SGOTM 23 - Xteam

PPP
Diplo Policy
If an AI asks us to convert to Christianity, say no.
If an AI asks for a tech, more often then not I will give the tech. Not giving anything to Churchill.
If an AI asks us to stop trading with another AI, say no.
If an AI asks for a Resource, pause play and check with the team, realising that a "yes" will prevent 10 turns of war,
but doesn't really anger other AIs, so it's free positive Diplo if we don't want to go to war with that AI soon. If we do not have excess resources, it cannot happen.

Stop play if:
Defences in London to strong on turn 73.
Fredrick threatens worker or Orleans.
We meet a new AI
Spy mission fails in London.
Spy gets caught before we have a chance to do spy mission.
Something unexpected happens

Multiple turn items
Ask Alex to attack Berlin every turn

Turn 67
100% espionage
change to chariot in Orleans.
worker 3 moves to iron.

Turn 68, 1280 BC

Whip galley in Orleans.
Orleans work fish and mine.
2 axemen move into Orleans.
Chariot move towards SW of Orleans.

Lyons completes Chariot 1 -> Horse Archer

Paris doesn't whip yet since XO Cognac is Size 3

XO Cognac is building The Great Lighthouse

Galley 2 heads toward 2 S of London

Worker 1 Chops the G For that is 1 NW of XO Cognac
Worker 2 finishes the Chop on the GH For that is 1 E of Lyons
Worker 3 mines

Double-checking: Paris is at Size 5, Orleans is building a Chariot, and Lyons has 32 Hammers going into a Horse Archer

Unload scout W of london.
Load spy into Galley 1 (on the Fish)


Turn 69, 1240 BC

0% espionage

Unload spy in London.
Fortify the Spy in London (so that we don't accidentally move him)

Paris 2-pop-whips the Horse Archer
Paris switches Copper -> Sci
Paris works: Wheat, Deer, Fur, and 1 Sci

XO Cognac switches G For -> Copper

XO Cognac switches to building a Horse Archer

Move our Axemen into Orleans (not on a Galley) since we'll complete a Chariot there next turn and with just a Chariot in Orleans, Frederick decided to come at Orleans with his Units, since Orleans finally had a turn with a City Defender in it. On future turns, definitely do not put our Warrior 1 inside of Orleans--no City Defenders is much better than having City Defenders, but having a pile of City Defenders is better than just having a Chariot for our City Defender.

Orleans starts Galley
Orleans works: Fish and cow

Lyons 1-pop-whips Horse Archer
Lyons works: Fish

Worker 2 moves 1 NE GH For (NE + E of Lyons)
Units move out of Orleans.

Turn 70, 1200 BC

Paris completes Horse Archer -> Axeman (will get completed this turn thanks to the Copper)

Lyons completes Horse Archer -> Granary
HA moves to SW of Orleans.

XO Cognac 2-pop-whips the Horse Archer
XO Cognac works: Cow and Horse

Paris switches Sci -> Copper
Paris works: Wheat, Deer, Fur, and Copper

Orleans whips chariot.
Orleans works: Fish and Cow

Worker 1 finishes the Chop on the G For that is 1 NW of XO Cognac
Worker 2 Chops the GH For that is NE + E of Lyons

Units move into Orleans.

Turn 71, 1160 BC

Paris completes Axeman -> HA (we get 2 Food for the Unhappy citizen when building a Settler, but 7 hammers instead of 5 food is not great. )
Axemen moves to SW of Orleans

Paris switches Copper -> Sci
Paris works: Wheat, Deer, Fur, 1 Sci, and 1 angry face

XO Cognac switches Fish -> Copper
XO Cognac works Cow, Horse, and Copper

Orleans 1-pop-whips Galley 4
Orleans works: Fish

Worker 1 moves to G Riv Forest NNE of XO Cognac.
Worker 3 finishes iron mine.

HA from XO Cognac moves 3N1E.

Turn 72, 1120 BC

build academy in Paris.
Orleans starts granary.
XO Cognac starts swordman.
XO Cognac works fish, horse, cow,
Paris works wheat, fur, copper and deer.

worker 3 moves SW to chop forest.

