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SGOTM 20 - Civ Geeks United

Now we can see a Holy City does it appear on the Top 5 cities list or do Barb cities never appear there ? Are there any shrines listed in the Wonders?

No, the list is populated with AI cities (plus GC).

No shrines show up in the Wonder list. I suspect that the shrines haven't been built. Otherwise, the comment about 4 temples for a settled GPro doesn't make a lot of sense.
 
we are not looking for the beakers but for Gp points and earlier GP.

If we need that mutch swords, then we must forget swords and directly go for phants.
 
we are not looking for the beakers but for Gp points and earlier GP.

If we need that mutch swords, then we must forget swords and directly go for phants.

Agreed about swords and elephants.

Currency or HBR?
 
we are not looking for the beakers but for Gp points and earlier GP.

If we need that mutch swords, then we must forget swords and directly go for phants.

It takes a long time to get construction in after currency. There's not much to build in Endor, Death Star, and some others if we don't build swords.

We could de-emphasize the attack on the island by keeping GC on buildings (Market once Currency is in), but I think we still need to go forward with swords.

Since Suly is stacking axes, maybe a couple chariots would be good as well.
 
T91
Churchill researched math, but won't trade.
Louis researched HBR, but won't trade.
Deleted WB so trireme did not get experience.
Deer to Louis for corn
T92
Great Prophet
No sign of a French stack, but now Louis border that snug up to ours at Alderaan.

Here is your Session Turn Log from 625 BC to 575 BC:
Spoiler :

Turn 90, 625 BC: Geek Central has grown to size 9.
Turn 90, 625 BC: Midgar has grown to size 7.
Turn 90, 625 BC: Midgar can hurry Trireme for 1⇴ with 13ℤ overflow and +1⇤ for 10 turns.
Turn 90, 625 BC: Death Star has grown to size 7.
Turn 90, 625 BC: Dagobah has grown to size 5.
Turn 90, 625 BC: Dagobah can hurry Lighthouse for 1⇴ with 18ℤ overflow and +1⇤ for 12 turns.
Turn 90, 625 BC: Endor has grown to size 5.
Turn 90, 625 BC: Louis XIV will trade Corn
Turn 90, 625 BC: You are the worst enemy of Suleiman.
Turn 90, 625 BC: Augustus Caesar is the worst enemy of Julius Caesar.
Turn 90, 625 BC: Julius Caesar is the worst enemy of Augustus Caesar.
Turn 90, 625 BC: Napoleon is the worst enemy of Louis XIV, Victoria.
Turn 90, 625 BC: Louis XIV is the worst enemy of Napoleon.
Turn 90, 625 BC: Victoria is the worst enemy of Churchill.
Turn 90, 625 BC: Churchill will trade Polytheism
Turn 90, 625 BC: Victoria will trade Polytheism
Turn 90, 625 BC: Louis XIV will trade Corn
Turn 90, 625 BC: Will Sign Open Borders: Victoria
Turn 90, 625 BC: You are the worst enemy of Suleiman.
Turn 90, 625 BC: Augustus Caesar is the worst enemy of Julius Caesar.
Turn 90, 625 BC: Julius Caesar is the worst enemy of Augustus Caesar.
Turn 90, 625 BC: Napoleon is the worst enemy of Louis XIV, Victoria.
Turn 90, 625 BC: Louis XIV is the worst enemy of Napoleon.
Turn 90, 625 BC: Victoria is the worst enemy of Churchill.
Turn 90, 625 BC: Churchill will trade Polytheism
Turn 90, 625 BC: Victoria will trade Polytheism
Turn 90, 625 BC: Louis XIV will trade Corn
Turn 90, 625 BC: Will Sign Open Borders: Victoria
Turn 90, 625 BC: Tatooine will grow to size 7 on the next turn.

Turn 91, 600 BC: Death Star can hurry Settler for 2⇴ with 26ℤ overflow and +1⇤ for 10 turns.
Turn 91, 600 BC: Tatooine has grown to size 7.
Turn 91, 600 BC: Dagobah will become unhappy on the next turn.
Turn 91, 600 BC: Dagobah will grow to size 6 on the next turn.
Turn 91, 600 BC: Jabba's Palace will grow to size 3 on the next turn.
Turn 91, 600 BC: Deal Canceled: Copper, Rice, Sheep, Wheat, Silver to Churchill for Iron
Turn 91, 600 BC: Narayana Guru (Great Prophet) has been born in Geek Central (Mehmed)!
Turn 91, 600 BC: Euclid (Great Scientist) has been born in Cumae (Augustus Caesar)!

