SGOTM 21 - Plastic Ducks

Ya, it will be a long time before Willem will trade us gold again. :sad:
We might want to gift workers instead for future hints.

Don't forget we can't buy hints hints unless we are Pleased with Willem.

Shared war against Shaka would help.
Also, we can sign open borders again if we have shared war.

Gold gifts followed by enforced Anarchy will not help us, unless I misunderstand something.

Right, the anarchy trick is purely to circumvent the AI expenses cap if it is the dominant condition.
It's something we'd want to do if we've known any AI many turns, they have a large population, we haven't traded for much gold from them, and they have a lot of gold on hand that we can see with passive espionage.
The anarchy trick doesn't work on the AI with the highest iMaxGoldTradePercent = 20 Mansa because he is spiritual. :sad:
 
I tested, and bombarding with an extra Catapult was slightly stronger than using two Catapults to attack, even if both Catapults can promote (and 1 couldn't).

Good tests had no losses or 1 Catapult/Sword; bad tests lost 2 Catapults, or 1 Catapult and 2 Swords. Losses were average in the real game: 1 Catapult (@ 55% odds) and 1 Swordsman (@ 90% odds).

The Hague:

Spoiler :


:king:

Do you want to sign a ceasefire with Willem? The only reason not to is that we are accumulating some shared war modifiers with Shaka, which won't matter soon. He has zero gold and techs.

----


Usually Athens will work the Deer + Fur (6HPT), but this turn is an exception. Athens will have 4H instead. I want to put this in a 50H build. Would you prefer a Galley, Trireme, or Catapult? A Catapult is my preference. 4H before a Forge lets us 2-pop whip for 29H of base OF. Whip the Catapult, queue it after the Forge, and then cascade: 29*1.75 = 50.75H OF.

This is the easiest way to build a wonder (e.g.): Forge ---> Catapult (whipped earlier, @ 4/50H) ---> Galley (whipped earlier, @ 4/50H) ---> Colossus (1-turn with Copper). edit: might need 1 more turn to stop the OF being capped in practice. (edit 2: 58H * 2.75 = 159.5/250H)

Also, there are Spices on the Desert island under Elizabeth's control.
 
The Hague is now ours!
And it has Granary and Lighthouse too.
And another free worker! :D


The only reason to continue the Willem war is aggressive teleporting in Shaka's lands or naval access past Willem's lone city, but neither of those are needed right now.

I'd be ok with a Cease Fire with Willem.
We'd no longer have to worry about his galley appearing with a brilliant amphibious assault.
We must guard his last city from annihilation from the English. :pat:


Catapult in capital sounds fine.
Amsterdam and The Hague can whip a navy for England later.
We don't need anymore naval to our east which is what Athens would be good at providing.
 
Oh! Let's stay at war for 2 more turns. We can take Willem's map for peace.

----

@Duckweed

Please advise on remaining troop movements for your set:

Spoiler :










One or two Workers can move to the Grass Hill with our stack next turn.

I'd move what I can into cities to save maintenance. Our Swords will need time to heal.

The Chariot with the stack could move 1SW. Barbarians can spawn 3/4W of The Hague.

FYI:

Spoiler :


Phalanx in Sparta completes on T107 (36/35H).
Knossos can whip a Catapult ---> Spear.
Mycenae can whip a Catapult to 64/50H, or wait to grow on the Grassland. Only 1H in a Phalanx.

Corinth is building an Archer at present; Horse City has no defenders but can 1-pop whip a Phalanx/Spear from WB overflow. There are 36H exactly this turn, if you want a Phalanx or Spear now.
 
Nice capture.

Moving the units into cities is fine. Are you going to stop now? If we want TC, we need some a test now as it's not a safe wonder at the moment. Toku completed MC long time ago and he like building wonders.

The war with Shaka would be a headache and needs careful plan as his military has grown really strong without much loss from William.
 
Goodjob, Doshin!


I agree with Colossus build. It is dirt cheap, Forge is useful and wonder will pay for itself, especially with those constant GPPs.
 
Nice capture.

Moving the units into cities is fine. Are you going to stop now? If we want TC, we need some a test now as it's not a safe wonder at the moment. Toku completed MC long time ago and he like building wonders.

Yes. I said T107 originally, and considered the civic switch and war with Willem as the major goals of the set.

The war with Shaka would be a headache and needs careful plan as his military has grown really strong without much loss from William.
^^^^ I agree re. the Colossus. 4H in a Catapult > Forge won't hurt, regardless. I don't think Toku has Copper, but Mansa does.

I'll finish the turn now and upload.
 
The possible movement of Shaka's SOD after would be sending it to take the barbarian city and start producing galleys.

Beside the number of Shaka's units, another problem is that all his cities have wall now, which makes bombardment become a very expensive action. We have to prepare more catas for the war.

We probably need more than 30 units before we can DOW.

