SGOTM 19 - Also Sprach Sid

Err on the side of caution with the Spy.

The gain of moving the Spy now is trivial compared to the harm a pillaged Iron tile would cause.
 
CIII defeated LB with 89% (5.9/12)
CII defeated LB with 94% (12/12)
CII/Shock defeated Spear with 97% (6.6/12)
CGIII Axe defeated Archer with 95% (3.5/5), capturing Yeha.

This has not really gone in the same direction...

No building saved in Yeha.
 
That's the normal odd I have expected.

Send in all the axes with best odd 1st. You battle luck this time was below normal. 1 cat + 3 HAs + 1 CIII Cui lost to a single CGIII LB without a scratch.:crazyeye:
This was very rare. You probably got hit by more than 15 times continuously, the odd is about 1/2^15
 
Whether we are threatening AI's city has not effect on whether he is willing to talk, which is only affected by war success, AI's personality, and turns passes.
 
A GG was born in Rice Pudding, he was sent in direction of the front. Who will be our medic?

Apart from the WIII, I was thinking leaving the Axes in the South. I don't really see what use they would have in KK's war (city garrison in captured cities maybe?). What do you think?
 
Whether we are threatening AI's city has not effect on whether he is willing to talk, which is only affected by war success and turns passes.

Even for Aggressive AI? It is a used exploit in HoF games for Worker stealing. Doshin mentioned it once or twice I think... (I may be mixing things up)
 
WoodmanIII 1st, promoted it to morale 1st and upgrade it Mace.

The next Medic GG can be a MedIII HA.

Let's send everything to the front, there's almost nothing to get from Toku. Might capture more workers, but suffering WW is not good.
 
Even for Aggressive AI? It is a used exploit in HoF games for Worker stealing. Doshin mentioned it once or twice I think... (I may be mixing things up)

I don't know where Doshin has gotten this information, maybe it's something that I don't know. I only know that threatening AI's cities amplifies what we can get from peace treaty.
 
OK no diplo opportunities. Pressing end turn and will upload.

I can't plan/play tomorrow, sorry for the delay caused by the crash, we might have gone through another turn... anyway, can't say we didn't get some luck out of it! :blush:
 
I don't know where Doshin has gotten this information, maybe it's something that I don't know. I only know that threatening AI's cities amplifies what we can get from peace treaty.

Yes it's a behaviour that comes from the Aggressive AI option (and why it's used in HoF because AIs will CF much more easily)
 
I think it only increases the AI's generosity in making peace, not their willingness to talk:

There is a trick to it ya.
You need to have your warrior be within 2 tiles of the AI's city threatening it.
With aggressive AI turned on, this acts like a few war success worth of kills making for rapid cease fires.

It also works in reverse. If the AI has an archer threatening your city, it will cancel out what your warrior is doing preventing a cease fire unless you threaten 2 of his cities at the same time.

De Gaulle is willing to talk peace after like 1 turn :lol:
The best is when he has 2 wet corns and one of them is on the edge of his borders.
Steal worker cease fire, wait a few turns, steal a worker cease fire, wait a few turns, steal a worker cease fire.
Only warmonger AI will give you -1's I think for attacking their buddy.

Rarely, a deity AI will refuse to talk peace after a worker steal and you threaten one of their cities. Not sure why.

  • In peace deals, allows to reduces to one-third of the original value of AI side if that AI got more jeopardized cities than the human one. Works for AI-AI deals too. An example, if the AI has one unit endangering your city and you have units endangering two of their cities, that means more from you. Count of units irrelevant. Attacking units only. Scouts, workers and settlers don't count. For the city BFC including the corners.

  • The Worker/ceasefire thing works in the early game because usually (on Deity esp.) the AI is all like "woahhhhh. I have 20 Archers and two cities! I will crush this one city, one Warrior fool!!111" But Aggressive AI makes them panic when faced with a single Warrior.

    This was why Asoka was unwilling to give us any techs for peace, btw. Not that we needed him to give us any, but just one Archer threatening Constantinople was enough.

