SGOTM 23 - Xteam

Hatty, Mehmed, and Darius will trade Priesthood (we have 72/89 invested)
Having avoided taking techs in trade for so long, I think that we can afford to take such a tech in trade. We can get it for 10 Gold from any of them. Maybe from Hatty, since she will put Gold to the best use (putting it toward Research).
We are going to need to run 0% research 100% espionage on Joao soon (also maybe Hatty).
If we do it on T101 when we are running 2 scientists in London and run 2 scientists in Paris we should generate more than enough beakers to learn Priesthood. Also, instead of a temple in London, I think Courthouse would be better. I could build it with 1 chop and no whipping.
On turns T102 & T103 (based on London getting an extra population point) London works (Fish, Fur & 2 scientists); T104 & T105 London works (Fish, Horses & 2 scientists); Courthouse is built. T106 Courthouse is available, London Grows to size 5, London works (Fish, Fur, 2 scientists, 1 spy). London is frozen at size 5 using its excess food to support the 3 specialists.

We're going to have a bit of a challenge with taking down Nottingham, but we'll manage.
<snip>
I suppose that we should first capture Moscow before declaring war on Churchill, just to see if we want to gift Moscow to Churchill to hang on to temporarily while we go for Rostov.

Our Chariots will be able to attack Nottingham in 4 turns' time. Hopefully, Churchill won't whip too many Units during the meantime, although he already has an Archer and an Axeman. Is that 4 turns time from when the last chariots arrive in London?

Perhaps instead of an Archer in York, we can plan to build a Chariot and 1-pop-whip it, making up for the loss of that population point using the extra population point from The Hanging Gardens, just to give us sufficient Units to be able to take down Nottingham (2 Axemen and 4 Chariots is what we'll have, which is pushing it a bit, but hopefully it will be enough with some trickiness using our Woodsman II Axeman to stop Churchill's Axeman from returning to defend Nottingham).
Given that London will not be working the Horses (see above) until T104, York can 1-pop whip a Horse Archer on T103 and still 2-pop whip the settler on T105. Also, if the worker who was going to mine the gems delays that project and builds a road (completed on T104) 1S of Ruby Bay it would cut 1 Turn off the travel time to Nottingham.
It looks like Hatty will beat us to the Gold City location, but we tried our best.
Is there a small chance that Hatty might be planning to build close to the iron and move this turn?
I suppose that we should first capture Moscow before declaring war on Churchill, just to see if we want to gift Moscow to Churchill to hang on to temporarily while we go for Rostov.
I am for gifting Moscow before declaring war on Churchill. Also, When we gifted St Pete to Churchhill you said something about it changing the "nature" of the city. Would not that apply to a gifted Moscow as well?
I'm not sure... should we Demand 10 Gold from Frederick (angering him by -1) to hopefully keep him from declaring war on us for 10 turns (it will work if he accepts; if he refuses, he'll just hate us by -1)?
He is already at -7, might he declare war on us? I am for making peace with Frederick for now.
 
Pete, it seems like you, Dhoomstriker and I are the only ones participating. Can you take over on Monday? That should be just before the battle to capture Moscow occurs. :hammer:
Also, you will get to kick Churchill out of England ;)
I can certainly step in on Monday, but would ask that you and Dhoom minimize the detailed discussions of events after taking Moscow and England. I can only read and retain so much.
 
instead of a temple in London, I think Courthouse would be better. I could build it with 1 chop and no whipping.
I like that idea phenomenally better.


We are going to need to run 0% research 100% espionage on Joao soon (also maybe Hatty).
That's true, but other than Joao (iNoTechTradeThreshold = 15), Churchill (iNoTechTradeThreshold = 15), and Frederick (iNoTechTradeThreshold = 10 but who likely won't ever research a tech that we would need), the AIs know that we took these techs in trade, because our strategy went from City-spamming-and-Liberating-to-get-Friendly-AI-trading-partners to tech-theft:
Mysticism
Meditation
Monotheism

Seeing as how we already have the three post-Mathematics techs, we have Aesthetics, and we will soon steal Metal Casting, about the only techs that I think that a non-Hatty AI might research for us would be Compass or Machinery, and maybe Drama from Joao if Hatty doesn't research it herself first. So, due to our conservative early exploration, we can certainly afford to take Priesthood in trade now, and Gold being sent Hatty's way will not be wasted, as it will get invested on Civil Service.

The way to think about tech-trading is that it is almost always a net advantage.
Assume that at a 100% Science Rate, we can make 100 Flasks per turn, and even with building Research everywhere, we can make 170 Flasks per turn. As long as we have sufficient Gold to continually maintain our 100% Science Rate, any tech trade, be it for another tech or for Gold, will put us ahead, since we can research more Flasks in a single turn than our maximum.

