you get eyes on Monty's research just through passive espionage? If so, that's great. Knowing what Mansa is researching at this point in the game will be awesome. Also, if it was from passive espionage, I do not support touching the espionage slider in this game as has been suggested previously. ;0

2. I see little to know exploration or spawn busting outside of our area. I assume that if we did have 2 to 4 spawn busters and 2 to 3 explorers running around, our situation would be a bit worse. I don't want to forego spawn busting or exploration in our game. So maybe that 8th city you settled would be one too many. I'm not sure. But I would suggest that our maintenance in the game will be 3 to 5 gpt higher in the real game.

3. Its a pitty that the CU mine is railroaded. The extra 1H is nice, but having that there forced us to build a ton of MP archers when MP warriors would have done the trick. Having said that, I'm sure that having axemen available will go a long way to keep safe from a barb invasion. That may be reason enough to settle city #3 where you did on the peninsula.

4. I guess Jastrow was right that if we go down this cottage path there's no turning back. I guess we'll have to gage how many we really need in the game to keep ourselves afloat.

5. Any ideas what we could do to leverage that early GS? Camping him in the capital is obviously sub-optimal. I don't think an academy makes sense in this game either. What should we do? Settle him for 6:science: and 1:hammers:? What would be the best we could hope to bulb in the near future since bulbing Math makes little sense here?
 
1. Did you get eyes on Monty's research just through passive espionage?
Yes, it looks that way... we have spent 312 on him, he has spent 308 on us, and at that ratio, we need 309 to see his Research. So, we may still have to put in some Commerce later, although Mansa is an AI that de-emphasizes Espionage, so we probably wouldn't have to invest too much Commerce into doing so.


2. I see little to know exploration or spawn busting outside of our area. I assume that if we did have 2 to 4 spawn busters and 2 to 3 explorers running around, our situation would be a bit worse.
I was spawn-busting earlier but then expanded into the spawn-busted area. For example, I spawn-busted the Ivory area with 1 Scout and 1 Archer for a very long time (since I didn't settle Ivory City for a very long time).

So, yes, I had been spawn-busting, but as I was filling in the City locations and the AIs filled in the surrounding area, the spawn-busters got reduced.


3. Its a pitty that the CU mine is railroaded. The extra 1H is nice, but having that there forced us to build a ton of MP archers when MP warriors would have done the trick. Having said that, I'm sure that having axemen available will go a long way to keep safe from a barb invasion. That may be reason enough to settle city #3 where you did on the peninsula.
The Spearman (who was supposed to be a Warrior but the Copper got connected when the Warrior would have had 15/15 Hammers in it, which "upgrades" the Warrior to a Spearman in your build queue) was actually quite invaluable against the Barbs. The Axeman didn't see battle yet, but he was a "trustworthy" spawn-buster.


4. I guess Jastrow was right that if we go down this cottage path there's no turning back. I guess we'll have to gage how many we really need in the game to keep ourselves afloat.
Reading what we see of the map, that's a good thing. I can't think of a better improvement, especially with few Hills and many of those Hills being GH Jungle squares (take a while to Chop, can't be Chopped without Iron Working, and still only provide +3 Hammers when we already have plenty of Food and would much prefer to have PH Mines to work for +4 Hammers)... in other words, I'm not too enthusiastic about working a lot of GH Mines, although those improvements are still pretty good, and everything else sucks given the number of Food Resources that we've seen.


5. Any ideas what we could do to leverage that early GS? Camping him in the capital is obviously sub-optimal. I don't think an academy makes sense in this game either. What should we do? Settle him for 6:science: and 1:hammers:? What would be the best we could hope to bulb in the near future since bulbing Math makes little sense here?
Early Compass for Explorers that can safely and quickly explore the map, except not past Barb Fortifications? I think that I prefer slower Spies, which can pass by Barb Fortifications and can travel quickly on a Railroad anyway.

Save him for Philosophy after we learn Meditation and Code of Laws for later tech-trading bait (say, if Mansa learns Metal Casting)? We could probably do so with our second Great Scientist, but it seems a waste to save our first one for that long.

Build an Academy anyway, getting +3 Flasks at a minimum when working 2 Scientists and later more Flasks when our economy recovers?

Settling him would not be a bad idea, either, as that's 6 * 1.25 = 7 Flasks with a Library plus 1 Hammer, helping us to get through the hump to Currency. EDIT: With 2 Scientist Specialists hired for a total base 12 Flasks, we actually earn an additional bonus Flask from the Library's 25% bonus.
 
I wonder... after Settler 2 and Worker 2, could it make sense for the capital to 1-Chop + 2-pop-whip a Library?

I built a Library in the capital ANYWAY, but it would have been nice to have gotten more early raw Flasks get increased by the Library.

That's something that we'll have to test once our game gets far enough.


Also, I wonder if it might make sense to Pasture the G Cow before the G Riv Pig, then Chop, then improve the Pig (we might be forced to follow this approach if the Pig gets Jungled, but I found that we had just a bit too much Food pre-Granary and not quite enough Hammers, so this altered order of improving squares might be just what we need).
 
I had a look at the save now, and while it is better than I was expecting, I cannot say that I love it... In order to justify this approach, we are commiting to a lot of inefficiency.

-We have some 18 cottages, many of which are not even riverside.
-We are working a lot of 2F (+1C or +2C) tiles, where 3 and 4 yield tiles are available.
-We have been forced to expand backwards towards the water, instead of westwards towards the center of the map.
-If we dont build research (converting 1H to 1C cannot be considered very efficient), we are 13 turns from currency
-We are underexplored, not not really well develloped.

While the situation is not unrecoverable, I dont really think it is mind-blowingly great either. I would rather have a healtier economy, and more cities to the west, at the cost of having 2 or 3 cities less, since the ones at the east near the sea can be backfilled later.
 
@ Jastrow

Can you run through a really quick, sloppy Math test to show a comparison save? Reloading is fair game in this test since you will likely play quickly. The goal would be to show how quickly we can get to Currency and what our empire would look like at that time. Pick one AI and only trade techs and OB with him just in case we're isolated...
 
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