SGOTM 23 - Xteam

Quick whizz to T75. Currency T74. Glight T75. 5HA +3 next turn. Plenty of scope for improvement.

Re Fred situation. Founded NE city no problem. Fred would accept peace once NE city founded. Pericles peaced out asap. Fred came after NE city with mini-stack (spear, 2 axes) so I went for peace anyway (no conditions).
 
I can play the PPP, if no one else volunteers, in about 12 hours, provided I get feedback on Alpha trade to Church (Is the +3 diplo gain permanent?) and move of spy points to J. (I would play those turns in the test game first, though it has Fred's forces wrong)
 
Fair and Forthright Trading can decay over time, but at a very slow rate.

It can also very gradually increase if you have an ongoing Resource Trade.

In general practice, if you have an active Resource Trade, you won't lose the Fair and Forthright Trading bonus.


Cactus Pete said:
Isn't the probability of researching HBR affected by the presence of horses in the AI's territory?
That's one of the many additional factors in the "other roughly 1/3rd" of a decision of which tech an AI will choose to get.


Cactus Pete said:
So, why wouldn't they go after our warrior or our new city, making a Peace deal with Fred inevitable? There's nothing in the plan about the need to get another unit to the NE.
Each AI Unit has a Mission. Some may defend their territory from invaders but not follow if the invaders run away, as they aren't part of an attacking stack.

From my experience, an attacking stack is only formed within an AI's City.


Cactus Pete said:
By himself? Does the settler turn around the next turn and try to rejoin his party?
Not by itself, but it joins another Unit. We don't need to worry as we'll have settled the north-east City by the time that Frederick can reform his Settler Party, so he'll likely settle 1 S of the G Sheep instead, or else somewhere else.


Cactus Pete said:
If we eventually do open them, will her enemies have to wait 10 turns to insist that we close them?
Correct. 10 turns after any ongoing trade (Open Borders, Resources, Defensive Pac,t etc)


Cactus Pete said:
Along that line, why don't we switch spy points to Portugal in anticipation of stealing tech or de-culturing Lisbon with a spy?
Every EP that an AI spends on us increases the cost of any Espionage Mission that we perform. The cheapest way to perform an Espionage Mission is to "surprise spend" your Commerce on EPs for a turn or two on an AI, as an AI will only spend a few EPs on you per turn at most. If you give the AI an "advance warning," it will spend a lot on you over time, like Churchill has done to us. So, it's best to spend 0 on an AI that you plan to use Espionage Missions on, until the last minute.
 
Still not convinced by giving alphabet to Chill. If we don't go currency>CoL then we have to go myst>med/ply>PH>CoL. There's no guarantee that Chill will research currency in the near future. Apart from mutual military struggle I can't see Chill contributing anything towards a war with Fred.

Has anyone played a test game apart from me? I've played through twice and both times Fred has attacked us forcing a peace treaty. If we're going to have to go for peace then there's no real value in prolonging war and a distinct downside that war will encourage him to build more units, making it harder to kill him later. Better to go for peace as soon as we don't have to pay for it. If anyone has run a playthourgh where Fred doesn't invade before we have units to counter him that would be more persuasive than optimism. The original aim of the war was to steal a worker, we've achieved that already.
 
Still not convinced by giving alphabet to Chill. If we don't go currency>CoL then we have to go myst>med/ply>PH>CoL.
Why would we have to? We could just as easily go for another tech, such as Metal Casting, and trade techs, justifying the detour to get an extra tech because the tech that we wanted to get was already being researched by an AI for us, thereby unlocking early Forges and an early Colossus.

We might want to go for those techs anyway. One example would be to get an early Christian Apostolic Palace, with Churchill Lightbulbing Theology if we can gift him Mysticism + Hinduism + Monotheism before he gets his next Great Prophet, for example.

Monotheism, as a non-monopoly tech, would easily come in trade from Hatty.


There's no guarantee that Chill will research currency in the near future.
No, but there's not much he can do of harm by knowing Alphabet and unlocking that possibility.


Apart from mutual military struggle I can't see Chill contributing anything towards a war with Fred.
That's exactly what we're after--positive Diplo Attitude with Churchill in order to get him up to Friendly status toward us.

Once Churchill is Friendly toward us, he might get every single one of our techs, to avoid him duplicating any of our research, thereby increasing our rate of research.