Therefore, we can seriously consider the plan to DOW Liz before Shaka. Or quickly take Utrecht while producing galleys and then peace with Shaka, turn to Liz.
 
Do you want a 10 turn buffer? We could gift a tech to reach Pleased, and then beg for up to 30 :gold: (following Kaitzilla's suggestion/calculation).

We have +5 positive modifiers and -2 negative on the screen.

edit: since there are many things to consider, I will upload the EOT106 file and not the beginning of T107.

Uploaded. Log:

Spoiler :
Here is your Session Turn Log from 300 BC to 225 BC:

Turn 103, 300 BC: Pericles's Catapult 2 (Sparta) (5.00) vs Willem van Oranje's Archer (8.91)
Turn 103, 300 BC: Combat Odds: 8.2%
Turn 103, 300 BC: (Plot Defense: +67%)
Turn 103, 300 BC: (Fortify: +25%)
Turn 103, 300 BC: (City Defense: +50%)
Turn 103, 300 BC: (Hills Defense: +75%)
Turn 103, 300 BC: (City Attack: -20%)
Turn 103, 300 BC: Pericles's Catapult 2 (Sparta) is hit for 26 (74/100HP)
Turn 103, 300 BC: Willem van Oranje's Archer is hit for 15 (85/100HP)
Turn 103, 300 BC: Pericles's Catapult 2 (Sparta) is hit for 26 (48/100HP)
Turn 103, 300 BC: Pericles's Catapult 2 (Sparta) is hit for 26 (22/100HP)
Turn 103, 300 BC: Pericles's Catapult 2 (Sparta) is hit for 26 (0/100HP)
Turn 103, 300 BC: Willem van Oranje's Archer has defeated Pericles's Catapult 2 (Sparta)!
Turn 103, 300 BC: Pericles's Catapult 5 (Knossos) (5.00) vs Willem van Oranje's Archer (7.57)
Turn 103, 300 BC: Combat Odds: 22.0%
Turn 103, 300 BC: (Plot Defense: +67%)
Turn 103, 300 BC: (Fortify: +25%)
Turn 103, 300 BC: (City Defense: +50%)
Turn 103, 300 BC: (Hills Defense: +75%)
Turn 103, 300 BC: (City Attack: -20%)
Turn 103, 300 BC: Pericles's Catapult 5 (Knossos) is hit for 25 (75/100HP)
Turn 103, 300 BC: Willem van Oranje's Archer is hit for 15 (70/100HP)
Turn 103, 300 BC: Willem van Oranje's Archer is hit for 15 (55/100HP)
Turn 103, 300 BC: Willem van Oranje's Archer is hit for 15 (40/100HP)
Turn 103, 300 BC: Pericles's Catapult 5 (Knossos) is hit for 25 (50/100HP)
Turn 103, 300 BC: Pericles's Catapult 5 (Knossos) is hit for 25 (25/100HP)
Turn 103, 300 BC: Willem van Oranje's Archer is hit for 15 (25/100HP)
Turn 103, 300 BC: Pericles's Catapult 5 (Knossos) is hit for 25 (0/100HP)
Turn 103, 300 BC: Willem van Oranje's Archer has defeated Pericles's Catapult 5 (Knossos)!
Turn 103, 300 BC: Pericles's Swordsman 1 (Sparta) (6.00) vs Willem van Oranje's Archer (5.85)
Turn 103, 300 BC: Combat Odds: 44.9%
Turn 103, 300 BC: (Plot Defense: +67%)
Turn 103, 300 BC: (Fortify: +25%)
Turn 103, 300 BC: (City Defense: +70%)
Turn 103, 300 BC: (Hills Defense: +25%)
Turn 103, 300 BC: (City Attack: -30%)
Turn 103, 300 BC: Pericles's Swordsman 1 (Sparta) is hit for 21 (79/100HP)
Turn 103, 300 BC: Willem van Oranje's Archer is hit for 18 (58/100HP)
Turn 103, 300 BC: Pericles's Swordsman 1 (Sparta) is hit for 21 (58/100HP)
Turn 103, 300 BC: Willem van Oranje's Archer is hit for 18 (40/100HP)
Turn 103, 300 BC: Pericles's Swordsman 1 (Sparta) is hit for 21 (37/100HP)
Turn 103, 300 BC: Pericles's Swordsman 1 (Sparta) is hit for 21 (16/100HP)
Turn 103, 300 BC: Willem van Oranje's Archer is hit for 18 (22/100HP)
Turn 103, 300 BC: Pericles's Swordsman 1 (Sparta) is hit for 21 (0/100HP)
