SGOTM 23 - Xteam

I am okay with your on going plans.

I would give Ruby a Lighthouse.

Edit: What about Literature to Frederick for Peace?

In Argent, what about a Maceman?
 
Edit: What about Literature to Frederick for Peace?
We can't offer a gift to enforce Peace.

What we could do is get all of the techs that Stalin has which Frederick does not have into the hands of Frederick, in the hopes that Frederick will not get bribed onto us like Kublai was bribed onto Stalin.

That would mean gifting all of Mathematics, Calendar, Construction, Currency, and Alphabet to Frederick.

I'm not sure that we really want Frederick building Catapults, and Mathematics is a relatively cheaper tech, so perhaps we could say:
T108 Sell Alphabet to Frederick (who is not the Worst Enemy of anyone)
T109 Sell/Gift Currency to Frederick

Alphabet appears to be the tech that Mehmed used to bribe Kublai against Stalin, so at least we'd reduce the chance of the same thing happening (or of a more-expensive Currency being used in place of Alphabet).

That's probably the best option that I can offer.


We can't build Maces until we learn both Metal Casting (which only Joao* knows) plus Machinery (which no one* knows).

* That's with ignoring the possibility of the final AI knowing those techs.
 
Without regard to when a golden age might begin:
If on T109 you steal farm and but spy to work on the coast (18/34 + 9);
T110 continue to work farm but run spy specialist (27/34 + 7);
Growth on T111.
Without putting spy on coast for 1 turn, Growth on T112
 
I'd like to gift Copper to Joao, to encourage him to build The Colossus for us and to increase our rate of earning another positive Diplo Attitude point for "We appreciate the years you have supplied us with resources."

We have Iron and will soon have 2 sources of Iron, while we won't be able to build The Colossus without Metal Casting, so I don't see a problem here.


Thanks for the growth info. I don't really want to delay our Golden Age, so we'll just have to see on T110 whether to try to grow 1 more population point in XO Cognac or not.
 
Having the Spy work a coast and working the farm from T109 - T112 XO Cognac be size 9 on T113 (without regard to effect of golden age).

I have all our cities in a spreadsheet so I can do calculations quickly. I could email it to you if you want.
I normally use LibreOffice but can convert to excel if desired.
 
I'd like to gift Copper to Joao, to encourage him to build The Colossus for us and to increase our rate of earning another positive Diplo Attitude point for "We appreciate the years you have supplied us with resources."

We have Iron and will soon have 2 sources of Iron, while we won't be able to build The Colossus without Metal Casting, so I don't see a problem here.


Thanks for the growth info. I don't really want to delay our Golden Age, so we'll just have to see on T110 whether to try to grow 1 more population point in XO Cognac or not.
Joao has iron so gifting him copper will not hurt.
I think we are trading copper with Frederick(?).
 
Well, let's factor in the Golden Age, then:
At Size 7:
( 2 base GPP + 5 Specialists * 3 base GPP ) * 3.0 = ( 2 + 15 ) * 3 = 17 * 3 = 51 GPP per turn
We have 7 turns, so: 7 * 51 = 357 GPP
We already have 66 GPP and will get 8 more over the next 2 turns
That's 66 + 8 + 357 = 431 GPP

If Paris completes the 300-GPP Great Person and then resumes working Cottages, we'll have our 2 Great People without XO Cognac needing to be larger than Size 7.

Any additional GPP would just be bonus, but might also never get used; I have a feeling that XO Cognac will probably be better off working improvements in future Golden Ages.

Anyway, we can decide in 2 turns. I don't see anything remaining to do on T108, so I'm about to advance the turn.


The only Resource trade that we have with Frederick is:
1 Gold per Turn from Frederick <-> Fish
 
T109 Decisions to be made:
Do we send our Argent Axeman north-eastward toward Kublai's Scout (which Stalin's Spearman may chase) or south-eastward toward our Galleys?
Answer chosen: to the north-east

Oops! I didn't even notice that we were Chopping a Forest at Rostov that is outside of our Cultural Borders. It's too late to do the Chopping any differently, so, will we build a Horse Archer or a Catapult? I'd probably say a Catapult. We won't have enough Hammers to build a War Elephant.
Answer chosen: Catapult

Do we send 1 Spy to Macau to try to steal Music early but for a higher cost or shall we just take the safe approach of sending 2 Spies to Jackpot where they cannot auto-die and plan to take Music later?
Answer chosen: Both Spies to Jackpot

Should Chariot 9 simply act as a Military Police Unit in Ivory Coast or shall we explore a bit with him, with the thinking that we'll bring him back toward the Hatty area when we'll be ready to attack Hatty?
Answer chosen: Decide later; for now, send Chariot toward Hatty's capital


T110 Decisions to be made:
What type of Specialists will we hire in London? I imagine Scientist Specialists

Should Athens hire 3 Specialists or should it just power its way through building Moai with the extra Hammers from a Golden Age?
 
If XO Cognac grows to Size 8, we could do so by hiring 2 Specialists and getting 35/34 Food, so we'd have 34 / 2 + 1 = 17 + 1 = 18 Food
If we hired 6 Specialists, we'd earn 12 Food but would consume 16 Food per turn, so we could do so for 4 turns for a cost of 4 turns * 4 Food = 16 Food
Then, we'd earn 15 Food for 2 turns, leaving the Food box empty but without the City shrinking by hiring 5 Specialists
So:
1 turn * 2 Specialists + 4 turns * 6 Specialists + 2 turns * 5 Specialists
= 2 + 24 + 10 = 36 Specialist turns

Alternatively, we just hire 5 Specialists per turn now, giving us:
7 turns * 5 Specialists
= 35 Specialist turns
We'd consume 2 Food per turn, so we'd be at 30 - 14 = 16 Food; we could optionally spend 4 turns with a 6th Specialist hired and be at 0 Food, giving us 39 Specialist turns

The biggest difference is that we'd be at Size 8 versus Size 7, so at the end of the Golden Age, we'd have another population point to either whip or to work squares.

36 Specialist turns: 36 * 9 = 324 GPP + 74 = 398 GPP
39 Specialist turns: 39 * 9 = 351 GPP + 74 = 425 GPP, but we'd be down 1 population point

We'd make another 4 GPP during the last turn of the Golden Age, so we'd get our 400-GPP Great Person either way. Assuming that XO Cognac won't ever generate another Great Person, I think that it makes sense to grow to Size 8 while hiring 2 Specialists and then hire 6 Specialists for 4 turns, followed by 5 Specialists for 2 turns.
 
Dhoom: I agree with your answers in post #1068.
Also, I agrre with your conclusion "I think that it makes sense to grow to Size 8 while hiring 2 Specialists and then hire 6 Specialists for 4 turns, followed by 5 Specialists for 2 turns" at the end of post #1069.
 
Ramblings/PPP
I have played around with the GPP numbers in many imagineable ways, but I can't find a way to get 3 Great People without extending the time that we're in Caste System and Pacifism until after the end of the Golden Age.

The problem with that approach is that we're then forced into launching another Golden Age soon thereafter just to switch our Civics again, but we'd probably want to be in Pacifism again during that second Golden Age, so we'd greatly delay the time when we'd be running Slavery.

Yes, it's unfortunate that we'll delay when we can unlock building Universities, but I don't think that we can justify being out of Slavery for so long. So, we'll just have to take the "easy" approach of Paris and XO Cognac generating Great People, 1 each, during our first Golden Age, then saving those 2 Great People for our next Golden Age.


I'm also of the mind that we'll just stick it out in Christianity at the end of this Golden Age. If we manage to spread Islam sufficiently after we're in Organized Religion, we can consider switching to that State Religion later.

In this way, we can get several Forges whipped, then Libraries and Universities completed with a 50% boost to production, while the +3 Happiness from Forges balances any Whipping Unhappiness, and the lack of being in a Golden Age will allow our Cities to regrow from whipping.


I'm not 100% certain when the best time to gift York will be, but since we're going to ask for it back on the following turn after our Culture has oppressed the City, we might as well complete the Lighthouse and then gift it away, as we'll get the Lighthouse back if Joao returns us the City.