I've played through twice and both times Fred has attacked us forcing a peace treaty.
He hasn't attacked me once and I played through until Turn 70 a couple of times myself. What exactly are you doing with your Units so as to encourage Frederick to come after our City? For example, are you garrisoning the north-east City with a Warrior? Let's see if we can figure out what you're doing differently.


there's no real value in prolonging war and a distinct downside that war will encourage him to build more units, making it harder to kill him later.
Alex and again, Alex. Alex for the Mutual Military Struggle Diplo bonus. Alex to engage Frederick's Units. Also, the chance for a Mutual Military Struggle Diplo bonus with Churchill.

Arguably, we could even gift Alphabet to Churchill first in the hopes that doing so brings him up to Pleased, to see if he'd throw in war with Frederick alongside of Masonry, but I don't think that the Alphabet gift will be sufficient to get him up to Pleased without the Open Borders bonus.
 
Still not convinced by giving alphabet to Chill. If we don't go currency>CoL then we have to go myst>med/ply>PH>CoL. There's no guarantee that Chill will research currency in the near future. Apart from mutual military struggle I can't see Chill contributing anything towards a war with Fred. In the interest of moving the game along, I'm going to go ahead and play without making the Alpha gift. Seems unlikely we'll lose the option of getting +3 for it. Would like to know how much diplo+ we'd get for trading Alpha to Church for IW or Math or Myst. (Will not move spy points.

Has anyone played a test game apart from me? I've played through twice and both times Fred has attacked us forcing a peace treaty. If we're going to have to go for peace then there's no real value in prolonging war and a distinct downside that war will encourage him to build more units, making it harder to kill him later. Better to go for peace as soon as we don't have to pay for it. Makes sense. If anyone has run a playthourgh where Fred doesn't invade before we have units to counter him that would be more persuasive than optimism. The original aim of the war was to steal a worker, we've achieved that already.
Be nice to also capture his uncultured non-hill cities, though. So, might also make sense to wait and see if that's an option, while improving our relations with the Greeks. Indeed, do we want to gift some techs to Greece in hopes of his researching something we could use?

Playing . . .
 
As for the Alphabet gift, now is the ideal time for Churchill going for Currency, since it's now when we'll force him to pick a new tech by selling him Animal Husbandry, tech that he is already researching.

The +3 is only a side bonus, so waiting to gift Alphabet has a good chance of hurting us if Joao doesn't go for Currency.

If we're not going to give Alphabet to Churchill on the same turn that he gets Animal Husbandry, we'll probably want to re-evaluate our whole Diplo strategy. Maybe it would make sense to do our best to befriend Hatty instead of going after her? Basically, if we're not enabling Churchill to do our research for us, who are we going to enable?
 
Report for turns 53-57: No problems. Have directed Alex every turn.

T53: Execute plan, minus Alpha trade

T54: Fred's settler leaves, while his archer and warrior remain in place; execute plan

T55: Fred's units don't show; found NE city and see that London is on grassland, defended by two city-defense promoted archers

T56: Hats adopts Caste System (must have CoL); still no sign of Fred's units; found Lyon; note that we are making one more flask than expected and that Alex's worker is on the gems

T57: Church builds a galley in London -- probably going to meet Fred soon; J and Hats will trade IW; no German units visible; no third German city founded

If move scout 1S next turn onto plains forest hill, will be able to see into Lisbon.

Do we want to gift Alex and J techs?

Note that other teams' power graphs start climbing steeply at this point.

Like to get anachronistic signs off the map but have forgotten how.

Save from central: http://gotm.civfanatics.net/download.php?file=Xteam_SG023_BC1720_01.CivBeyondSwordSave
 
Report for turns 53-57: No problems. Have directed Alex every turn.

T53: Execute plan, minus Alpha trade

T54: Fred's settler leaves, while his archer and warrior remain in place; execute plan

T55: Fred's units don't show; found NE city and see that London is on grassland, defended by two city-defense promoted archers

T56: Hats adopts Caste System (must have CoL); still no sign of Fred's units; found Lyon; note that we are making one more flask than expected and that Alex's worker is on the gems

T57: Church builds a galley in London -- probably going to meet Fred soon; J and Hats will trade IW; no German units visible; no third German city founded

If move scout 1S next turn onto plains forest hill, will be able to see into Lisbon.

Do we want to gift Alex and J techs?

Note that other teams' power graphs start climbing steeply at this point.

Like to get anachronistic signs off the map but have forgotten how.

