SGOTM 21 - Misfit Gypsy Nuts

Sorry to be contributing so little thus far, I'm rather busy RL. Good work on the testing.

One question, how many more idle working turns do we have going BW vs going pottery?

In any case, are we agreed on agri first, or is that also still a matter of investigation?
 
We are agreed on Agriculture I believe.

I want to start a settler immediately and finish at size 2, eot T20, able to found T22-23 depending on location.
 
Ronnie1, if we go for the Wheel-Pottery route, when would we build the granary? (This is probably in your test summaries, but I am hoping you can explain it more easily.) Without Mining-BW I do not see the granary finishing for quite some time -- I am assuming it will be whipped later, once Slavery is available. So would we not get more benefits sooner by going for Mining-BW first, and then Wheel-Pottery? At least we could get a mine up earlier.

I have not had time to experiment with the save myself yet, so obviously my opinions are not as informed.
 
Regarding the Glh. There used to be a series called the Lonely Hearts Club. Basically you started isolated and the must have wonder was the Lighthouse. Playing immortal and trying to build in the second city was always a struggle. Though obviously here we have a big advantage with the worker. Hence my thoughts of going for it asap.

Barbs. Usually enter borders around 2000BC on immortal though not sure if more AI will affect this. AJ used to be good for going into the code in detail.. :)

So I don't mind wb or warrior first and settler at size 2 though we have to make sure we don't lose hammers..

Fogbusting? Bit hard to tell from what we can see but I'm guessing we will be on a small continent so shouldn't be to hard but we will no more after a few turns. Main reason I don't want to go to far into the game as there are to many unknown variables.

Third city sharing the wheat with Athens if there is no more food in the vicinity. I'm quite happy for the city to use it when Athens isn't. At least get it to size 2 asap so it can use the gem mines (once there built).
 
Sorry to be contributing so little thus far, I'm rather busy RL. Good work on the testing.

One question, how many more idle working turns do we have going BW vs going pottery?

In any case, are we agreed on agri first, or is that also still a matter of investigation?

There are quite alot of idle turns. A couple between building the camp and agriculture finishing. Only one mine to build without bw though nothing lost moving to the hill in the meantime.

With the wheel we can at least build roads which would speed up settling a little bit. Of course once we have bw we need workers all over.. :)

Anyway for me Agr needs to be our first tech and aim to finish the settler round about turn 20. Easy on wb or warrior as build along with settler. Safety first would be warrior. Growth/commerce wb first.

Secondary goals as most know I rarely build cottages and granaries are a big build at this stage hence my preference for mining bw. Plus side we might even have bronze.. :lol:
 
Totally without experimental backup, but can't we go agri-wheel-mining? It must be the best path to avoid worker downtime. If we finish a settler at size 2 around turn 20, we won't even be working that mine until growing to size 3, which probably is around t24 at best anyway.
 
Totally without experimental backup, but can't we go agri-wheel-mining? It must be the best path to avoid worker downtime. If we finish a settler at size 2 around turn 20, we won't even be working that mine until growing to size 3, which probably is around t24 at best anyway.

Downside to my mind is yes we can build roads but delay any gem mines/whipping. Tbh once we've camped/farmed/mined the bare hill not much left to do around Athens except build cottages if we go pottery.

Honestly I'm hoping for more nice/reasonable sites to the North so we can rex quite hard early. Not much in the test game.. :lol:
 
Huge post here, sorry, just spamming ideas and replies/comments to posts from earlier today

I realized today, while whipping is a good means of converting food into hammers.
Pre-granary at size 6, whipping 3 pop is exchanging 1 food for 1 hammer, while we dont have any other means to spend the surplus food from the power tiles (deer and wheat) how about only producing settlers/workers from athens at size 4?
This works the power tiles + crabs + 1
2/1 + 4/2 + 6/0 + 4/0 + 3/0 (either farmed grassland or i.e. beaver)
Minus 2 food per pop, 8 food for 9/3 food/hammers or 12 production per turn.
Or a settler every 9 turns
Since the surplus food is "only" 9, thus it requires atleast 10 turns to grow back to size 6
Then atleast 1 turn (or 2) into the settler and another to whip it, but this can generate some 30-40 bonus hammers into next project(s) / unit(s)
Only problem with straight Worker/Settler production is we will be low on MP warriors.