As for Stalin, we'll either try to meet his stack in the fields or else have his stack dance around long enough that Stalin becomes willing to talk, at which time we throw everything at Moscow and get a Cease Fire so that we won't have to engage his stack. It will really depend upon how Stalin plays his chess pieces as to which approach we'll end up taking.

If we do go against his stack, it will either be on the defensive or with siege initiative by throwing our Catapults against his stack before throwing our attackers at his stack.


As for Paris, I think that it will make sense to fire the Specialists and grow after we get our 300-GPP Great Scientist there. We would only be able to make less than 200 GPP toward the next Great Person, which would probably need to be a 700-GPP Great Person, assuming that London creates one more and that St. Pete's creates two more with the help of the National Epic. While those GPP would be helpful, I think what will be even more helpful is Paris growing into working Cottages and growing to be able to whip important Buildings such as a Forge, a Market, Monasteries, and a University.

St. Pete's presents a challenge if we do get a Great Artist first, but at the moment, if we don't hire Artist Specialists, Moscow's Culture may cause St. Pete's to go into City Revolt, which would mean getting ZERO more GPP during our Golden Age, so Artists it will be, with the hope that we can later hire other Specialists and get a non-Great-Artist, so that we won't end up with 2 Great Artists after building The National Epic there.


Argent is looking to be the best place in which to complete Moai Statues, so we can build it there, making the Whale squares actually pretty decent even without the use of Whaling Boats.

If Joao has failed to complete The Colossus for us, we could build it in Argent afterward (Metal Casting is required to build that Wonder).


It is unfortunate that we ripped up the infrastructure at Moscow, but with 1 Unit being spammed per turn, there was no way that we would have taken Moscow otherwise; if possible, we can try to capture a Worker or two using our Woody II Axeman.


There won't be much production during our Golden Age, so we won't be getting a lot more Units and we'll just have to make the best out of the ones that we have been already created.


I'm still not certain where it would be best to spread Christianity, but perhaps Hamburg will be best, and then it can whip a couple of Missionaries once we're back in Slavery for Cities such as Rostov and Moscow to help with building infrastructure in those Cities.


Paris Workers still have a lot of Cottages and pre-Chopping for Oxford to perform, while the Workers in north-east England have their own pre-Chopping to prepare for.


After taking down Moscow, Stalin will essentially be broken but can be left for later once we have Musketeers, allowing our army to head toward Mehmed via Galleys after Moscow. Optionally, we might try to take Yekaterinburg or Orenburg with some mounted Units while our Catapults get to the Galleys, so that we can have a City to gift to Churchill for when we raze Vlad. Moscow has been a significant distraction, but Cactus Pete suggested that we really needed to take it down, and with its expanded Cultural Borders making our other Russian holdings mostly useless, I have to concur that it was the right call to make, however challenging it is about to be to make happen. We can retake Yar from Churchill on the way toward our Galleys to be able to make better use of Roads.


At the end of our Golden Age, we can whip Forges, figure out where we'll build our 6 Universities (1 has to be in Paris), then probably have other Cities focusing on building troops.


I really don't like this form of rushed play, but with the deadline looming, I don't think that there's all that much choice. I truly do appreciate that all teams showed their support by not objecting to the deadline extension, but not getting an extension puts a lot of pressure on us to play turns quickly but well. Hopefully, I won't disappoint you. Onward and upward we go!
 
I will be playing shortly. Feel free to chime in with any comments; I'll be refreshing the thread a lot as I play.


Turnset Report
Turn 111, 100 BC
Paris will get the next Great Person and XO Cognac will get the Great Person after that

Orleans will complete its Christian Missionary and then build its Settler

Where possible, I'll dump Hammers into Moai Statues in a chosen City whenever Argent isn't building Moai Statues, so as to earn some Failure Gold to help power our way through Education + Gunpowder.

Russian Theatre:
We perform more Pillaging and then begin to group our Units together in a stack


We send more Chariots through Germany toward Russia; Chariots seem to be our weapon of choice this SGOTM.

We keep Cottaging at Paris, including a non-River Grassland square that XO Cognac can help to improve. Once Lyons grows some more, it should be able to help with working Cottages, too.

Argent's Iron gets improved and with it, we can still grow in 1 turn while getting another Catapult in 2 turns, so we delay the Lighthouse yet again in favour of building another Catapult.

Hamburg builds Moai Statues for Failure Gold

Athens will build a couple of Galleys to help with transporting troops out of Russia

We send one Chariot via our Galley chain that will join up with a Catapult, leaving another Chariot that is 1 square further eastward of the first Chariot able to arrive in Rostov using Germany's Roads next turn.

2 more Catapults unload in St. Pete's to join the front lines.

Our York-built Settler heads toward north-east England; I could still use a name to give to that City


Joao's Culture has finally extended over top of Spice Island; I suppose that if we were to place a Worker on that island and gift him that Worker, it would know what to do, but we're not exactly rich in Worker actions, so I don't see how we could spare a Worker. We'll just have to go Spiceless for now.

Our Galley 6 picks up the Chariot in Egypt; all hands on deck really means everyone in this game, what with Hatty not being a target until after Mehmed has fallen, and us being locked into a Peace Treaty with Hatty for the next 8 turns.

For good measure, we ask Mehmed and Kublai to attack Moscow again, in case they had forgotten since we loaded the game.


We'll probably be able to trade for World Maps soon--I think that I'll wait until we were going to trade a tech anyway (say, if an AI gets a lump sum of Failure Gold from failing to complete a Wonder), as I can't think of anything that this short-term knowledge would provide to us that we cannot wait to see.


T112, 50 BC
Hatty keeps building Settlers; all the more Cities for us to capture, I suppose, although I don't like how her tech rate keeps sliding down; now, it is at 50%.

Fortunately, settled Great Scientists are working to provide her with raw Flasks, but with her in Universal Suffrage, it's a real waste for her to keep holding onto The Pyramids. There's not much that we can do about that situation right now, though, with our forces tied up deep in Russian territory.

Stalin had a choice between heading toward a better-guarded St. Pete's and or heading toward weakly-guarded Rostov and he has made the choice to go after Rostov, meaning that our Catapult from there is in danger, unless we back it off or go after his stack. With most of our forces assembled nearby, we could keep chasing him stack he moves onto flatland terrain near Rostov, but I think that we'll just throw our stack at his stack now and see what happens.

Meanwhile, Fredercik has generated a Great Scientist (good job!)

Also, The Temple of Artemis got completed by Darius

Hatty asked to trade World Maps with us, but those trades are generally the worst ones that the human player can make, so we'll have to add declining such a trade to our Diplo Policy

For the cost of 4 Catapults, Stalin's stack has been eliminated. Now, it will just be a matter of bringing in new Catapults, healing up, and taking down Moscow as soon as we possibly can

Aberdeen gets founded and starts working the pre-improved Sheep Resource while we await the arrival of our Work Boat

Saladin has traded Calendar to Darius for Monarchy

Kublai has learned Polytheism

Mao has also learned Polytheism

The era of no-Longbowmen may soon be ending

Mao has connected-up a second Banana Resource that he won't trade to us; seeing as how he will trade Happiness and Healthiness Resources at Cautious and seeing as how he isn't anyone's Worst Enemy, it's time to gift him a tech. Rather than giving him Aesthetics and opening up tech-trading opportunities, let's give him Code of Laws, letting him maybe run Caste System while not having useful tradebait for use with Mr. Loves To Trade Darius.

