SGOTM 19 - Also Sprach Sid

The Tech screen does not count the 20% bonus. Might be 5 turns or 4 turns if we produce enough OF.

Not a big deal as long as we don't lose TGL to the mysterious Oracle owner.
 
So research @ what %, do you think? 80%?

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Spoiler :
 
Without test, I don't know. If we want to be safer and more flexible, minimum slider.

Revenged!:lol:
 
I'm going to take a few minutes to figure out the micro in the north.

I think the choices will be:

(1) Road Gold in two turns. Improve Cow in three.
(2) Road Gold in three turns. Improve Cow in two.
(3) Road Gold in two turns. Improve Cow in two. City #5 unconnected.

If I can't figure out a better way to do it, do you have a preference?

I'd favor (1). Or maybe (3). :dunno:

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Good news:

Spoiler :
 
The gold affects 1 citizen in capital? compare the yield with early cow. Looks like new city wins. Edit: option 3 is good.

Tell me the real good new of 4 archers on T62, or finally good news that Asoka's capital is ours, or the best news that we even keep the granary with less loss expected.;)
 
I'll need to go with (1) > (2).

Gold affects 1 citizen in the capital (= +3 yield). But if Golden Sands is unconnected, we lose 2C a turn.

Settling Wheat/Cow earlier adds to our maintenance, offsetting the gain of an early tile.

Finally, if we take three turns to improve the Gold, as with (2), then Rice Pudding will need to stagnate growth for a turn. So 2 citizens are lost for one turn.

I can go with (3). Let me write out the micro.

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I can sense your impatience. ;) I will finish this turn, upload, and then you or someone else can perform the attack.
 
We only make +2GPT at 0% . I'm putting the slider to 20% to complete Aesthetics.
 
How many Archers? :

Spoiler :


;)


Top tier Worker management:

Spoiler :


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Uploading now.
 
Uploaded. Log:

Spoiler :
Here is your Session Turn Log from 1680 BC to 1520 BC:


Turn 59, 1640 BC: Barbarian's Axeman (5.00) vs Trumpster's Archer 1 (Rice Pudding) (8.10)
Turn 59, 1640 BC: Combat Odds: 2.8%
Turn 59, 1640 BC: (Plot Defense: +45%)
Turn 59, 1640 BC: (Fortify: +25%)
Turn 59, 1640 BC: (City Defense: +50%)
Turn 59, 1640 BC: (Hills Defense: +25%)
Turn 59, 1640 BC: (City Barbarian Defense: +25%)
Turn 59, 1640 BC: Trumpster's Archer 1 (Rice Pudding) is hit for 15 (85/100HP)
Turn 59, 1640 BC: Barbarian's Axeman is hit for 25 (75/100HP)
Turn 59, 1640 BC: Barbarian's Axeman is hit for 25 (50/100HP)
Turn 59, 1640 BC: Trumpster's Archer 1 (Rice Pudding) is hit for 15 (70/100HP)
Turn 59, 1640 BC: Barbarian's Axeman is hit for 25 (25/100HP)
Turn 59, 1640 BC: Barbarian's Axeman is hit for 25 (0/100HP)
Turn 59, 1640 BC: Trumpster's Archer 1 (Rice Pudding) has defeated Barbarian's Axeman!

