SGOTM 19 - Also Sprach Sid

Well, if we consistently work the Cow > Corn, we may be able to chop the Granary @ size 2 without whipping, if we have math. I am not sure what the :hammers: total there is now (2H?).

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(I mean, something like:

3F 1H
6F 2H
9F 6H
12F 10H
15F 14H
18F 18H
21F 22H
24F 25H

At size 2, we could figure out the specific micro that works best.

Go ahead and send one of the pair south.
 
One important thing -- our veterans will fully recover next turn and can enter Asoka's territory on T66. As you can see, his city only has 1 archer now, but I'm expecting at least 1 new coming, the other 3 are all outside, are we ready to proceed?

Not now, but we will need to decide next turn since their workers will go to the rice tile next turn and the wandering archer are heading back, it's much easier to kill them on field than in city.

I'll proceed to next turn and leave the issues for tomorrow, so that others could give their opinions.
 
One important thing -- our veterans will fully recover next turn and can enter Asoka's territory on T66. As you can see, his city only has 1 archer now, but I'm expecting at least 1 new coming, the other 3 are all outside, are we ready to proceed?

Not now, but we will need to decide next turn since their workers will go to the rice tile next turn and the wandering archer are heading back, it's much easier to kill them on field than in city.
As long as Constantinople is safe, I'm happy to redeclare.

The only thing that could cause me to reassess is if the Workers and Archer remain on the Forest hill.
 
What do you all think about gifting Currency to Tokugawa (or taking any pocket change he has)? It is not a great deal, but if he enters Hinduism we will not be able to open borders, and he will provide our earliest access to foreign trade routes.
 
T65

Some tile micros, just to grow city 1 turn sooner.

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Update of western exploration, looks like a new AI nearby from the Hindu missionary.

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Now decision time

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If we DOW this turn, we can

capture the worker on the forest with an axe 1E of it
WoodmanII axe will have ~94% winning odd
3xp axe will have ~87% odd if unpromoted, or ~94% odd if getting CI promotion
We can send 2 veteran axes from Cons and will be ready to attack on T68 together with 1 full health axe and 2 wounded axes (if they survive the 2 initial battles).

Regarding the settler, as I mentioned before, size 8. but not sure now if we want OF to TGL. An alternative trick is still whip at size8 with maximum OF and then build wealth for a few turns to keep the OF.

So delay the settler until TGL or use the trick above.

I'm thinking about chopping a missionary and send it as soon as possible to capital for the OR bonus. That needs 1 or 2 captured workers as soon as possible.:evil:

Plus above 2 issues and 1 or 2 workers in the north Cow/Corn city? Edit: Looking at the new save, I think we should have enough worker forces in capital, so 2 workers in North Cow/Corn city should be fine.

Except the DOW, I'm all for it, I'm unsure about the other 3 issues.
 
What do you all think about gifting Currency to Tokugawa (or taking any pocket change he has)? It is not a great deal, but if he enters Hinduism we will not be able to open borders, and he will provide our earliest access to foreign trade routes.

I don't know. Before I had thought about harassing Toku since he is almost useless for trade, but with KK as his friend and his tech is good enough to bribe, I start to hesitate. Maybe yes.
 
I'm happy to grow Rice Pudding sooner. The Lakes = Grassland Hill with a basic yield model.

It is also better to work the food tiles > hammers now. With Literature, we will want to work as many hammer tiles as possible, first to build the HE, and then to build units. So let's grow as fast as we can while we can, before the hammer modifiers are available to us.

I think Case Depart would gain 1H if it grows this turn and whips, rather than staying at the present size (working the Quarry) and whipping with a full foodbank. The food and commerce are equal. I think.

Because of the uncertainty surrounding Mathematics, my first thought would be to grow to size 8 and then try to maximize OF from the Settler. With ~40H boosted by the Marble and Organized Religion, we will have built a third of the wonder already.

It is a shame to stagnate growth in the capital, and to delay City #7. But we will need to compromise somewhere. How much OF would we have at present? Building Wealth to preserve, e.g., 8H (= 16/20H with modifiers), is hardly worthwhile.

Yes to the Missionary. A weaker chop and the lost Worker turns will quickly pay back when we build the wonder.

The war plan sounds good. I would promote the 3XP Axe to Combat I. Move the Warrior in our capital 2SW, because Asoka's Worker on the Rice may flee into the neutral territory.
 