We get 30 Gold from Mao <-> Code of Laws and +4 Fair and Forthright Trading... but, we have no Resources to offer him for his Silk or his Banana. For now, we can make this trade:
Silk from Mao <-> Wine

When we connect-up our second source of Wine, we can get +1 Happiness, without worrying about Mao trading away his Silk Resource to another AI in the meantime

Maybe if we ever bother to build a Road on a Cow we might be able to trade him Cow for his Banana, although China is known for having Cows on a typical Civ 4 World Map

We ask Mehmed and Kublai to get off of their heels and attack Moscow

Macau has finally (re)grown to Size 2

Hatty keeps building Islamic Missionaries, but so far has only built enough of them to spread to her own Cities

Churchill is running Buddhism as his State Religion, thanks to Yar's Buddhism

We have another Great General; I'm thinking that its best usage will be to turn 5 Galleys into 3-movement-point Galleys, as it's really the speed of our Galleys that will dictate how quickly our army will be able to move

To avoid the possibility of Mao getting Monarchy from Saladin for Code of Laws, it's time to trade Code of Laws to Saladin, also hopefully putting Saladin in Caste System and trading with Saladin at a time when he isn't anyone's Worst Enemy:
Traded 30 Gold from Saladin <-> Code of Laws


T113, 50 BC
Stalin's Horse Archer took revenge on our Chariot, making us pay for having ripped apart his stack while we steadily advance more Catapults to the front lines

St. Pete's is in City Revolt, which is unfortunate, but at least it will only last for 4 turns; still, that's a big blow to our GPP generation, and it's good that our plans are not relying on getting those GPP

It's time to Promote some Units. We could take Amphibious on 2 HAs and 1 Chariot, but that's not really enough Units; it's probably better to land troops and either Bombard or suicide with siege Units for a turn rather than trying to amphibiously assault with mounted Units at this late stage of the game, so Combat Promotions will be the default Promotions of choice

With Saladin not being anyone's Worst Enemy, we make this trade:
Spices from Saladin <-> Fur

(So much for needing to settle Spice Girls Island)

A Woodsman II Axeman snipes Yekaterinburg when Stalin leaves it defended by only a Spearman and a Galley; perhaps we sank his Units on that Galley, I don't really know, but the City comes complete with a Lighthouse and an Academy. Another Spearman threatens the City, but our Axeman is amazingly at full health, so unless Stalin has some Chariots lurking around, we just scored ourselves an extra City

Meanwhile, Stalin is willing to talk, so now it's just a matter of taking down Moscow once our troops have healed sufficiently

Despite my best efforts, it seems that the AIs are still trading techs with each other:
Churchill learned Calendar while Darius learned Currency, so they likely traded techs with each other

Meanwhile, Mao still managed to get Monarchy from Saladin by trading Horseback Riding to Saladin

Stalin learned Priesthood

So, the happy war times are quickly ending and AIs may soon start learning Feudalism

It seems that Wine is a highly-prized commodity, so we may have the only 2 sources on the map.

Frederick has connected up his Gems Mine and will soon connect up his second Copper Mine

Right now, I'm thinking about using our Settler to resettle Vlad. We could let Churchill have Yekaterinburg--even though it has an Academy, with hardly any Flasks to multiply, an Academy doesn't do a whole lot for us (while it could multiply the Flasks of an AI's Palace quite nicely)

Or, we could simply eliminate Churchill; with him trading techs to our rivals and soon trading away Metal Casting, maybe he has outlived his usefulness. Who would we use as our Voting Buddy? Joao maybe, or even Frederick who Opens Borders when Annoyed at us, or maybe even Mehmed.

I'm not completely sold on eliminating Churchill, but his tech-trading is helping the AIs to speed up their tech pace in a way that won't help us get tech to trades but will hurt us in terms of our warring, so I'm at a point where I could see Churchill disappearing from the map being a good thing.

It looks as though Frederick will build an Academy in Berlin

We make this trade:
Incense from Hatty <-> Gems

Mehmed and Kublai, please attack Moscow (the only troop that we see from either of them in Russia is Mehmed's Scout at 1 NW of Orenburg on the Road, which is just begging to die to one of Stalin's two Orenburg defenders, sigh

Turn 114, 25 BC
Darius wants Iron for his Corn. Haha, no.

Mehmed's Scout survived at Orenburg; I suppose that he knows AI programming better than we do!

Yekaterinburg is now surrounded by 2 Russian Axemen and 1 Russian Spearman; I think that the jig is up and we should just gift the City to Churchill, which answers the internal debate of whether or not to eliminate Churchill

Mehmed has created a Great Scientist in Istanbul, making the City even more of a prize

No AI has learned a new tech but Kublai coughs up a lump sum of Gold too big for me to resist; he is the Worst Enemy of 3 AIs (Frederick, Darius, and Hatty), so I don't want to give him Code of Laws, but letting him have Medication when he already has Priesthood unlocked via Hinduism isn't that terrible, right? (I hope that I won't regret the decision later, but if we can self-tech Education sooner, we'll speed up our end game.)

Paris will have just enough Food to get its Great Person in 1 turn without shrinking the City, getting it before XO Cognac due to them completing their Great People on the same turn as each other but with Paris being the earlier-owned City, Paris will get the Great Person

Lyons starts working a helper Cottage for Paris, being able to grow at the same time as if it were to work the Farm. Yay, finally, after all of these turns, we're actually working helper Cottages

Hamburg hires 2 Merchant Specialists, but rather than spreading Christianity there, I think that Christianity will be better off spread in Argent during the time period where we aren't in Organized Religion, as it will take a few turns for a Missionary to arrive in Argent, while Argent is likely to be one of our Forge -> Library -> University Cities, so it could make far better use of our State Religion than could Hamburg where Hamburg would just get a few extra GPP that might never be used to generate a Great Person

Athens has completed a Galley and starts to build another one; I'm not sure how many we'll need, but 5 in total for use with our Great General will be a good start, allowing us to go Stalin -> Mehmed -> Hatty -> Frederick's southern Cities -> to the east of Istanbul with our fast-sailing army

With Yekaterinburg under threat, I rename it to Katty and gift it to Churchill, who is no one's Worst Enemy and who will live for even longer while getting an Academy in what will be his new capital, once we recapture Yar and raze Vlad.

Darius is now trading Silver for Mehmed's Sheep

Hatty has connected her Gold

Joao is 5 turns away from learning Feudalism, while Hatty is 13 turns away from learning Nationalism

Stalin is researching Metal Casting

We delay HA 12 for one turn to escort our Great General; we don't need Frederick declaring a war of opportunity in order to kill our Great General

Frederick has a Galley of his own at 2 S of Frankfurt (his Galley is located at 2 NE + 1 N of Athens). I wonder if he's headed to Pillage the netted Clam inside of Barb Culture; maybe we should do it first if his Galley moves there next turn

Mehmed has a stack of 4 Chariots and 2 Axes near the Barb City, in addition to the Spearman that he has there

Moscow's Cultural Defences are down to 25%; soon, we should just make an attack, perhaps 2 turns from now when the Rostov-built Catapult will have arrived and can help with suicide attacking

Our Woodmsan III Unit (we now have 2 of them--the other one captured Katty) moves to heal our troops who were wounded in taking down Stalin's stack; Zhuge will require another 4 turns to heal even with the help of this Woody III Unit

Our Egypt Worker finally starts Camping the Ivory

We micro Athens to get another Galley within the span of 2 turns

Gold Coast is now finally working both Gold and (Fishy) Coast


T115, 1 AD
Saladin tries to offer us Clam for Iron. No, thank you.