Turn 60, 1600 BC: The enemy has been spotted near Sheepish!
Turn 60, 1600 BC: The enemy has been spotted near Golden Sands!
Turn 60, 1600 BC: You are the worst enemy of Asoka.
Turn 60, 1600 BC: Asoka will trade Iron Working, Meditation, Polytheism
Turn 60, 1600 BC: Kublai Khan will trade Iron Working, Meditation, Polytheism
Turn 60, 1600 BC: Napoleon will trade Meditation, Polytheism
Turn 60, 1600 BC: Will Sign Peace Treaty: Asoka
Turn 60, 1600 BC: Rice Pudding will become unhappy on the next turn.
Turn 60, 1600 BC: You are the worst enemy of Asoka.
Turn 60, 1600 BC: Asoka will trade Iron Working, Meditation, Polytheism
Turn 60, 1600 BC: Kublai Khan will trade Iron Working, Meditation, Polytheism
Turn 60, 1600 BC: Napoleon will trade Meditation, Polytheism
Turn 60, 1600 BC: Will Sign Peace Treaty: Asoka
Turn 60, 1600 BC: Rice Pudding will become unhappy on the next turn.
Turn 60, 1600 BC: You are the worst enemy of Asoka.
Turn 60, 1600 BC: Asoka will trade Iron Working, Meditation, Polytheism
Turn 60, 1600 BC: Kublai Khan will trade Iron Working, Meditation, Polytheism
Turn 60, 1600 BC: Napoleon will trade Meditation, Polytheism
Turn 60, 1600 BC: Will Sign Peace Treaty: Asoka
Turn 60, 1600 BC: Rice Pudding will become unhappy on the next turn.
Turn 60, 1600 BC: You are the worst enemy of Asoka.
Turn 60, 1600 BC: Asoka will trade Iron Working, Meditation, Polytheism
Turn 60, 1600 BC: Kublai Khan will trade Iron Working, Meditation, Polytheism
Turn 60, 1600 BC: Napoleon will trade Meditation, Polytheism
Turn 60, 1600 BC: Will Sign Peace Treaty: Asoka
Turn 60, 1600 BC: Rice Pudding will become unhappy on the next turn.
Turn 60, 1600 BC: You are the worst enemy of Asoka.
Turn 60, 1600 BC: Asoka will trade Iron Working, Meditation, Polytheism
Turn 60, 1600 BC: Kublai Khan will trade Iron Working, Meditation, Polytheism
Turn 60, 1600 BC: Napoleon will trade Meditation, Polytheism
Turn 60, 1600 BC: Will Sign Peace Treaty: Asoka
Turn 60, 1600 BC: Rice Pudding will become unhappy on the next turn.
Turn 60, 1600 BC: You are the worst enemy of Asoka.
Turn 60, 1600 BC: Asoka will trade Iron Working, Meditation, Polytheism
Turn 60, 1600 BC: Kublai Khan will trade Iron Working, Meditation, Polytheism
Turn 60, 1600 BC: Napoleon will trade Meditation, Polytheism
Turn 60, 1600 BC: Will Sign Peace Treaty: Asoka
Turn 60, 1600 BC: Rice Pudding will become unhappy on the next turn.
Turn 60, 1600 BC: You are the worst enemy of Asoka.
Turn 60, 1600 BC: Asoka will trade Iron Working, Meditation, Polytheism
Turn 60, 1600 BC: Kublai Khan will trade Iron Working, Meditation, Polytheism
Turn 60, 1600 BC: Napoleon will trade Meditation, Polytheism
Turn 60, 1600 BC: Will Sign Peace Treaty: Asoka
Turn 60, 1600 BC: Rice Pudding will become unhappy on the next turn.
Turn 60, 1600 BC: You are the worst enemy of Asoka.
Turn 60, 1600 BC: Asoka will trade Iron Working, Meditation, Polytheism
Turn 60, 1600 BC: Kublai Khan will trade Iron Working, Meditation, Polytheism
Turn 60, 1600 BC: Napoleon will trade Meditation, Polytheism
Turn 60, 1600 BC: Will Sign Peace Treaty: Asoka
Turn 60, 1600 BC: Rice Pudding will grow to size 6 on the next turn.
Turn 60, 1600 BC: Rice Pudding will grow to size 6 on the next turn.
Turn 60, 1600 BC: Barbarian's Archer (3.00) vs Trumpster's Archer 1 (Rice Pudding) (7.69)
Turn 60, 1600 BC: Combat Odds: 0.2%
Turn 60, 1600 BC: (Plot Defense: +45%)
Turn 60, 1600 BC: (Fortify: +25%)
Turn 60, 1600 BC: (City Defense: +50%)
Turn 60, 1600 BC: (Hills Defense: +25%)
Turn 60, 1600 BC: (City Barbarian Defense: +25%)
Turn 60, 1600 BC: Trumpster's Archer 1 (Rice Pudding) is hit for 12 (83/100HP)
Turn 60, 1600 BC: Trumpster's Archer 1 (Rice Pudding) is hit for 12 (71/100HP)
Turn 60, 1600 BC: Barbarian's Archer is hit for 31 (69/100HP)
Turn 60, 1600 BC: Barbarian's Archer is hit for 31 (38/100HP)
Turn 60, 1600 BC: Barbarian's Archer is hit for 31 (7/100HP)
Turn 60, 1600 BC: Barbarian's Archer is hit for 31 (0/100HP)
Turn 60, 1600 BC: Trumpster's Archer 1 (Rice Pudding) has defeated Barbarian's Archer!
Turn 60, 1600 BC: While defending, your Archer 1 (Rice Pudding) has killed a Barbarian Archer!