We're talking about a very small amount here, but every bit counts, with generally only WFYABTA getting in the way, but we don't have to worry about WFYABTA anymore thanks to all of our tech stealing and to our conservative meeting of Alex (which ended up being a waste) and Hatty after our first couple of rounds of tech-trading.


Given that London will not be working the Horses (see above) until T104, York can 1-pop whip a Horse Archer on T103 and still 2-pop whip the settler on T105.
I do like the sounds of a Horse Archer better. If our Workers are busy building Roads after Chopping out The Hanging Gardens, the Horse Archer should arrive in time to help out with the Nottingham attack.


Also, if the worker who was going to mine the gems delays that project and builds a road (completed on T104) 1S of Ruby Bay it would cut 1 Turn off the travel time to Nottingham.
I don't think that we'll need to divert the Gems' Worker. We just need 4 turns of Roads at 1 NE and 2 NE of York on flatland, meaning 4 Worker turns from the other 2 Workers on T102 and T103. If the Horse Archer gets whipped on T103, then it won't need to move until T104, so we'd actually have an excess of Worker turns without needing the Gems Miner.

But, I'd suggest 2-pop-whipping the Horse Archer on T102 when we get the extra population point from The Hanging Gardens, so that we can overflow the excess Hammers into the Settler, meaning more turns of growing and whipping and less turns of stagnating while building a Settler.


AIs build Cities in spots that we wouldn't choose, with a preference for high amounts of Food, and only when Food is completely lacking in the area do they settle somewhere solely for a Resource, such as for Horse or Oil.


I am for gifting Moscow before declaring war on Churchill.
One thing that I haven't tested is whether, upon recapturing St. Pete's, we'll suffer another round of City Revolt. That situation needs testing. If we would suffer such a round of City Revolt, we might have to capture the City when it has 1 turn of City Revolt remaining, so that we get 1 turn of City Revolt instead of a brand new City Revolt counter.

It might also just make sense to try to hold Moscow for long enough to throw a stack at Rostov and then Cease Fire with Stalin.

Anyway, testing around City Revolt recapturing is needed.

Basically, if we recapture St. Pete's on the turn when the City Revolt counter has disappeared, will a new City Revolt counter appear? What about if we recapture St. Pete's on the turn when the City Revolt counter is 1? We'd basically open a test game, declare war on an AI, World-Build some Tanks/Cuirassiers next to an AI capital, capture it, gift it away to another AI, wait some turns, save the game, then try out both scenarios of declaring war on the AI to whom we gifted the City and recapturing the City.


I am for making peace with Frederick for now.
We're not at war with Frederick. What I was suggesting is that in the trading window, we "beg" 10 Gold from Frederick--i.e. we put 10 Gold on his side of the trading window, nothing on our side of the trading window, and ask him for it.

Regardless of what his response his, he will hate us by -1 for Making an Arrogant Demand.

If he says Yes, we'll get a 10-turn-enforced Peace Treaty with Frederick.

No matter how much a BtS AI hates you, they won't Close Borders with you, so we'll get to keep the Open Borders that we earned with Frederick by sharing a war with him against Alex.


Gifting Moscow would mean that Stalin wouldn't treat it as a City of his (with his Culture in it) that is owned by a player with whom he is at war. But, he would feel that way about St. Pete's, and he would have Open Borders to walk right through Moscow by having Open Borders with Churchill, so he might still come at St. Pete's even with a gifted Moscow. If Stalin will still send his army that way (toward St. Pete's, which he likely would do), gifting away Moscow might at best buy us a turn or two, at the cost of a population point and the cost of potentially losing Buildings when capturing the City a second time. It's not as clearly worth it as was gifting away ALL of the Cities that we'd captured from Russia.


Frederick may or may not choose to declare war on us. Sometimes, AIs who hate you and who see a poorly-defended City will declare a war of opportunity. I'd hate to lose Athens that way. Hopefully, our higher Power will scare Frederick into giving into our Demand for 10 Gold, even though our military power is mostly far away from his empire.


I can certainly step in on Monday, but would ask that you and Dhoom minimize the detailed discussions of events after taking Moscow and England. I can only read and retain so much.
Alternatively, I can try to summarize the turnset-relevant points for you before you play.

It's good to keep some medium-term and long-term discussions going, although they can be distracting to the Active Player.



Also, let's forget about Joao for now.

We have two AIs who want to take the north-west City, but we only want to let 1 of those AIs keep that City for a reasonable amount of time (Joao). Yet, if an AI who is running Christianity as their State Religion and/or is running Caste System keeps that City for more than 1 turn, we'll lose most of our Culture Espionage discount in the City.