HAs from XO Cognac and Lyon border galley 2S of London.

We have these Units on Galleys:
2 Chariots
3 Horse Archers
3 Axemen


Turn 73, 1080 BC

Evaluate defences of London. I expect to be able to beat any combination of 2 archer + 1 extra. Otherwise stop and look for team feedback
Execute city revolt spy mission. Stop if failed.
Declare war before moving any galleys.
Invade London from sea. Starting attacks with combat 1 HAs.
 
I do not see the granary in the 63 save. It seems to have been at size 3 turn 63, 65 and 67.

But sabotage production was at around 270 every turn. Probably he finished something on turn 65 and is now building a settler or a worker.
That's a lot of production to be maintaining every two turns (roughly 50 Hammers). If he had built a Granary recently, perhaps it got 1-pop-whipped just after he grew to Size 4. Or, maybe a Forest was Chopped somewhere.

On Turn 60, Churchill was showing a Settler, a Galley, and 2 Archers in London. I'm wondering if the Galley that we see now is the same Galley or whether a new Galley had been built.

I suppose that it is possible that the Settler got onboard of Churchill's Galley, either with that Galley sailing away or with that Galley staying inside of London. Or, it is possible that the Settler already left London on foot. It would definitely be nice if Units for a Settler Party were being loaded onto a Galley, as then they wouldn't act as City Defenders when we attacked London directly. On the flip side, if Archers are getting loaded onto the Galley the turn after the Archers exist, then if we unloaded our Units beside London, those Archers would likely unload from the Galley, giving us a terribly unwelcome surprise.


Do you have an updated Turn 67 test game that includes the current status of Orleans in it?
 
Well turn 63 had had roughly 50 hammers in the granary. He could have done a chop as well.
 
Yes, I do have a test game. I have not checked that everything is correct.
 

Attachments

For the "Multiple turn items" section, please also add:
Record the Sabotage Production value for London (it might be blank)
Record the Support City Revolt value for London (it can change over time and we need both numbers to get accurate production values)
Record any time that London changes City Sizes
Record any activities of Churchill's Units--Galleys moving, Units appearing, Units moving, etc

Also, please don't perform the Espionage Mission on Turn 73, but stop play before then.

There's a chance that based on what Churchill does, it may make sense to land our troops and attack on Turn 74. We'll need to closely assess what Churchill has been doing and whether he could possibly whip a Unit or complete a Unit from overflow Hammers--if he cannot make another Unit, landing will be helpful.

We'd get the Retreat ability of our Units by landing and we'd have a much greater chance of more of our Units surviving due to having better combat odds. I'm not convinced that it will be a clear win if there are 3 defenders and we attack from the seas.

It would suck to have to delay the attack, but if we make the attack and fail, you'll kick yourself for life. Better to exercise patience and assess the situation before rushing in to complete it.

Phoenix Rising has played some combats where they upload the saved game before every single battle. I don't think that we need to play that way, but we should also leverage all of the information that we can collect to give us the best possible way of executing the attack before our Spy even attempts its Mission.


Also, as for the Scout, his most valuable job will be to spot Units within range of London. We can worry about exploring England itself later; we need to keep track of what Churchill does with his Units around London and watch where they move.


Starting attacks with combat 1 HAs.
Please go back and read what I wrote about hits in combat in Message #679, starting from "For example, it takes these many hits for various situation..."

It may be disadvantageous for us to lead with our Combat I Horse Archer if we would get equal combat odds by leading with our Unpromoted Horse Archer. It will depend upon the situation at the time.


And, yes, if our Spy auto-dies in English territory, that would be a good time to immediately stop play, as we'd need to redo our builds in order to figure out either how to get a new Spy or how to get another Galley.


Turn 68, 1280 BC

Whip galley in Orleans.
Since the Chariot is selected, you might want to first in a reminder to switch to the Galley build item before whipping.