Turn 103, 300 BC: Willem van Oranje's Archer has defeated Pericles's Swordsman 1 (Sparta)!
Turn 103, 300 BC: Pericles's Catapult 6 (Knossos) (5.00) vs Willem van Oranje's Chariot (3.12)
Turn 103, 300 BC: Combat Odds: 98.0%
Turn 103, 300 BC: (Extra Combat: +20%)
Turn 103, 300 BC: (City Attack: -20%)
Turn 103, 300 BC: Willem van Oranje's Chariot is hit for 23 (55/100HP)
Turn 103, 300 BC: Pericles's Catapult 6 (Knossos) is hit for 16 (84/100HP)
Turn 103, 300 BC: Willem van Oranje's Chariot is hit for 23 (32/100HP)
Turn 103, 300 BC: Pericles's Catapult 6 (Knossos) is hit for 16 (68/100HP)
Turn 103, 300 BC: Pericles's Catapult 6 (Knossos) is hit for 16 (52/100HP)
Turn 103, 300 BC: Pericles's Catapult 6 (Knossos) is hit for 16 (36/100HP)
Turn 103, 300 BC: Pericles's Catapult 6 (Knossos) is hit for 16 (20/100HP)
Turn 103, 300 BC: Pericles's Swordsman 4 (Mycenae) (6.00) vs Willem van Oranje's Chariot (2.81)
Turn 103, 300 BC: Combat Odds: 99.4%
Turn 103, 300 BC: (Extra Combat: +10%)
Turn 103, 300 BC: (City Attack: -30%)
Turn 103, 300 BC: (Combat: +25%)
Turn 103, 300 BC: Willem van Oranje's Chariot is hit for 26 (41/100HP)
Turn 103, 300 BC: Willem van Oranje's Chariot is hit for 26 (15/100HP)
Turn 103, 300 BC: Willem van Oranje's Chariot is hit for 26 (0/100HP)
Turn 103, 300 BC: Pericles's Swordsman 4 (Mycenae) has defeated Willem van Oranje's Chariot!
Turn 103, 300 BC: Pericles's Swordsman 2 (Mycenae) (6.00) vs Willem van Oranje's Archer (2.30)
Turn 103, 300 BC: Combat Odds: 99.6%
Turn 103, 300 BC: (Plot Defense: +67%)
Turn 103, 300 BC: (Fortify: +25%)
Turn 103, 300 BC: (City Defense: +50%)
Turn 103, 300 BC: (Hills Defense: +75%)
Turn 103, 300 BC: (City Attack: -10%)
Turn 103, 300 BC: Willem van Oranje's Archer is hit for 20 (5/100HP)
Turn 103, 300 BC: Willem van Oranje's Archer is hit for 20 (0/100HP)
Turn 103, 300 BC: Pericles's Swordsman 2 (Mycenae) has defeated Willem van Oranje's Archer!
Turn 103, 300 BC: Pericles's Swordsman 3 (Knossos) (6.00) vs Willem van Oranje's Archer (1.82)
Turn 103, 300 BC: Combat Odds: 99.8%
Turn 103, 300 BC: (Plot Defense: +67%)
Turn 103, 300 BC: (Fortify: +25%)
Turn 103, 300 BC: (City Defense: +70%)
Turn 103, 300 BC: (Hills Defense: +25%)
Turn 103, 300 BC: (City Attack: -10%)
Turn 103, 300 BC: Willem van Oranje's Archer is hit for 21 (1/100HP)
Turn 103, 300 BC: Willem van Oranje's Archer is hit for 21 (0/100HP)
Turn 103, 300 BC: Pericles's Swordsman 3 (Knossos) has defeated Willem van Oranje's Archer!
Turn 103, 300 BC: Pericles's Swordsman 6 (Knossos) (6.00) vs Willem van Oranje's Chariot (1.10)
Turn 103, 300 BC: Combat Odds: 100.0%
Turn 103, 300 BC: (Extra Combat: +20%)
Turn 103, 300 BC: (City Attack: -10%)
Turn 103, 300 BC: Pericles's Swordsman 6 (Knossos) is hit for 13 (87/100HP)
Turn 103, 300 BC: Willem van Oranje's Chariot is hit for 29 (0/100HP)
Turn 103, 300 BC: Pericles's Swordsman 6 (Knossos) has defeated Willem van Oranje's Chariot!
Turn 103, 300 BC: You have captured Amsterdam!!!
Turn 103, 300 BC: You have discovered Civil Service!
Turn 103, 300 BC: You have trained a Work Boat in Athens. Work has now begun on a Forge.
Turn 103, 300 BC: You have constructed a Odeon in Corinth. Work has now begun on a Archer.