Also, we want Bureaucracy as soon as we can get it, but we're not quite ready to build Forges yet, so there isn't much of a rush to get Metal Casting, with the only reason that I can really think of being to gift it to Hatty so that she doesn't duplicate research on it.

Besides, Joao has Iron and Horses while Hatty still has Archers, War Chariots, and Catapults, all of which are vulnerable to Horse Archers and War Elephants.

It's also really tight to go to war with both AIs in a short period of time to get ourselves Civil Service.

Plus, I'd like to gift York to Joao at the same time as we are ready to declare war on him, and we won't be ready to gift York for a little while yet. That way, we'd keep Joao alive and minimally, could have his Palace Research potentially working for us (say, on Compass) or maximally could use him as a backup option to Churchill for an Apostolic Palace Victory Voting Buddy.

So, let's leave Joao for later and target Hatty next.

If possible, we'd capture The Great Library City but not The Pyramids City, so that she remains in Representation. We'd whip a couple of Islamic Missionaries out of The Great Library City, whip it down to Size 1, and then consider Liberating it back to her, if we are able to capture and Liberate 3 or more Cities in total, depending upon what she does with her Settlers and how quickly her two newly-settled Cities grow. As long as we can repeatedly capture and Liberate 3 Cities, we can invest some time and resources into getting her up to Friendly status, while letting her remain in Representation.

Or, optionally, we can decide that we don't really need her as a tech-trading partner and we'll just keep her Cities for ourselves.

If we can't capture any of her core area Cities, we could at least ensure that we have enough troops to hold our Ivory City, then capture the 2 Cities near Paris so that we'd keep her tech pace reasonably high and could plan for another round of tech-theft in the future, probably after she's picked up a tech such as Feudalism.

I suppose that we'd wait for 1 turn after she learns Civil Service (or later, while our troops get into position) so that she'd be in peaceful times when picking her post-Civil-Service tech and would have less of a chance to pick Feudalism in the short term. If she were to pick Paper, we'd gift Paper to her and then wait at least 1 more turn before declaring war to let her pick again.

We'd only gift her the gift City on the turn when we're ready to declare war. Once an AI has owned a City, they can be gifted that City at any point in the future, even if she ends up with 4 Cities and no City of hers is close to the 2nd Big Game City.


I'm a bit torn between getting her up to Friendly status and keeping her enalbed as a tech-trading partner versus trying to own her Cities ourselves and make them work directly for us, but at a higher Maintenance Cost.


It's still probably going to be easiest to Chop out the Forbidden Palace in Rostov or a City in that area, since it doesn't look like there are Forests in Egypt.


Leaving Joao alone for a while gives him time to build us Forges, Courthouses, a possible Spice Island City, maybe even The Colossus (which we should probably plan to build ourselves if he doesn't when we later steal Metal Casting from him), and it also gives him time under Caste System to build us an Academy or two.


We then still have tricky decisions to make--maybe a Settler and then a War Elephant out of XO Cognac instead of a Courthouse, and possibly 2-pop-whipping a War Elephant out of Paris before Bureaucracy to help with fighting Egypt so that we CAN gift her a City just before declaring war on her in order to steal Civil Service from her.

Orleans can build a Monstery but probably doesn't have to 2-pop-whip it immediately; we can plan to 2-pop-whip it for a lot of overflow Hammers to be able to quickly create a Christian Missionary without whipping it.

We might also have to give up on getting Islam spread around ourselves and just plan to spread Christianity to Cities such as St. Petersburg, XO Cognac, New Nottingham, and the Scandinavian Cities with multiple Food sources; it all depends upon how quickly we can actually get Islam. Christianity for GPP via Pacifism isn't a terrible idea, because we already have it in some of our Cities that will produce GPP from Wonders (London and Athens).


If we can throw enough force at Hatty in order to capture a couple of her Cities or to at least send in a couple of Horse Archers to Pillage all of her Stone Resources, we should be able to peacefully trade for Marble from Mehmed when the trade of Hatty's Stone for Mehmed's Marble gets broken by Pillaging or capturing all of Hatty's Stone Resources, meaning that we wouldn't have to go for Mehmed after Stalin and could instead keep our forces in Russia for an opportunistic time to redeclare war on Stalin to mostly finish Stalin off.


Note that we see an Egyptian Archer in Russia at 1 SW of Moscow--it's probably on its way to Macau. We'd just have to be wary that it may sneak up on us, depending upon whether she gets Open Borders with Frederick (they currently haven't met each other).


As for short-term EP spending, perhaps first spend a turn of EPs on Joao, so that we can see what he is researching, then spend a turn on Hatty to see what's in her Cities.