We complete another Cottage just in time for Paris and other Cities to be working a total of 9 Cottages around Paris. Paris also steals the Cow from Orleans, as we need Paris to grow

Mao smells fresh blood and also declares war on Stalin... it seems that Kublai bribed Mao to join in on the war

Mao learned Monotheism and Currency; I'm not sure if Monotheism came from self-teching, but Currency was likely the tech used to bribe Mao into the war

At some point, we may want to bribe some of the AIs off of Stalin; perhaps now would be a good time to bribe Mao off of him, so that Mao doesn't start spamming troops. Wow, that's expensive, with Mao wanting Philosophy and Aesthetics, but I believe that it is the right call to make, so that Mao doesn't spam troops, and thus we bribe Mao out of the war with Stalin

We're about to complete an Islamic Monastery in Ruby Bay, which will at least be worth 2 Hammers per turn, plus 3 Flasks when at a 100% Science Rate

We Chop 1 Forest at Aberdeen that is surrounded by 4 Forests, hoping that we'll get a Forest regrowth there, but if not, at least being able to quickly get up a Granary, as that City will grow very quickly with a Granary and will be able to whip some items to pay back the investment of that Forest

We Chop out a Courthouse in Rostov, to be completed this turn. While it will be nice to wait for Christianity before we put Chops into The Forbidden Palace, getting the Courthouse now will pay itself back due to the reduced Maintenance Costs

I ask Mehmed and Kublai to attack Moscow

Our Great General has arrived in Rostov; now all we need are our Galleys on the scene

Frederick's Galley has NOT moved to the Barb Clam, so we don't Pillage it and instead push our Galleys forward; we're still going to have to wait for the last one, though, which will be built in Athens next turn

Frederick's Galley has headed toward the Barb City

We Fortify our Great Scientist in Paris, awaiting the completion of MoM, which we won't build until we get Marble from Mehmed; hopefully, he'll become Pleased toward us soon, in order to make him willing to trade Marble to us

Except for Zhuge, all of our surviving wounded troops from fighting Stalin's stack will be healed next turn for an attack on Moscow

We can also declare war on Churchill and move in toward Vlad with any troops that aren't needed in the capture of Moscow, also dropping off an Axeman and a Catapult next to Vlad, since they'll arrive too late to be of use at Moscow

With all of the Resource trades, Paris has 2 Happiness to spare; I don't want to have our 2 Chariots leave Paris just yet, though, in case War Weariness mounts or we lose a Resource trade; it will be better to ensure that we can keep Paris working all of its squares

I hire an Artist Specialist in Rostov for 1 turn to get our Cultural Borders to expand 1 turn sooner, which will help with putting Cultural pressure on some of the nearby Forests that we would like to Chop out from under the AIs whose Culture currently controls those Forests

Joao is 4 turns away from Feudalism; theoretically, we could wait to gift him York until he has Feudalism so that we could steal it, but we don't want to steal it yet, as doing so would encourage the AIs to piggyback research off of that tech and might open up tech trading of Feudalism that much faster. Ideally, we'll only get Feudalism from Joao either via theft or in trade right before we declare war on him or when we already know Metal Casting, Machinery, Printing Press, and maybe even not until after we know Engineering, Chemistry, and Steel, as we only need Feudalism for Guilds when we're ready to go after Replaceable Parts

T116, 25 AD
Sure, on the turn where we want to declare war on Stalin, he builds another Unit in his City. At least it's a Catapult, with 0 Defensive Bonuses

Moscow's Cultural Borders are at 10%, so it feels like the right time to go in. The longer that we delay from here on in will just mean the longer that it will take for our troops to heal and march again

For the cost of 5 Catapults and 1 Axeman, Moscow is ours. Of course, now we have 0 Catapults, which is an issue for going after Mehmed, but at least we resolved the Stalin problem. It's time to declare war on Churchill


We beg 10 Gold from Frederick before declaring war on Churchill, to avoid any swanky hanky panky bribery and Frederick gives it to us! Yay! :dance:

Of course, we can't declare war on Frederick for another 10 turns, but doing so is not really in the cards with all of his pointy Melee Units being able to hurt our soft mounted Units

We ask Mehmed and Kublai to attack Orenburg

We declare war on Churchill

We recapture Yar, and although it goes down to Size 1, it keeps it Granary (finally, some good luck with Building captures)

Capturing Yar also allows our Worker to get into position to build a Road between Moscow and Yar

We only have 1 Catapult, so rather than sending it toward Vlad, we can unload it in St. Pete's and send it southward; we might not declare war on Mehmed with only 1 Catapult, but then again, we might, so it's better to be prepared, rather than diverting the Catapult to Vlad for a few turns of unloading, Bombarding once, and loading, just to remove, what, a 3% Defensive Bonus?

Since we're going to need more siege Units, we can set up a couple of Cities, such as Hamburg, to whip them next turn

It's also time to start pre-building Forges in some Cities, so we gift York to Joao and steal Metal Casting on the first try, yay! We will ask for York back next turn

For 2 EPs, we could steal 5 Gold from Joao's Treasury; not worth it, if you ask me, and I'd rather that our Spy just stay in place in case we later want to gift him the City again to steal a different tech

We arrogantly unload 2 Axemen and a Spearman where we want to resettle Vlad; Churchill is still running Caste System, so he can't whip a second City Defender

We reveal Jerusalem, a Barb City with 150% City Defences and three Barb Archers, two of them with City Defence II and one of them with City Defence I. The City is the Holy City for both Judaism and Christianity

Mehmed is Pleased toward us, so we Sabotage all of Hatty's Stone Resources; well, we tried to, anyway, but 2 of the Spies failed in their Missions, even with 93% odds. All that we probably accomplished was temporarily denying Hatty access to Stone. You win some and you lose some. We'll just have to take Mehmed's Marble by force. That's a concept that all of us can understand how to do in this game, right? :cool:

St. Pete's is out of City Revolt; we might as well hire 5 Specialists for 1 turn; they don't have to be Artist Specialists, but it wouldn't hurt to get more Culture in the City to push us closer to 100 Culture, both to put pressure on Munich's nearby Cultural Borders and to more quickly reduce Motherland Unhappiness, so the Specialists can remain as Artist Specialists; if we hadn't have gone into City Revolt, I probably would have stopped hiring Artist Specialists by now, but we did go into City Revolt (St. Pete's is such a riotous place!).

Since we have a few turns to kill while our troops heal up before their trek to the Ottoman Empire, it will probably make sense to throw mounted Units and Woody Axes at Stalin's last couple of Cities.

In 2 turns' time, we can get a fleet of 5 2-movement-point Galleys, but they'll be to the west of Istanbul and thus out of useful range for boarding, hence going after at least one more City of Stalin's, if we can manage it

We took down the 2 Axemen that Stalin had sent to retake the City of Katty using our Chariots, who patiently waited for the Axemen to move onto flatland, so Stalin is probably really hurting in terms of remaining troops right now.


If we don't completely kill off Stalin, it may make sense to remain at war with him until we're at war with Mehmed, so that we can ask for Open Borders from Stalin before taking a Peace Treaty, probably asking Stalin to stop the war with Kublai, if Stalin has enough Power remaining to do so. Who needs a Cease Fire now that we've gutten the Russian empire?

Mehmed has learned Drama (which could mean he'd use it to bribe an AI toward whom he becomes Friendly into war with us--fortunately, while Saladin is Friendly toward Mehmed, Mehmed is only Pleased toward Saladin)

Saladin has learned Currency

Darius is trading a Silver to Mehmed but Darius now wants Silver, so someone's Culture must have stolen one of Darius' Silver Resources, or the other AI with whom he might be at war Pillaged one, or a Barb Pillaged one. Either way, it's a bit funny

We have restored our Trade Network with Kublai. You want to give us 4 Gold per Turn for a Fish Resource? Done deal! (See, it pays to keep track of the F4 TECHS and F4 RESOURCES screens each turn--screenshot each one each turn and then visually look for differences by flipping between two different MS Paint windows.)

With Mao only being Frederick's Worst Enemy (who cares) and with an extra Wheat in hand thanks to Moscow's Culture disappearing at Rostov's Wheat, we take Mao's Banana before another AI does. Thank you!


T117, 50 AD
Catapult progress in Rostov was Sabotaged

Hatty asks us to cancel our deals with Kublai; according to our Diplo Policy, I turn her down. Hatty has gone from Cautious to Annoyed toward us. There's not much that we can do about it... well, we made Macau revolt again, heh heh


I was wrong; apparently, Saladin can trade Wine. It would be nice to get it from him, but I don't see a spare Resource

Stalin sends an Axeman toward Yar

Oh, gotta love you Churchill--you built us a Worker in Vlad

Oh, and our Horse Archer killed his Archer at about 40% odds, sweet. The City had no infrastructure, so it got razed. Churchill's new capital finally has an Academy in it!