Turn 104, 275 BC: Athens has grown to size 7.
Turn 104, 275 BC: Sparta has grown to size 5.
Turn 104, 275 BC: Sparta can hurry Catapult for 2⇴ with 20ℤ overflow and +1⇤ for 41 turns.
Turn 104, 275 BC: Thebes has grown to size 5.
Turn 104, 275 BC: Knossos can hurry Spearman for 1⇴ with 21ℤ overflow and +1⇤ for 33 turns.
Turn 104, 275 BC: Mycenae has grown to size 4.
Turn 104, 275 BC: Mycenae can hurry Catapult for 2⇴ with 12ℤ overflow and +1⇤ for 26 turns.
Turn 104, 275 BC: Elizabeth has 70 gold available for trade.
Turn 104, 275 BC: Louis XIV is the worst enemy of Isabella.
Turn 104, 275 BC: Willem van Oranje is the worst enemy of Shaka.
Turn 104, 275 BC: Tokugawa is the worst enemy of Mansa Musa.
Turn 104, 275 BC: Shaka is the worst enemy of Willem van Oranje.
Turn 104, 275 BC: Mansa Musa is the worst enemy of Tokugawa, Mao Zedong.
Turn 104, 275 BC: Louis XIV will trade Meditation
Turn 104, 275 BC: Mansa Musa will trade Theology
Turn 104, 275 BC: Shaka will trade Deer, Sheep
Turn 104, 275 BC: Mansa Musa will trade Copper, Pig, Sheep
Turn 104, 275 BC: Will Sign Peace Treaty: Willem van Oranje
Turn 104, 275 BC: Elizabeth has 70 gold available for trade.
Turn 104, 275 BC: Louis XIV is the worst enemy of Isabella.
Turn 104, 275 BC: Willem van Oranje is the worst enemy of Shaka.
Turn 104, 275 BC: Tokugawa is the worst enemy of Mansa Musa.
Turn 104, 275 BC: Shaka is the worst enemy of Willem van Oranje.
Turn 104, 275 BC: Mansa Musa is the worst enemy of Tokugawa, Mao Zedong.
Turn 104, 275 BC: Louis XIV will trade Meditation
Turn 104, 275 BC: Mansa Musa will trade Theology
Turn 104, 275 BC: Shaka will trade Deer, Sheep
Turn 104, 275 BC: Mansa Musa will trade Copper, Pig, Sheep
Turn 104, 275 BC: Will Sign Peace Treaty: Willem van Oranje
Turn 104, 275 BC: Elizabeth has 70 gold available for trade.
Turn 104, 275 BC: Louis XIV is the worst enemy of Isabella.
Turn 104, 275 BC: Willem van Oranje is the worst enemy of Shaka.
Turn 104, 275 BC: Tokugawa is the worst enemy of Mansa Musa.
Turn 104, 275 BC: Shaka is the worst enemy of Willem van Oranje.
Turn 104, 275 BC: Mansa Musa is the worst enemy of Tokugawa, Mao Zedong.
Turn 104, 275 BC: Louis XIV will trade Meditation
Turn 104, 275 BC: Mansa Musa will trade Theology
Turn 104, 275 BC: Shaka will trade Deer, Sheep
Turn 104, 275 BC: Mansa Musa will trade Copper, Pig, Sheep
Turn 104, 275 BC: Will Sign Peace Treaty: Willem van Oranje
Turn 104, 275 BC: Elizabeth has 70 gold available for trade.
Turn 104, 275 BC: Louis XIV is the worst enemy of Isabella.
Turn 104, 275 BC: Willem van Oranje is the worst enemy of Shaka.
Turn 104, 275 BC: Tokugawa is the worst enemy of Mansa Musa.
Turn 104, 275 BC: Shaka is the worst enemy of Willem van Oranje.
Turn 104, 275 BC: Mansa Musa is the worst enemy of Tokugawa, Mao Zedong.
Turn 104, 275 BC: Louis XIV will trade Meditation
Turn 104, 275 BC: Mansa Musa will trade Theology
Turn 104, 275 BC: Shaka will trade Deer, Sheep
Turn 104, 275 BC: Mansa Musa will trade Copper, Pig, Sheep
Turn 104, 275 BC: Will Sign Peace Treaty: Willem van Oranje
Turn 104, 275 BC: Elizabeth has 70 gold available for trade.
Turn 104, 275 BC: Louis XIV is the worst enemy of Isabella.
Turn 104, 275 BC: Willem van Oranje is the worst enemy of Shaka.
Turn 104, 275 BC: Tokugawa is the worst enemy of Mansa Musa.
Turn 104, 275 BC: Shaka is the worst enemy of Willem van Oranje.
Turn 104, 275 BC: Mansa Musa is the worst enemy of Tokugawa, Mao Zedong.
Turn 104, 275 BC: Louis XIV will trade Meditation
Turn 104, 275 BC: Mansa Musa will trade Theology
Turn 104, 275 BC: Shaka will trade Deer, Sheep
Turn 104, 275 BC: Mansa Musa will trade Copper, Pig, Sheep
Turn 104, 275 BC: Will Sign Peace Treaty: Willem van Oranje
Turn 104, 275 BC: Corinth will grow to size 4 on the next turn.
Turn 104, 275 BC: Whales City will grow to size 4 on the next turn.
Turn 104, 275 BC: Iron City will grow to size 2 on the next turn.
Turn 104, 275 BC: Horse City will grow to size 2 on the next turn.
Turn 104, 275 BC: Corinth will grow to size 4 on the next turn.
Turn 104, 275 BC: Whales City will grow to size 4 on the next turn.
Turn 104, 275 BC: Iron City will grow to size 2 on the next turn.
Turn 104, 275 BC: Horse City will grow to size 2 on the next turn.
Turn 104, 275 BC: Elizabeth has 70 gold available for trade.
Turn 104, 275 BC: Louis XIV is the worst enemy of Isabella.
Turn 104, 275 BC: Willem van Oranje is the worst enemy of Shaka.
Turn 104, 275 BC: Tokugawa is the worst enemy of Mansa Musa.
Turn 104, 275 BC: Shaka is the worst enemy of Willem van Oranje.
Turn 104, 275 BC: Mansa Musa is the worst enemy of Tokugawa, Mao Zedong.
Turn 104, 275 BC: Louis XIV will trade Meditation
Turn 104, 275 BC: Mansa Musa will trade Theology
Turn 104, 275 BC: Shaka will trade Deer, Sheep
Turn 104, 275 BC: Mansa Musa will trade Copper, Pig, Sheep
Turn 104, 275 BC: Will Sign Peace Treaty: Willem van Oranje
Turn 104, 275 BC: Corinth will grow to size 4 on the next turn.
Turn 104, 275 BC: Whales City will grow to size 4 on the next turn.
Turn 104, 275 BC: Iron City will grow to size 2 on the next turn.
Turn 104, 275 BC: Horse City will grow to size 2 on the next turn.
Turn 104, 275 BC: Corinth will grow to size 4 on the next turn.
Turn 104, 275 BC: Whales City will grow to size 4 on the next turn.
Turn 104, 275 BC: Iron City will grow to size 2 on the next turn.
Turn 104, 275 BC: Horse City will grow to size 2 on the next turn.
Turn 104, 275 BC: You have trained a Catapult in Sparta. Work has now begun on a Phalanx.
Turn 104, 275 BC: You have trained a Catapult in Mycenae. Work has now begun on a Phalanx.