We'd need at least 83 EPs to see what Joao is researching, and we'd need 220 - 135 = 85 EPs to see what Hatty is doing in her Cities.

We only make 144 EPs per turn, so that's not enough to split 1 turn worth of EPs across of both AIs, but we also don't necessarily have to see what Hatty is doing in her Cities right away, so we could do 1 turn of Espionage with a Weighting of 7 on Joao and 3 on Hatty, to put about 100 EPs on Joao (which should let us keep seeing what he's researching for a few turns) and the rest on Hatty, then go back to Weight 0 on Joao and Weight 1 on Hatty with a 0% EP rate.

Even when going to a 0% Science Rate, I'd suggest that we keep researching Paper and just trade for Priesthood from Hatty for 10 Gold.


The Combat Promos on our mounted Units near Athens will be of use against Hatty.


If Frederick accepts our 10 Gold Demand, we could send 1 of the Chariots on Galley 7 (it could stay on Galley 7 when our Worker unloads so that we'd heal while aboard of the Galley) and then have the least-wounded Chariot and the Horse Archer plan to meet up with Galley 6, so they could heal while on Galley 6 and Galley 6 could sail to drop them off in Egypt to explore for Hatty's capital and then get in position near Ivory Coast to strike at Memphis, or to at least be ready to Pillage her Stone Resources.


I'm fine with still sending the Spies to Joao's core Cities, so that those Spies will for certain have a 50% Stationary Bonus when we're ready to strike at Joao (unless the Spies auto-die by being in AI territory--but the odds of them auto-dying are relatively low thanks to our heavy EP spending this game).


By keeping an eye on Joao's current tech selection, we could gift him any tech that we already know which he chooses to research, to see if we can get him to pick Machinery, Drama, or Compass (techs that we don't know and thus could steal from him).


Is that 4 turns time from when the last chariots arrive in London?
Sorry, that comment of mine was quite confusing. Let's try it again:
T99 Chariot 17 gets on Galley 2
T100 Chariot 17 moves from the water into London, so it arrives in London with 0 movement points
T100 Chariots 16 and 15 board Galley 2
T101 Chariots 16 and 15 unload inside of London with their full movement points, so all 3 Chariots can march toward Nottingham... they could move 1 NW G Riv Road > 1 NW G Riv For (after the Forest gets Chopped) > 1 N G Riv
T102 If Worker 5 and Worker 6 (we should rename him because he's called Worker 3) build a Road on the G Riv where the three Chariots are standing, then:
T102 Chariots move 1 N GH Gems Road Mine > 1 NE G For
T103 Chariots can attack Nottingham

Assuming that Axeman 7 takes a similar route, he could move:
T100 1 N G Riv Horse Road Pasture > 1 N G Riv For
T101 1 N G Riv
(T102 Workers 5 and 6 build a Road on that G Riv where the three Chariots and Axeman 7 are standing, aka 2 NE of York)
T102 move 1 N GH Gems Road Mine > 1 NE G For
T103 Axeman 7 can attack Nottingham

Assuming that we were to 2-pop-whip a Horse Archer on T102 when we have the extra population point from The Hanging Gardens, it could move out of York on T103:
(T103 Workers 5 and 6 build a Road on the G that is 1 NE of York)
T103 That Horse Archer moves 1 NE G Road > 1 NE G Riv Road > 1 N GH Gems Road Mine > 1 NE G For (arrives at 1 SW of Nottingham)
T104 That Horse Archer can attack

Since a Horse Archer is probably a good Unit to lead with, we could just delay the arrival of the other 4 Units by having them wait on the G Riv on T102 (to be Roaded on T102) at 1 SE of Ruby Bay, then move to the G For at 1 SW of Nottingham on T103 alongside of the Horse Archer.

The overflow Hammers from the Horse Archer would help with us being able to 2-pop-whip the York Settler, and we'd have a Road leading due north-east out of York for the Settler to take.


As for our Woodsman II Axeman (Axeman 3):
T101 Axeman 3 could arrive at 2 S of Nottingham
T102 Axeman 3 moves through a Forest to the TunH Sheep Road Pasture at 1 E of Nottingham
In between turns, Churchill's Axeman won't be able to make it back to Nottingham and at best could attack our Axeman while we're on a Hills square
T103 Axeman 3 could potentially help out with the attack on Nottingham or else could guard whichever Unit of ours captured Nottingham from being counter-attacked by the Axeman

T104 If Churchill's Axeman is still alive, one of our Chariots can probably finish it off

The only downside is that Churchill may disband his Worker, but I think that that risk is worth taking relative to his Axeman defending Nottingham and thus his Axeman coming up as the City Defender against our Horse Archer instead of his Archer coming up as the City Defender.