Turn 68, 1280 BC

Orleans work fish and mine.
Ouch. I suppose that we should have Paris fire the Scientist and work the Cow, right? We'd still only be putting 9 + 9 Hammers in our Horse Archer.
i.e. Paris Works: Wheat, Deer, Fur, Copper, and Cow?


Turn 68, 1280 BC

Whip galley in Orleans...
Double-checking: Orleans is building a Chariot
That double-checking item no longer applies.


Turn 69, 1240 BC

Paris switches Copper -> Sci
Paris works: Wheat, Deer, Fur, and 1 Sci
Presumably, we would also add:
Paris switches Cow -> Wheat (the Wheat stops getting worked after having whipped)


Turn 69, 1240 BC

Move our Axemen into Orleans (not on a Galley) since we'll complete a Chariot there next turn and with just a Chariot in Orleans, Frederick decided to come at Orleans with his Units, since Orleans finally had a turn with a City Defender in it. On future turns, definitely do not put our Warrior 1 inside of Orleans--no City Defenders is much better than having City Defenders, but having a pile of City Defenders is better than just having a Chariot for our City Defender.
Delete that part, since you later say:
Turn 69, 1240 BC

Units move out of Orleans.


Turn 69, 1240 BC
For this turn, I'd also add a double-checking item that XO Cognac is building a HA, Orleans is building a Galley, and that Lyons has whipped its Horse Archer.


I ran out of time to keep checking after that point.
 
I'm bad at reading. I do agree with all of your suggestions.

As far as I could tell by your numbers earlier. Assuming we succeed with spy in London combat 1 HA was always better.
 
For example, it takes these many hits for various situations of having our Horse Archer fight against the Archers in London:
60% Cultural Defences, 1st defender, Combat I Promotion: 7 hits for us to win, 5 hits for the Archer to win
60% Cultural Defences, 1st defender, no Promotion: 7 hits for us to win, 4 hits for the Archer to win
60% Cultural Defences, 2nd defender, Combat I Promotion: 6 hits for us to win, 5 hits for the Archer to win
60% Cultural Defences, 2nd defender, no Promotion: 7 hits for us to win, 5 hits for the Archer to win

0% Cultural Defences, 1st defender, Combat I Promotion: 6 hits for us to win, 5 hits for the Archer to win
0% Cultural Defences, 1st defender, no Promotion: 6 hits for us to win, 5 hits for the Archer to win
0% Cultural Defences, 2nd defender, Combat I Promotion: 6 hits for us to win, 5 hits for the Archer to win
0% Cultural Defences, 2nd defender, no Promotion: 6 hits for us to win, 5 hits for the Archer to win

From the above numbers, we can see that if our Spy is successful, it will make our Unpromoted Horse Archers just as successful as our Combat I Horse Archer in the initial attack against each Archer, allowing us to save the Combat I Horse Archer to attack a wounded Archer for better odds.
What I meant by that was:
If the Cultural Defences are at 0% and we are attacking from a Galley, the Combat I Promotion will not help attacking either of the Archers that exist in London now with their full Fortification bonus, since it will take the same number of hits for either Horse Archer to win or lose. So, in such a scenario, we'd use the Unpromoted Horse Archer, since the Promoted Horse Archer wouldn't get any better chance of winning that particular combat.

If we were facing, say, a third Archer with 0 Fortification bonus, or a wounded Archer, the numbers may or may not be different from each other. The conclusion might also be different if we were to land our troops on T73 and attack on T74 (which we might do if all of the info that you collect makes it look like Churchill will be unable to complete a Unit in between turns). When the "hits required" numbers are identical for the Promoted and Unpromoted Units, then use the Unpromoted Unit.

I think that hovering the mouse when holding down a key (Alt? Shift?) can give us combat odds without us moving the Unit onto the stack of defenders--check in a test game--and the usage of Alt or Shift might be different when at war vs at peace (just make sure that it's in the test game that we're declaring war).
 
It may be worth remembering that we're currently averaging a turn a day and we still have a long way to go.
 