Turn 61, 1560 BC: The enemy has been spotted near Sheepish!
Turn 61, 1560 BC: The enemy has been spotted near Golden Sands!
Turn 61, 1560 BC: Case Départ has become unhappy.
Turn 61, 1560 BC: Rice Pudding has grown to size 6.
Turn 61, 1560 BC: Rice Pudding has become unhappy.
Turn 61, 1560 BC: Rice Pudding can hurry Library for 3⇴ with 21ℤ overflow and +1⇤ for 25 turns.
Turn 61, 1560 BC: You are the worst enemy of Asoka.
Turn 61, 1560 BC: Asoka will trade Iron Working, Meditation, Polytheism
Turn 61, 1560 BC: Kublai Khan will trade Iron Working, Meditation, Polytheism
Turn 61, 1560 BC: Napoleon will trade Meditation, Polytheism
Turn 61, 1560 BC: Will Sign Peace Treaty: Asoka
Turn 61, 1560 BC: You are the worst enemy of Asoka.
Turn 61, 1560 BC: Asoka will trade Iron Working, Meditation, Polytheism
Turn 61, 1560 BC: Kublai Khan will trade Iron Working, Meditation, Polytheism
Turn 61, 1560 BC: Napoleon will trade Meditation, Polytheism
Turn 61, 1560 BC: Will Sign Peace Treaty: Asoka
Turn 61, 1560 BC: You are the worst enemy of Asoka.
Turn 61, 1560 BC: Asoka will trade Iron Working, Meditation, Polytheism
Turn 61, 1560 BC: Kublai Khan will trade Iron Working, Meditation, Polytheism
Turn 61, 1560 BC: Napoleon will trade Meditation, Polytheism
Turn 61, 1560 BC: Will Sign Peace Treaty: Asoka
Turn 61, 1560 BC: Trumpster's Axeman 12 (Rice Pudding) (5.50) vs Barbarian's Archer (3.06)
Turn 61, 1560 BC: Combat Odds: 96.0%
Turn 61, 1560 BC: (Extra Combat: -10%)
Turn 61, 1560 BC: (Extra Combat: +10%)
Turn 61, 1560 BC: Trumpster's Axeman 12 (Rice Pudding) is hit for 15 (85/100HP)
Turn 61, 1560 BC: Barbarian's Archer is hit for 26 (67/100HP)
Turn 61, 1560 BC: Barbarian's Archer is hit for 26 (41/100HP)
Turn 61, 1560 BC: Barbarian's Archer is hit for 26 (15/100HP)
Turn 61, 1560 BC: Trumpster's Axeman 12 (Rice Pudding) is hit for 15 (70/100HP)
Turn 61, 1560 BC: Trumpster's Axeman 12 (Rice Pudding) is hit for 15 (55/100HP)
Turn 61, 1560 BC: Trumpster's Axeman 12 (Rice Pudding) is hit for 15 (40/100HP)
Turn 61, 1560 BC: Barbarian's Archer is hit for 26 (0/100HP)
Turn 61, 1560 BC: Trumpster's Axeman 12 (Rice Pudding) has defeated Barbarian's Archer!
Turn 61, 1560 BC: Your Axeman 12 (Rice Pudding) has destroyed a Archer!
Turn 61, 1560 BC: You are the worst enemy of Asoka.
Turn 61, 1560 BC: Asoka will trade Iron Working, Meditation, Polytheism
Turn 61, 1560 BC: Kublai Khan will trade Iron Working, Meditation, Polytheism
Turn 61, 1560 BC: Napoleon will trade Meditation, Polytheism
Turn 61, 1560 BC: Will Sign Peace Treaty: Asoka
Turn 61, 1560 BC: You are the worst enemy of Asoka.
Turn 61, 1560 BC: Asoka will trade Iron Working, Meditation, Polytheism
Turn 61, 1560 BC: Kublai Khan will trade Iron Working, Meditation, Polytheism
Turn 61, 1560 BC: Napoleon will trade Meditation, Polytheism
Turn 61, 1560 BC: Will Sign Peace Treaty: Asoka
Turn 61, 1560 BC: Trumpster's Axeman 13 (Sheepish) (5.00) vs Barbarian's Warrior (1.23)
Turn 61, 1560 BC: Combat Odds: 100.0%
Turn 61, 1560 BC: (Extra Combat: +10%)
Turn 61, 1560 BC: (Combat: -50%)
Turn 61, 1560 BC: Barbarian's Warrior is hit for 36 (51/100HP)
Turn 61, 1560 BC: Barbarian's Warrior is hit for 36 (15/100HP)
Turn 61, 1560 BC: Barbarian's Warrior is hit for 36 (0/100HP)
Turn 61, 1560 BC: Trumpster's Axeman 13 (Sheepish) has defeated Barbarian's Warrior!
Turn 61, 1560 BC: Your Axeman 13 (Sheepish) has destroyed a Warrior!
Turn 61, 1560 BC: You are the worst enemy of Asoka.
Turn 61, 1560 BC: Asoka will trade Iron Working, Meditation, Polytheism
Turn 61, 1560 BC: Kublai Khan will trade Iron Working, Meditation, Polytheism
Turn 61, 1560 BC: Napoleon will trade Meditation, Polytheism
Turn 61, 1560 BC: Will Sign Peace Treaty: Asoka
Turn 61, 1560 BC: You are the worst enemy of Asoka.
Turn 61, 1560 BC: Asoka will trade Iron Working, Meditation, Polytheism
Turn 61, 1560 BC: Kublai Khan will trade Iron Working, Meditation, Polytheism
Turn 61, 1560 BC: Napoleon will trade Meditation, Polytheism
Turn 61, 1560 BC: Will Sign Peace Treaty: Asoka
Turn 61, 1560 BC: Sheepish will grow to size 3 on the next turn.
Turn 61, 1560 BC: Sheepish will grow to size 3 on the next turn.
Turn 61, 1560 BC: You have discovered Aesthetics!