Any Hammers that we'd accumulate later after completing the Horse Archer and overflowing into a Settler, i.e. while regrowing York to Size 4 again so that we could 2-pop-whip the Settler, could get dumped into a Military Unit to be whipped.


EDIT: I did some testing... it seems that recapturing St. Pete's will give us 7 turns of City Revolt if the City is Size 9 (as in my initial test) or Size 10 (which I tested next after checking the City Size in the real game). Those 7 turns of City Revolt will occur regardless of whether we capture the City when it has 1 turn of Churchill's City Revolt remaining or when the Cultural Borders have expanded to the initial radius around a City and the City Revolt of Churchill's has just ended (but before he's had a chance to whip anything there and before he's had a chance for the City to shrink on him).

So, we can wait until we capture Moscow to decide whether to gift Moscow to Churchill or not, but we have to add in the cost of a second round of City Revolt when we recapture the City, since 0 of the Culture is ours, so we get the full City Revolt penalty when we recapture a City of Stalin's that we gifted to Churchill.

On the plus side, we went with London making our Great Person instead of St. Pete's, otherwise I'd be kicking myself really hard right now for not having thought that there would be a second round of City Revolt time. The gifting-of-Stalin's-Cities tactic worked, but it came with a slightly higher cost than was originally expected.


In the test game on T102 (I'd ended the turn a lot), Joao was peacefully building Moai Statues and The Parthenon in his 2 Cities. With any luck, he'll build us a Wonder in the real game, or at least generate us a Great Scientist that he would hopefully use on an Academy.


Also, when we sell/gift a tech to an AI, that AI gives us invisible credit, which you can sometimes get a hint about by the AI suddenly being willing to offer you more of their hidden treasury. This hidden credit seems to help with being able to beg more out of an AI.

Frederick will only give us 10 of his Gold, so I do not suggest selling him a tech, but we could try first gifting him a tech and then begging 10 Gold from him. I'm not sure if it would make a difference, but we could certainly try it.

Out of the techs that we can gift to Frederick, Aesthetics looks to be a good choice, as then he might devote some of his Hammers to building Wonders instead of Military Units. If he completes a Wonder, even better, but if not, at least putting some Hammers into one would mean less Military Units being built.

I'm less enthusiastic about gifting Math to Frederick, as then he might be more willing to Chop his Forests, and although Alphabet won't give him the ability to trade with most AIs, since most AIs already know Alphabet, it would give him the ability to build Spies which could be just as annoying as Churchill's Spy has been in England. I also don't want to gift him up the Religious line of techs, so Aesthetics seems like a decent choice, with it even unlocking Drama for him to potentially research for us.
 
Without having read the edits Dhoomstriker made to Post 983, here is a suggeted PPP:
Diplo Policy:
Spoiler :

Switch Religions? No
Stop trading with another AI? No
Give an AI a Strategic Resource? No.
Give an AI a Happiness or a Healthiness Resource? Yes.
Requests for two-sided trades or Open Borders should be refused.
Requests for Peace should be refused. Accept requst from Frederick?
Give an AI a tech? No to Churchill, no to Frederick, no to Joao, no (in case we attack him within 10 turns), no for Horseback Riding, yes otherwise
Join a war? No
Trade a tech for a tech and/or Gold? No--let's discuss tech trades and put them in a PPP

Reasons for stopping:
An AI declares war on us.
We meet a new AI;
One of our Cities is threatened;
Something in the plan sounds wrong;
Turn 99, 400 BC (continued)
Research Rate: 100% (Paper)
Espionage Rate 0% (on Hatty)
Do not Open Borders with Joao.

Beg 10 gold from Frederick and
use it to buy Priesthood from Hatty for 10 gold. :D

Paris
build: Catapult
Works: Deer, Copper, Fur, Wheat, Cottage

XO Cognac
build: Settler (2-pop whip next turn)
Works: Fish, Cow

Orleans
build: Settler (switching to Monastery next Turn)
Works: Cow, Iron, Fish

Lyons
build: Galley (2-pop whip next turn)
Works: Fish, Fur, G For, Wine

London
build: already 1-pop whipped Library for T100
Works: Fish, Horse, Fur

York
build: Horse Archer
Works: Fish, G For, Stone

Argent:
build: Lighthouse
Works: Fish, Tun Camped Deer

Hamburg
build: Workboat
Works: Sheep, G For

Cologne
build: Catapult
Works: Sheep

Ruby Bay
build: 1-pop whip Aqueduct
Works: Fish

Athens (in Revolt)
build: Granary
Works:

