SGOTM 19 - Also Sprach Sid

What turn is the Taj due to complete, pomthom?

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Case Départ could take the Plains Farm back > Grassland Hill, and let Rice Pudding work the Plains Forest instead. That gets +1F in the capital before the GA.

I'll make an estimate
 
After the DOW, we can also bribe Alex to join.

I can't remember when Nappy made the demand on us, we need be aware about him. Make a demand on him before the peace treaty is gone. KK has enough to bribe him.

Edit: The north cities have more units than expected (4 units in the city plus 1 HA on the way, and maybe 1 more unit next turn), let's draw a couple more Cuis from the west stack to north stack.
 
(A) GPP

Spoiler :








Turn Case Depart Constantinople Dye Hard Bacon Sandwich
131 48/800 (base = +14GPP) 107/800 (base = +4GPP) 459/800 (base = +0GPP) 621/800 (base = +0GPP)

Rough guide to food/pop:

CD = +4FPT @ size 16 (size 16 now)
Co = +14FPT @ size 11 (size 11 now)
DH = +9FPT @ size 9 (size 8 now)
BS = +9FPT @ size 10 (size 7 now)

(B) Golden Age/Pacifism


(1) Bacon Sandwich

(3 * 3) * 6 = 54GPP per turn, with 6 Merchants
(3 * 3) * 7 = 63GPP per turn, with 7 Merchants

54 + 63 + 63

= 180GPP, so ~ 3 turns to generate a Great Merchant

(2) Constantinople

(3 * 3) * 7 = 63 + 12 (wonders) = 75GPP per turn

~10 turns to 900GPP. Run Great Scientists?

(3) Case Départ

14 * 4 = 56GPP per turn
(3 * 4) * 2 = 24GPP per turn

= 80GPP per turn, running 2 Great Scientists

~10 turns to 900GPP. Should be slower than Constantinople, so that it grabs the 1000GP guy.

(4) Dye Hard

(3 * 3) * 5 = 45GPP per turn, with 5 Merchants

45 * 10 = 450GPP

459 + 450 = 909GPP​

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Dye Hard is about 300GPP short of a GM for Sushi. There is time to spare, and the Parthenon could boost Great People here.

The above numbers are a general guide, as before.

Bacon Sandwich is most important: a Great Merchant needs ~10 turns to travel from here to a decent AI city. If we leave it too late, the war situation will be too tense. Engineering will shave a few turns off travel time.

It would be nice to chop a Market in BS and DH before we start running Merchants again.

Dye Hard should convert one Grass Cottage to a Farm, so that it has +10F and can run 5 Merchants without losing food (since it will need to do this for 15–20 turns).
 
I can't remember when Nappy made the demand on us, we need be aware about him. Make a demand on him before the peace treaty is gone. KK has enough to bribe him.
2 turns are left.

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Adulis needs to build the Workboat on T132. Do you have an Axe moving towards our Galley?

I am sure you have seen that we can steal a barbarian Worker quite easily. :hammer:
 
Thinking about our Ice cities:

Spoiler :

With the suggested layout, we need one of the two cities to reach 100 :culture: . Otherwise any boats built in Crabs will be unable to use a Fort 1SW of the Whale.

If the eastern city received a religion and built culture, with Stonehenge, it'd generate 6–7CPT. Let's say ~15 turns before any Galleys can cross the Whale.

With an Artist Specialist (instead of working an Ice Mine while building Culture) it could generate 7–8CPT. That would need ~13 turns, before the Galleys can move from Crab City ---> Whales. So ~17 turns before we unload the first Cuirassiers.

Mercantilism would speed things up (10–12CPT), but we will not switch for at least 10 turns.

So, two points:

  1. We need a Settler for this city ASAP.
  2. Or we could consider settling 1W of this dotmap instead?

An alternate way to move the Ironclad is as follows:

Spoiler :



The Ironclad constantly uses its two moves. 1W, then 1E.

If we move a WB, the Ironclad attacks and then seems to stop for the turn.

On the next turn, it uses both its moves. 1E, then 1W.

Another test, comparing us and the AI:

Spoiler :
Spoiler :




vs.

Spoiler :





Others can test the barb behavior, if you'd like.
 
The Crab city could be moved 1E of the dotmap too.

In any case, 100 :culture: is very difficult for small/poor cities, without the Sistine Chapel and Mercantilism. Ships can't pass through Forts in neutral territory, and capturing the barb city is going to be a drawn out process (load/unload/move to city/build a stack/capture/wait for it to leave revolt/improve... etc).

