SGOTM 21 - Xteam

Jag är fortfarande utan internet och kommer inte vara på mitt vanliga jobb så får skriva på svenska. Jag är lite osäker på varför spelet stannat upp. Vad behövs för att vi kan komma vidare? Är alla upptagna?


Förhoppningsvis så får jag tillbaka internet idag. Jag tycker vi ska spela två omgångar snabbt så att vi kan köpa ett par ledtrådar.
 
Jag är fortfarande utan internet och kommer inte vara på mitt vanliga jobb så får skriva på svenska. Jag är lite osäker på varför spelet stannat upp. Vad behövs för att vi kan komma vidare? Är alla upptagna?


Förhoppningsvis så får jag tillbaka internet idag. Jag tycker vi ska spela två omgångar snabbt så att vi kan köpa ett par ledtrådar.
Spoiler :
I am still without internet access and will not be at my regular job, so I may write in Swedish. I am a little unsure of why the game is stopped up. What is necessary in order that we can make further progress? Is everyone busy?

I hope that I get internet access today. I think that we should play two rounds quickly, so that we can buy a few clues.

I have been unavailable.

I will be stating the following items completely from memory. Some of the things to do for the current turn and the next turn are:
1. Cap switches to working the newly-built G Riv Cottage
2. Cap doesn't complete its Work Boat yet, to avoid paying Unit Cost Gold prior to being able to use the Work Boat at Triple Fish City
3. City 4 can steal the Gems Mine so that Gems City can work another square, such as the GH Mine. Since we are at 0% Science, it does not matter which City works the G Riv Gems Mine, so this way, we trade a 2F + 1C square for a 1F + 3H square
4. We could probably build Wealth somewhere to try to earn more Gold over the next 2 turns, so that we can buy 3 hints (50 + 75 + 100 = 225, but 71 x 3 only = 213). Gems City might be a good choice, with us switching to working the GH Mine square, at least for 1 turn... we can switch back to working the G Riv Gems Mine in Gems City next turn, when City 4 can work its newly-improved G Riv Farm.
5. Cap might also be an option for building Wealth.
6. Warrior 3 SW -> W, Warrior 2 SE -> SE (safer and better fog-busting), Archer 1 SW -> E
7. When Surfin' Turf grows to Size 4, work the GH Mine for one turn to complete the Lighthouse, then switch the GH Mine to the Lake on the following turn
8. Watch out for the birth of Great People. If, say, Elizabeth gets a Great Scientist, we'll want to sell her Code of Laws
9. We could consider trading our Cow Resource for an AI's Health or Happiness Resource, if one comes available, but if it's going to be a Health Resource, we'll need to Road our Corn soon... perhaps we should plan to Road it after completing the current Farm at City 4, to save on Worker turns, although it will probably mean 2 less Food by delaying the next 2 G Riv Farms by 1 turn each; I'd be okay if we delayed the Corn Road and focused on building Farms, instead
10. Galley 1 moves into Cap this turn
11. The Worker at Cap moves into Cap next turn and immediately loads into the waiting Galley 1, who will bring the Worker to the NW PH on Triple Fish Island, to start building a PH Mine. We might as well Road all 3 PH squares in case a Resource pops there later
12. Once the G Riv Farm at Surfin' Turf is done, we should complete a G non-Riv Farm that is shared by Surfin' Turf and Gems City, to be used by Gems City once we fire the 2 Scientists
13. We shouldn't need to decide about Hereditary Rule for the next 2 or 3 turns
14. Switch to building a Scout in City 4, so that when we whip the Warrior, we won't convert too many Hammers into Gold (and I'm not sure how well that conversion actually works)


With this many details, a turn-by-turn PPP will be quite helpful, but I currently am unavailable to write one



I found a little bit of time to pump out a possible plan for the next couple of turns.