Working cow delays our academy. Either I play the PPP as I have written with the extra information for each turn.
Spoiler :
Record the Sabotage Production value for London (it might be blank)
Record the Support City Revolt value for London (it can change over time and we need both numbers to get accurate production values)
Record any time that London changes City Sizes
Record any activities of Churchill's Units--Galleys moving, Units appearing, Units moving, etc


Or I can post a new PPP which uses our power tiles better and will delay the academy until we have the extra happiness from Stonehedge.
 
Consider some possible approaches for proceeding:
Approach 1: Start teching now (or very soon)
Theoretically, we can start teching our next tech at any time. It won't necessarily be the most ideal of ratios, but it is also arguable that getting that tech sooner with some inefficiency is an acceptable compromise, as it is an economic tech.

Of course, it will also make sense to try to get our Academy soon, but with this approach, I would advise not waiting to get our Academy and would suggest that we just simply start teching Currency immediately, while also putting a focus on getting out our Great Scientist by emphasizing Scientists above power squares, perhaps even giving up our Fur our or Deer temporarily in favour of hiring 2 Scientists per turn.


Approach 2: Get Mathematics first
However, Hatty has Mathematics and Code of Laws, which are both techs that we want. If our Spy survives and makes it back to Paris, we can send the Spy southward to 3 S of Paris to start accumulating a Stationary Bonus (yes, even before a City exists there! :crazyeye:). If we can plan to send another 2 Spies there, then settle a City there, we can gift the City as early as 1 turn after the City exists (in order to have put 1 Culture into the City via Stonehenge's Monument) and can then begin stealing techs from Hatty.

Mathematics gives us a 20% discount to research on Currency.

Stealing a tech also has an up-front cost of needing to spend Commerce on EPs, which would mean delaying when we'd go to 100% Science.

If it comes to working power squares versus racing to get an Academy when we're going to sit at a 0% Science Rate (and a 100% Espionage Rate) for a while, then I'd suggest working the power squares and getting our Great Scientist a little bit later. If we're only hiring Scientists for our Research, then exactly on which turn our Academy arrives will make no difference, as we'll still need to earn the exact same amount of raw Flasks from Scientists (ignoring minor Flask truncation) whether we get the Academy quickly or get the Academy a little bit later.


If we go with Approach 2, then it's arguable that we can use City Capture Gold to fund our future Research and should start spending our Commerce at a 100% Espionage Rate with a Weight of 1 on Hatty (and a Weight of 0 on Churchill and everyone else besides Hatty) EDIT: after our 2 planned turns of 100% Espionage on Churchill.

We'd also be accumulating more total EPs, which reduces the chance of our Spy passively dying in Churchill's territory and which increases our "EP Spending" discount on Spy Missions.

In this way, the Academy coming a bit later won't matter, as we'll target stealing Mathematics before we would switch to 100% Research on Currency, further enhancing the boost that our Flasks will get.

The only real risk is Hatty settling a 4th City before we can gift her a City at 3 S of Paris. Since she settled her 3rd City relatively late (consider that she started with 2 Cities), I think that this risk is a reasonable one to take.

Is it a risk, though? As per the test game, even if Hatty settles a 4th City, she will still take Lyons as a gift City and she will still take a City settled 4 S of Paris as a gift City.

Now, I recall that the test game's Culture for Hatty wouldn't let us meet her to the west of Alex like we did in the real game. In playing around, I see that Hatty's City whose Cultural Borders we see is actually 1 NE of where it was placed in the test game.

That said, the new location for that City doesn't change the situation:
At 4 Cities, Hatty will:
1. Accept Lyons as a gift
2. Accept a City that is 4 S of Paris as a gift
3. Not accept a City that is 3 S of Paris as a gift... unless we first also gift her Lyons (or unless she only has 3 Cities when we gift her the City that is 3 S of Paris)

So, even if Hatty starts REXing like mad, we still have options--either chain-gifting Lyons and a City settled 3 S of Paris, or else we can just start planning on settling a City 4 S of Paris with 3 less G Riv Cottage squares being shared with Paris.