Ivory Coast
build: Workboat
Works: Elephant

Worker 8 Unloads on the G For at 2 E of Hamburg (assuming that we don't see any of Stalin's Units on the G for at 3 E of Hamburg)
Galley 5 sails 1 NE; Axe 4 moves 1 SW boarding Galley 5; Galley 5 sails 1 SW ( 1SW of St Pete)

Galley 4 sails 1SE into St Pete and unloads HA 7 (Chariot 8 remains on board to heal);
Galley 4 sails 1 W (1 E of St. Pete)

Galley 1 sails 1 SW; Worker 8 Transfers to Galley 3; Galley 3 sails 2 W ( 2 N of Hamburg); Galley 1 sails 1 SW (3 N of Munich)
Chariot 18 (in Hamburg) moves 1 E > 1 SE > 1 SE G For ( 2 N of Munich)

Chariot 13 (1 W Athens) moves 1 NW, 1W, 1NW boarding Galley 7
HA 9 (1 W Athens) moves 1 E into Athens.

Revolt into Hereditary Rule and Pacifism


Warrior 1 remains active on GH For 1 E of Yak ruins.
Axe 3 remains active on Fur

Turn 100, 375 BC
Research Rate: 100% (Paper)
Espionage Rate 0% (on Hatty)
Do not Open Borders with Joao.

Paris
build: Catapult
Works: Deer, Copper, Fur, Wheat, Cottage

XO Cognac
build: 2-pop whip Settler
Works: Fish, Cow

Orleans
build: Monastery
Works: Cow, Iron, Fish

Lyons
build: 2-pop whip Galley
Works: Fish, Fur, G For, Wine

London
build: complete Library
Works: Fish, Horse, Fur

York
build: Horse Archer
Works: Fish, Stone, G For

Argent:
build: Lighthouse
Works: Fish, Camped Deer

Hamburg
build: 1-pop whip workboat
Works: Sheep, G For

Cologne
build: Catapult
Works: Sheep

Ruby Bay
build: Hanging Gardens
Works: Fish

Athens (in Revolt)
build: Granary
Works:

Ivory Coast
build: Workboat
Works: Elephant

Worker 1 build Winery ( GH wine 2 N Lyons)
Worker 2 needs to have seen what Hatty's settler did.
Worker 3 Chops TunH For (1 SW, 1 W of Argent)
Worker 7 Camps Deer (2 S Argent)
Worker 8 After Galley 3 Sails into Hamburg Worker 8 unloads and moves 1 SW > 1 W G For;
Worker 9 After Galley 7 enters Lyons Worker 9 unload and moves 1 NW G, and Farms
Ruby Bay (T100) Reminder makes sure Forests are "enabled" before finishing Chop.
Worker 4 Moves onto northern Gems
Worker 5 Chop G Riv For (1 N of the Horses)
Worker 6 Move 2 E to GH Riv For (1 S of Ruby Bay)

Chariot 18 (2 N Munich) boards Galley 1; Galley 1 sails 1 NE > 1 N Chariot 18 transfers to Galley 4; Galley 4 Sails into St. Pete and unloaded Chariots 8 & 18