    ----

    Since our war success was pretty good, and our power is so high, we can move troops northwards.
 
OMG it crashed again!

Thankfully this time I had only performed a whip and a chop :lol: (will PM again to be safe)

------------------------

Toku captured the Barb city to his West!?! Still not willing to talk.


I made a few moves and whips already. Save is uploaded. We have a cute little power spike... :mischief:

LOG:
Spoiler :
Here is your Session Turn Log from 250 AD to 300 AD:

Turn 125, 250 AD: Cornish Cow has grown to size 9.
Turn 125, 250 AD: Sea Horse has grown to size 6.
Turn 125, 250 AD: Alexander has 70 gold available for trade.
Turn 125, 250 AD: You are the worst enemy of Tokugawa.
Turn 125, 250 AD: Alexander is the worst enemy of Napoleon.
Turn 125, 250 AD: Napoleon is the worst enemy of Alexander.
Turn 125, 250 AD: Kublai Khan will trade Copper
Turn 125, 250 AD: Will Trade Map: Huayna Capac, Kublai Khan
Turn 125, 250 AD: Kublai Khan adopts Pacifism!
Turn 125, 250 AD: Kublai Khan adopts Caste System!
Turn 125, 250 AD: Trumpster adopts Police State!
Turn 125, 250 AD: Trumpster adopts Slavery!
Turn 125, 250 AD: Trumpster adopts Theocracy!
Turn 125, 250 AD: You have declared war on Tokugawa!
Turn 125, 250 AD: Tokugawa refuses to talk.
Turn 125, 250 AD: Your Horse Archer 26 (Rice Pudding) has destroyed a Worker!
Turn 125, 250 AD: You have captured a Worker
Turn 125, 250 AD: Your Horse Archer 21 (Rice Pudding) has destroyed a Worker!
Turn 125, 250 AD: You have captured a Worker
Turn 125, 250 AD: Clearing a Forest has created 30 ℤ for Aksum.
Turn 125, 250 AD: Clearing a Forest has created 30 ℤ for Aksum.
Turn 125, 250 AD: Clearing a Forest has created 30 ℤ for Aksum.
Turn 125, 250 AD: Clearing a Forest has created 30 ℤ for Aksum.
Turn 125, 250 AD: Clearing a Forest has created 30 ℤ for Aksum.
Turn 125, 250 AD: Clearing a Forest has created 30 ℤ for Thessalonica.
Turn 125, 250 AD: Clearing a Forest has created 24 ℤ for Thessalonica.
Turn 125, 250 AD: Clearing a Forest has created 24 ℤ for Constantinople.
Turn 125, 250 AD: Clearing a Forest has created 30 ℤ for Lalibela.
Turn 125, 250 AD: Clearing a Forest has created 20 ℤ for Rice Pudding.
Turn 125, 250 AD: Clearing a Forest has created 30 ℤ for Golden Sands.
Turn 125, 250 AD: Golden Sands will grow to size 4 on the next turn.
Turn 125, 250 AD: Sheepish will grow to size 11 on the next turn.
Turn 125, 250 AD: Constantinople will grow to size 11 on the next turn.
Turn 125, 250 AD: Thessalonica will grow to size 8 on the next turn.
Turn 125, 250 AD: Sea Horse will grow to size 4 on the next turn.
Turn 125, 250 AD: Gondar will grow to size 5 on the next turn.
Turn 125, 250 AD: Lalibela will grow to size 6 on the next turn.
Turn 125, 250 AD: You have trained a Cuirassier in Constantinople. Work has now begun on a Market.
Turn 125, 250 AD: Constantinople celebrates "We Love the Dictator Day"!!!
Turn 125, 250 AD: You have trained a Cuirassier in Cornish Cow. Work has now begun on a Market.
Turn 125, 250 AD: You have trained a Cuirassier in Thessalonica. Work has now begun on a Market.
Turn 125, 250 AD: You have trained a Cuirassier in Sea Horse. Work has now begun on a Market.
Turn 125, 250 AD: You have trained a Cuirassier in Dye Hard. Work has now begun on a Market.
Turn 125, 250 AD: You have trained a Cuirassier in Bacon Sandwich. Work has now begun on a Market.
Turn 125, 250 AD: You have constructed Forbidden Palace in Aksum. Work has now begun on a Cuirassier.
Turn 125, 250 AD: A Plantation was destroyed by enemy infiltrators!