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If the Ironclad bombards a city, does it consistently park next to the city? Or will it move back 1E occasionally, blocking our access to the Ice corner every other turn?

I haven't tested this behavior. I think pomthom did?
 
^

Golden sands: grow on Cui and chop/whip a couple of settlers for 2 north cities.

My original thought was 2 settlers to fill the gap, not a huge sink to our economy due to GLH and TC.

An alternative way is settle the crab site 1E if that site can still produce WB and galley (Need test).
 
Oh true, that would work. It is one more Settler to build.

Are we set on using the city culture to lure the Ironclad out of its current location? I ask because sacrificing a WB seems to move it permanently 1W.

Ideally we could drop Cuirassiers onto the Ice tile every turn, since we will only have ~2 Galleys.

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BTW, if we ignore Hung-Nsia, the chop 2W of the Tundra Horse will go into a Whale city, won't it?

24H (30H in Police State) is half/most of a Galley. We could capture the barb city after.
 
^
I think the culture trick is pretty good, even the Ironclad remove all the culture, it will regrow the next turn and lure the Ironclad back.

1 galley should be enough for the job, we just need to ship a few more times. I don't think the defense in the barbarian city would be very tough.

Hung-Nsia is not a bad city and we can take it soon. We can delay the settlement of the gateway city and wait the galley from crab site.

^
An alternative way is settle the crab site 1E if that site can still produce WB and galley (Need test).

Just tested this and it works. Those ice tiles are considered as water tiles.
 
Most of our own cities are exhausted from whipping. We can let them take a break next.

Thessa: Whip now
Sheepish: whip now->OF to spears, we need quite a few city police in the future.
Cornish Cow: whip at size 7? before we switch out of PS
Golden sands: grow on Cui and chop/whip a couple of settlers for 2 north cities.

The next 2 Cuis from RP can be sent to take barbarian city north of golden sands.
Sounds good

What turn is the Taj due to complete, pomthom?

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Case Départ could take the Plains Farm back > Grassland Hill, and let Rice Pudding work the Plains Forest instead. That gets +1F in the capital before the GA.
Sure about the Plains Farm.

The quickest Taj date I can get is T136 by working Horse + Mines for 5 turns... (delaying the chop until T135)

T131: Taj (441/700) working Horse + 2*Mines + Plains Forest, 13 base * 2.25 = 29
T132: Taj (470/700) working Horse + 2*Mines + Plains Forest, 13 base * 2.25 = 29
T133: Taj (499/700) working Horse + 2*Mines + Plains Forest, 13 base * 2.25 = 29
T134: 3pop whip Cuir (6/100) but still work Horse + 2*Mines, 6 + (90 + 11) * 1.5 = 157, OF: (157 - 100)/1.5 = 38
T135: Taj (528/700) get chop + OF working Horse + 2*Mines, (11 base + 30 chop + 38 OF) * 2.25 = 177
T136: Taj (705/700)

This means Adulis needs to switch to WB now and work GL Forest from Gondar

After the DOW, we can also bribe Alex to join.

I can't remember when Nappy made the demand on us, we need be aware about him. Make a demand on him before the peace treaty is gone. KK has enough to bribe him.

Edit: The north cities have more units than expected (4 units in the city plus 1 HA on the way, and maybe 1 more unit next turn), let's draw a couple more Cuis from the west stack to north stack.
Ok about diplo.

How many more troops for North? (currently 11)

Adulis needs to build the Workboat on T132. Do you have an Axe moving towards our Galley?

I am sure you have seen that we can steal a barbarian Worker quite easily. :hammer:
Yes Galley needs to be completed IBT 132 and 133

An Axe will be in F&S T132

Worker steal: yes of course :assimilate: however if there are wandering LBs near the tundra forests I'll have to use another Cuir to protect the roading Workers (which we can then use to capture Hung-Nsia)

If the Ironclad bombards a city, does it consistently park next to the city? Or will it move back 1E occasionally, blocking our access to the Ice corner every other turn?

I haven't tested this behavior. I think pomthom did?
I don't remember testing the Ironclad behaviour after the city culture is 0% but I'm pretty sure it moves 1E and comes back 1W. If not, culture will grow back and the Ironclad will go back

^
My original thought was 2 settlers to fill the gap, not a huge sink to our economy due to GLH and TC.