Not only can the warriors act as MP, they also can go explore/worker steal and fogbust (prevent barbs from spawning near)

On sharing the Wheat, sure in the real game it MAY be an option to consider once we know more about the fog.
Long(er) term I would expect the island city to grab the crab from our capitol, at that point sharing the Wheat is not really an option (anymore).

On not sharing it in the test game is just to make things more alike, right now your 8 pop is boosted by sharing the wheat... vs my 9 pop that isnt.
Plus I am speding a turn or two more on walking the settler. Just trying to make things (more) comparable by keeping things alike.
Plus if worst comes to worst, Corinth can be founded 1 N of the northern most gem and be an inland city (to bad about the TGL routes!) and have a riverside farm to aid it in growing a little.
With hopefully a lot of flat grassland, cottage the crap out of it!
But we lack facts here and speculation is just that, so just for now, lets try and keep things alike in our test game(s)?

Early academy might be nice, however if our capitol makes 20 commerce @ 70% slider = 14 beakers.
The academy will add 7 beakers, but cost us possible precious time in our expansion where a settler could add the same 7 easily and more in the future.

Question in general, why do we settle Sparta at the lake for 1 gem? because of the visible food?
Wouldnt 2 gems be more important, even if they could be further away? Why not settle Sparta there and leave the lake for later.
This may also mean that (early) AH is completely mute, hoping there is a farm or camp food resource up there.
This will also mean we DO need a warrior to defog because of the elongated travel time... and much higher risk of encountering Barbs
But gets a 13 commerce city online that much faster (vs a 9 commerce city)

For the scout assuming a route like this is possible...
I would move the scout north first along the coast to the eastern most gem,
then 4 north-ish to reveal any BFC that may cover the two gems (total 4 turns or so)
then swing west (if possible) aiming to unfog the remainder of the possible city site 1N of the northern gem (3 turns? maybe 4?)
Then swing back south to west of the cow-ish depending on how much land is there offcourse another 4 turns.
Meaning in 12 turns we scouted our area... this offcourse depends on how much forest or jungle we find.

Reason I want to go counter clockwize are two fold
1) Need to know the possible 2 gem city ASAP
2) Once near the cows, we can deside to either run with the scout or keep him near for fog busting though ideally perhaps we may want to time that (more) to really synch up with the settler depending on build queue (settler at size 2 or 3)

Barbs will enter your borders when there are 3 cities per player on the map, IIRC
If we are worried about barbs, I believe my scenario using AG>Mining>BW had 6 warriors overall and 3 workboats (2 are actually needed 3rd is exploratory/for the wet beaver (island city) or can be replaced by 2 warriors)
This if anything is a major difference between BW first over Potery, mucho more hammers now vs likely more beakers post currency time

Idle turns of the worker, assuming moving is NOT an idle turn... obviously there are idle turns waiting for the border to pop
There is no idle time between the camp and start farming the Wheat... Thinking about it we can actually stick one turn farming in on the tile SW of the wheat just for optimization sake.
Dont expect we will actually farm that tile but.... if we want to be perfect about it :)
Assuming we go AG > Mining IIRC there is one turn "idle" time before we can mine the grass hill.
But that can be spend putting a farm 1W of the Wheat, this farm can later be finished and is usefull assuming Sparta gets settled in range of that like SE of the Lake or on Ronnie's wheat sharing spot.

Idle worker turns are not THAT important as long as we have the improvements in place. One downside I am still to fix, I never chopped/mined that south hill of Athens
 
I think we have been looking at the cows/crab/western gem site as the second city because it has the visible food. The two other gems may have food, or may need to share the wheat with the capital. We know the lake site has very good food. And in the very early game, food rules. If we have lots of food, we can soon get hammers/commerce/workers/settlers. Without food, our options are much more limited.