Turn 126, 275 AD: Alexander has 80 gold available for trade.
Turn 126, 275 AD: Tokugawa refuses to talk.
Turn 126, 275 AD: You are the worst enemy of Tokugawa.
Turn 126, 275 AD: Alexander is the worst enemy of Napoleon.
Turn 126, 275 AD: Napoleon is the worst enemy of Alexander.
Turn 126, 275 AD: Kublai Khan will trade Copper
Turn 126, 275 AD: Will Trade Map: Kublai Khan
Turn 126, 275 AD: Clearing a Forest has created 24 ℤ for Constantinople.
Turn 126, 275 AD: Clearing a Forest has created 30 ℤ for Adulis.
Turn 126, 275 AD: Clearing a Forest has created 30 ℤ for Aksum.
Turn 126, 275 AD: Clearing a Forest has created 30 ℤ for Cornish Cow.
Turn 126, 275 AD: Trumpster's Catapult 1 (Rice Pudding) (5.00) vs Tokugawa's Longbowman (12.96)
Turn 126, 275 AD: Combat Odds: 0.3%
Turn 126, 275 AD: (Plot Defense: +11%)
Turn 126, 275 AD: (Fortify: +25%)
Turn 126, 275 AD: (City Defense: +100%)
Turn 126, 275 AD: (City Attack: -20%)
Turn 126, 275 AD: Your Catapult 1 (Rice Pudding) has caused collateral damage! (3 Units)
Turn 126, 275 AD: Trumpster's Catapult 1 (Rice Pudding) is hit for 31 (69/100HP)
Turn 126, 275 AD: Tokugawa's Longbowman is hit for 12 (88/100HP)
Turn 126, 275 AD: Tokugawa's Longbowman is hit for 12 (76/100HP)
Turn 126, 275 AD: Trumpster's Catapult 1 (Rice Pudding) is hit for 31 (38/100HP)
Turn 126, 275 AD: Trumpster's Catapult 1 (Rice Pudding) is hit for 31 (7/100HP)
Turn 126, 275 AD: Trumpster's Catapult 1 (Rice Pudding) is hit for 31 (0/100HP)
Turn 126, 275 AD: Tokugawa's Longbowman has defeated Trumpster's Catapult 1 (Rice Pudding)!
Turn 126, 275 AD: Your Catapult 1 (Rice Pudding) has died trying to attack a Longbowman!
Turn 126, 275 AD: Alexander has 80 gold available for trade.
Turn 126, 275 AD: Tokugawa refuses to talk.
Turn 126, 275 AD: You are the worst enemy of Tokugawa.
Turn 126, 275 AD: Alexander is the worst enemy of Napoleon.
Turn 126, 275 AD: Napoleon is the worst enemy of Alexander.
Turn 126, 275 AD: Kublai Khan will trade Copper
Turn 126, 275 AD: Will Trade Map: Kublai Khan
Turn 126, 275 AD: Trumpster's Cuirassier 25 (Rice Pudding) (15.60) vs Tokugawa's Longbowman (10.76)
Turn 126, 275 AD: Combat Odds: 89.1%
Turn 126, 275 AD: (Extra Combat: -30%)
Turn 126, 275 AD: (Plot Defense: +11%)
Turn 126, 275 AD: (Fortify: +25%)
Turn 126, 275 AD: (City Defense: +100%)
Turn 126, 275 AD: Tokugawa's Longbowman is hit for 22 (54/100HP)
Turn 126, 275 AD: Trumpster's Cuirassier 25 (Rice Pudding) is hit for 17 (83/100HP)
Turn 126, 275 AD: Tokugawa's Longbowman is hit for 22 (32/100HP)
Turn 126, 275 AD: Trumpster's Cuirassier 25 (Rice Pudding) is hit for 17 (66/100HP)
Turn 126, 275 AD: Trumpster's Cuirassier 25 (Rice Pudding) is hit for 17 (49/100HP)
Turn 126, 275 AD: Tokugawa's Longbowman is hit for 22 (10/100HP)
Turn 126, 275 AD: Tokugawa's Longbowman is hit for 22 (0/100HP)
Turn 126, 275 AD: Trumpster's Cuirassier 25 (Rice Pudding) has defeated Tokugawa's Longbowman!
Turn 126, 275 AD: Your Cuirassier 25 (Rice Pudding) has destroyed a Longbowman!
Turn 126, 275 AD: Trumpster's Cuirassier 4 (Cornish Cow) (14.40) vs Tokugawa's Longbowman (9.88)
Turn 126, 275 AD: Combat Odds: 94.1%
Turn 126, 275 AD: (Extra Combat: -20%)