Save from central: http://gotm.civfanatics.net/download.php?file=Xteam_SG023_BC1720_01.CivBeyondSwordSave
Nice Job Pete :goodjob:

For signs in REAL Game:
<Alt S> puts you in "sign mode" Left click on a tile without a sign and you can add a sign . Left click on a sign and you remove the sign.

In Test Game:
Some Signs are the same as Real Game (the purple ones). Other signs (black background) were added using world builder. There is an icon in World Builder that puts you in sign mode and you can add (left click) or remove (right click) signs.

When I update a test game it is helpful of I can see the log files Buffy produces. I know you had a problem with the Autolog file, but if you found a solution and you still have the autolog file for your last turn set, I would appreciate it if you could post it.
 
Nice Job Pete :goodjob:

For signs in REAL Game:
<Alt S> puts you in "sign mode" Left click on a tile without a sign and you can add a sign . Left click on a sign and you remove the sign. Thanks, Joe. Please clarify, though: do I click on the sign or on the tile the sign refers to?

When I update a test game it is helpful of I can see the log files Buffy produces. I know you had a problem with the Autolog file, but if you found a solution and you still have the autolog file for your last turn set, I would appreciate it if you could post it.
I did not find a solution to obtaining Buffy log. Is the Autolog file you refer to different and more readily available?
 
I did not find a solution to obtaining Buffy log. Is the Autolog file you refer to different and more readily available?
I think it was the one you had the problem finding. It is not a big deal.
My Autolog folder is at ~/BeyondtheSword/Mods/BUFFY-3.19.003/Autolog

The <Alt s> adding/removal of a sign works in the test games, so you can try it there.
The sign is in a tile so you click on that tile (when you move the mouse cursor over the sign the whole tile will be "illuminated".
 
Here is a test game with Hattie (starting with 2 cities plus the GLib and Pyramids) and Alex. They have deposed Ramesses and Pericles. I did not have enough information when I restarted this test game so I left the starting positions for Thebes and Athens alone.

EDIT: This test game generates a new random seed on every reload.

Also, Russia has been moved to closer to German, but is still a little to far north.

At some point I missed Fredrick meeting Churchill. So Churchill knows both Fred and Stalin.
EDIT I could not trade with Churchill for Masonry so I used world builder to complete that trade.

Because of the number of Christian AI's, the Holy Roman Empire was going to be the Holy City for Confucianism so I swapped it out for the Mongol Empire.

Test as of 1720BC:
 

Attachments

I can play a set starting on Wednesday. I'm pretty busy today and tomorrow.
 
Thanks for putting us in a great position, Cactus Pete! Also, thanks Jersey Joe, for your solid cartography work!

One major outstanding task for the next turnset is to figure out the Worker micro.

Another major outstanding task is to decide upon our build priorities.

We have our first 2 Granaries already being taken care of:
1. XO Cognac completes its Granary this turn while working the Cow + Horse, then next turn finishes off its Warrior (before the Hammers in it decay) while working the Cow + Fish, to make the most out of our Granary: We will earn 7 free Food from our Granary when growing to Size 3 due to making 7 surplus Food on the turn after the Granary has been completed.

2. The Hammers from Paris' Worker plus the Hammers from the Chop will overflow into a Granary. By working 2 G For squares this turn, we get 6 Hammers (as opposed to working 2 G For squares next turn when we'd only make 2 Hammers). Next turn, we will have 58 Hammers overflowing and we'll make 3 Hammers from the Deer, the Fur, and the City Centre squares, giving us 61 / 60 Hammers for our Granary and meaning that next turn (Turn 58, 1680 BC) we can rehire our 2 Scientist Specialists. On Turn 59, 1640 BC, we'll be at 24 / 30 Food and will earn another 5 Food, putting 5 Food into our Granary, and leaving us just below 30 Food at 29 / 30 Food. On Turn 60, 1600 BC, however much Food we make up to and including 10 Food will be doubled. So, if we just make 5 Food with the 2 Scientists still hired, we'll end up with 5 + 5 = 10 Food in our Granary and 34 - 30 = 4 overflow Food for 10 + 4 = 14 / 32 Food. If we fire 1 Scientist and work a 2-Food square (the G Copper that just got Mined or a G For square), that's 4 extra Food: 2 more from the Granary for 5 + 7 = 12 Food in the Granary and 36 - 30 = 6 overflow Food for 12 + 6 = 18 / 32 Food. If we fire a second Scientist and work another 2-Food square, that's another extra 4 Food: 2 more from the Granary for 5 + 9 = 14 Food in the Granary (the maximum could have been 15) and 38 - 30 = 8 overflow Food for 14 + 8 = 22 / 32 Food.