It seems that we have to decide between delaying the PH Mine at Triple Fish Island or delaying the City settled there, since our Galley 1 can't be in two places at once. Since settling the City will give us Food, Hammers, and a net gain in Commerce, we don't want to delay the settling of the City, so we'll just have to delay when we will build our Mine there


Possible improvement to the plan below
Also, if we don't mind not working an unimproved square for one turn at Size 6 in City 4, we can skip building a Scout there and can simply build a Warrior... in fact, if we borrow the Gems Mine sometime later for 2 turns after growing, we might even finish our Warrior in time to work such an unimproved square. So, we can keep building the Warrior in City 4 for now

The alternative option, which would be slightly better, would be to RIGHT AWAY cancel Worker 1's action (press 1 then the Backspace key) and have Worker 1 load into Galley 1 THIS TURN, then have Galley 1 move NE + N once Worker 1 is aboard.

On T78, Worker 1 unloads onto the south-west PH on Triple Fish Island, and after Worker 1 has unloaded, Galley 1 moves SW + S to sit 1NE of X-opolis, where our Settler can board into Galley 1 on T79.

Meanwhile, Worker 5 would keep Cottaging the G Riv that is 1SW of X-opolis and later, we would send the Worker that gets built out of X-opolis after our whipped Settler to Fur Island to finish off the G Forest Chop there.

But, this change to the plan that is listed below can only work if we cancel Worker 1's action and load Worker 1 into Galley 1 this turn. If we can do things that way, great, but if not, the plan below is also all right, it's just that we won't earn as many Hammers in Triple Fish City.


Older Version of the Suggested PPP
Spoiler :
Diplo Policies:
If an AI Demands/Requests a tech which is not Monarchy, give the AI that tech. If an AI Demands/Requests Monarchy, then tell that AI "no"

If an AI Demands a Resource or Gold, give the AI that Resource

If an AI Demands/Requests Gold, let's say that if it is less than 100 Gold, give it to the AI, but if it is more than 100 Gold, do not give it to the AI

If a tech trade comes available, stop play to discuss the opportunity


T77, 950 BC

Research Construction

Cancel Crab gift to Willem
Trade Clam from Willem for our Crab
Trade Fish from Elizabeth for our Cow

C1: GH Riv Mine -> 1W G Riv Cottage
C1: Build Wealth
C2: G Riv Gems Mine -> 2W GH Mine
C2: Build Wealth
C4: G Riv -> G Riv Gems Mine

C1: Deer, Crab, Wheat, Farm, Cottage; Wealth
C2: Gems, northern G Riv Farm, Mine; Wealth
C3: Cow, Crab, Gems; Lighthouse
C4: Corn, Gems; Warrior
C5: Fur; Granary

W1: Cottage G For that is 1N of the Fur
W2: Farm G Riv that is 1NE of City 4
W3: Farm G Riv that is 1NE of City 4
W4: Farm G Riv that is 1NE of Surfin' Turf
W5: Complete Cottage on G Riv that is 1W of X-opolis

Warrior 3: 1SW GH Riv For
Warrior 2: 1SE GH For
Archer 1: 1SW T For (SW + W of the G Riv Horse)

Galley 1: Move into X-opolis

Work Boat 4: Move to Athens' Clam


T78, 925 BC

Pause, save, and upload the game

Take a screenshot of the game and post it in our thread

Talk with Willem and gift him 75 Gold (we can purchase hints in any price order that we choose)
JxSkJcj.jpg

Pause, save, and upload the game

Take a screenshot of the game and post it in our thread

Send a Private Message to BSPollux and Deckhand, asking for the Catherine #2 hint

C1: GH Riv Mine -> Sci
C1: Wheat -> Sci
C1: G Riv Farm -> Fur
C1: Build a Settler... we should be making 3 F + 6 H for a total less than 10 H
C1: Build queue of Settler -> Work Boat -> Spy

C2: GH Mine -> Wheat
C2: northern G Riv Farm -> G Riv Gems Mine

C4: G Riv Gems Mine -> G Riv Farm (happens automatically)

C5: G For -> SW Crab

C1: Deer, Crab, Cottage, Fur; Settler
C2: Gems, Gems, Wheat; Wealth
C3: Cow, Crab, Gems; Lighthouse
C4: Corn, G Riv Farm; Warrior (growth in 2 turns)
C5: SW Crab; Granary

W1: Cottage G For that is 1N of the Fur
W2: Farm G Riv that is 1NE of City 4
W3: Move 1S G Riv and Farm G Riv that is 1E of City 4
W4: Farm G Riv that is 1NE of City 3
W5: Move 1S G Riv (1SW of X-opolis), partial Cottage, and STOP!