Galley 7 unloads Worker 9 in Lyons, Chariot 13 remains on board, and sails 1 S

~~~~~~~~~~~~~~~~~Save Here ~~~~~~~~~~~~~~~~~~~~~~~~~
Warrior 1 remains active on GH For 1 E of Yak ruins.
Axe 3 remains active on Fur

Turn 101, 350 BC
 
Beg 10 gold from Frederick and
use it to buy Priesthood from Hatty for 10 gold. :D
I suggest that we first gift Aesthetics to Frederick (not sell it for Gold, as we want Frederick to be able to give us his Gold).
Spoiler :
I'm not sure if begging is affected by being generous, but when you are generous to an AI, that AI tends to be looser toward you with their purse strings, so it can't hurt to try. With Frederick finally being out of all wars, it would be wise to unlock some Wonders for him in which to invest his Hammers (of course, initially, he'd only be able to build the Swedagon Paya, since he'd need 3 Monuments for The Status of Zeus and would need to self-tech Polytheism for The Parthenon).

We only get 1 shot at begging, as then all attempts within the next 10 turns will automatically fail, as AIs are coded to remember an attempt for 10 turns and then on the 11th turn onward, they will have a chance of randomly forgetting one begging attempt. Begging multiple times simply increases a counter of attempts made, and if the AI remembers 1 or more attempts, then that AI will automatically refuse us, even if that AI is Friendly toward us.

So, if the first attempt fails, we'll need another plan; begging a second time will not help in any way.


Let's also:
Gift Stone to Joao
Gift Fur to Joao
Spoiler :
If I'd noticed earlier that Joao has City Walls in all of his Cities, I'd have suggested hanging on to our Wheat and selling our Stone for his Crab. Regardless, let's just gift him our Stone, so that no other AI can ask for it and so that he might dump Hammers into Moai. He does not have an Aqueduct, so we don't have to worry about him competing for The Hanging Gardens.

Fur is because he just went into Caste System, so let's see if giving him +1 population point can allow him to hire +1 Scientist, speeding up him building an Academy.



Orleans
build: Settler (switching to Monastery next Turn)
Just for your info, there's no difference on which turn you switch to the Monastery, since no additional Hammers will go into the currently-selected build item on a turn where we are in Anarchy. So, there is no change needed, because it really makes no difference either way.


Lyons
build: Galley (2-pop whip next turn)
It might be better to whip it on T101.

Let's see:
Food needed to grow from Size 3 to Size 4: 26 Food
Current Food: 13 Food
T100 (no whipping) +4 Food
T101 2-pop-whip the Galley 17 Food +5 Food
T102 start on a 2nd Galley 22 Food + 5 Food
T103 grew to Size 4, 2-pop-whip the 2nd Galley

By delaying whipping until T101, we lose 1 Food in exchange for 4 Hammers and 2 Commerce, while still getting our 4th southern Galley at the same time.

If we need that 3rd southern Galley a turn sooner, we can whip it sooner, but if not, then we might as well delay whipping it until T101.


Worker 8 Unloads on the G For at 2 E of Hamburg (assuming that we don't see any of Stalin's Units on the G for at 3 E of Hamburg)
The above-quoted item needs to be deleted, as it got replaced by this plan:
Galley 1 sails 1 SW; Worker 8 Transfers to Galley 3; Galley 3 sails 2 W ( 2 N of Hamburg); Galley 1 sails 1 SW (3 N of Munich)
Chariot 18 (in Hamburg) moves 1 E > 1 SE > 1 SE G For ( 2 N of Munich)
Note that if Frederick doesn't give us 10 turns of Peace, we're probably better off keeping Chariot 18 inside of Hamburg, as we're about to be in a turn of Anarchy when we fear the possibility of Frederick declaring war on us.

Also, I think that you meant to say "Galley 3 sails 2 W ( 2 NE of Hamburg)" (just so that you don't get confused while playing).


I don't see any mention of our St. Pete's Units marching out on T99, but we should have all 13 land Units in St. Pete's (counting the 2 mounted Units from Galley 4) march to the Fur at 2 S of St. Pete's this turn, with the Woodsmen II Units using the 1 SE G For Road (1 N of the P Riv Wheat) to get there. In the small chance that Stalin already has a Unit on the Fur, our Woodsman III Unit could attack if we wanted, since his Woodsman III bonus neutralizes a Forest Defensive Bonus, but if there are multiple Units of Stalin's there, we could probably just stop play to discuss whether there's a better spot to send our main army.


Turn 100, 375 BC
Research Rate: 100% (Paper)
Espionage Rate 0% (on Hatty)
I'd suggest:
Espionage Rate 100%
Weight 7 on Joao
Weight 3 on Hatty

That way, we should get about 100 EPs on Joao, which will allow us to monitor what he's researching, so that we can gift him any tech that he's duplicating our research on (except maybe not Monarchy, for fear that he'd go for Feudalism after that), in the hopes that he'd pick a tech that we could steal or trade from him later.


Hamburg
build: 1-pop whip workboat
We could also wait on that item for a turn until T101, otherwise the Work Boat will exist 1 turn too early.
Spoiler :
We need 3 Culture in either of Hamburg and Cologne
T99 Anarchy
T100 get +1 Culture
T101 1-pop-whip and get +1 Culture
T102 Work Boat moves and get +1 Culture
T103 Cultural Borders have expanded and Work Boat nets the Fish