So, we'll want to figure out how best to turn 2 Chops at the south-east City into a partial Work Boat and a 1-pop-whippable Granary, while also finding time to Camp and Road the Fur. Meanwhile, we'll also want to Chop the G Riv For that is 1 E of the north-east City into a 1-pop-whippable Granary.

The third Worker is going to be Mining the Copper and then we'll need to decide what to do with him.

Do we want to Road our Copper? We already have 3 Warrior Military Police Units. It might not be a bad idea to hook up our Copper. A decent Pillaging Party for Berlin's Copper would probably consist of an Axeman, a Horse Archer, and possibly a third Unit to avoid our stack getting clobbered if one of our Units defends and gets wounded.

The Horse Archer deters German Axemen while the Axeman deters German Spearmen.


I think that it would also be wise to build some "dropships" aka Galleys. A stack of 3 (but preferably 4) Galleys filled with Military Units could opportunistically amphibiously assault London, launching from the Coast square that is 2 SE of London at a time when London sends out a Settler Party, leaving itself lightly defended. If we don't see such an opportunity, the same Galley stack could efficiently strike at Hamburg within the span of 3 turns of giving up (at least temporarily) on a London assault.

The key with BtS AIs is that they think that they are smart by piling a ton of Military Units into threatened Cities while leaving other Cities relatively undefended. We just need to be at the right place at the right time, and Galleys are a great way to put us into position, as an AI doesn't consider Units on boats to be a threat.


Meanwhile, XO Cognac should be focusing on pumping out The Great Lighthouse; Granary -> Warrior -> Lighthouse -> The Great Lighthouse -> whipping a Galley for overflow Hammers into The Great Lighthouse when we have enough population points to do so.


Paris is soon going to run into its Happiness cap, particularly once we have our Great Scientist and no longer need to hire 2 Scientist Specialists, so it would still be nice to have a City placed 3 S of Paris to share Paris' Wheat for when Paris really doesn't need the Food. If we can get 1 Culture into that City (say, from a Religion or a Monument), then when we gift the City, all of Paris' Culture will "count" for Espionage Missions, giving us a "stated" discount of somewhere between a of 40 to 50 "percent" (multiple percents are involved with Espionage Mission discounts, so it's not a true "percent" discount, but it is still a very significant discount). Such a City would be slated for a later gift to Egypt, so that we can steal Code of Laws and possibly other techs from Hatty. Ideally, we'd also get Christianity in that City for another possible 25 "percent" Espionage Mission discount (assuming that we also later made Christianity our State Religion)... but, we'd probably need to self-tech Mysticism + Polytheism (or wait to get them in trade) before we could get Monotheism (which is an easy trade, since it's a non-monopoly tech) for Organized Religion in order to build ourselves a Christian Missionary. Even without the State Religion discount, just getting 1 Culture in the City (say, from a whipped Monument or better, from capturing Stonehenge) would already give us more than 40 "percent" discount on tech thefts. Hence, it would be worth putting an emphasis on owning Stonehenge (that Wonder will also act as +1 Happiness in all Cities thanks to being Charismatic, giving us extra Happiness when we need it most), earning back part of our investment by stealing Code of Laws at a much cheaper cost.


There is the possibility of spending our Commerce on Espionage for City Revolt Missions. But, such a Mission is expensive early on in the game. We will need roughly another 400 EPs on Churchill to be able to perform a City Revolt in London. We can earn about 100 EPs in 3 turns, so that's 12 turns' worth of Commerce, plus roughly 1 turn of earning Gold, so about 13 turns' worth of Commerce.

Those Espionage Points might be better earned against Hatty (later, once we are ready to spend on her at a 100% Espionage rate, not now at a rate of 4 EPs per turn, which she could easily start undesirably matching if we started spending on her now) for stealing techs from her, meaning that we might be better off planning on having 4 Galleys for London or else hoping that Churchill leaves London occupied by 1 City Defender (when a Settler Party leaves London) at a future time.


There's also the idea of Liberating a City to Churchill. If we were to ship a Settler over to him, settle a City (perhaps in a spot where we wouldn't want to keep a City), then later declare war on him for London, but also capture the gifted City, we could Re-Liberate the gifted City (we'd Liberate the City a second time after the war was over, obviously). Two City Liberations = +3 Diplo Attitude, balancing out the -3 Declared War on Us Diplo penalty. Unlike other AIs, Churchill is relatively isolated, so we won't anger a lot of AIs for declaring war on him. I.e. We can get both London and Churchill as a Friendly tech-trading partner this way.