Turn 92, 575 BC: Tatooine can hurry The Colossus for 3⇴ with 20ℤ overflow and +1⇤ for 13 turns.
Turn 92, 575 BC: Dagobah has grown to size 6.
Turn 92, 575 BC: Endor can hurry Barracks for 1⇴ with 24ℤ overflow and +1⇤ for 10 turns.
Turn 92, 575 BC: Jabba's Palace has grown to size 3.
Turn 92, 575 BC: The borders of Jabba's Palace are about to expand.


Logging by BUFFY 3.19.003 (BtS 3.19)
------------------------------------------------
Spoiler :
Turn 90/500 (625 BC) [31-Aug-2014 10:36:01]
A Mine was built near Tatooine
Research begun: Currency (6 Turns)
A Road was destroyed by Ottoman Chariot 5 (Geek Central)
Research begun: Horseback Riding (4 Turns)
0% Research: 7 per turn
0% Espionage: 4 per turn
100% Gold: 23 per turn, 407 in the bank

After End Turn:
Tatooine grows to size 7
Endor finishes: Forge
Jabba's Palace finishes: Granary
Alderaan finishes: Monument

Other Player Actions:
Attitude Change: Suleiman (Ottomans) towards Napoleon (France), from 'Cautious' to 'Pleased'

Turn 91/500 (600 BC) [31-Aug-2014 10:43:17]
Endor begins: Barracks (3 turns)
Jabba's Palace begins: The Pyramids (63 turns)
Alderaan begins: Granary (30 turns)
Chariot 16 (Midgar) promoted: Flanking I
A Road was destroyed by Ottoman Chariot 5 (Geek Central)
A Cottage was built near Geek Central
A Farm was built near Death Star
Tech traded to Louis XIV (France): Priesthood
0% Research: 7 per turn
0% Espionage: 4 per turn
100% Gold: 24 per turn, 430 in the bank

After End Turn:
Whip anger has decreased in Jabba's Palace
Narayana Guru (Great Prophet) born in Geek Central
A Hamlet was built near Geek Central
Dagobah grows to size 6
Jabba's Palace grows to size 3

Other Player Actions:
Attitude Change: Suleiman (Ottomans) towards Napoleon (France), from 'Pleased' to 'Cautious'
 
Well, no controversy about bulbing Math.

It looks like we should start HBR and wait for Churchill to be willing to trade Math.

Shulec, what do you think about swords vs. elephants for barb cities?
 
Well, no controversy about bulbing Math.

It looks like we should start HBR and wait for Churchill to be willing to trade Math.

Shulec, what do you think about swords vs. elephants for barb cities?

I want to use elephants and cats. We will simply lose too many units trying with swords.

I think attacking anybody with swords is a bad idea at this point. I am biased and never use sword to war with. They are great for barb cities, but suck otherwise.

Here is a CR1 10 swordsman test.
 

Attachments

  • TestGame Nerfed AI BC-0575 10 CR1 swords by barb hindu city.CivBeyondSwordSave
    230.7 KB · Views: 22
if we don't have anything to build, there is still gold or research.

suly and louis are little scary. clearly
 
PPP T92-T105

Turnset Goals
Improve economy through techs, tile selection, and trade
Found GP Farms on sites (relatively) close to capital
Build Triremes to take control of inland sea
Prepare galleys for elephant/cat assault
Build stables in production cities

Cities

GC - Forge to T96, Stable to T101, HA to T105, Market, two Sci Specialists at all times

Midgar – Trireme to T93, WB to T95, Trireme to T99, Trireme to T101 then switch to Lighthouse and whip, WB then Galley
Work fish net T95, run Engineer