We resettle Vlad 1 W of where it was placed and call it Transylvania, since I feel that we've sucked the life out of Stalin

Joao kindly gives back possession of York

Before we switch our Civics, I check with all of the AIs, but I don't find any AI who we might be able to switch into either Caste System or Pacifism, so we switch Civics to Slavery and Organized Religion

Hatty managed to get Open Borders with Frederick and has sent her Archer into Cologne

What do you know?! We managed to cancel the Stone from Hatty <-> Marble from Mehmed trade! So, what gives? Why doesn't Marble show up as a tradeable item from Mehmed? He's not trading his Marble to anyone else. All that I can assume is that he lost it in the war with Stalin, lost it to a Barb, or lost it to someone's Culture. So much for the plan that failed which actually succeeded only to fail in the end zone.


It seems that Darius stole Mehmed's second Marble Resource, so all that we've managed to do was to give Marble back to Mehmed instead of letting Hatty have it. Ah, well, maybe Mehmed will start to build a Marble-based Wonder instead of Military Units.


We can have the Great General board Galley 7 and once the Great General is aboard Galley 7, all of our Galleys can meet at 1 SW + 1 W of Istanbul to distribute 4 XP to 5 Galleys each, giving us 2 Promotions each for Flanking I + Navigation I, giving us 3-movement-point Galleys


So, we're going to stay in Christianity (Mehmed is already Pleased with us with us being Christian, and we really could use the extra Hammers from Christianity under Organized Religion), but the big challenge to figure out is where we're going to build our 6 Universities.

It should be easy enough to send mounted Units and Woodsmen Units toward Stalin, NOT capturing Katty from Churchill, and send our Catapult and other slow-moving Units that heal toward the south to be picked up by Galleys.

Our Galleys counter-intuitively sail away from the water to the south of Russia and back past Istanbul with our Great General aboard; I'd have done that myself but I wanted to make sure that no one objected to this use of a Great General. I'm not sure if you can simply assign the +1 Movement Point Promotion to a Galley where the Great General joins it, but we could test that possibility first, so that we could take Combat I with that Galley, while taking Flanking I + Navigation I with the other 4 Galleys. With their +1 movement point, our Galleys then sail back toward the water to the south of Russia to pick up troops, and we declare war on Mehmed with our Galleys outside of his Cultural Borders, probably taking the City to the east first in order to secure Marble sooner; Darius' Culture will take both Marbles and we'll have to trade Marble from Darius instead of from Mehmed. Also, that way, Mehmed's stack is unlikely to come at Istanbul like it might if we went for Istanbul first; this way, we might capture both of Mehmed's Cities without even having to engage his army that is near the Barb City.


Frederick completed Chichen Itza in Berlin, thanks to Hatty's Stone. Oh well, at least someone such as Mao didn't build it, who now has a nasty 8-City empire of his own.

I'm okay if someone picks it up from here, but whoever does needs to figure out which 6 Cities will get Forges, Libraries, and Universities, and Christianity in said Cities first if we don't have Christianity in them.

Otherwise, if no one wants to take on that task, I'll probably need to take a day off and then pick it up in 2 days' time.

Saved game from Central
 
:goodjob: If Stalin only has 2 cities maybe remove him from the map? Though I would guess Novograd would require catapults. Maybe pillage around Novograd?
Are we building a road from Rostov to Istanbul?

I do not have a problem with removing Churchill from the map, we could make Joao our voting buddy.
 
:goodjob: If Stalin only has 2 cities maybe remove him from the map?
He has 3 Cities--Orenburg, a City that is 4 E of Moscow but we'd need to be careful about how we approach that City because of it's Rivers, and Culture indicating that his third City is to the north-east of there in a location that might be too much of a detour for us to bother with for now.


Though I would guess Novograd would require catapults. Maybe pillage around Novograd?
I'd suggest that we just throw a bunch of 2-movement-point Units at the City, probably approaching from the north-west so that we can attack from 1 N of the City in what should not be an attack across of a River, from my fog-gazing, and simply abandon the idea with a teleportation-Cease-Fire if that City looks too tough to crack (possibly with teleportation testing first to see where best to stand before teleporting).


Are we building a road from Rostov to Istanbul?
No, just a Road to the water. Once our troops get on 3-movement-point Galleys, they can load at the northern part of the water and unload on the following turn next to Edirne. New troops can then unload by Istanbul and surviving mounted Units can march from Edirne to Istanbul, and we should be able to clean up Mehmed's Cities pretty quickly if we don't mind sacrificing some Units to make it happen.


Units that have already transported over (2 Chariots) can easily enough move from the Barb Culture toward either of Mehmed's Cities, as long as we stay clear of Mehmed's stack of Units.


I do not have a problem with removing Churchill from the map, we could make Joao our voting buddy.
For now, Churchill can stay alive, as he has proven to be useful time and time again as our City-gifting recipient, and I don't want to keep Mehmed alive (since Mehmed has a stack of troops that could come back to haunt us if we were to leave Mehmed alive).


The current challenge is the optimization problem of getting our 6 Universities built--when do we whip, where do we build them, where does Christianity need to get spread (I've started on 2 Missionaries, one in each of Orleans and London, but if we whip in London then it'll take longer to get a Great Person there).

It's getting a bit expensive to keep York, but once we have Courthouses in England, I think that we can simply aim to keep that City, as then all of our Cities have access to 4 overseas, domestic Trade Routes.


Sure enough, Stalin settled his Great General in Moscow.


If we can take Novgorod (or whatever the name of the City to the east of Moscow is), we could probably just stay at war with Stalin without much fear of him building a lot of new troops and after we get a Fort at Transylvania (New Vlad), we could go capture that City to the north-east of Novgorod using our Galleys. From there, we might continue on to whatever AI is to the east of Stalin.


It looks like gaining Gold has made Hatty want to build the Shwedagon Paya. All of the power to you, sweetheart. Just don't get a Great Engineer right around the time of learning Nationalism, or you'll pay hardcore (capturing The Taj Mahal will not give us a Golden Age; we'd have to build it ourselves).

We probably have about 14 turns before she'll get a Great Person out of Thebes, which should be enough time to take down Mehmed and arrive at Hatty's shores if we have five 3-movement-point Galleys.


Units which have Skipped their turn and which are wounded have chosen to heal wherever they are currently located, such as the War Elephant at 1 S of Moscow who can heal this turn; moving into Moscow and healing would instead require 2 turns to heal, and then would mean moving north just to move south again, which doesn't make much sense compared to just healing in place at 1 S of Moscow, on a Roaded square.
 
Reason I asked about the road to Istanbul, was in anticipation of our railroad.

I am all for taking out Mehmed's 2 cities and getting access to marble.

Unless owning the holy cities in Jerusalem would make an religious victory easier I would skip it.
 
Reason I asked about the road to Istanbul, was in anticipation of our railroad.
We have plenty of time to pre-Road our Railroad (well, not real life time but in-game time), so I wouldn't worry about this point just yet. Really, it will just take a single Worker spending 10 turns or so, but at a later in-game date. For now, I imagine that we'll need Workers for doing things such as Chopping Buildings at St. Pete's in order to get a University there, as one example of a possible University City.


Unless owning the holy cities in Jerusalem would make an religious victory easier I would skip it.
A Religious Victory will be all about Islam, and the Barb City doesn't seem to have Islam in it.

The Christian Holy City might help for an AI to own if we want that AI to run Christianity as their State Religion, so that said AI might vote for us but not be eligible as a voting candidate, but such a possibility could also be accomplished with just spreading Christianity to more of that AI's Cities than we spread Islam, while remaining in Christianity ourselves to encourage the AI to stay in Christianity (AIs tend to stick in the same State Religion as other players when it comes to the chance to share State Religions when there are multiple State Religions that an AI could choose to run).

150% Cultural Defences means a big mess of slain attackers until we get Cannons, as you can't even Bombard those Cultural Defences down with a Catapult or a Trebuchet. Unless the Orient for The Orient Express means somewhere other than China, I'm happy to leave the Barb City as a magnet for the AIs' troops--it sure has worked well enough for Mehmed's troops.


The obvious University City choices are Paris and XO Cognac.

Argent seems like a good choice, with whipping and Chopping potential.

St. Pete's might work with some Chopping help from Workers in the area.