Turn 62, 1520 BC: Case Départ can hurry Settler for 2⇴ with 14ℤ overflow and +1⇤ for 27 turns.
Turn 62, 1520 BC: Rice Pudding will become unhappy on the next turn.
Turn 62, 1520 BC: Sheepish has grown to size 3.
Turn 62, 1520 BC: You are the worst enemy of Asoka.
Turn 62, 1520 BC: The borders of Sheepish are about to expand.
Turn 62, 1520 BC: Asoka will trade Iron Working, Meditation, Polytheism
Turn 62, 1520 BC: Kublai Khan will trade Iron Working, Meditation, Polytheism
Turn 62, 1520 BC: Napoleon will trade Meditation, Polytheism
Turn 62, 1520 BC: Will Sign Peace Treaty: Asoka

In later turns, it will be a blessing to play with a fully functional mouse. :twitch:
 
:goodjob::love:
Let our new captain show his honor!:D

Good night.

Edit: About the battles

Let 3xp axes take the 1st round vs full health archer. Try to promote our veterans to get a CRIII axes through a battle of HP < 2:1.
 
GL pomthom. :goodjob:

I attach a test, if you want to get a feel for the attacking part.

In the test, I include two healthy Axemen with 0XP. In the real game we only have one. The second 0XP Axe is meant to approximate our real game's Combat I/Shock Axe, which only has 4.5 health.

I can give you explicit instructions, if you'd like. Otherwise, in general I would start off with the 0XP Axeman, then use either the Combat I or CR I Axemen to wound the Archers.

Use the CR II Axeman as soon as we have wounded all four of his defenders. And then clean up. Try to use the Woodsman II Axeman last, because, if things go well, he could also capture the Worker in the real game.