OK, reading back over the discussion it looks like there is agreement on:

- Settler 2E, found Athens on the hill
- Research Agriculture
- First builds are settler, plus one of warrior or work boat to grow to size 2
- Worker moves to deer tile to wait for border to pop, then camps deer. After, move north to be ready to farm the wheat.
- Scout heads out to explore, either lake site first then loop north around the mountains for the 2 gems area, or the reverse (2 gems area first, then loop to the lake site)

So the open questions appear to be:

- Warrior (safety, exploration, future escort) or work boat (growth) along with the settler
- Which path the scout should take first (in case it does not survive)

Are there any other open issues? Anything different I should include? If we can reach consensus on these, we can play at least some turns and get some more info on the north. Maybe even meet an AI or two. :) Then we can discuss tech path further, etc.

I will vote work boat (early growth is very powerful) and scouting the lake area first.
 
Granary gives a building to store hammers in for 2 pop whips for GLH. Then those Granaries obviously give 50% on our food after that. That = 5 food/t in Athens using just 2 of 3 food sources.

Mining-BW does not make a real difference in down time with workers. Wheel at least allows road building. It may allow sooner connecting of cities depending on placement. BW before Pottery allows time to farm the cow while waiting for BW.

Non animal barbs show up about T30 and in testing definitely enter borders by T60.

Again, and I know I am repeating myself. I believe the Granary is probably the most powerful building in the game, especially if we are whipping!

I don't see us building a lot of cottages. However, 4 along the river for Athens seems a great idea to me. I have been able to grow them significantly by T70.
 
So the open questions appear to be:

- Warrior (safety, exploration, future escort) or work boat (growth) along with the settler
- Which path the scout should take first (in case it does not survive)

Question 1 can be delayed until we need to choose ~T8
Barb animals show on T7 at the earliest, we should be able to check both sites before that!

VERY IMPORTANT = Don't choose tech until T5 in hopes of meeting an AI that starts with Agriculture!
 
I think we can play up until agriculture, seems we at least have that consensus. What comes after that still depends, let's see the map first too. For all we know the fog is littered with beef and pork and we want AH next instead of either pots or bronze. ;)

I have a very strong preference for a warrior vs workboat. Safety and exploration first. Besides, if we do go mining, the crabs may not be really needed until we grow to size 4. That mine would actually get that WB out fairly quickly when growing through size 2 to 4. I think now that mining/BW might indeed be ok. Seems worker in my quick run-through can also kill time with some irrigation around the lake of Sparta. Quite useful actually without having AH anywhere near. In any case, we'll have a better judgement on tech with 8, 9 turns of scouting info.

Who is going to do the first set? Ronnie? He's got the save after all.

What is the exact micro in Athens until agri? Specifically:
1) Which tile do we work before first border pop?
2) After border pop, but before deer improved, do we work deer or wheat? It looks like working wheat is actually better in order to grow sooner and get to agri a turn earlier, coinciding perfectly with the worker.
3) Please specify "settler first". I don't quite see the point, it looks to me it's superior to grow to size 2 first on warrior and then go settler.

I don't have a very strong preference for scout movement, although if we do go warrior first, that warrior can have a look at some tiles near cow before the settler reaches destination, so in that sense scout along the east first looks more logical.

VERY IMPORTANT = Don't choose tech until T5 in hopes of meeting an AI that starts with Agriculture!
I must admit I never used this trick of postponing your first tech although I've seen it mentioned. If you know how it works and if it has no downsides for sure, then fine with me.
 
There seemed to be some queue juggling going on with the settler and first non-settler build. Thus my phrasing. :)

On the "not picking first tech" thing, is there a downside? Do you lose the "free" 1 beaker/turn? If so, then that would outweigh any benefit we might get from meeting an AI with knowledge of Agri. Anyone know for certain?