Tatooine – Colossus to T95, WB to T97, Lighthouse to T100, Library

Death Star – Settler to T94, Axe to T97, Archer to T99, Settler to T103, Stable

Endor – Barracks to T94, Chariot to T96, Axe to T100, Chariot to T101, Library to T105, Wealth or Research

Dagobah - lighthouse to T93, Forge, whip on T97, Barracks to T100, Axe to T103, Settler for 1 turn then whip

Jabba's Palace – Granary to T94, WB to T100, Lighthouse
Work mine on T98, work on Iron on T100, work cottage T101, work whale T104

Alderaan – Granary to T101, Library

Gondor – Settled T95, Library

Caemlyn – Settled T105

Courthouses may take priority if we can trade CoL

City micro:
Straightforward, start to emphasize cottages in Jabba's Palace, Tatooine, and Midgar as we run out of other improved tiles. Use whip as cities near happy cap (Size9- 10, 11 for GC)

Commerce Cities – GC, Tatooine, JP, Alderaan
GP Farms – Gondor, Caemlyn, GC (sort of)
Production Cities – Death Star, Endor, Dagobah, Midgar (naval)

Tech
100% HBR to T95, so we can build Stables for elephants.
Go to 0% and attempt to trade for Math and anything else useful.
If math still not available by T98, research Currency (finish T102)
0% to T104, if still no Math, research it for completion on T105

Workers
Cid – Stay around GC; Cottage T92, Road T96, Farm T98, Cottage T103
Rand – Stay around Dagobah; Cottage T92, move to PFH T96, chop T97, mine T100, cottage T104
The Master – Cottage T92, Move to jungle T96, chop T97, cottage T101, road T105
Dorrin – Move 1NW, Cottage T92, move to Iron T96, mine T97, road T100, road rice T101, move to GFH T103, chop T104
C3PO (Worker 2) – Move 1W, road T92, move to Horse, road T94, move 1N, road T96, Cottage 1NE T98, road T102, cottage 1W T104
Obi Wan (Worker) – move to other Fur, Camp T94, road T98, finish Iron mine T100, road T101, cottage 1NE T102
The Doctor – move to Deer T95, road T96, move 1SW T98, road toward Augustus
R2D2 – Move 2NE, cottage T93, road rice T97, move to 1S of Gondor T99, chop T100, cottage T103

Settlers
#1 – Found Gondor on northern coast between Tatooine and JP
#2 – Found Caemlyn E of GC (3E or 4E?) Both are good GP Farms, 3E allows another city to be squeezed in NE of Caemlyn

Chariots & Scout
Injured chariot heal, try to get increased visibility. Promote to flanking. (4/2 XP currently).
Far east chariot keep exploring. Keep mapping the continent.

Resource Trade
No change until Currency in, then look for cash trades with AC, Churchill, Louis

Diplo
Future partners: Augustus, Churchill, Louis (Napoleon is worst enemy of Louis and Victoria.)
Accept tech demands from Louis, Augustus.
Cancel OB with Julius, or wait for AC demand?
If Louis DOWs Napoleon, accept demand to join war, then consider bribing Churchill in too.
Decline Julius request to stop trading with Augustus. (again)
Increase power rating with a few Axes/Chariots to deter Suleiman from DoW


I tested all the way to T110 in order to get Construction. That seems like a long wait, but I also couldn't trade for math in the test game.
 
math will be available as soon as another AI will get it. I hope augustus and maybe victoria will have it soon.

I've been thinking on our east border. No access to save so can't test anything.
I'd really like to have small defence in our east cities -> min 1 archer, better 2 in our 3 east cities + 1 turn on a wall in case of emergency whip.

why? because AI see our absence of defence and it is a factor to chose a target. with no defence in our NE city, we are the best target ever.

another point is that currency could enable us to beg money for 10 turn truce. the time gained could alloy us for enought defence.

If louis or sully ask for something, just give, no mater what they ask. If we can bribe louis to declare nappy, pay the price. We need some time to get a decent army in both fronts and maybe turn louis into an ally.

will study the PPP with save open tonight.

EDIT minimum defence would be 1 archer in moscow(2) and poly and 1 archer and 1 axe in midgard.

BTW we will lose our road between midgard and poly, we need a new one in the west.
 
Great PPP zbgaynum! I will make general comments in this post, then specific comments in the next post.