Galley 1: Wait inside of X-opolis for Settler 6 and Worker 5, who will both board Galley 1 next turn

Warrior 3: 1W G Riv For (SW + W + W of the G Corn)
Warrior 2: 1SE GH Riv (NW + W of the G Cow)
Archer 1: 1E TH Riv Fur For (1SW of the G Riv Horse)

Work Boat 4: Net Athens' Crab


T79, 900 BC

Pause, save, and upload the game

Take a screenshot of the game and post it in our thread

Talk with Willem and gift him 50 Gold

Pause, save, and upload the game

Take a screenshot of the game and post it in our thread

Send a Private Message to BSPollux and Deckhand, asking for one more hint, probably Elizabeth #1 as per Folket's suggestion below

C1: 3-pop-whip Settler 6
C1: Work Deer, Crab, and Fur (happens automatically)

C2: Put Work Boat -> Barracks in the build queue

C3: Lake -> GH Mine (Lighthouse in 1 turn, yay! Thank you, Organized Religion!)

C1: Deer, Crab, Fur; Settler
C2: Gems, Gems, Wheat; Work Boat
C3: Cow, Crab, Gems, GH Mine; Lighthouse (Lighthouse in 1 turn)
C4: Corn, Gems; Warrior (growth in 1 turn)
C5: SW Crab; Granary

W1: Cottage G For that is 1N of the Fur
W2: Move 1S G Riv and Farm G Riv that is 1E of City 4
W3: Farm G Riv that is 1E of City 4
W4: Farm G Riv that is 1NE of City 3
W5: Move into X-opolis and manually load into Galley 1

Settler 6 (the game will call it Settler 5): Manually load into Galley 1 while Galley 1 is still inside of X-opolis

Galley 1: Ensure that Worker 5 and the new Settler are both inside of Galley 1, then move NE + NE (2E of the Wheat)

Warrior 3: 1W G Riv (SW + W + W + W of the G Corn)
Warrior 2: 1SW TH For (3W of the G Cow)
Archer 1: 1SE TH Deer For (2S of the G Riv Horse)




I did some quick testing and it is easy to cancel a Worker's action with the game paused... first select the Worker, next cancel the Worker action, and only then unpause the game.
 
Newer Version of the Suggested PPP (with the change of sending Worker 1 to Triple Fish Island; changes are in red colouring)

Diplo Policies:
If an AI Demands/Requests a tech which is not Monarchy, give the AI that tech. If an AI Demands/Requests Monarchy, then tell that AI "no"

If an AI Demands a Resource or Gold, give the AI that Resource

If an AI Demands/Requests Gold, let's say that if it is less than 100 Gold, give it to the AI, but if it is more than 100 Gold, do not give it to the AI

If a tech trade comes available, stop play to discuss the opportunity


Spoiler we already did these things :
T77, 950 BC

So, the first task is to select Worker 1 (press the "1" key) and then Cancel Worker 1's action (press the "<-- Backspace"
key or click on the icon with a red circle and a line going through it), and only then unpause the game.


Research Construction

Cancel Crab gift to Willem
Trade Clam from Willem for our Crab
Trade Fish from Elizabeth for our Cow

C1: GH Riv Mine -> 1W G Riv Cottage
C1: Build Wealth
C2: G Riv Gems Mine -> 2W GH Mine
C2: Build Wealth
C4: G Riv -> G Riv Gems Mine

C1: Deer, Crab, Wheat, Farm, Cottage; Wealth
C2: Gems, northern G Riv Farm, Mine; Wealth
C3: Cow, Crab, Gems; Lighthouse
C4: Corn, Gems; Warrior
C5: Fur; Granary

(The test game says that we are making +80 Gold per Turn, and that will be +82 once the Cottage gets completed by Worker 5.)