Settler has 19H as what you left since I play 2 turns of anarchy and 1 turn on market to grow, in order to gain maximum OF we need to produce the settler for 2 more turns.

When will your computer be fixed? If in one or 2 days, I think we could wait to test some micros. I'd only proceed 1 or two turns tomorrow and leave the micro issues there.

Edit: We can't send out the warrior in capital since it will grow next turn.
 
I was told 3–5 days, but they called me earlier to say that it had been fixed. :D

I have plans tomorrow evening, but can test on Friday/Saturday.

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If you move the Warrior, we can always bring him back without loss, if Asoka does not move his Worker within reach. Otherwise, this maximizes our options.
 
Looks like a great time to start a war.

Max overflow from 2 whips to GL is a very good idea. Can we time it so that we get it on the turn we get literature?
 
Max overflow from 2 whips to GL is a very good idea. Can we time it so that we get it on the turn we get literature?

No problem of doing that. The problem is that doing so will delay the settler to claim the horse/clam site -- a great site which could shared the improved Corn/Rice with Const. That's why I asked for option of the following issue.

Regarding the settler, as I mentioned before, size 8. but not sure now if we want OF to TGL. An alternative trick is still whip at size8 with maximum OF and then build wealth for a few turns to keep the OF.
So delay the settler until TGL or use the trick above.

Unfortunately we can't complete the 2 chops in Const on T67 when it come out of revolt, so that the missionary from Const can only be available on T69 and spread to capital on T71. I should consider sending a worker from capital earlier.:( I guess this bad news favors the options of whipping settler earlier and building wealth to bank the OF more.
 
I was told 3–5 days, but they called me earlier to say that it had been fixed. :D

I have plans tomorrow evening, but can test on Friday/Saturday.

If you want you test your luck again, I could upload the current save. Otherwise, I could complete the 2 battles and then upload the save.

Upload your test till T62 after you get your PC back and then I will update till T65.
 
If you want you test your luck again, I could upload the current save. Otherwise, I could complete the 2 battles and then upload the save.

Upload your test till T62 after you get your PC back and then I will update till T65.
Let's test with as much info as possible, so complete the battles and move the Axeman in the north before uploading.

I'll try to update the test late tonight, but if I don't have time it'll be up by tomorrow afternoon.

EDIT: out of interest, what is our GPT currently at 0% ?
 
<5g, without working the gold mine for this turn. However, with Const coming out of revolt, would be almost the same. Will be red after capturing another city and settling the horse/clam site. Getting CoL is the final barrier for further expansion. We could use the multiple NEs (Sugar pudding would be best for this) trick to gain some cash to get CoL faster.

Edit: Any suggestions or objections to the war plan?
 
Done, a full health woodmanII axe after the battle.:smug:

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Game Log

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Turn 62, 1520 BC: You have discovered Meditation!
Turn 62, 1520 BC: You have discovered Polytheism!
Turn 62, 1520 BC: You have made peace with Asoka!
Turn 62, 1520 BC: The revolution has begun!!!
Turn 62, 1520 BC: Trumpster converts to Buddhism!
Turn 62, 1520 BC: Amsterdam has been founded.
Turn 62, 1520 BC: The anarchy is over! Your government is re-established.

Turn 63, 1480 BC: Rice Pudding will become unhappy on the next turn.
Turn 63, 1480 BC: Constantinople has become happy.
Turn 63, 1480 BC: The borders of Sheepish are about to expand.
Turn 63, 1480 BC: Asoka will trade Monotheism, Priesthood
Turn 63, 1480 BC: Kublai Khan will trade Monotheism, Priesthood
Turn 63, 1480 BC: Napoleon will trade Monotheism, Priesthood
Turn 63, 1480 BC: Will Sign Open Borders: Asoka
Turn 63, 1480 BC: You have discovered Monotheism!
Turn 63, 1480 BC: You have discovered Priesthood!
Turn 63, 1480 BC: Case Départ will grow to size 7 on the next turn.
Turn 63, 1480 BC: Rice Pudding will grow to size 4 on the next turn.
Turn 63, 1480 BC: The borders of Sheepish have expanded!
Turn 63, 1480 BC: Kublai Khan has founded Cordoba in a distant land.
Turn 63, 1480 BC: Tokugawa has founded Addis Ababa in a distant land.

