SGOTM 23 - Turbo Ants

Thebes could probably build Aqu/HG, and the GE points would go nicely with Mids, but they're pretty much wasted as Thebes doesn't need a GPP boost. Athens would be the other option since it's a junk GP. Athens wouldn't be able to do Parth,MoM or we risk 2 artists.

Berlin, even tho we need it for HE-units, will probably put out at least one of Parthenon, MoM. The artist points are OK there.
 
Nope. :)

Great Scientist bulbs: 1500 + 3 * pop
Great Merchant/Engineer/etc. bulbs: 1000 + 2 * pop

xpost

Wow :eek: I guess I've rarely bulbed anything but GS's
That will add another turn to Railroad...which doesn't necessarily change our target of T135.
 
Thebes could probably build Aqu/HG, and the GE points would go nicely with Mids, but they're pretty much wasted as Thebes doesn't need a GPP boost. Athens would be the other option since it's a junk GP. Athens wouldn't be able to do Parth,MoM or we risk 2 artists.

Berlin, even tho we need it for HE-units, will probably put out at least one of Parthenon, MoM. The artist points are OK there.

Persepolis can also chop out a wonder fairly easily if we need it to.
Stone City could do a marble-enhanced wonder at a stretch, with 3 chops, some whip overflow, and borrowing copper from Paris for a while.
 
whew. Lots going on. I'm going to make plans here and there and take comments as I go instead of trying for a full PPP right away.
For example:
I see we can attack Istanbul by land (barbs) on DoW+1 w/2-movers while simultaneously unloading. At a minimum, I'd unload the Axe+Cat. I'm looking at DoW t96. There is even a chance that we could get both Edirne and Istanbul T97 if they're under-defended. Probably not tho because our units have to commit to one or the other (can't reach both)
T96 means we have time to unload some in barb territory and return for the Axe and more healed units. Our boats technically could DoW T94, but I don't think we'd have 8 units healed and loaded.
- T96 also gives our south galley time to move the Catpult to barbs temporarily and pick up 2 workers. (We have 5 with almost nothing to do in the south.) Drop the workers at Alex and pick up the Cat again. If we think our other 3 boats can drop 10-12 units on Istanbul, then maybe our south galley can just concentrate on moving all 5 workers (or at least 4) out of the south and avoid the front lines.
(edit: yes. I like moving the workers. We can get 11-12 units to Istanbul without the south galley. It's ok for the Cat to walk past the barbs, right?)
-detail: to manage the loading, I'll need a road at Munich 2SE on T93. So...finish the road this turn Munich-2W, and move a worker (partial chop Munich). Both of these workers move T92 and do my road T93. 6 units load (unload T94 in barb land). Boats reload T95.
- We could attack Jerusalem T94 or T95 if we don't think it will hurt our chances at Istanbul. Our units will be sitting right there. Hard to pass up.
 
Lisbon DoW 98 (or are we waiting for a GP birth? not sure I want to wait)
I could make an elephant in CEB (whip T92), but that can't attack on DoW+1.
It could move on top of the Iron tile and be ready to attack Oporto. Maybe best to just get another HA for Lisbon.

I'll plan for at least 8, 2-movers. We already have 6 started or complete and that's leaving 12 units for Istanbul :thumbsup:

Steal tech T93.
 
looks like wine, silver, and calendar resource trades will keep us happy.
Forges not needed for happy.
settle Gold city? (fish, double gold, incense to be exact)
 
T91 - 100 Goal PPP

I've now set my sights on : Lisbon, Oporto, Hamburg, Jerusalem, Istanbul and Edirne(marble).
Ignoring Stalin for now.
6 cities in 9 turns. That should give us enough money for the short term, so I won't stress about our cashflow. We still might need a cash injection around T105 when we're doing -100 gpt Money goes a long way on normal speed. The other big difference this game is that on T115, we will suddenly run 40 merchants. That's 120 gpt all by itself.
 
Shipping the workers away from Africa? Good idea!
It's definitely safe to walk past Jerusalem. Slamming against an 11.1Str CG2 meat grinder might not be though. We need to clear the barb culture for sure - waiting for knights or muskets is too slow - but then we definitely won't be able to capture Edirne on t97.

Lisbon: yes! If he lightbulbs Philo, can we leave Oporto alive? If he doesn't do it by t98 here not going to.

Gold City? Yes, but not until we're sieging Persepolis or Delhi.



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Shipping the workers away from Africa? Good idea!
It's definitely safe to walk past Jerusalem. Slamming against an 11.1Str CG2 meat grinder might not be though. We need to clear the barb culture for sure - waiting for knights or muskets is too slow - but then we definitely won't be able to capture Edirne on t97.

Lisbon: yes! If he lightbulbs Philo, can we leave Oporto alive? If he doesn't do it by t98 here not going to.

Gold City? Yes, but not until we're sieging Persepolis or Delhi.

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I agree with all that except for the barb city.
Being immune to first strikes, I always think like this: two C2 HAs are 14.4 Str. That will more often than not beat 11.1 and we should only have one loss per archer. If I can lure one archer out of the city and there's still only one archer left, then we should have the city with 1 loss--2 if we're unlucky--3 if Pollina is attacking :p. Actually, there's a decent chance (~25%) that we will withdraw an have no losses.
 