W1: Cancel what Worker 1 is doing and move him 1NW onto Galley 1
W2: Farm G Riv that is 1NE of City 4
W3: Farm G Riv that is 1NE of City 4
W4: Farm G Riv that is 1NE of Surfin' Turf
W5: Complete Cottage on G Riv that is 1W of X-opolis

Warrior 3: 1SW GH Riv For
Warrior 2: 1SE GH For
Archer 1: 1S TH Riv Fur For (SW of the G Riv Horse)

Galley 1: Wait for Worker 1 to come on board and then move NE + N (2N of X-opolis' Crab)

Work Boat 4: Move to Athens' Clam


T78, 925 BC

Pause, save, and upload the game

Take a screenshot of the game and post it in our thread

Talk with Willem and gift him 75 Gold (we can purchase hints in any price order that we choose)

Pause, save, and upload the game

Take a screenshot of the game and post it in our thread

Send a Private Message to BSPollux and Deckhand, asking for the Catherine #2 hint

C1: GH Riv Mine -> Sci
C1: Wheat -> Sci
C1: G Riv Farm -> Fur
C1: Build a Settler... we should be making 3 F + 6 H for a total less than 10 H
C1: Build queue of Settler -> Work Boat -> Spy

C2: GH Mine -> Wheat
C2: northern G Riv Farm -> G Riv Gems Mine

C4: G Riv Gems Mine -> G Riv Farm (happens automatically)

C5: G For -> SW Crab

C1: Deer, Crab, Cottage, Fur, 2 Sci; Settler
C2: Gems, Gems, Wheat; Wealth
C3: Cow, Crab, Gems; Lighthouse
C4: Corn, G Riv Farm; Warrior (growth in 2 turns)
C5: SW Crab; Granary

W1: Unload on the south-west PH of Triple Fish Island
W2: Farm G Riv that is 1NE of City 4
W3: Move 1S G Riv and Farm G Riv that is 1E of City 4
W4: Farm G Riv that is 1NE of City 3
W5: Move 1S G Riv (1SW of X-opolis) and build a Cottage

Galley 1: First unload Worker 1 on the south-west PH of Triple Fish Island, then move SW + S (to sit 1NE of X-opolis)

Warrior 3 (currently on the GH For that is 2W of the G Corn): 1SW G Riv For (SW + W + W of the G Corn)
Warrior 2 (currently on the G For that is 1E of the G Deer For): 1SE GH For (2W of the Lake)
Archer 1 (currently on the TH Riv For that is 1W of the G Riv Horse): Move 1S to the TH Riv Fur For (1SW of the G Riv Horse), which still allows him to spawn-bust the squares that are 1NW, 1N, and 1NE of the G Riv Horse

Work Boat 4: Net Athens' Crab


T79, 900 BC

Pause, save, and upload the game

Take a screenshot of the game and post it in our thread

Talk with Willem and gift him 50 Gold

Pause, save, and upload the game

Take a screenshot of the game and post it in our thread

Send a Private Message to BSPollux and Deckhand, asking for one more hint
Which hint? One of Elizabeth #1 or Elizabeth #2. I don't know which one will be better, so pick one

T79, 900 BC Continued

Trade Iron Working from Mansa <-> Monarchy + 5 Gold (since Mansa is already teching Monarchy, but does not yet know Writing, we are hopeful that Mansa will stay away from teching Feudalism for now)

C1: 3-pop-whip Settler 6
C1: Work Deer, Crab, and Fur (happens automatically)

C2: Build the Workboat instead of Wealth

C3: Lake -> GH Mine (Lighthouse in 1 turn, yay! Thank you, Organized Religion!)

C1: Deer, Crab, Fur; Settler
C2: Gems, Gems, Wheat, 2 Sci; Work Boat
C3: Cow, Crab, Gems, GH Mine; Lighthouse (Lighthouse in 1 turn)
C4: Corn, Farm; Warrior (growth in 1 turn)
C5: SW Crab; Granary

W1: Mine the south-west PH of Triple Fish Island
W2: Move 1S G Riv and Farm G Riv that is 1E of City 4
W3: Farm G Riv that is 1E of City 4
W4: Farm G Riv that is 1NE of City 3
W5: Continue to Cottage the G Riv that is 1SW of X-opolis

Warrior 3: 1S G Riv (SW + SW + W of the G Corn and 2N of the Lake)
Warrior 2: 1SE GH Riv (NW + W of the G Cow)
Archer 1: Stay in place on the TH Riv Fur For (1SW of the G Riv Horse), since Warrior 2 is not yet spawn-busting the TH For that is 1NW of the G Riv Horse