FYI:
In the real game, I started Pyramids in JP as a placeholder for fail gold since we have stone.
Louis just settled the city SE of Alderaan. It had an archer and another unit (archer, axe or spear, can't remember.) He had no stack anywhere in sight. He has been in fist mode about 13 turns.

Comments:
Astre is correct about needing garrison troops. The AI have an RNG "dagger" script that leads to a fist and war declaration in 1-2 turns. Ouch. That is why that archers is sitting in no man's land in case there is a dagger DoW. Astre also makes a great point about us losing that road. The worker on the mined/chopped tile should road in place, then north. I will check and see when Istanbul got a monument. Edit: He buiilt it between T89 and T90. He will pop borders between T99 and T100) If we can, we should chop the forests that will soon become Suleiman's forests.

Victory condition:
Religious victory seems to be the easiest. (Isn't this a religious theme?)
Domination is arduous.
Culture - not.
Diplo - why bother when you can go religious

Holy City Goal:
I worry that there is a similar secular island like the Confucian island up north, but in the south or somewhere far away. Remember, this a large map, and it seems very standardish so far. Pre-game discussion stated that there are few land tiles. This means, many ocean tiles, and likely a far away, island religion/barb state.
Confucian - Island up north
Hindu - Island east
Christian - Trio east of Louis
Buddhist - West of Dagobah?
Islamic -
Judiasm -
Taosim -

Research:
Astonomy... or not? To bulb it we need to avoid having paper and philosophy available. This may require we avoid theology and CS. I will test later.
Cottages or farms outside Geek Central? If we are going to leverage Colossus, I suggest we don't cottage. Farms make it easier to work ocean tiles. Cottage suck for about 80 turn and get a boost from PP. I doubt we want the Printing Press.

GProphet:
Golden Age? This could be our best play. To maximize its benefit, we need to lay off the whip. I hate to save this GP for a holy city that won't pay off for 50 turns.
Bulbing theology is an option. It requires that we get Poly and Monotheism. If this screws up the Astro GS bulb, it may not be a good option.

Whipping:
I really don't like whipping much on this map. Whipping is best for low population cities of Pop4 to Pop6. It is best done if there are not good tiles to work at populations bigger than Pop6. The reason is that it takes fewer turn to regrow 2 population at 4 than at 8. This is because you are feeding more population and there is a higher food cap leading to growth. I would rather not whip away the ocean tiles for our coastal cities that will have three coins. The only city we currently have that is good for whipping is Dagobah. Eventually, it should grow into its ocean tiles. We have so many hammer tiles in our inland cities that we would be whipping away hammers and very slow to grow back into them. Most of our research is coming from Geek Central, so I am extremely opposed to whipping at high populations.
 
Great PPP zbgaynum!

Comments:
Astre is correct about needing garrison troops. The AI have an RNG "dagger" script that leads to a fist and war declaration in 1-2 turns. Ouch. That is why that archers is sitting in no man's land in case there is a dagger DoW. Astre also makes a great point about us losing that road. The worker on the mined/chopped tile should road in place, then north. I will check and see when Istanbul got a monument. Edit: He buiilt it between T89 and T90. He will pop borders between T99 and T100) If we can, we should chop the forests that will soon become Suleiman's forests.

Sounds good to me. I would probably never be this lightly defended in one of my own games, but I've been going along assuming that this is part of winning on Immortal. I can get a few more units by scrapping the library in Endor and building a few in GC before the Stable. Dagobah could do more units before the settler, too.

Victory condition:
Religious victory seems to be the easiest. (Isn't this a religious theme?)
Domination is arduous.
Culture - not.
Diplo - why bother when you can go religious

Given the other requirements, it seems like we'll be 75% of the way to Domination anyway. There's still some chance that Religious will be easier, but I'm unsure.

Research:
Astronomy... or not? To bulb it we need to avoid having paper and philosophy available. This may require we avoid theology and CS. I will test later.
Cottages or farms outside Geek Central? If we are going to leverage Colossus, I suggest we don't cottage. Farms make it easier to work ocean tiles. Cottage suck for about 80 turn and get a boost from PP. I doubt we want the Printing Press.