An alternative way is settle the crab site 1E if that site can still produce WB and galley (Need test).
Very interesting, worth testing (I had thought of settling a 3rd city too)
EDIT: xpost Duckweed :goodjob:
 
Tomorrow is weekend, do you want to play a few turns tonight?:)

I thought it was 10, make it 12 then.
Writing down thougts about next turns, if I'm not too slow I'll pay tonight :p

Yes I said I opted for 11 rather than 10 since I could only gather 2*Lvl 4 + 1*Lvl 3 instead of the 4*Lvl 4 we wanted.

So for T131 we'll have a West/North distribution of 14/12
 
T131

Slider 0% Constitution (or partial slider?)
Cancel Deer deal with KK, demand tribute of Deer from Nappy
DoW KK, EDIT: bribe in Alex

Steal barb worker in North tundra after building road. If Worker moving on forest shows barb LB wandering nearby, bring in 2nd Cuir to protect it (we can choose from a 2 or 11 XP, suggestions? I'd say 11XP because it will probably attack East barb city)

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War logistics

Northern stack (12 Cuirs):
T131: move entire stack 2E of Toledo
T132: take Murcia with minimum troops, the rest moves 2S of Salamanca
T133: take Salamanca​

Western stack (14 Cuirs + Angry Nurse + rest of troops):
T131: move 1SE or 2S2E of Toledo
T132: take Toledo using in priority troops 2S2E of the city, move available units towards Barcelona
T133: take Barcelona​


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City builds

Taj:
Spoiler :
T131: Taj (441/700) working Horse + 2*Mines + Plains Forest, 13 base * 2.25 = 29
T132: Taj (470/700) working Horse + 2*Mines + Plains Forest, 13 base * 2.25 = 29
T133: Taj (499/700) working Horse + 2*Mines + Plains Forest, 13 base * 2.25 = 29
T134: 3pop whip Cuir (6/100) but still work Horse + 2*Mines, 6 + (90 + 11) * 1.5 = 157, OF: (157 - 100)/1.5 = 38
T135: Taj (528/700) get chop + OF working Horse + 2*Mines, (11 base + 30 chop + 38 OF) * 2.25 = 177
T136: Taj (705/700)


Case Depart: takes back plains Farm from RP

Aksum: see Taj

Adulis: switches to WB this turn, working GL forest

Cornish Cow: switches to Market, grows to size 7 and 2pop whips Cuir

Thessalonica: whip now. OF in Market or Cuir?

Sheepish:whips now, OF in Spear

GS: grows on Cuirs, then whips Settler 5 -> 3
 
T131

Slider 0% Constitution (or partial slider?)

Stay on 0% for a few turns.

Cancel Deer deal with KK, demand tribute of Deer from Nappy

Doshin said that there's still 2 turns of peace treaty, I'd like to demand cash than resource.

DoW KK

Remember to bribe Alex to join, you can check which techs are the cheapest. I'd try to keep Machinery since it leads to Eng.

Thessa market next is fine
 
^ Yes but he doesn't have cash and I didn't want to lose the Deer (for :yuck: in Case Depart). I can renegociate our deals with him to get the dear (for Corn) but if we have nothing else to demand he can be bribed...
 
I'd favor raising the science slider again, since we will soon have city capture gold and I don't think there are any HArchers left to upgrade (well, worth upgrading).

I've a slight preference for 11XP Cuirassiers going to Kublai > barbs. AI cities have cultural defense, promotions, and more units.

Against the barbs, Combat I = ~91% odds, Combat II = ~96%, Combat III = ~97%.

If you can't demand Deer, you'll need to renegotiate some deals with Nappy. Cancel the Corn <----> 1GPT.

Thessalonica OF into another Cuirassier, while in Police State/Theocracy.

We don't need it immediately, but think about what cities will produce northern Settlers. We need several and could be out of Slavery in ~6 turns. (edit: I saw your note for GS)

GL. :goodjob:
 
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War logistics

Northern stack (12 Cuirs):
T131: move entire stack 2E of Toledo


1 unpromoted Cui kill the HA, 5 Cuis including 1 level 3 and level 4 to 1SW of Murcia. These Cuis will have 1 movement left after the battles.​
 
^ Yes but he doesn't have cash and I didn't want to lose the Deer (for :yuck: in Case Depart). I can renegociate our deals with him to get the dear (for Corn) but if we have nothing else to demand he can be bribed...

Wait 1 or 2 turns, he is likely to have cash or gpt, trade the Deer with resource. Even not, we can cancel a resource deal and demand later.
 
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