Turn 126, 275 AD: (Plot Defense: +11%)
Turn 126, 275 AD: (Fortify: +25%)
Turn 126, 275 AD: (City Defense: +45%)
Turn 126, 275 AD: Tokugawa's Longbowman is hit for 23 (68/100HP)
Turn 126, 275 AD: Tokugawa's Longbowman is hit for 23 (45/100HP)
Turn 126, 275 AD: Tokugawa's Longbowman is hit for 23 (22/100HP)
Turn 126, 275 AD: Tokugawa's Longbowman is hit for 23 (0/100HP)
Turn 126, 275 AD: Trumpster's Cuirassier 4 (Cornish Cow) has defeated Tokugawa's Longbowman!
Turn 126, 275 AD: Gustavus II Adolphus (Great General) has been born in Rice Pudding (Trumpster)!
Turn 126, 275 AD: Your Cuirassier 4 (Cornish Cow) has destroyed a Longbowman!
Turn 126, 275 AD: Trumpster's Cuirassier 24 (Rice Pudding) (14.40) vs Tokugawa's Spearman (7.86)
Turn 126, 275 AD: Combat Odds: 97.3%
Turn 126, 275 AD: (Extra Combat: -20%)
Turn 126, 275 AD: (Extra Combat: +10%)
Turn 126, 275 AD: (Plot Defense: +11%)
Turn 126, 275 AD: (Fortify: +25%)
Turn 126, 275 AD: (Combat: -25%)
Turn 126, 275 AD: (Combat: +100%)
Turn 126, 275 AD: Tokugawa's Spearman is hit for 26 (63/100HP)
Turn 126, 275 AD: Tokugawa's Spearman is hit for 26 (37/100HP)
Turn 126, 275 AD: Trumpster's Cuirassier 24 (Rice Pudding) is hit for 15 (85/100HP)
Turn 126, 275 AD: Trumpster's Cuirassier 24 (Rice Pudding) is hit for 15 (70/100HP)
Turn 126, 275 AD: Trumpster's Cuirassier 24 (Rice Pudding) is hit for 15 (55/100HP)
Turn 126, 275 AD: Tokugawa's Spearman is hit for 26 (11/100HP)
Turn 126, 275 AD: Tokugawa's Spearman is hit for 26 (0/100HP)
Turn 126, 275 AD: Trumpster's Cuirassier 24 (Rice Pudding) has defeated Tokugawa's Spearman!
Turn 126, 275 AD: Your Cuirassier 24 (Rice Pudding) has destroyed a Spearman!
Turn 126, 275 AD: Trumpster's Axeman 5 (Case Départ) (5.00) vs Tokugawa's Archer (2.79)
Turn 126, 275 AD: Combat Odds: 95.2%
Turn 126, 275 AD: (Plot Defense: +11%)
Turn 126, 275 AD: (City Defense: +70%)
Turn 126, 275 AD: (City Attack: -75%)
Turn 126, 275 AD: Trumpster's Axeman 5 (Case Départ) is hit for 15 (85/100HP)
Turn 126, 275 AD: Tokugawa's Archer is hit for 25 (63/100HP)
Turn 126, 275 AD: Trumpster's Axeman 5 (Case Départ) is hit for 15 (70/100HP)
Turn 126, 275 AD: Tokugawa's Archer is hit for 25 (38/100HP)
Turn 126, 275 AD: Tokugawa's Archer is hit for 25 (13/100HP)
Turn 126, 275 AD: Tokugawa's Archer is hit for 25 (0/100HP)
Turn 126, 275 AD: Trumpster's Axeman 5 (Case Départ) has defeated Tokugawa's Archer!
Turn 126, 275 AD: Your Axeman 5 (Case Départ) has destroyed a Archer!
Turn 126, 275 AD: You have captured Yeha!!!
Turn 126, 275 AD: Cornish Cow will grow to size 7 on the next turn.
Turn 126, 275 AD: Aksum will grow to size 9 on the next turn.
Turn 126, 275 AD: You have trained a Cuirassier in Constantinople. Work has now begun on a Market.
Turn 126, 275 AD: You have trained a Cuirassier in Cornish Cow. Work has now begun on a Market.
Turn 126, 275 AD: You have trained a Cuirassier in Sea Horse. Work has now begun on a Market.
Turn 126, 275 AD: You have trained a Settler in Adulis. Work has now begun on a Work Boat.
Turn 126, 275 AD: Huayna Capac has completed Notre Dame!
Turn 126, 275 AD: Mycenian (Barbarian) has been captured by the Ethiopian Empire!!!