Our Egyptian slave will 'Exodus' on foot to Jerusalem. How appropriate.
We pray he will be met by a barb archer ibt 93/94. Unload army T94. Capture T95.

Our cat will have to be on the boat all the way to Jerusalem-N T92 and board the north boats T93. Implying that we need to leave a space, so only bring 5 units the first trip (fine, cus we're lucky if we have 5 healed units.) All 6 unload T94 (as above) and boats pick up 6 more.

Because of the longer trip the Cat needs to make, we can't pick up our workers until T94. Not a whole lot for them to do. Were we planning to farm over the cottage (not the village)? I am.
 
Alexa

I roughly calculate it can grow to size 10 in 16 turns (15 w/ lighthouse) That means it has 8 turns to spare. That means we can whip 4 pop. What to spend it on?

Library obviously.
Lighthouse would be a definite NO except they're so cheap: 30h. Problem is, we will only ever get about 20 food out of it when we grow from size 6 to 10. Once we hit T115, we will only work scientists. No water. So maybe those 30h go into 60h for Moai.
I'm thinking monastery. Even now, at size 3, we'd be getting over 4 bpt. So T100-T115, we'd get our 60 back. Then we get about 200 gravy beakers T115-T135. It's a shame we can't get Christian monastery assuming it will be the AP religion (maybe we can?) Or maybe Christian is not the AP religion? Alex, Thebes, and Istanbul are Islam. Lisbon, Berlin, Athens are Christian. Other cities don't matter or don't have a religion yet. So it's tied 3 - 3.
Islam missionaries? if we go Islam AP.
Another Galley?
 
Pondering AP religion more...

If Islam, our only opponent is Sal (unless we kill him)
If Christian, it's Churchill.

Sal seems easier to kill than Churchill. Score one more point for Islam.
 
I think Nanjing counts as a city in the Orient, so the RR is on the short end of the predicted 35-40 range. I count it will likely be 36. I think it goes as low as 34 if we go thru the mountains, but that means building a lot of settlers to fill in that area.
Note: of course the RR is longer than that, 36 is the # of tiles we have to work (excludes city tiles)
72 workers
10 of the mountain tiles are ice, requiring 3 wkr-t for the rr. My calcs to the Bridge to the Orient are that we'd need 78 wkrs + 4 ice settlers to go through the mountains.

If we go south through Gandhi we'd probably need 74 wkrs + 1 settler, with each extra settler saving 2 workers.

We have 12 workers and 44t to T135. That's 62 more workers in 44t! In position to some degree. :eek: Is that our Critical Path?

Code:
iTime = 300 (-> 3 turns without modifiers)

	              Steam Power (-50%)	+ Serfdom (-50%)
grass/plains	            2                            2
desert (+25%)	            3                            2
tundra (+25%)	            3                            2
snow (+50%)	            3                            3
 
I forgot about snow. That seems broken. A 3t improvement with -50% and -50% shouldn't still be 3t, but whatever. Too bad the same math doesn't apply to our catapult bombardment. That goes to zero.
 
10 of the mountain tiles are ice, requiring 3 wkr-t for the rr. My calcs to the Bridge to the Orient are that we'd need 78 wkrs + 4 ice settlers to go through the mountains.

If we go south through Gandhi we'd probably need 74 wkrs + 1 settler, with each extra settler saving 2 workers.

We have 12 workers and 44t to T135. That's 62 more workers in 44t! In position to some degree. :eek: Is that our Critical Path?

The last 37 workers there seem very expensive to save a turn. I'd guess we won't be able to get those without sacrificing something else on the finish date. 37 for a 2-turn railroad certainly seems doable though - we'll naturally acquire some more and can build them in non-GP cities in the second golden age.
 
Pondering AP religion more...

If Islam, our only opponent is Sal (unless we kill him)
If Christian, it's Churchill.

Sal seems easier to kill than Churchill. Score one more point for Islam.

I like this idea. How soon can we start getting missionaries across the Mediterranean? Sounds like a job for the worker-galley after the workers have moved.
 
I forgot about snow. That seems broken. A 3t improvement with -50% and -50% shouldn't still be 3t, but whatever. Too bad the same math doesn't apply to our catapult bombardment. That goes to zero.

Railroad needs 3*1.5 turn's work = 4.5 (Not truncated! Civ calculates worker turns with more precision than that.)
Each worker does 1*(1+0.5+0.5) = 2 turns' work per turn, so after 2 turns, the railroad is sitting at 4/4.5
 
The last 37 workers there seem very expensive to save a turn. I'd guess we won't be able to get those without sacrificing something else on the finish date. 37 for a 2-turn railroad certainly seems doable though - we'll naturally acquire some more and can build them in non-GP cities in the second golden age.
All the more reason to go via Gandhi, because fewer tiles on the path are hill so fewer require preroads, plus easier to capture the cities and get our culture on them, unless we plan vassalize the Mongols.
 
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