I'm not sure what the rush is all about. I've seen teams rush to play turns and end up playing an extra 50 to 80 turns in the end game, and those turns take a long time because the AIs have had a chance to build up much stronger empires. If we wire this turnset well, we're saving turns up front that will cascade down to future gains. 2 turns sooner hitting London means more production for our empire from the extra Happiness, potentially 2 turns sooner on hitting Lisbon and getting it out of City Revolt, potentially 2 turns sooner for owning The Pyramids for Representation, earning us additional Happiness sooner and thereby resulting in additional production sooner, etc.

Turns saved in the early game really do matter significantly.

When it comes time to capturing our 20th City, if we goof up and delay the attack by 2 turns, there probably won't even be any difference for our finish date at all. 2 turns saved now can mean more than 2 turns of an earlier finish date.


Another nice possibility about stealing Mathematics relatively early is gifting it to Churchill and Joao (and arguably to Alex if he ever gets off of his butt and founds additional Cities before we wipe out his one and only City). Even if it takes an AI 40 turns to learn Calendar, if that AI is learning it before the other AIs, and we have that AI either as a Friendly partner or an AI from whom we can easily steal a tech, then we'll be ahead on learning Calendar, can settle our Spice Girls Island sooner for extra Happiness, and can build the Mausoleum of Maussollos relatively uncontested.


Similar to the test game, Hatty also has Theology:
Spoiler :
33a86f23be.jpg
 
In the real game last I looked Egypt did not accept Lyon as a gift. Could be economic troubles since I checked it immediately after they settled their third city.

I will produce an updated PPP which will delay academy in favour of cows.
 
Do we want to spend even more on espionage is cost for Churchill goes over 100%.

Have we considered spending two turns of espionage on someone else? It will still cause us to produce more EP then Churchill will make him less inclined to produce more EP and we will have more use of it on Egypt to help steal techs.
 
PPP
Diplo Policy
If an AI asks us to convert to Christianity, say no.
If an AI asks for a tech, more often then not I will give the tech. Not giving anything to Churchill.
If an AI asks us to stop trading with another AI, say no.
If an AI asks for a Resource, pause play and check with the team, realising that a "yes" will prevent 10 turns of war,
but doesn't really anger other AIs, so it's free positive Diplo if we don't want to go to war with that AI soon. If we do not have excess resources, it cannot happen.

Stop play if:
Defences in London to strong on turn 73.
Fredrick threatens worker or Orleans.
We meet a new AI
Spy mission fails in London.
Spy gets caught before we have a chance to do spy mission.
Something unexpected happens

Multiple turn items
Ask Alex to attack Berlin every turn
Record the Sabotage Production value for London (it might be blank)
Record the Support City Revolt value for London (it can change over time and we need both numbers to get accurate production values)
Record any time that London changes City Sizes
Record any activities of Churchill's Units--Galleys moving, Units appearing, Units moving, etc

Turn 67
100% espionage
Put all espionage on Egypt.
change to chariot in Orleans.
worker 3 moves to iron.

check:
We are spying on Egypt.

Turn 68, 1280 BC

Whip galley in Orleans. Make sure it is galley.
Orleans work fish and mine.
Paris Works: Wheat, Deer, Fur, Copper, and Cow
2 axemen move into Orleans.
Chariot move towards SW of Orleans.

Lyons completes Chariot 1 -> Horse Archer

Paris doesn't whip yet since XO Cognac is Size 3

XO Cognac is building The Great Lighthouse

Galley 2 heads toward 2 S of London

Worker 1 Chops the G For that is 1 NW of XO Cognac
Worker 2 finishes the Chop on the GH For that is 1 E of Lyons
Worker 3 mines

Unload scout W of london.
Load spy into Galley 1 (on the Fish)


Turn 69, 1240 BC

0% espionage

Unload spy in London.
Fortify the Spy in London (so that we don't accidentally move him)

Orleans starts Galley
Orleans works: Fish and cow

Paris 2-pop-whips the Horse Archer
Paris switches Copper -> Sci
Paris works: Wheat, Deer, Fur, and 1 Sci

XO Cognac switches G For -> Copper

XO Cognac switches to building a Horse Archer

Lyons 1-pop-whips Horse Archer
Lyons works: Fish

Worker 2 moves 1 NE GH For (NE + E of Lyons)
Units move out of Orleans, galley to sea and axemen to SE.