Turn 105, 250 BC: Sparta can hurry Phalanx for 1⇴ with 11ℤ overflow and +1⇤ for 50 turns.
Turn 105, 250 BC: Corinth has grown to size 4.
Turn 105, 250 BC: Corinth can hurry Archer for 1⇴ with 12ℤ overflow and +1⇤ for 33 turns.
Turn 105, 250 BC: Whales City has grown to size 4.
Turn 105, 250 BC: Whales City can hurry Granary for 2⇴ with 17ℤ overflow and +1⇤ for 10 turns.
Turn 105, 250 BC: Iron City has grown to size 2.
Turn 105, 250 BC: Horse City has grown to size 2.
Turn 105, 250 BC: Horse City can hurry Work Boat for 1⇴ with 17ℤ overflow and +1⇤ for 10 turns.
Turn 105, 250 BC: Elizabeth has 70 gold available for trade.
Turn 105, 250 BC: Louis XIV is the worst enemy of Isabella.
Turn 105, 250 BC: Willem van Oranje is the worst enemy of Shaka.
Turn 105, 250 BC: Tokugawa is the worst enemy of Mansa Musa.
Turn 105, 250 BC: Shaka is the worst enemy of Willem van Oranje.
Turn 105, 250 BC: Mansa Musa is the worst enemy of Tokugawa, Mao Zedong.
Turn 105, 250 BC: Louis XIV will trade Meditation
Turn 105, 250 BC: Mao Zedong will trade Monarchy
Turn 105, 250 BC: Mansa Musa will trade Theology
Turn 105, 250 BC: Shaka will trade Sheep
Turn 105, 250 BC: Mao Zedong will trade Rice
Turn 105, 250 BC: Mansa Musa will trade Copper, Pig, Sheep
Turn 105, 250 BC: Will Sign Peace Treaty: Willem van Oranje
Turn 105, 250 BC: Elizabeth has 70 gold available for trade.
Turn 105, 250 BC: Louis XIV is the worst enemy of Isabella.
Turn 105, 250 BC: Willem van Oranje is the worst enemy of Shaka.
Turn 105, 250 BC: Tokugawa is the worst enemy of Mansa Musa.
Turn 105, 250 BC: Shaka is the worst enemy of Willem van Oranje.
Turn 105, 250 BC: Mansa Musa is the worst enemy of Tokugawa, Mao Zedong.
Turn 105, 250 BC: Louis XIV will trade Meditation
Turn 105, 250 BC: Mao Zedong will trade Monarchy
Turn 105, 250 BC: Mansa Musa will trade Theology
Turn 105, 250 BC: Shaka will trade Sheep
Turn 105, 250 BC: Mao Zedong will trade Rice
Turn 105, 250 BC: Mansa Musa will trade Copper, Pig, Sheep
Turn 105, 250 BC: Will Sign Peace Treaty: Willem van Oranje
Turn 105, 250 BC: Elizabeth has 70 gold available for trade.
Turn 105, 250 BC: Louis XIV is the worst enemy of Isabella.
Turn 105, 250 BC: Willem van Oranje is the worst enemy of Shaka.
Turn 105, 250 BC: Tokugawa is the worst enemy of Mansa Musa.
Turn 105, 250 BC: Shaka is the worst enemy of Willem van Oranje.
Turn 105, 250 BC: Mansa Musa is the worst enemy of Tokugawa, Mao Zedong.
Turn 105, 250 BC: Louis XIV will trade Meditation
Turn 105, 250 BC: Mao Zedong will trade Monarchy
Turn 105, 250 BC: Mansa Musa will trade Theology
Turn 105, 250 BC: Shaka will trade Sheep
Turn 105, 250 BC: Mao Zedong will trade Rice
Turn 105, 250 BC: Mansa Musa will trade Copper, Pig, Sheep
Turn 105, 250 BC: Will Sign Peace Treaty: Willem van Oranje
Turn 105, 250 BC: Clearing a Forest has created 30 ℤ for Pharsalos.
Turn 105, 250 BC: Your Catapult 4 (Mycenae) has reduced the defenses of The Hague to 32%!
Turn 105, 250 BC: Elizabeth has 70 gold available for trade.
Turn 105, 250 BC: Louis XIV is the worst enemy of Isabella.