Turn 64, 1440 BC: The enemy has been spotted near Sheepish!
Turn 64, 1440 BC: Case Départ has grown to size 7.
Turn 64, 1440 BC: Rice Pudding has grown to size 4.
Turn 64, 1440 BC: Rice Pudding can hurry Archer for 1&#8692; with 25&#8484; overflow, 9&#8500; added to the treasury, and +1&#8676; for 32 turns.
Turn 64, 1440 BC: Kublai Khan will trade Monarchy
Turn 64, 1440 BC: Napoleon will trade Monarchy
Turn 64, 1440 BC: You have discovered Monarchy!
Turn 64, 1440 BC: You have discovered Iron Working!
Turn 64, 1440 BC: You have discovered a source of Iron near Rice Pudding!
Turn 64, 1440 BC: Will Sign Open Borders: Asoka
Turn 64, 1440 BC: The revolution has begun!!!
Turn 64, 1440 BC: Trumpster adopts Hereditary Rule!
Turn 64, 1440 BC: Trumpster adopts Organized Religion!
Turn 64, 1440 BC: The anarchy is over! Your government is re-established.

Turn 65, 1400 BC: The enemy has been spotted near Sheepish!
Turn 65, 1400 BC: Case Départ has become happy.
Turn 65, 1400 BC: Will Sign Open Borders: Asoka
Turn 65, 1400 BC: You have declared war on Asoka!
Turn 65, 1400 BC: Asoka refuses to talk.
Turn 65, 1400 BC: Your Axeman 13 (Sheepish) has destroyed a Worker!
Turn 65, 1400 BC: You have captured a Worker
Turn 65, 1400 BC: Trumpster's Axeman 2 (Case Départ) (5.00) vs Asoka's Archer (3.00)
Turn 65, 1400 BC: Combat Odds: 94.8%
Turn 65, 1400 BC: Asoka's Archer is hit for 25 (75/100HP)
Turn 65, 1400 BC: Asoka's Archer is hit for 25 (50/100HP)
Turn 65, 1400 BC: Asoka's Archer is hit for 25 (25/100HP)
Turn 65, 1400 BC: Asoka's Archer is hit for 25 (0/100HP)
Turn 65, 1400 BC: Trumpster's Axeman 2 (Case Départ) has defeated Asoka's Archer!
Turn 65, 1400 BC: Your Axeman 2 (Case Départ) has destroyed a Archer!
Turn 65, 1400 BC: Trumpster's Axeman 14 (Case Départ) (5.50) vs Asoka's Archer (3.30)
Turn 65, 1400 BC: Combat Odds: 94.8%
Turn 65, 1400 BC: (Extra Combat: -10%)
Turn 65, 1400 BC: (Extra Combat: +10%)
Turn 65, 1400 BC: Asoka's Archer is hit for 25 (75/100HP)
Turn 65, 1400 BC: Asoka's Archer is hit for 25 (50/100HP)
Turn 65, 1400 BC: Asoka's Archer is hit for 25 (25/100HP)
Turn 65, 1400 BC: Trumpster's Axeman 14 (Case Départ) is hit for 15 (85/100HP)
Turn 65, 1400 BC: Trumpster's Axeman 14 (Case Départ) is hit for 15 (70/100HP)
Turn 65, 1400 BC: Trumpster's Axeman 14 (Case Départ) is hit for 15 (55/100HP)
Turn 65, 1400 BC: Asoka's Archer is hit for 25 (0/100HP)
Turn 65, 1400 BC: Trumpster's Axeman 14 (Case Départ) has defeated Asoka's Archer!
Turn 65, 1400 BC: Your Axeman 14 (Case Départ) has destroyed a Archer!
 
I think Asoka' last city is pretty good to capture as soon as possible, it could pay for itself simply by building wealth, then we gain food every turn.
 
Asoka is going to whip down to 1 pop next turn, which leaves it single pop city, it probably can produce 1 worker for the next 10 turns.

We are most short of workers in these turns -- till completing TGL. This city will come out of revolt ~6 turns later if we could capture it as planned (need some luck if there are 3 archers in the city). It only need a road plus a chop. We have 9 workers now, plus the one on rice, 10 workers for 8 cities should be fine. Horse site basically does not need any worker for long time.
 
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