I'm not sure where to put the other 2 Universities, though.

London at least has a Library, but it doesn't have a lot of population points to whip, and we'd have to fire Specialists to whip anything there, so it's not my favourite choice.

Athens can probably slow-build the relevant Buildings, although doing so will take some time.

Ruby Bay might work if we can get Christianity spread there from either Orleans or London (probably I'd prefer from Orleans, with the London Missionary being used for Aberdeen later, so that we don't have to whip London; we might even want to hire a 3rd Specialist in London and try to get a Great Person there slowly over time, which would mean no whipping in London).

If not Ruby Bay, then maybe Lyons if we can get Christianity spread there, although that City doesn't have a lot of production power or whipping power, but it has a bit of both, so it might be doable.

Theoretically, Orleans itself could work if we don't whip a Catapult there and if we steal the Cow from Paris, but if we can find a different City, we're probably better off whipping that Catapult and just letting Paris keep the Cow for a while.

Hamburg, even if it steals a second Sheep from Frederick soon, doesn't have enough raw production power to work.

So, probably:
Paris
XO Cognac
Argent
St. Pete's
Two out of Athens, Ruby Bay (needs Christianity), and Lyons (needs Christianity)

Figuring out which of those will be the slowest and figuring out how quickly we can speed up the University in the slowest two or three Cities will help us to get a target date, which will then let us decide whether to aggressively whip in Paris and XO Cognac or whether to just slowly build Buildings in those Cities for a few turns.

In fact, if we're going to stick it out at a 0% Science Rate for several turns, Paris might still be best whipping a Forge and then whipping its Market, as our Market in Paris has a decent amount of Hammers already invested in it.


One key point to keep in mind for Forges: If we're going to whip Forge, it's best to do so with very few overflow Hammers, as we get ripped off by the game when completing a Forge with overflow Hammers. What happens is that we get, say, base Hammers * 1.25 from whipping under Organized Religion, but any excess Hammers, when determining how many base Hammers to credit us for overflow purposes, will give us final Hammers / 1.50 Hammers.

So, if we were going to have 20 extra base Hammers, they'd appear as 20 * 1.25 = 25 final Hammers. But, when the game does the calculation to determine how many of the final Hammers will overflow as base Hammers, it says 25 / 1.50 = 16.66 -> 16 Hammers, meaning that we just lost 4 out of the 20 Hammers aka we lost 1/5th of the overflow Hammers due to having completed a build item that increases our production ratio.

The same effect happens when not whipping, but usually the amount is small enough when in a City that doesn't have a lot of production to not really be noticeable; you might normally just lose 1 Hammer and not really care because on all future turns you might earn an extra 2 or 3 Hammers per turn, if that makes sense.

Or, put another way, if you whipped a Forge and then Chopped a 30-base-Hammer Forest under Organized Religion, those 30 Hammers would turn into: 30 * 1.25 / 1.50 = 25 base Hammers overflowing from the Forge, whereas if you had just waited 1 turn until after having completed the Forge, you would have gotten all 30 base Hammers.

So, in practice, when you just barely go from a Forge being a 3-pop-whippable item to a 2-pop-whippable item or just barely go from a Forge being 2-pop-whippable item to a 1-pop-whippable item, that's the time to whip, with it then being a good time to emphasize working Food-based squares after having whipped the Forge, i.e. in Argent, if you had a choice between working a Whale or the Iron on the turn of completing the Forge, you'd work the Whale for the Food, since you'd get full credit for the Food and Commerce but wouldn't get all of the Hammers that you should have earned by working the Hammer-rich-on-paper-but-not-in-reality GH Iron Mine.
 
Wow! Great progress. I'll try to leave town more often.

We should re-name Dhoom, M (after 007's spymaster).

When are we planning to construct our Baltic Sea resort?

I have RL catch-up to do today, but could play tomorrow if needed, especially if there is a plan in place. Joe, are you able and willing to go today?
 
I have RL catch-up to do today, but could play tomorrow if needed, especially if there is a plan in place.
Playing took a lot out of me and I'm not sure when I'll have time to help build the next plan, but the main part will be making sure that we have our 6 Universities wired up. The rest is more about making decisions that make sense for the empire--trying to run Specialists in London, building Catapults out of Cities that aren't going to contribute to the 6 Universities and that aren't busy with basic infrastructure (Granaries and Lighthouses) and Cottage-maturing duties, and then doing our best to war efficiently by chaining our Catapults to St. Pete's and sending them down to our southern Galley fleet in southern Russia, after that Galley fleet joins up with the Great General.


When are we planning to construct our Baltic Sea resort?
That item, I am not sure about, and I am slightly regretting having razed Yakutsk. Universities will have to take priority, after which point I'm thinking that Argent will be busy with Moai, so maybe a City like Hamburg could 3-pop-whip it if Hamburg ever takes a break from 2-pop-whipping Cats, or we could just wait until Argent has completed Moai and then quickly pump out a Settler.
 
We pretty desperately need to move the game along, so I'm planning to play in about 10 hours, unless Joe wants to. Will play as best I can. Planning will be minimal (see below)

An updated diplo contingency list and advice on spy points and spies would be greatly appreciated.

Going to use GG for added movement in 5 galleys as planned. Don't understand the 1 combat promotion discussion.

I'm going to try hard to take the city 4E of Moscow with 2-move units, as Moscow is arguably not worth all we've put into it, if it can't work the cows.

What is the plan for our Great Merchant?

Where does our next missionary come from after the one from Orleans?

Cities of immediate interest:
Whip forge in Paris after GA whenever there is minimum overflow of hammers
Whip XO forge when can do for 2 pop
Whip Orleans cat next turn into missionary to be sent to Ruby Bay
Whip cats in Hamburg and Cologne next turn
Granary next in Jackpot
 
I understand the sense of urgency, but at the same time, if we go ahead without a solid Universities plan, we'll just be playing turns now for the sake of playing more turns at the end of the game, delaying our ending date by almost as many turns as we play ahead, meaning making virtually no progress in-game and making us have to play additional, longer-real-life-time-to-play turns later on (with nastier warring) just to get us to Railroad.

Sure, once we have a lock on completing Oxford, it will make sense to push the game forward for the sake of pushing it forward.

Unfortunately, I don't think that we have time to help make Moscow to become useful. Even if we had the Cows and Horse in our Cultural Borders, we lack the Worker turns to improve them, as we'll be wanting to Chop out The Taj Mahal at St. Pete's (an extra 12 turns of Golden Age trumps Moscow being a slightly better City). Moscow is one out of more than a dozen Cities of ours. Moscow being in our hands is what has enabled St. Pete's to be able to get us The Taj Mahal with Chops, and has given us Rostov and Yar as somewhat useful Cities, all because Moscow's Culture is gone.

I'm not saying don't take down the City to the east if we can do so easily, but it's got expanded Cultural Borders and we still haven't found Stalin's Iron (he has at least 2 of them, since he was trading 1 to Kublai before the two of them got into a war with each other), so we can expect to see heavily-promoted Melee Units there and they will probably be spammed at a rate of 1 Unit per turn. We no longer have the luxury of having our army wait around for many turns like we did at Moscow just to take down 1 more Russian City.

We are on a strict in-game timeline for taking down Mehmed's City of Edirne, so that we can get Marble into Darius' hands so that we can trade for Marble, so that we can Chop out MoM ASAP.

We probably also have to be very aggressive with our Resource trading, scooping up Resources from any AIs who might trade Resources with Darius, so that Darius doesn't trade away his new Marble in between turns. We'll need to figure out this detail on the turn that we capture Edirne, by looking at what Resources each of the AIs have and which of the AIs would be valid trading partners for Darius.

Our Great Scientist and our Great Merchant are 100% reserved for launching our 2nd Golden Age, which we'll launch probably right after we complete MoM. Those Great People cannot be used for any other purpose.

After Edirne, we'd want to take down Istanbul reasonably quickly so that our navy can sail out of that body of water and then still have 10 good Units that can sail to Thebes and capture Thebes so that we can slip into Representation as soon as possible when we launch our Golden Age, or even several turns into our Golden Age after the 5-turn-waiting-period has worn off.