Galley 1: Wait 1NE of X-opolis

We should be making roughly +75 Gold per Turn


T80, 875 BC

Option 1. Only if Willem has less than 90 Gold, then:
a) Perform the 100-Gold gift procedure:
b) Save the game
c) Talk to Willem and take a screenshot of the trading screen
d) Gift 100 Gold to Willem
e) Take another screenshot of the trading screen
f) Save the game
g) Send a Private Message to BSPollux and Deckhand, asking for one more hint. Which hint? That's to be decided


Option 2. If Willem has 90 or more Gold, then instead do:
a) Trade:
90+ Gold from Willem <-> Currency
b) Do not gift Gold to Willem this turn


C1: Build a Worker

C2: Make sure that the third citizen is working the G Riv that is 1E of City 4 (it will be Farmed by the end of this turn)

C3: GH Mine -> Lake (now that we have a Lighthouse, the Lake produces 3F + 2C)

C1: Deer, Crab, Fur; Worker
C2: Gems, Gems, Wheat, 2 Sci; Work Boat
C3: Cow, Crab, Gems, Lake; Archer
C4: Corn, Farm, Gems; Warrior
C5: SW Crab; Granary

W1: Mine the south-west PH of Triple Fish Island
W2: Farm G Riv that is 1E of City 4
W3: Complete the Farm on the G Riv that is 1E of City 4
W4: Complete the Farm on the G Riv that is 1NE of City 3
W5: Cottage the G Riv that is 1SW of X-opolis

Settler 6 (the game will call it Settler 5): Move 1NE into Galley 1 while Galley 1 is still 1NE of X-opolis

Galley 1: Ensure that the new Settler is aboard and then move NE + NE (NE + N of X-opolis' Crab)

Warrior 3: Move 1S G (1N of the Lake)
Warrior 2: Move 1SW TH For (SW + SW of the Lake)
Archer 1: Move 1SE TH Deer For (2S of the G Riv Horse)

T80, 875 BC Continued

Option 2. Since Willem has 90 or more Gold, then do:
a) Trade:
100 Gold from Willem <-> Currency
b) Do not gift Gold to Willem this turn

Consider making this trade:
30 Gold from Mansa <-> Writing

We should be making roughly +76 Gold per turn


T81, 850 BC

C1: Build Spy (it's too early to complete the Work Boat)

C2: Sci -> 2N Farm
C2: Sci -> SW + S Farm

Rename the capital's new Worker as "Worker 6" (click on a unit's name to rename it)
With that Worker selected, press Ctrl + 6 to number him

C1: Deer, Crab, Fur; Spy
C2: Gems, Gems, Wheat, 2N Farm, SW + S Farm; Work Boat
C3: Cow, Crab, Gems, Lake; Archer
C4: Corn, Farm, Farm; Warrior
C5: SW Crab; Granary

W1: Mine the south-west PH of Triple Fish Island
W2: Move 1S G Riv Road and Farm (1SE of City 4)
W3: Move 1S G Riv Road and Farm (1SE of City 4)
W4: Move 1SE G (2E of Surfin' Turf) and Farm
W5: Complete the Cottage on the G Riv that is 1SW of X-opolis
W6: Wait for Galley 1 to come back and then board Galley 1 alongside of our Settler; we will be unloading on the G For of Fur City island next turn

Galley 1: Move SW + SW (to 1NE of X-opolis)
Warrior 4 (in the Galley): Move into X-opolis
Settler in X-opolis: Board Galley 1
Worker in X-opolis: Board Galley 1

Great Scientist: Move into X-opolis

Warrior 2: Move 1SW T For (1N of the G Horse)
Warrior 3: We should be good staying on the Grassland that is 1N of the Lake
Archer 1: Move 1SE T For (SW + W of the Whale) and ensure that we've revealed a Coastal path... if we don't end up revealing a path in the real game, please tell us

We should be at roughly +76 Gold per Turn


T82, 825 BC

Set Science Rate to 100% on Construction

C1: GH Riv Mine -> Wheat

C1: Fur -> 1W G Riv Cottage

C2: G -> GH Mine (2W of Gems City)