If we want a long-term Friendly Joao but want Lisbon, we could also plan to later settle 2 Cities for him in Africa, Liberating 2 Cities for +3 Diplo Attitude, then capturing all of his Cities minus 1, then Liberating one of the 2 Previously-Liberated Cities for another +1 Diplo Attitude, and leaving him with 2 Cities so that he'd still be somewhat useful as a tech-trading partner (optionally later gifting him other captured Cities in another part of the map, possibly even making him our Vassal just after gifting said Cities in another part of the map).


With London and Hamburg under our control, we could sail our fleet around toward Hatty, capturing Lisbon on the way.


As for Alex, gifting him techs would anger Hatty, and although we'll probably end up stealing techs from her, there will be the chance to trade some techs from her. If Alex is kind enough to go for Math or Aesthetics, then we can give him a roughly fair trade so that Hatty won't be too angered, but right now Alex has nothing to offer us, so we'd take 3 times the negative Diplo from Hatty for gifting techs to Alex. Or, once we know Currency, we can slowly sell techs to Alex. Thus, I'd avoid gifting techs to Alex and just be patient, since we unlocked both of the Mathematics and Aesthetics lines for him.

I'd suggest that we watch for Churchill learning his next tech and then gift him Alphabet at that point in time, to give him a chance to go after a peaceful tech (Currency at a Flavour value of 20 instead of Alphabet at a Flavour value of 0) to reduce the chance of him from going for Iron Working (a Flavour value of 35) or him going for Horseback Riding (a Flavour value of 42).

For Joao, we can either gift him Masonry or hold onto it and hope that he goes for Mysticism and then make a trade. He might also just go for Masonry, though, thereby wasting his Flasks, so it's a bit of a judgement call. With Joao not being anyone's Worst Enemy and with him being relatively isolated, I don't see a problem with gifting him Masonry now, if that's what we choose to do, particularly since he just learned a tech (Iron Working) and thus is about to make a new tech selection, making it the right timing for a tech gift. Joao having Masonry might lead him to go for Mathematics -> Construction, as an example.

In 4 turns' time (on Turn 61, 1560 BC), we'll want to Cancel Open Borders with Stalin, so that we don't needlessly anger Churchill. The F4 ACTIVE screen allows us to cancel the deal by clicking on the deal just as equally as would talking with the AI, and neither one can be done one turn sooner--perhaps I was remembering a difference in Vanilla, but it seems as though there is no difference in BtS.

As for Hatty, if we want, we could make the Iron Working trade now, or we could reserve Alphabet for a while longer. With her being a tech leader with the solid Wonders that she owns, she's unlikely to trade much with other AIs (what would they have to give her in trade?). It's hard to say--she might self-tech Alphabet herself, which would slow down her tech pace, but if she goes for Philosophy, Aesthetics, Drama, and Music, we wouldn't want her tech pace slowed down. If she goes for Monarchy and Feudalism, it's possible that we wouldn't have been able to stop her no matter how stingy we were, as she might not have teched Alphabet before beelining Feudalism. So, I'm leaning toward suggesting that we take Iron Working from her for Alphabet. We can also just wait until Frederick or Alex gets Iron Working and get that tech later.

For Frederick, I'd suggest that we remain at war for as long as possible without sacrificing any Military Units to do so. He wants to settle (at least in the test game) a City in a location that's 1 N of where we'd want to place it (i.e. he misses out on some nice GH squares with his chosen settling location and also settles 1 away from the Coast) and we're earning Diplo credit with Alex (and hopefully later also with Churchill) while we remain at war with Frederick. Remaining at war also leaves open the option of capturing Hamburg and then Cease Firing or making Peace immediately thereafter, so that we wouldn't have to face retaliation from capturing the City. Frederick's army might then leave to go after Alex and then we could hope to strike at Berlin during the time that our boats are sailing southward and our Military Units have nothing better to do (better to put them to use instead of having them sailing for turns on end, at least for the fast-moving Horse Archers, who could move 3 or 4 squares per turn along our Roads--depending upon where there are Rivers--to be able to catch up with a fleet of boats).
 
I saw good results with chopping first...
The Worker that is 1 SE of Paris (numbered 2 in the real game) can move to the G For that is 2 W of Lyons (the south-east City), Chop that Forest, move into Lyons, move to the Forest that is 1 E of Lyons, then Chop that Forest. From there, we could Road the GH that is 1 E of Lyons so that we can quickly move to the GH Riv Wine to Mine it.