The map is described as 'Pangaea', so I'm still hoping everything is accessible by galley. Avoiding CS kind of sucks; we'll have to decide fairly soon about that.

I'm guessing by "outside Geek Central" you mean out in the other cities. That makes sense to me. I'll change some of the cottages to farms in the worker plan.


GProphet:
Golden Age? This could be our best play. To maximize its benefit, we need to lay off the whip. I hate to save this GP for a holy city that won't pay off for 50 turns.
Bulbing theology is an option. It requires that we get Poly and Monotheism. If this screws up the Astro GS bulb, it may not be a good option.

I'm thinking Golden Age might be the best option. Settling is another option, but before market/grocer/bank it's not that great. The 4 temple bonus helps a little, but would it make a difference in the long run?


Whipping:
I really don't like whipping much on this map. Whipping is best for low population cities of Pop4 to Pop6. It is best done if there are not good tiles to work at populations bigger than Pop6. The reason is that it takes fewer turn to regrow 2 population at 4 than at 8. This is because you are feeding more population and there is a higher food cap leading to growth. I would rather not whip away the ocean tiles for our coastal cities that will have three coins. The only city we currently have that is good for whipping is Dagobah. Eventually, it should grow into its ocean tiles. We have so many hammer tiles in our inland cities that we would be whipping away hammers and very slow to grow back into them. Most of our research is coming from Geek Central, so I am extremely opposed to whipping at high populations.

I generally agree. I think the only whip I had planned outside of Dagobah was for a Lighthouse in Midgar. That one could be avoided if we can get away with 2 triremes instead of 3. In the test, I think that was the case and I ended up with a trireme that I didn't need.

If we do hit happy caps, though, what are the alternatives? We might be able to trade for more happy resources, but we can't control that. We could build Hammams for +2:), but those are kind of expensive buildings. I can only think of 1 Plantation resource we have (Incense), so Calendar doesn't help much.
 
Note that in the test game that "the Master" and "the Doctor" are switched relative to the real game.

PPP T92-T105

Turnset Goals
Improve economy through techs, tile selection, and trade
Found GP Farms on sites (relatively) close to capital
Build Triremes to take control of inland sea
Prepare galleys for elephant/cat assault
Build stables in production cities

Cities

GC - Forge to T96, Stable to T101, HA to T105, Market, two Sci Specialists at all times

Midgar – Trireme to T93, WB to T95, Trireme to T99, Trireme to T101 then switch to Lighthouse and whip, WB then Galley
Work fish net T95, run Engineer I'd rather see a settler whip overflow into lighthouse. Settler #2

Tatooine – Colossus to T95, WB to T97, Lighthouse to T100, Library

Death Star – Settler to T94 (Gondor Settler), Axe to T97, Archer to T99, Settler to T103, Stable
I'd love to have that second settler, but I think a spear of Alderaan is more prudent, but my heart would want it to be setter #3- see below

Endor – Barracks to T94, Chariot to T96, Axe to T100, Chariot to T101, Library to T105, Wealth or Research I don't like the library. The only multi-coin producer is the silver. I'd rather work mines than Sci Specialists. A settler would be great for site #4 - see below.

Dagobah - lighthouse to T93, Forge, whip on T97, Barracks to T100, Axe to T103, Settler for 1 turn then whip

Jabba's Palace – Granary to T94, WB to T100, Lighthouse
Work mine on T98, work on Iron on T100, work cottage T101, work whale T104

Alderaan – Granary to T101, Library

Gondor – Settled T95, Library

Caemlyn – Settled T105

Courthouses may take priority if we can trade CoL

City micro:
Straightforward, start to emphasize cottages in Jabba's Palace, Tatooine, and Midgar as we run out of other improved tiles. Use whip as cities near happy cap (Size9- 10, 11 for GC). Make sure to use the newly made farm for Death Star when the settler finishes

Commerce Cities – GC, Tatooine, JP, Alderaan
GP Farms – Gondor, Caemlyn, GC (sort of)
Production Cities – Death Star, Endor, Dagobah, Midgar (naval)

Tech
100% HBR to T95, so we can build Stables for elephants.
Go to 0% and attempt to trade for Math and anything else useful.
If math still not available by T98, research Currency (finish T102)
0% to T104, if still no Math, research it for completion on T105