Check: Paris whips HA, Lyon whips HA, XO Cognac builds HA, 20 hammers into galley in Orleans. 100% gold
Check that spy is unloaded.

Turn 70, 1200 BC

Paris completes Horse Archer -> Axeman

Lyons completes Horse Archer -> Granary
HA moves to SW of Orleans.

XO Cognac 2-pop-whips the Horse Archer
XO Cognac works: Cow and Horse

Paris switches Sci -> Copper
Paris works: Wheat, Deer, Fur, Copper and 1 unhappy citizen.

Orleans whips chariot.
Orleans works: Fish and Cow

Worker 1 finishes the Chop on the G For that is 1 NW of XO Cognac
Worker 2 Chops the GH For that is NE + E of Lyons

Units move into Orleans.

Turn 71, 1160 BC

Paris completes Axeman -> HA (we get 2 Food for the Unhappy citizen when building a Settler, but 7 hammers instead of 5 food is not great. )
Axemen moves to SW of Orleans

Paris switches Copper -> Cow
Paris works: wheat, Deer, Cow, fur, and 1 angry face

XO Cognac switches Fish -> Copper
XO Cognac works Cow, Horse, and Copper

Orleans 1-pop-whips Galley 4
Orleans works: Fish

Worker 1 moves to G Riv Forest NNE of XO Cognac.
Worker 3 finishes iron mine.

HA from XO Cognac moves 3N1E.

Check:
mnake sure that all units are in position.

Turn 72, 1120 BC

change to Settler in Paris.
Orleans starts granary.
XO Cognac starts swordman.
XO Cognac works fish, copper, cow,
Paris works wheat, fur, copper and deer.

worker 3 moves SW to chop forest.

HAs from XO Cognac and Lyon border galley 2S of London.

We have these Units on Galleys:
2 Chariots
3 Horse Archers
3 Axemen


Turn 73, 1080 BC
XO Cognac changes to the great lighthouse.

Stop play.
 
In the real game last I looked Egypt did not accept Lyon as a gift. Could be economic troubles since I checked it immediately after they settled their third city.
That's interesting. She'll accept one now, though.

The major concern would be distance; economic troubles can always be counter-acted.

However, we've already shown that distance won't be an issue if we settled 4 S of Paris. That location won't give as much Cottage overlap as I'd like, though, but I'd take Code of Laws and Mathematics in theft as a much higher priority than missing Cottage overlap--and, it's really only a difference of 2 Cottages, as one of the three Cottages is also shared with XO Cognac.

I'd have guessed that maybe she'd gone into Anarchy, but she is Spiritual, so that can't happen.

Maybe her City was non-coastal and thus it needed a Road to be connected to her Trade Network?

Whatever the reason, she'll take any City at the moment:
Spoiler :
6907de8e41.jpg



Do we want to spend even more on espionage is cost for Churchill goes over 100%.

Have we considered spending two turns of espionage on someone else? It will still cause us to produce more EP then Churchill will make him less inclined to produce more EP and we will have more use of it on Egypt to help steal techs.
I have been scouring the forums for an answer, but I haven't found it. What I am looking to see is whether it is the total Espionage Points spent against any AI or just the Espionage Points spent against an individual AI that reduces the chances of our Spy dying in the territory of an AI.

I'm not 100% certain on the answer.

If it's "Espionage Points spent on anyone" reduce the chances of our Spies dying passively for ANY AI, then, yes, we shouldn't spend more EPs on Churchill. But, if it's an AI-specific thing, then 2 more turns of 100% Espionage on Churchill sounds reasonable.

If someone can find the answer, that answer would help out.