Turn 105, 250 BC: Willem van Oranje is the worst enemy of Shaka.
Turn 105, 250 BC: Tokugawa is the worst enemy of Mansa Musa.
Turn 105, 250 BC: Shaka is the worst enemy of Willem van Oranje.
Turn 105, 250 BC: Mansa Musa is the worst enemy of Tokugawa, Mao Zedong.
Turn 105, 250 BC: Louis XIV will trade Meditation
Turn 105, 250 BC: Mao Zedong will trade Monarchy
Turn 105, 250 BC: Mansa Musa will trade Theology
Turn 105, 250 BC: Shaka will trade Sheep
Turn 105, 250 BC: Mao Zedong will trade Rice
Turn 105, 250 BC: Mansa Musa will trade Copper, Pig, Sheep
Turn 105, 250 BC: Will Sign Peace Treaty: Willem van Oranje
Turn 105, 250 BC: Elizabeth has 70 gold available for trade.
Turn 105, 250 BC: Louis XIV is the worst enemy of Isabella.
Turn 105, 250 BC: Willem van Oranje is the worst enemy of Shaka.
Turn 105, 250 BC: Tokugawa is the worst enemy of Mansa Musa.
Turn 105, 250 BC: Shaka is the worst enemy of Willem van Oranje.
Turn 105, 250 BC: Mansa Musa is the worst enemy of Tokugawa, Mao Zedong.
Turn 105, 250 BC: Louis XIV will trade Meditation
Turn 105, 250 BC: Mao Zedong will trade Monarchy
Turn 105, 250 BC: Mansa Musa will trade Theology
Turn 105, 250 BC: Shaka will trade Sheep
Turn 105, 250 BC: Mao Zedong will trade Rice
Turn 105, 250 BC: Mansa Musa will trade Copper, Pig, Sheep
Turn 105, 250 BC: Will Sign Peace Treaty: Willem van Oranje
Turn 105, 250 BC: You have discovered Monarchy!
Turn 105, 250 BC: Louis XIV is the worst enemy of Isabella.
Turn 105, 250 BC: Willem van Oranje is the worst enemy of Shaka.
Turn 105, 250 BC: Tokugawa is the worst enemy of Mansa Musa.
Turn 105, 250 BC: Shaka is the worst enemy of Willem van Oranje.
Turn 105, 250 BC: Mansa Musa is the worst enemy of Tokugawa, Mao Zedong.
Turn 105, 250 BC: Louis XIV will trade Meditation
Turn 105, 250 BC: Mansa Musa will trade Theology
Turn 105, 250 BC: Shaka will trade Sheep
Turn 105, 250 BC: Mao Zedong will trade Rice
Turn 105, 250 BC: Mansa Musa will trade Copper, Pig, Sheep
Turn 105, 250 BC: Will Sign Peace Treaty: Willem van Oranje
Turn 105, 250 BC: Louis XIV is the worst enemy of Isabella.
Turn 105, 250 BC: Willem van Oranje is the worst enemy of Shaka.
Turn 105, 250 BC: Tokugawa is the worst enemy of Mansa Musa.
Turn 105, 250 BC: Shaka is the worst enemy of Willem van Oranje.
Turn 105, 250 BC: Mansa Musa is the worst enemy of Tokugawa, Mao Zedong.
Turn 105, 250 BC: Louis XIV will trade Meditation
Turn 105, 250 BC: Mansa Musa will trade Theology
Turn 105, 250 BC: Shaka will trade Sheep
Turn 105, 250 BC: Mao Zedong will trade Rice
Turn 105, 250 BC: Mansa Musa will trade Copper, Pig, Sheep
Turn 105, 250 BC: Will Sign Peace Treaty: Willem van Oranje
Turn 105, 250 BC: The revolution has begun!!!
Turn 105, 250 BC: Pericles adopts Hereditary Rule!
Turn 105, 250 BC: Pericles adopts Bureaucracy!
Turn 105, 250 BC: The anarchy is over! Your government is re-established.
Turn 105, 250 BC: St. Patrick (Great Prophet) has been born in a far away land!
Turn 105, 250 BC: Mao Zedong adopts Hereditary Rule!