C3: Confirm that new citizen is working the G Riv Farm

C4: Confirm that the new citizen is working the GH Riv (unimproved square)... unless you have a better idea; at least the City grows in 2 turns' time

C5: G For -> Fur


C1: Deer, Crab, Wheat, 1W Cottage; Spy
C2: Gems, Gems, 2N Farm, SW + S Farm, GH Mine; Work Boat
C3: Cow, Crab, Gems, Lake, 1NE Farm; Archer
C4: Corn, Farm, Farm GH Riv; Warrior
C5: SW Crab, Fur; Granary

W1: Complete the Mine on the south-west PH of Triple Fish Island
W2: Farm the G Riv that is 1SE of City 4
W3: Farm the G Riv that is 1SE of City 4
W4: Farm the G that is 2E of Surfin' Turf
W5: Move 1NW G (2W of X-opolis), partial Cottage, and STOP (press the "5" key and then the "Backspace <--" key to cancel a Worker's action)
W6: Only the Worker, not the Settler, should unload 1SE onto the G For that is 1N of the Fur

Galley 1: Wait for our Worker to unload on the G For that is 1N of the Fur
Galley 1: After the Worker has unloaded but our Settler is aboard, move NE + NE (1S of the PH Mine)
Settler: Unload from Galley 1 on the south-east corner of Triple Fish Island, at the location within reach of all 3 Fish Resources

Great Scientist: Construct (Academy)

Warrior 2: Move 1SW TH Riv For (1W of the G Horse)... this square is our planned spawn-busting location
Archer 1: As long as the Coast has been revealed, move 1NW TH Deer For, otherwise reveal the rest of the Coast


T82, 825 BC Continued

Possibly perform the 233-Gold gift procedure:
DONE already: a) Save the game
b) Talk to Willem and take a screenshot of the trading screen
c) Gift 233 Gold to Willem (100 + 133 = 233)
d) Take another screenshot of the trading screen
e) Save the game
f) Send a Private Message to BSPollux and Deckhand, asking for two more hints. Which hints? It sounds like we should just ask for Isabella #1 first.

After we find out what Isabella #1 is, we can decide/argue/fight between picking Elizabeth #2 or Isabella #2.

Stop play and wait to find out what our clues are. Our future Worker actions may have to change based on what the clues tell us.

C2: Build Research, to earn 149 Flasks on the F2 screen, for a good Science multiplier (we earn a free Flask this way).

Consider making this trade:
40 Gold from Elizabeth <-> Currency

We should be at roughly -30 Gold per Turn


T83, 800 BC

C2: Build Work Boat

C4: Switch GH Riv -> SE G Riv Farm

Select Worker 4 (press the "4" key or find him to the east of Surfin' Turf) and stop his current action, if possible.


W1: Road the south-west PH of Triple Fish Island (in case we pop a Resource there later, we won't want to send a Worker back to that island)
W2: Complete the Farm on the G Riv that is 1SE of City 4
W3: Move 1SW to the GH Riv Road (2S of City 4) and Mine
W4: Stop Farming, move 1W G Road (1E of Surfin' Turf) and partial Farm and STOP; if he has already acted, just stop his action this turn W4: Farm the G that is 2E of Surfin' Turf
W5: Move 1NE G Riv (1NW of X-opolis) and Cottage
W6: Chop G For (1N of Fur)... we won't lose turns invested in our Cottage but we will get the Chop 1 turn sooner

Settler: Settle a City on the south-east corner of Triple Fish Island, to get all 3 Fish within our big fat cross. Give the City a suitable name

C6: Build a Granary
C6: Work the PH Mine

Galley 1: Move SW + SW to wait 1NW of X-opolis

Warrior 2 is in spawn-busting position already on the TH Riv For that is 1W of the G Riv Horse

Archer 1: Explore westward as you feel fit

C1: Deer, Crab, Wheat, 1W Cottage; Spy
C2: Gems, Gems, 2N Farm, SW + S Farm, GH Mine; Work Boat
C3: Cow, Crab, Gems, Lake, 1NE Farm; Archer
C4: Corn, Farm, Farm, Farm; Warrior
C5: SW Crab, Fur; Granary
C6: PH Mine; Granary

We should be at roughly -36 Gold per Turn

We should be making roughly 155 Flasks aka "Research" on the F2 screen, which is a good enough number not to need to build a Research build item anywhere

Note that the Flasks number might be wrong depending upon how Foreign Trade Routes get reassigned after we settle the Triple Fish Island City
 
I'm inclined to say Elizabeth hint 1, unless Catherine hint 2 can be done soon.
 