Turn 127, 300 AD: Constantinople will become unhappy on the next turn.
Turn 127, 300 AD: Alexander has 80 gold available for trade.
Turn 127, 300 AD: Tokugawa refuses to talk.
Turn 127, 300 AD: You are the worst enemy of Tokugawa.
Turn 127, 300 AD: Alexander is the worst enemy of Napoleon.
Turn 127, 300 AD: Napoleon is the worst enemy of Alexander.
Turn 127, 300 AD: Kublai Khan will trade Copper
Turn 127, 300 AD: Will Trade Map: Kublai Khan
Turn 127, 300 AD: Clearing a Forest has created 24 ℤ for Sheepish.
Turn 127, 300 AD: Clearing a Forest has created 24 ℤ for Cornish Cow.
 
Seeing the whole map is pretty good news: the number of seafood is quite low so that is unlikely to slow us down.

Domination/research will be more problematic. We can spam some ice ball cities to grab land at the last minute but that's a hefty investment. Land grab should be last so that our tech pace isn't hindered too much.

At this point, I have difficulty accepting cottages over farms :( I would seriously consider bulldozing some of the smaller ones in favour of growth capacity for army production - once chops are done of course.

~~~

I'm unavailable to play at all for roughly 2 weeks. Working on a big submission which would be really good at work.
After that, I should be more around.
 
At this point, I have difficulty accepting cottages over farms :( I would seriously consider bulldozing some of the smaller ones in favour of growth capacity for army production - once chops are done of course.

Still addict to Farm.;) If you take a look at the happiness in our cities, you will see that 1 or two more farms over cottages in our own cities are not helpful.

OTOH, except in Aksum, I agree with farms in other cities from now on. It's almost T130 and other Toku's cities does not have high food plus. Many KK's cities can work on water tiles.
 
Does anyone know if the Ice/Coast cities receive 4 trade routes from the GLH on Lakes maps?

The save seems good to me. Dye Hard shouldn't work its namesake tile (Dye ---> Coast). Adulis should work the Horse, although perhaps you just whipped Aksum?

I don't think pomthom has built any Farms or Cottages. ;) Ok, maybe one or two Cottages. Most of the Worker micro seems to be "chop/chop/chop," while we are in Police State.
 
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