Turn 106, 225 BC: Athens can hurry Forge for 3⇴ with 16ℤ overflow and +1⇤ for 25 turns.
Turn 106, 225 BC: Sparta can hurry Phalanx for 1⇴ with 11ℤ overflow and +1⇤ for 49 turns.
Turn 106, 225 BC: Corinth can hurry Archer for 1⇴ with 12ℤ overflow and +1⇤ for 32 turns.
Turn 106, 225 BC:
 
Looks like the 4~5 galleys won't be ready earlier than 30 land units. Shaka would still be our next target.

If his major SOD indeed moves towards Barbarian cities, we should be able to assault Nobamba and Utrecht in the same time.
 
It's easy enough to produce 3x Galleys in Fish City/Mycenae/Knossos in the next 1–3 turns, while Amsterdam could chop a fourth and Iron City/The Hague provide a delayed fifth/sixth. This will leave us hard pressed for Catapults, but if we're fighting Archers that's not insurmountable (does Liz have Copper now?).

Shaka hasn't shown any interest in the barb city since his Cover Archer disappeared, so I'd expect him to stack in Utrecht and be pleasantly surprised if this changes. We'd need to beg 10-turns of peace, because the AI has no problem declaring war on a second opponent on the same landmass (i.e. us) while at war with an overseas leader (Willem).



edit: :hammers: OF from a Forge gets reduced, so we should keep it at 5H (3-pop whip... 8H OF, I think?) or bring it to 30H (2-pop whip). This would need to be the first build.

Before that, put 4/50H into a Catapult/Galley/Trireme and pre-whip each. After the Forge completes: (29 * 2.75) * 3 = 239.25/250H.

Unfortunately any OF from these whips will be capped at 50H, meaning it is not possible to cascade without inserting a Market or University somewhere (Forge ---> Colossus ---> Catapult (pre-whipped) ---> Colossus ---> Galley (pre-whipped) ---> Colossus ---> Trireme (pre-whipped) ----> Colossus).
 
Shaka's priority is William's cities before, with the gone of reachable target, I think it is very likely that he turns to the barbarian city.

There are also some problems of DOWing Liz:

Troop movement is inefficient as we need to move those troops back to DOW Shaka.
Shaka will grow stronger later.
Producing Galleys in cities with barracks is a bit of waste.

This is a big decision, I'll test the building of TC for now and leave some time for the team to decide.

Edit: The fastest TC date is T113 with whips of a cata+galley as Doshin suggested.

T106 start a cata
T107 Whip Forge and start a galley
T108 Whip Galley and cata
T109 Whip galley, cata's OF to Forge
T110 trade copper, OF to TC
T111 galley
T112 OF to TC, need to hire Eng (depends on tile management)
T113 Done
 
Edit: The fastest TC date is T113 with whips of a cata+galley as Doshin suggested.

T106 start a cata
T107 Whip Forge and start a galley
T108 Whip Galley and cata
T109 OF to Forge
T110 trade copper, OF to TC
T111 galley
T112 OF to TC, need to hire Eng
T113 Done
OF from a Forge is reduced by 25%. Do you have to put the Galley/Catapult OF into this?
 
OF will be recalculated to raw hammers. Therefore the raw hammer OF from cata to Forge will be carried to TC and applied with 275% bonus. No loss, I think.
 
Amazing turnset Doshin! :hatsoff:
Willem is finished and there are many directions we can take now.
Can even send our iceball settler to land one some stone or marble if the crazy bug bites us.

Looks like the 4~5 galleys won't be ready earlier than 30 land units. Shaka would still be our next target.

If his major SOD indeed moves towards Barbarian cities, we should be able to assault Nobamba and Utrecht in the same time.

Shaka's total annihilation :love:
I'll start looking at plans immediately.

We currently have a nice force in total.
6Sword, 6Catapult,3Spear,2Phalanx,2Chariot.
2Phalanx and a Spear will be coming out of Corinth and Sparta shortly.

Amsterdam can be put to work immediately for war machine purposes.
T109 - Build Culture with Barracks in queue; Horse,Clams,Pigs,x2GHill,Coast
T110 - Whip Barracks
T111 - Catapult (chop lands)
T112 - Another Catapult (x2 chops land, with 5xp can promote to Accuracy to hurt walled cities -8% per bombard)

Spoiler :



To be a huge pest to Shaka, we could have 2 triremes blockade 2N1W of Ulundi.
That's 2 cities not able to work any coastal tiles, and a blockade tends to make the AI freak out and spam naval units (galleys) to try to get rid of the irritating enemy ships.