Workers
There is a trend in the micro road resources to which we already have access. The will be little trade value for these resources, therefore they represent wasted worker turns.
Cid – Stay around GC; Cottage T92, Road T96, Farm T98, Cottage T103 No farms on riverside tiles, cottages only.
Rand – Stay around Dagobah; Cottage T92, move to PFH T96, chop T97, mine T100, cottage T104 Road for two turns, go to 2W1N of Dagobah. Chop on T98.
The Master The Doctor– Cottage T92, Move to jungle T96, chop T97, cottage T101, road T105 Chop 4N of Dagobah on T92, then 3N of Dagobah on T95. Then road 1N1W of soon to be Suli's silver.
Dorrin – Move 1NW, Cottage T92, move to Iron T96, mine T97, road T100, road rice T101, move to GFH T103, chop T104 Move toward Iron this turn by moving 1N1E, and roading for one turn and cancelling (since we have nothing better to do, and mine T93, don't road the iron, it serves no purpose.
C3PO (Worker 2) – Move 1W, road T92, move to Horse, road T94, move 1N, road T96, Cottage 1NE T98, road T102, cottage 1W T104 There is on benefit to roading the horse now. Move to FPHill 2W1S of Death Star, prechop/chop after Math, then mine. Move 1N and do the same.
Obi Wan (Worker) – move to other Fur, Camp T94, road T98, finish Iron mine T100, road T101, cottage 1NE T102 I would recommend moving 1E and chopping/mining the forested hill after the 2nd fur.
The Doctor The Master– move to Deer T95, road T96, move 1SW T98, road toward Augustus Move to forested hill south of sheep after finishing mine and chop/mine.
R2D2 – Move 2NE, cottage T93, road rice T97, move to 1S of Gondor T99, chop T100, cottage T103 Move to horses, road 1T. Farm riverside grass 1E of horses. Move 1W and road horses. Then move to forest 1N of Deer and chop into Gondor.

Settlers
#1 – Found Gondor on northern coast between Tatooine and JP
#2 – Found Caemlyn E of GC (3E or 4E?) Both are good GP Farms, 3E allows another city to be squeezed in NE of Caemlyn
#3 - 4N2W of Geek Central (Great production city)
#4 - 1N4w of Endor (Blocking city)


Chariots & Scout
Injured chariot heal, try to get increased visibility. Promote to flanking. (4/2 XP currently).
Far east chariot keep exploring. Keep mapping the continent.
Bring far west chariot back to our lands. Move Jon Snow warrior back to fog bust, pillaging any of Augustus's roads in neutral territory.

Resource Trade
No change until Currency in, then look for cash trades with AC, Churchill, Louis

Diplo
Future partners: Augustus, Churchill, Louis (Napoleon is worst enemy of Louis and Victoria.)
Accept tech demands from Louis, Augustus.
Cancel OB with Julius, or wait for AC demand?
If Louis DOWs Napoleon, accept demand to join war, then consider bribing Churchill in too.
Decline Julius request to stop trading with Augustus. (again)
Increase power rating with a few Axes/Chariots to deter Suleiman from DoW


I tested all the way to T110 in order to get Construction. That seems like a long wait, but I also couldn't trade for math in the test game.

Wow! That is quite a turnset!
 
look at the save.
my propositions:
build an archer in every empty city. start an axe in midgard. whip aledran one, move legolas to dagobah (poly)

for the rest, start currency right now, we can't be sure someone will tech math soon and with currency only we will win time and money. HBR may also be tradable in the near future. I would try to focus on a not tradable tech.

For GP, I would be tempted to keep it for our first holy city There is no shrine on them (can't spot any) and if we plan to go for religious victory one shrine will help.
 
Wow! That is quite a turnset!

Yeah, I thought I was being ambitious with getting 2.5 Settlers, and then you come along and go for 4.

I'll take your recommendations on the workers, with the possible exception of roading the other Furs. There will almost definitely be trade value in those.

If I do use the GP for a golden age it's going to accelerate the build schedule. Should I use him right away or wait for a little growth?

BTW, why pillage AC's roads if we want to build a road connection to him?
 
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