Ronnie1, are you willing to take us through Agri? Maybe a quick PPP to answer nocho's questions and make completely clear what is intended?
 
I'm on it!

You accumulate all the normal beakers through T5. If you do NOT pick a tech on T5, all beakers are lost. You are prompted to pick a tech every turn after the turn of your founding. It is much more common for me to forget to de-select the tech after being forced to pick one. It absolutely can make a difference in the number of beakers generated towards the first tech if you meet an AI or two that both start with the tech you want to research. Aj? Answers please! :(

PPP coming soon.
 
Here is what I want to do.

I want to move the scout and the settler now.

Settler 2E to the settling site.

Scout 2NW.

End turn.

Move scout to W-SW to hill.

I don't want to decide on first build until I get a glimpse from the hill. If we do decide to go towards the lake with city #2, a WB from Athens boosts the second city start a lot!
 
I decided to do the above!

No food west of the cows. :(
Spoiler :

PPP coming shortly.
 
PPP to Agriculture = T10

Settle Athens, wait to set research to Ag until T5 in hopes of meeting AI that start with it.

Scout clockwise around to eastern gems. Try to end in jungle on T7.

WB as 1st build to size 2.

The T10 save should look like this.
 

Attachments

No more food west of the lake, oh well. With cows plus crabs it will still be an excellent city. Interesting that there is a river to the west, plus what looks like the mouth of another river southwest (in some tundra). Do we want S of the lake, or SE? Lots of green tiles either way. SE is a little closer to the capital == lower costs, easier defense. S gives us an additional grass hill, an extra riverside grass tile, and less overlap with the capital. Sparta could have excellent production either way (there is enough food to work mines on 4 (SE) or 5 (S) hills). Or we could cottage lots of tiles and get plenty of commerce. Maybe both, and configure the city for whichever we need at the time?

Either way, Sparta is going to be an excellent city. :D Very nice second city for our soon-to-be-growing empire.

I wonder about the river mouth that can be seen SW. Could there be a big stretch of tundra/ice over there to spawn lots of barbs to trouble us? Earlier I was guessing the extra AIs on the map would help make barbs a minor issue, but maybe we will face a bunch of them coming out of those wastelands? Of course, that could be decent land over there, too, with an AI -- our peninsula is pretty nice, after all. With a customized map, we don't really know until we go look. And our scout has other things to check out first.
 
Ron, for the sake of my curiousity, could you work points 1&2 from my previous posts into your plan?
 
- First builds are settler, plus one of warrior or work boat to grow to size 2
And either to start building the settler ASAP or to build a full workboat first?
Difference being Settler out at turn 20 or 23 IIRC with athens at Size 2 or 3
BW before Pottery allows time to farm the cow while waiting for BW.
why would that change? we need food to work the gem anyways...
Either a workboat for the crabs or farm the cow.... I have been going with the workboat

Again, and I know I am repeating myself. I believe the Granary is probably the most powerful building in the game, especially if we are whipping!
I agree with this statement, but IMHO we do need those extra warriors I am producing for either exploring and/or homeland security, either directly or indirectly in the form of fogbusting ...

Plus wasnt one of the goals worker stealing needsto improve this game??
VERY IMPORTANT = Don't choose tech until T5 in hopes of meeting an AI that starts with Agriculture!
How do you do that ? Are you not required to pick a tech after settling your city?
Turn 2 I get a popup I cant remove unless I choose a tech?
Would willem know agri? atleast in the test game he does :)

Per AI that know the tech you are researching you get IIRC 3% bonus to your beakers.
If you apply 34 beakers to a tech known by one AI you get a bonus of 1
You also get a bonus in beakers when researching techs with white lines in the tech tree.
20% beakers per optional pre-req researched

Intresting I didnt consider the scout could see that part of the world without actually settling the city :) Do try and scout in a wide arc so you open up as many tiles as possible.
 
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