Other options include settling a city 4S1W of Amsterdam or a city 3N4W of Whales city.
Pillaging Shaka's horse and putting some troops on his deer would also strangle his cities and make it very hard to send Ulundi troops east.

I don't think we have enough :espionage: to spare to blow up any of Shaka's walls.
 
OF will be recalculated to raw hammers. Therefore the raw hammer OF from cata to Forge will be carried to TC and applied with 275% bonus. No loss, I think.
Yes, sorry. I'm confusing myself. Too many modifiers. :crazyeye:

I'm on board with the idea, and would favor attacking Shaka. Let's watch his stack and gather Catapults. We need time to heal regardless.

Amazing turnset Doshin! :hatsoff:
Willem is finished and there are many directions we can take now.
Can even send our iceball settler to land one some stone or marble if the crazy bug bites us.
Thanks. :D Ha: I actually checked to see if we could settle the triple seafood + Copper site on Mansa's island, but the Copper and northern seafood resource are now improved, so there's not much space. The Marble spot is still open. :mischief:

Speaking of Iceball cities, Duckweed, here's an (untested) generic PPP for a Fish Islands, if you want to build a Worker first:

Spoiler :
T0: 0F 0H
T1: 5F 1H
T2: 10F 2H
T3: 15F 3H

T4: 6H

T5: 20F 3H
12H


T6: 18H
T7: 24H
T8: 30H
T9: 36H
T10: 42H
T11: 48H

T12: 25/22F 5H = 3/24F (whip Worker @ 48H) = 3/22F

T13: 3/22F 5H + 24OF = 3/22F 29H
T14: 8/22F 30H
T15: 13/22F 31H
T16: 18/22F 32H
T17: 23/22F = 1/24F (whip Granary @ 33/60H) = 1/22F

T18: 6/22F + 4OF + 1H = 6/22F 5H (Lighthouse)
T19: 11/22F 6H
T20: 16/22F 7H
T21: 21/22F 8H

T22: 26/22F = 15/24F (size 2)
T23: 19F
T24: 23F
T25: 27/24F =15/26F (size 3)
T26: 18/26F
T27: 21/26F
T28: 24/26F
T29: 27/26F = 14/28F = 14/24F @ size 2, LH whipped

edit: I wrote this for myself ~1 week ago, so if anything is unclear please let me know.

I now think using Worker OF to complete the Granary is 1–2 turns quicker than growing to size 4 and 2–pop whipping the Granary, depending on when the Fish can be improved. The Worker First City will have less :hammers: OF and commerce than the Granary First City. If the Fish is unimproved on T0, start a Worker immediately (–3H in the Granary = 30/60H on T17).

T5 is the key: we can grow and build a Worker on the same turn. 5 free food from the culture bug! :yumyum: I used this trick for the Settler in Thebes.

We don't need to do this in every city, especially if we build the Colossus, but (e.g.) a Worker from the Iceball we are about to settle (Island D) could be used to (pre-)chop the larger island between us and Izzy.
 
I am still going to use the test save until completing TC and I'd suggest giving up tests afterwards.

Here's the test inherited from Doshin's T105 save and then do the civic switch to advance to T106.
 

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We currently have a nice force in total.
6Sword, 6Catapult,3Spear,2Phalanx,2Chariot.
2Phalanx and a Spear will be coming out of Corinth and Sparta shortly.

Amsterdam can be put to work immediately for war machine purposes.
T109 - Build Culture with Barracks in queue; Horse,Clams,Pigs,x2GHill,Coast
T110 - Whip Barracks
T111 - Catapult (chop lands)
T112 - Another Catapult (x2 chops land, with 5xp can promote to Accuracy to hurt walled cities -8% per bombard)

Spoiler :



To be a huge pest to Shaka, we could have 2 triremes blockade 2N1W of Ulundi.
That's 2 cities not able to work any coastal tiles, and a blockade tends to make the AI freak out and spam naval units (galleys) to try to get rid of the irritating enemy ships.

Other options include settling a city 4S1W of Amsterdam or a city 3N4W of Whales city.
Pillaging Shaka's horse and putting some troops on his deer would also strangle his cities and make it very hard to send Ulundi troops east.

I don't think we have enough :espionage: to spare to blow up any of Shaka's walls.

We only have 6 catas left at the moment, so yes, we are going to focus on cata's production next and hope to gather 10~12 catas as soon as possible. The plan is to use 2 stacks to assault if Shaka's major SOD is leaving.

I don't feel that we want to bombard the wall, even with 6 catas in each stack, it's going to take 2 turns to remove the culture, and then we are going to face 1 or 2 more defenders from whipping (which also means that the captured city has 1~2 pop less).
 
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