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Another Longbow appeared, by the way, so perhaps the Barbarians do have Feudalism after all.
 

Attachments

^^Yep.

After testing several fights last SGOTM, sending in the real newbies first seems to work as good as sending some level 2~3 guys.

So 0xp and then (follow as Doshin said because it's clearer than this) CR1 (slightly better odds vs. non-fortified) or CR2 when warranted.
 
I'm going to take a few minutes to figure out the micro in the north.

I think the choices will be:

(1) Road Gold in two turns. Improve Cow in three.
(2) Road Gold in three turns. Improve Cow in two.
(3) Road Gold in two turns. Improve Cow in two. City #5 unconnected.
I was uncertain how to manage this. I am worried about our :commerce: .

If we opt for (1), we will gain +6C thanks to trade routes:

Spoiler :
T62

Settle
1 Worker free to Pasture (1/4)

T63

3F 1H 3C

Pasture (3/4)

T64

6F 2H 6C

Pasture (4/4)
Chop (1/3)

T65

9F 6H 9C

Chop (2/3)
Farm (1/5)

T66

12F 10H 12C

Farm (3/5)

T67

15F 14H 15C

Farm (5/5)

T68

20F 15H 18C

Chop (3/3)


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However, (3) lets us work the Cow ASAP (+3H versus unimproved Corn)

Spoiler :
T62

Settle
2 Workers free to Pasture (2/4)

T63

3F 1H 1C

Pasture (4/4)

T64

6F 5H 2C

Chop (2/3)

T65

9F 9H 3C

Farm (2/5)

T66

12F 13H 6C

Farm (4/5)

T67

15F 17H 9C

Farm (5/5)
Chop (3/3)

T68

20F 18H 12C (ignoring chop)


So I favor settling on T62, with a trade network in place, and delaying the Pasture by one turn (&#8211;3H +6C).

I am also pretty sure that, for either PPP, we can improve the Corn on T66 by moving the 'spare' Worker from the Desert/Gold as soon as the road is built.

This would let the city grow a turn sooner (12F ----> 17F ----> 22F ; 0/24 ----> 6/24F, whip ----> 11/22F, with Granary).

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I can test and then write out the micro tomorrow, even though I may not be the one who uses it.

I'll also wait until we've attacked Asoka. Literature and TGL micro will take precedent over the above.
 
^^Yep.

After testing several fights last SGOTM, sending in the real newbies first seems to work as good as sending some level 2~3 guys.

So 0xp and then (follow as Doshin said because it's clearer than this) CR1 (slightly better odds vs. non-fortified) or CR2 when warranted.

It depends who is defending. If it is the combat 1 archer we are better of attacking with CR1 guys while if it is the unpromoted/no fortify bonus archer we are better of attacking with axe without promotions.
 
GL pomthom. :goodjob:

I attach a test, if you want to get a feel for the attacking part.

In the test, I include two healthy Axemen with 0XP. In the real game we only have one. The second 0XP Axe is meant to approximate our real game's Combat I/Shock Axe, which only has 4.5 health.

I can give you explicit instructions, if you'd like. Otherwise, in general I would start off with the 0XP Axeman, then use either the Combat I or CR I Axemen to wound the Archers.

Use the CR II Axeman as soon as we have wounded all four of his defenders. And then clean up. Try to use the Woodsman II Axeman last, because, if things go well, he could also capture the Worker in the real game.

---

Another Longbow appeared, by the way, so perhaps the Barbarians do have Feudalism after all.

I want you to start with the CR 2 axe. then attack whoever has best odds (combat 1 if they are equal to CR 1). Once a unpromoted archer is top attack with 0 xp axemen.
 
Have you ran tests and if so, care to share your results?

Pretty sure Doshin ran a lot more tests than I did to get the attack order; but from the few I did I had the better results with the newbies first.
 
I will do some calculations and see if there is any reason to have the stronger axemen fight the weaker archers.

But leaving the strongest axeman to when all archers are hurt is really wasted potential. We get more utility out of them by having them fight as many rounds as possible. But it might be better to hurt two archers first.

Expect me back in three hours.

btw. is the test game created using new RNG seed on reload?
 
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