I have been going back and forth trying to guess and out-guess which hint to ask for out of the Elizabeth hints and my final conclusion is that the tasks are likely to be so different from each other (Cathy's tasks are likely to be not comparable to Elizabeth's tasks) that it is going to be very hard to judge whether to take Elizabeth #1 or Elizabeth #2, so I don't even know how to cast a vote, and if you want to pick #1, then #1 it is.

Will you be playing the turnset, Folket?


EDIT: There might not being be any difference between giving 75 Gold or 50 Gold initially and then the other amount of Gold on the following turn, but I suppose that if we give 75 Gold at first, we will have a rough idea of how much Gold Willem will be willing to trade back to us. As per the test game, if I give us a bunch of Gold in the World Builder and gift 200 Gold to Willem on T78, he is willing to trade us back 110 Gold. Of course, no matter how much Gold he is willing to give back to us, we would have to:
1. Get it back from him on a different turn
AND
2. Be willing to give him a tech to get some of our Gold back, such as Currency and then, if we gave him more Gold, sell him Construction later if he will give us more of the Gold back to us

I would be okay with Willem knowing these techs since the plan is to attack him in the near future. Currency won't help him much when he is down to 1 City (woo hoo, +1 Trade Route in his whole empire) and Construction can mean that he either builds Colosseums for us (free Odeons, yay) or builds Catapults (which could be annoying but should lose to our Drill III Catapults when we are defending or our City Raider III Catapults when we are attacking).

In the worst case, he could bribe an AI who does not have their hands full to attack us, but then we would be in a war with an overseas AI without incurring the normal war declaration Diplomacy penalty, so such a fact could be to our advantage.
 
I had no plans to carry on but since my internet is back I can play 1 turn to buy the first hint. I will need to look at the micro tonight.
 
I had no plans to carry on but since my internet is back I can play 1 turn to buy the first hint. I will need to look at the micro tonight.
Okey Dokey. After that is completed, I think this is where we are?

Roster:
Cactus Pete - UP
The-Hawk - On Deck
leif
neilmeister
Dhoomstriker
Folket


Htadus - RL causes a sabbatical, please come back soon. :)
 
turn 77
move warrior 3 East.
I noticed that it was moving west in the PPP. I thought we had agreed in fogbusting the east. It does not cost us any supply before we land our settler on fish island. During that turn we can move him into our border and not fogbust 1 tile for 1 turn.

T78
Isabella demanded Mathematics which I gave her.
Shaka wants to buy writing for 35 gold. I decline the deal.
Was very close to gift gold to Elizabeth instead. That would have been embarrassing.
 

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Spoiler :
Turn 77, 950 BC: X-opolis has grown to size 5.
Turn 77, 950 BC: X-opolis can hurry Work Boat for 1&#8692; with 20&#8484; overflow, 17&#8500; added to the treasury, and +1&#8676; for 17 turns.
Turn 77, 950 BC: City 4 has grown to size 2.
Turn 77, 950 BC: City 4 can hurry Warrior for 1&#8692; with 15&#8484; overflow, 4&#8500; added to the treasury, and +1&#8676; for 18 turns.
Turn 77, 950 BC: Isabella will trade Meditation
Turn 77, 950 BC: Mansa Musa won't trade Pig
Turn 77, 950 BC: Mansa Musa is the worst enemy of Shaka.
Turn 77, 950 BC: Elizabeth is the worst enemy of Isabella.
Turn 77, 950 BC: Shaka is the worst enemy of Elizabeth.
Turn 77, 950 BC: Mansa Musa will trade Iron Working, Meditation
Turn 77, 950 BC: Elizabeth will trade Meditation
Turn 77, 950 BC: Isabella will trade Meditation
Turn 77, 950 BC: Elizabeth will trade Fish
Turn 77, 950 BC: Shaka will trade Sheep
Turn 77, 950 BC: Willem van Oranje will trade Clam
Turn 77, 950 BC: Will Sign Open Borders: Mansa Musa
Turn 77, 950 BC: X-opolis will grow to size 6 on the next turn.
Turn 77, 950 BC: Deal Canceled: Crab to Willem van Oranje
Turn 77, 950 BC: Elizabeth has founded Hastings in a distant land.