Regardless, I'm going to suggest that on Turn 69, we stay at 100% Espionage and switch our Espionage target to Hatty. Let's accumulate the EPs before we get our Academy rather than after we get the Academy. So, until we are either going to run out of Gold or we get our Academy, let's stay at a 100% Espionage Rate.

With at least 3 techs to steal from Hatty (Code of Laws, Mathematics, and Theology--useful for The Apostolic Palace and for starting on teching Paper if Hatty goes for Civil Service), and a strong desire to see what see is researching (we would steal Currency if she begins teching it, for example), it's very easy to justify spending EPs on her.

So, the answer will just help us to determine whether to spend the Turn 67 and Turn 68 EPs on Churchill or on Hatty.
 
I guess I will do some code diving.
 
Apart from what I may find in the code I expect it to be total espionage. Sine cost is related to total espionage. If it is not total espionage we are probably safe since Churchill has been spying on Stalin as well.
 
Turn 69, 1240 BC

0% espionage

Check: ...100% gold
If you agree with my suggestion to get Espionage Points before we build our Academy, we would change those items to:
100% Espionage
Espionage Weight 1 on Hatty and on no one else
EDIT: And, start spending on Hatty on Turn 67, based on your solid logic. EDIT 2: Oh, and the code-diving supports this approach, too, now.


Turn 70, 1200 BC

Orleans whips chariot.
Minor point: I had to manually switch to the Chariot before whipping it, but I don't think that it matters which build item we whip now (Chariot or Galley).


Turn 69, 1240 BC

Orleans works: Fish and cow

Paris 2-pop-whips the Horse Archer
Paris switches Copper -> Sci
Paris works: Wheat, Deer, Fur, and 1 Sci
Minor note: If I do things in that order, then I actually need to switch Copper -> Deer, but the main point is that you're working the right items in Paris, regardless of how you have to shuffle the citizens around.


Turn 72, 1120 BC

XO Cognac starts swordman.
Do we maybe want to make that a Spy?

It would be really nice to secure Mathematics from Hatty.


I thought about suggesting that we build a partial Spy in Paris instead of a Horse Archer on Turn 71, but I think that a Horse Archer is still a wise precaution for the Paris build item--if we do feel the need to whip an emergency Horse Archer, we'll be thankful that we put a turn worth of production into it.


Turn 72, 1120 BC

We have these Units on Galleys:
2 Chariots
3 Horse Archers
3 Axemen
Just to be clear, Galleys 1, 3, and 4 should be on the Coast at 2 SE of London by the end of the turn.


Turn 72, 1120 BC
Missing items:
Worker 1 Chops the G Riv Forest NNE of XO Cognac.
Worker 2 finishes the Chop on the GH For that is NEE of Lyons.


Also, since the idea wasn't captured in the PPP, please have the Scout focus on watching for Units leaving London or in the London area. All that we really care about at England is whether we will have to face one extra Military Unit if we land on Turn 73 and attack from land on Turn 74. If we can ascertain that we won't face an extra Unit, we'll probably land. If we believe that we'll face one less Unit by attacking amphibiously, particularly if there are only 2 City Defenders, we'll probably favour an amphibious assault.


Otherwise, the PPP played out smoothly.
 
Apart from what I may find in the code I expect it to be total espionage. Sine cost is related to total espionage. If it is not total espionage we are probably safe since Churchill has been spying on Stalin as well.
I think that you just made a solid case right there for choosing Hatty right away (on Turn 67).

Regardless of what the code says, we'll have enough on Churchill for whichever way it works due to spending additional EPs on Hatty.
 
int iTargetPoints = GET_TEAM(eTargetTeam).getEspionagePointsEver();
int iOurPoints = GET_TEAM(getTeam()).getEspionagePointsEver();
iSuccess += (GC.getDefineINT("ESPIONAGE_INTERCEPT_SPENDING_MAX") * iTargetPoints) / std::max(1, iTargetPoints + iOurPoints);

There does not seem to be a magic number. All espinage points are counted. And the chance to capture is proportional to (thier EP)/(their EP + our EP).
 
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