The new Worker from Paris (to be numbered 3) partially Roaded the G that is 2 NE of Paris, then moved to the G Riv For that is 1 E of Orleans (the north-east City) and Chopped, then moved 2 S to the GH For that is SE + S of Orleans and Chopped again

Lyons definitely needed the two Chops. The extra Chop in Orleans allows us to whip our Granary slightly sooner, earning us more free Food from the Granary.


Worker 1, after Mining and Roading the Copper, can probably do something like move to the G Riv Wheat (2 S of Paris), partial Road, then move to the G Fur For (1 W of Lyons) and Camp it. From there, we could Road the Fur for an extra tradeable Resource, then work our way back toward XO Cognac by building partial improvements (Roads, probably) along the way, so that we can Chop into The Great Lighthouse.


Most Cities have their builds set:
XO Cognac: Granary -> Warrior -> Lighthouse -> The Great Lighthouse -> at some point, switch to a Galley for a turn and then 2-pop-whip it -> the Great Lighthouse
Orleans: Work Boat -> Granary
Lyons: Work Boat -> Granary

But, that leaves us deciding what to do with Paris after it's Granary.
Paris: Finish the Worker -> 1-turn the Granary -> what?

One idea is to 2-pop-whip a Barracks and then overflow into an Axeman. Doing so gets us the Barracks that Cactus Pete wanted in probably the City that will produce the most land-based Military Units in the short term, but it does delay when we'll get our first Horse Archer out.

Another option might be to simply start to slow-build a Chariot. Instead of whipping a Barracks, we might plan to whip another Settler, so that we can make better use of Paris' Food relative to its Happiness.

Or, we slow-build a Chariot with the plan to 2-pop-whip a Horse Archer without getting a Barracks or an Axeman but instead get a Horse Archer and a Chariot.

Since we can always Cease Fire/take Peace with Frederick if he is going to capture Orleans, I think that I have a slight favouring toward Barracks -> overflowing into an Axeman, then after that 2-pop-whipping a Horse Archer.


A Galley built out of XO Cognac takes 6 turns to arrive on the square that is 1 W of Orleans.

The Orleans area seems like a good area to rally our troops, whether we go for London amphibiously, Hamburg amphibiously, or fight Frederick's troops in the fields while we build up an army.
 
Which turn do we discover HbR?

Which turn do we get academy?

What are we researching after HbR? Presumably currency.
 
Good questions!


Which turn do we discover HbR?
That depends upon how quickly we want/need to get there. If we get that tech but won't use it for a few turns, we could afford to delay it to try to get a slightly better value for our Gold, but I'm not positive that our Academy would come in time to matter. It all depends upon what we do in Paris in terms of whipping.


Which turn do we get academy?
That depends upon our build order in Paris. If we focus more on getting a Settler instead of a Barracks or a fast Horse Archer, and we delay whipping as a result, we could get the Academy a bit sooner. But, expect that over the next ten turns, there will probably be roughly 4 turns where we don't have our 2 Scientists hired.

I'd have to play it out with a more solidified plan to get a more precise number, but I was just looking at bits and pieces at a time.


What are we researching after HbR? Presumably currency.
Currency seems wise. An alternative could be Mysticism -> Polytheism, but I have a feel that we'd rather be whipping Military Units instead of Missionaries in the short term.

How quickly depends upon whether we feel that removing Cultural Defenses in London would be worth 13 turns' worth of Commerce. I find it a bit questionable since it would be happening right around the time of getting an Academy.

If we can convince Churchill or Joao to go for Currency, then we could switch horses to Metal Casting or to Mysticism -> Polytheism -> Espionage (for stealing Code of Laws).


Also, for the Worker heading north-east, perhaps instead of 2 Chops, we should Mine a GH square and then Chop. We could either Mine the GH that is shared with Paris and spend 1 extra Worker turn or we could Mine the GH that is 1 S of the north-east City; we'd have to play it out again to see if that saved Worker turn earns us extra Food in our Granary and if it does, we'd probably save the Worker turn at the cost of having a non-shared GH square being Mined.
 
If our strategy is based on favouring research as the potential bottleneck should we not be growing Paris and working cottages in anticipation of bureaucracy rather than whipping it into misery? This does of course mean delaying military build up but that was always going to be the trade-off for early alphabet/academy.
 
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