Turn 78, 925 BC: X-opolis has grown to size 6.
Turn 78, 925 BC: The borders of Athens are about to expand.


http://gotm.civfanatics.net/download.php?file=Xteam_SG021_BC0925_02.CivBeyondSwordSave
 
I have sent the PMs to BSPullox and Deckhand now. Guess we will have a small wait during which we can discuss warrior 3. I would prefer him WWSW of corn. Then our other warrior can move 3 tiles south and allow our archer to map the coast.
 
The test game is not updated with terrain along the polar shipping routes.
 

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Looked at the save: Great work Folket. Can you continue until this hint business is finished? I'm uncertain about how to manage the mechanics of that.

See no reason why w3 shouldn't go east to help the scout fogbust. He's not needed to fogbust in west.

Why are we using the cottage in X-op instead of a mined hill to speed settler production?

It would be greatly appreciated if someone would get rid of the outdated notes on the save or at least tell me how to. I find them really distracting.
 
The plan is to slow the settler production. If we invest 9 hammers we can whip 3 people next turn.
 
turn 77
move warrior 3 East.
I noticed that it was moving west in the PPP.
Let's just make sure that we're talking about the same thing here.
Left = west
Right = east


I thought we had agreed in fogbusting the east. It does not cost us any supply before we land our settler on fish island. During that turn we can move him into our border and not fogbust 1 tile for 1 turn.
My understanding was that we wanted to put Warrior 3 on the G Riv square that is SW + W + W + W of the G Corn.

We would move Warrior 2 south-east and then south-west to the TH Riv For that is 1W of the G Riv Horse.

We would thereby free up the Archer to perform exploration.

I am not too concerned about the Unit Supply cost, as we absolutely need to explore the bit of Coast between us and Shaka that has not been revealed, and using both Warriors as spawn-busters is a good way to do so.

If we worry too much about trying to save 1 Gold per Turn by not having to pay Unit Supply costs, we'll give up 5+ Gold per Turn from Foreign Trade Routes when we declare war on Willem.

The trick is to make sure that we do not leave holes in our spawn-busting lines as we move our Warriors and our Archer.
 
Yes, I'm wrong. It is and should be moving west.

I think SW+W+W is a better square since it can move into our culture to prevent supply costs when we want it to. It will spawnbust just as well. It is only one tile that will lack fogbusting for 1 turn.
 
It would be greatly appreciated if someone would get rid of the outdated notes on the save or at least tell me how to.
Alt + s = adds or removes a sign... Alt + s and then click on a square with no sign in order to create a sign. Type in your message and press OK (or whatever the button is called). Alt + s and then click on an existing sign to remove it.


Why are we using the cottage in X-op instead of a mined hill to speed settler production?
Under Bureaucracy, if we put 10 or more Hammers into the Settler, then whipping will net us 45 Hammers per whipping action.

45 * 2 = 90 Hammers
A Settler costs 100 Hammers
100 - 10 = 90, meaning that if we earn 10 or more Hammers in our Settler, we can only whip 2 population points
If we only earn 9 Hammers, we can whip 3 population points for a lot of overflow Hammers with only 1 Unhappy person
 
Ok I'm here, will post your hint now. This is your first one, right?

Oh man, more work for me. You'll find the clues in an updated post on page#1 of this thread, so you will always know where they are. One minute.

Done
 
Understand regarding settler whipping and sign removal. Are there some signs that should not be removed?

Do we have to do anything else right now to satisfy BSP?

Looks like we should have gone for clue a. Is that not still a possibility?
 
Ouch, challenge 2 for Catherine is expensive. So we need industrialism and physics before we can win the game.

Let us take hint 1 for Elizabeth.
 
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