Honestly, the City to the east of Moscow is a distraction and while it might be nice to grab it if we can, it shouldn't be anywhere on our list of priorities and should only be grabbed if doing so doesn't slow down our advance on Edirne, which is only limited by how quickly our Galleys can start shuttling troops.

In fact, let's say that we were to have our Great General join with our Galleys after we first shipped 4 Galley loads of troops over to Edirne. How quickly can we fill up 4 Galleys with troops to take down Edirne?

The 4 Galleys can be in position in 3 turns' time for loading troops onto them. Can we get 8 troops onto them in 3 turns' time? That should be our Military's goal.


Here's the VERY IMPORTANT point to think about. Our warring against Stalin and Frederick is challenging, difficult, and slow. As soon as we get Oxford University, we get Representation, and we steal Nationalism from Hatty (either just before attacking her or even during the war with her as long as we gift her Jackpot before the war starts), we can be in a Golden Age where we slip into Nationhood.

Under Nationhood with Gunpowder (that tech being earned with help from Oxford University and all of our Libraries and Universities going up), we can turn 1 population point into a 2-movement-point Musketmen each turn in up to 3 Cites per turn in any City that has 6 or more population points and 10% or more of our Culture.

The sooner that we can get that process started, the sooner that our warring will really start to be effective.

A Combat II + Shock Horse Archer sounds good, but against Stalin's out-of-the-gates Combat II Spearmen, they get shredded.

A 2-movement-point Musketman fights at a Strength of 9 and the same Spearman gets no bonus against it. These Musketeers are the Speedy Bad Boys that have no counter Units until AIs get to Riflemen (which won't happen).

3 of them built per turn for the cost of 3 population points, plus some Unhappiness that we can afford thanks to having so many Happiness Resources connected up.

If you look at the spikes of Power from Phoenix Rising and Turbo Ants, it's likely that they have already begun mass drafting.

So, let's stay focused on the right targets.

It's probably even best to simply Cease Fire with Stalin now, to avoid us getting distracted.

Once we unload 8 Units at Edirne, we'll want our Galleys picking up and dropping off more troops at Istanbul, and maybe only then we'll have time to have our Galleys get 4 XP each.

The Combat I comment was because one Galley can take the Morale Promotion that is available only to Great Generals, giving the Galley +1 movement point, but then it will be able to take a second Promotion, which could be anything, but I suggested Combat I to make our stack of boats look slightly stronger, as the other 4 Galleys will need to take Flanking I + Navigation I. The more important point is that the 4 Galleys which don't have the Great General attacked to them should take the Flanking I + Navigation I Promotions, not any other Promotions.

We should probably actually switch to building the Missionary out of Orleans this turn, as it's going to be very tight to get some of our Universities. I'm still working through the planning of the Universities, but the micro is quite tight in Cities such as St. Pete's, and it's even tighter in Athens, but Athens, even with really tight micro (working Hammer-based squares down to almost 0 Food) gets its University about 3 turns later than would be ideal.

London will also have to get a University, so it's Missionary won't come out.

If we fail to spread Christianity at Ruby Bay, we'll be in a bit of a bind, but I imagine something like:
T117 Complete the Missionary in Orleans
T118 2-pop-whip the Catapult
T119 Build another Missionary
T120 1-pop-whip the Missionary if we haven't been able to complete it with overflow Hammers

Ruby Bay might only work if we skip the Forge and steal 2 Chops from Aberdeen, forcing Aberdeen to try to get a Forge within a short period of time, meaning us needing another Missionary.

But, London is very tight on Hammers and can neither build a Forge nor complete its Missionary.

Lyons looks like the only other option that might work, but we don't have a Galley to get a Worker over to Chop the Forest in Greece, so that would probably leave us building a Worker out of Athens, and I'm not sure that it would work.


All of our Paris Spies will get sent to Jackpot. It probably will not even make sense to build a Granary in Jackpot as we'll be gifting the City to Hatty, and depending upon how well our warring at Mehmed goes, and how quickly we can load 10 troops from after the Mehmed fight on boats and get them to Thebes, that's when we'll have to gift Jackpot to Hatty.

With XO Cognac needing its Horse back now, Jackpot is probably just best off waiting to get its Granary after we've gifted the City to Hatty, waited for her to learn Nationalism, stolen Nationalism (and Music) from Hatty, and then recaptured Jackpot, at which time we'll have more Worker turns available to commit to Chopping Jackpot's Forest to make its Granary a 1-pop-whipping action. If we get the Granary before we gift the City to Hatty, it could auto-disappear when we capture the City from her.


I'll show you what I have so far for planning for the Universities, but it's not done, so there may be some minor mistakes in there, and I still haven't gotten the details for Ruby Bay planned out. But, the target date is to finish our Universities within 7 turns. Considering that a City such as St. Pete's is going to want to get a Granary, a Forge, a Library, and a University within that timeframe, you'll get a rough idea just how tight some of the micro will have to be.


Here's what I have so far:
I think that we need to involve London in the University plan, since the City already has a Library, so it will just have to fire its Specialists now.

Universties are 200 Hammers, so here are some relevant details:
1-pop-whipping with Org Rel: 37 H ( 200 - 37 = 163 H needed )
1-pop-whipping with Org Rel + a Forge: 45 H ( 200 - 45 = 155 H needed )
1-pop-whipping with Org Rel + a Forge + Bureaucracy: 60 H ( 200 - 60 = 140 H needed )
2-pop-whipping with Org Rel + a Forge + Bureaucracy for maximum overflow Hammers: 139 H or less needed

2-pop-whipping with Org Rel: 74 H ( 200 - 74 = 126 H needed )
2-pop-whipping with Org Rel + a Forge: 90 H ( 200 - 90 = 110 H needed )
2-pop-whipping with Org Rel + a Forge + Bureaucracy: 120 H ( 200 - 120 = 80 H needed )
3-pop-whipping with Org Rel + a Forge + Bureaucracy for maximum overflow Hammers: 79 H or less needed

3-pop-whipping with Org Rel: 112 H ( 200 - 112 = 88 H needed )
3-pop-whipping with Org Rel + a Forge: 135 H ( 200 - 135 = 65 H needed )
3-pop-whipping with Org Rel + a Forge + Bureaucracy: 180 H ( 200 - 180 = 20 H needed )
4-pop-whipping with Org Rel + a Forge + Bureaucracy for maximum overflow Hammers: 19 H or less needed

4-pop-whipping with Org Rel: 150 H ( 200 - 150 = 50 H needed )
4-pop-whipping with Org Rel + a Forge: 180 H ( 200 - 180 = 20 H needed )

5-pop-whipping with Org Rel: 187 H ( 200 - 187 = 13 H needed )

Forges are 120 H, so here are the relevant details:
1-pop-whipping with Org Rel: 37 H ( 120 - 37 = 83 H needed )
2-pop-whipping with Org Rel: 74 H ( 120 - 74 = 46 H needed )
3-pop-whipping with Org Rel: 112 H ( 120 - 112 = 8 H needed )

Libraries are 90 H, so here are the relevant details:
1-pop-whipping with Org Rel: 37 H ( 90 - 37 = 53 H needed )
1-pop-whipping with Org Rel + a Forge: 45 H ( 90 - 45 = 45 H needed )
2-pop-whipping with Org Rel: 74 H ( 90 - 74 = 26 H needed )


Specific details:
A] Paris can immediately whip a Forge, then build a Market followed by building a University.

If we put roughly 70 H, but for sure less than 80 H in Paris' University, we can get almost 30 base overflow Hammers

If we can get Islam spread to Paris, then if we were to put 19 or less Hammers into an Islamic Temple, we could perform chain-whipping to get another almost 30 base overflow Hammers. Since Ruby Bay will probably be building a University, we'd likely only get Islam in Paris if it auto-spreads somewhere else, but a Christian Temple could work in place of an Islamic Temple to help with speeding up the completion of Oxford using whipped overflow Hammers

We also have three 30-Hammer Chops

Technically speaking, the Deer and the Fur Forests could also be Chopped, but then we'd miss out on 2 base Hammers per square in Golden Ages aka 3 to 4 final Hammers per square in Golden Ages, so I'd rather not Chop them

We also have a 24-Hammer Chop near Macau

So, overall, that's about 28 + 28 + 90 + 24 = 170 base overflow and Chopped Hammers. With us making roughly an extra 9 base Hammers per turn when completing the Temple, and the University, and then finally building Oxford, we have enough Hammers to 1-turn-build Oxford

Of course, we'd have to Chop a Forest or two when the University gets completed, so the timing of Worker actions will be important, but that's the general idea

B] XO Cognac can steal back the Horse and slow-build the Forge

T120 XO Cognac's Forge will be 2-pop-whippable when we're about to grow in City Size, which is the right time to whip
T121 XO Cognac could 1-pop-whip its Library
T122 XO Cognac starts on a University; I'm not sure when we'd whip it... we'll have to figure out that detail later based on when other Cities can be ready, but if we can get a Chop into it, hopefully we'd be able to whip it on T123

We'll also need to send a Worker down to Chop the GH For at 3 S of XO Cognac, and that Worker could then move to pre-Chop the G For at 1 W of Macau for Oxford.

C] London

London is probably best off skipping a Forge and going straight for a University, since the timing of when our Universities get completed is key for our tech pace.

Growing London to Size 8 is not practical in the short term. So, that leaves us with either 3-pop-whipping or the equivalent of 4-pop-whipping while Chopping the Fur's Forest

3-pop-whipping with Org Rel: 112 H ( 200 - 112 = 88 H needed )

Starting next turn, we can make 12 H per turn in a University. 88 / 12 = 8 turns, then 1 turn to whip means 10 turns from now

1 Forest Chop + 3-pop-whipping with Org Rel: 150 H ( 200 - 150 = 50 H needed )

50 / 12 = 5 turns

So, we could get our University 3 turns sooner, in 7 turns, if we Chop the Fur's Forest

D] Argent

T119 Argent should have enough Hammers to 2-pop-whip its Forge
T121 We could 2-pop-whip the Library for some amount of overflow Hammers

We'd then aim to finish off the University with 2 Chops and whipping

E] St. Pete's

Somewhere, we'll need to plan to Chop out The Taj Mahal. It costs 700 H, so with Org Rel + Forge + Marble to make a big-fat-cross Chop valued at 30 * 2.5 = 75 H, that's roughly 9 Forest Chops.

If we don't Chop anything at St. Pete's, it has 7 big-fat-cross Forest Chops, 8 if you count the Fur.

Of course, 3 of those Chops are in Moscow's big-fat-cross, but let's say that they belong to St. Pete's.

So, ideally, we'll use Whipping instead of Chopping, as much as possible to get our University built, saving as many Forests as we can for The Taj Mahal.

The National Epic will also be nice to get in St. Pete's, but it might be worth +1 Great Person, while The Taj Mahal will be worth 12 turns of Golden Age, which also means +100% GPP empire-wide for 12 turns, so it's like getting a National Epic in every single City that hires Specialists--far, far, far better than The National Epic. So, even if we don't build The National Epic (we could probably complete it using Whip overflow Hammers later), I'd be fine with just building The Taj Mahal instead.

As such, I'm thinking about Chopping at 1 SW + 1 S of St. Pete's, since that Forest has a good chance to regrow.

We'll also get two more 24-Hammer Chops close to Munich once St. Pete's Cultural Borders expand again for use with The Taj Mahal, so we can justify using 2 Forest Chops to help with our University.

For one more Chop, I'd pick the GH For at 1 SE + 1 E of St. Pete's, since we could also put a Mine on that square to help with raw production.

Thus, I'd say:
T117 2-pop-whip the Granary
T118 Build a Forge
T119 Build a Library
T120 3-pop-whip the Forge (I don't see how we'd get enough Hammers in it to be a 2-pop-whipping action) and accept that we'll lose a few Hammers from 3-pop-whipping
T121 2-pop-whip the Library
T122 Build the University and put 2 Chops into the University
T123 Hopefully be able to 2-pop-whip the University, but if not, we 3-pop-whip it on the following turn, assuming a rate of growth of 1 City Size per turn starting on T118 onward

F] Athens? It'll be a bit late

Build a Library for 3 turns
T120 1-pop-whip the Library and stop working the Clam
Build a University while focusing on working the Mines
Roughly T125 or T126? Have enough Hammers to 2-pop-whip the University

G] Ruby Bay

Aberdeen Forest Chops, without a Forge, will be worth:
30 * 2.25 = 67 H
450 / 67 = 6.7 Chops

If we can get a Forge up in Aberdeen before we have access to Marble, then that'll change to:
30 * 2.50 = 75 H
450 / 75 = 6 Chops

If we use whipping overflow Hammers from a build item, then that would be 5 Chops, meaning that Ruby Bay can steal 2 Chops that are shared in their big fat crosses, as long as Aberdeen Chops its Tundra Fur's Forest

The soonest that we could get Christianity into Ruby Bay would be on T120.

It looks as though if we Orleans goes:
T117 Missionary
T118 2-pop-whip Catapult before the overflow Hammers get realized
Realize the overflow Hammers from both the Missionary and the Catapult at once into a new Missionary
T119 We should have more than 30 Hammers going into that Missionary, allowing us to work the Iron and GH Mine, and if necessary, steal the Cow, to complete the Missionary

So, at least then Ruby Bay could have a backup chance at Christianity on T122. That's rather late, so I think that we'll just have to stick with Athens going for a Library and then whip the Athens Library on T120 if we failed to spread Christianity in Ruby Bay with the first Missionary, probably then only using the second Missionary in Aberdeen.

So, Ruby Bay, if it gets Christianity on T120:
T117 Work the GH For for an extra 3 H in exchange for 1 F while building a Library for 13 H or work the G for instead of the Coast for an extra 2 H for 12 H
T118 - T119 Earn 8 H or 9 H per turn, depending upon whether we work a GH For or a G For (not a Coast)
T120 Have 28 to 31 H in the Library
That's enough to 2-pop-whip it with some overflow Hammers if Christianity spreads there
If we don't whip yet, and we have Christianity, we can make 10 H to 12 H per turn

For 2 Forest Chops to work, we'd need to either 3-pop-whip the University with only 13 H in it or else we'd need to 2-pop-whip the University with 50 H in it. That second possibility is not really going to work, but to be able to 3-pop-whip the University, we'd need to 1-pop-whip the Library and still regrow to Size 6 when we dump 13 H into the University.

So, we need 53 H in the Library, so somewhere we need to trade Food for Hammers.

Here's what we can do:
Spoiler too late, need to try again :
T117
Build Library
Coast -> G For
Farm -> GH For
Earn 15 H
Orleans builds Missionary

T118
GH For -> Farm
Earn 8 H
Missionary unloads in London with 0 movement points

T119
Earn 8 H
Missionary arrives at 1 SE of Ruby Bay

T120
Christianity spreads in Ruby Bay, otherwise Athens becomes our backup option
Earn 10 H

T121
Should be at Size 6, so work GH For
Earn 12 H

T122
15 + 8 + 8 + 10 + 12 = 53 H means being able to 1-pop-whip the Library, which we do, so that we'll have 6 population points to 3-pop-whip our University
Earn 12 H

T123
Build University... but, now we're not going to be able to whip it until T124


T117
Build Library
Coast -> G For
Farm -> GH For
Earn 15 H
Orleans builds Missionary

T118
GH For -> Farm
Earn 8 H
Missionary unloads in London with 0 movement points

T119
Earn 8 H
Missionary arrives at 1 SE of Ruby Bay

T120
Christianity spreads in Ruby Bay, otherwise Athens becomes our backup option
Earn 10 H
Complete a Chop on this turn

T121
1-pop-whip the Library

T122
Build University
Complete the other Chop

T123
With any luck, have enough Hammers to be able to 3-pop-whip the University; if not, we should almost certainly be able to get it on the next turn
 
Back
Top Bottom