Chariot 18 (2 N Munich) boards Galley 1; Galley 1 sails 1 NE > 1 N Chariot 18 transfers to Galley 4; Galley 4 Sails into St. Pete and unloaded Chariots 8 & 18
Please don't wait until T100 to unload Chariot 8. We should send our entire army of 13 Units (including Chariot 8 who has 4.0/4 Health, meaning 3.95/4 or higher) marching on T99.

Due to the way that Galleys can move either before or after loading or unloading troops, Chariot 18 does not need to involve Galley 4. On T100, Chariot 18 will not have any movement points available to it, so Chariot 18 can stay on Galley 1. On T101, Galley 1 would be able to unload Chariot 18 inside of St. Pete's.

(Sorry; I'd mixed up which Chariot was which, hence the bolding above on the Chariots' numbers of 8 and 18, to correct my mistake.)

Doing so frees up Galley 4 to head back toward Hamburg on T100, allowing us to be ready to pick up the next round of troops a bit sooner.


Galley 7 unloads Worker 9 in Lyons, Chariot 13 remains on board, and sails 1 S
We could also just have Galley 7 Skip its turn inside of Lyons after unloading Worker 9, to give Chariot 13 a bit more healing time, as it's the same amount of turns to arrive inside of Alexandria (if that's our target location) and it would mean still being within our Cultural Borders on T101 after we sail 2 S (for more healing compared to being at 3 S of Lyons outside of our Cultural Borders).


On T100, it's not clear whether you plan to march our army from 2 S of St. Pete's on the Fur toward Moscow to 1 W of Moscow on the GH For (1 E of the P Riv Wheat) or whether you plan to leave our army with full movement points available on the Fur at 2 S of St. Pete's and then decide between Moscow and Rostov during the next turnset, but as long as we're advancing our army of 13 land Units on T99 to the Fur at 2 S of St. Pete's, we should be in good shape, either way.


EDIT: T99
Galley 5 sails 1 NE; Axe 4 moves 1 SW boarding Galley 5; Galley 5 sails 1 SW ( 1SW of St Pete)
I'm not sure that we shouldn't simply leave Galley 5 at 2 N of St. Pete's.
Spoiler :
We know that on T101, when Churchill's Cultural Borders have expanded, those Cultural Borders will encompass the square at 1 NW of St. Pete's. What might happen in terms of teleportation when we declare war? I'm not certain. Would we just get booted outside of the visible Cultural Borders? Would we get booted outside of the big fat cross due to declaring war while having Open Borders? Might we get teleported far away from St. Pete's? I'm not sure what would happen, so unless you want to spend the time to test out where we'd get teleported, it's probably safer just to stay at 2 N of St. Pete's.




EDIT 2:
In your Game Options (Ctrl + o), on the General tab, please ensure that these options are enabled:
Show Friendly Moves
Show Enemy Moves

That way, we can try to keep a better eye on which direction Stalin's main stack moves (it is currently located at 1 SE of Yaroslavl').

The location of that stack is likely going to be the key determining factor as to whether we gift Moscow to Churchill or hang onto Moscow ourselves.

In fact, the location of that stack is even more likely going to be the key determining factor as to whether we even go for Moscow or whether we go for Rostov instead. If that stack of Stalin's were to guard Moscow, we would be unable to capture Moscow, but we could certainly head toward Rostov on T100 if that stack committed itself to guarding Moscow.



EDIT 3: In addition to moving our army out of St. Pete's on T99, Switching Civics on T99 is probably the most important item to remember from this turnset. Good luck! :goodjob:
 
Events went in our favor.

T99, 400BC (continued)

We give Frederick Aesthetics.
Frederick is not happy but he gives us 10 gold.
We use the 10 gold to Buy Priesthood from Hatty.

We gift Stone to Joao. He does not need Fur.

Woodsman III scouts 1 SE G For > 1 SW Fur (3 W of Moscow). The rest of the strike force moves to the Fur.

We adopt Hereditary Rule and Pacifism. The citizenry are upset and riot, Anarchy rules.

Between Turns: A Pleased Joao asks for Open Borders. We politely decline.
Hatty has some borders expand. Hatty does not build a city.
Also, Black borders East of Athens expand.

Churchill's Axeman moves into Nottingham. Do not see worker.

T100, 375BC
We decrease the Reseach rate to 0% and increase Espionage spending to 100% (70% on Joao and 30% on Hatty)

2 Spies continue their journey to Portugal.

Chariots are being ferried to London.

Rostov is only defended by an Archer, Moscow is defended by a Swordsman, Archer and Spearman.
I decide to commit enter Force vs Moscow and not split off a few troops to go after Rostov.

Stopped Here.

Looks like we can build Gold City.

The Logs:
Session Turn Log from 400 BC to 375 BC:
Spoiler :
Turn 99, 400 BC: Paris has grown to size 5.
Turn 99, 400 BC: Paris can hurry Catapult for 1&#8692; with 10&#8484; overflow and +1&#8676; for 68 turns.
Turn 99, 400 BC: XO Cognac has grown to size 4.
Turn 99, 400 BC: XO Cognac can hurry Courthouse for 2&#8692; with 15&#8484; overflow and +1&#8676; for 48 turns.
Turn 99, 400 BC: Lyons has grown to size 4.
Turn 99, 400 BC: Lyons can hurry Galley for 2&#8692; with 22&#8484; overflow and +1&#8676; for 48 turns.
Turn 99, 400 BC: London has grown to size 4.
Turn 99, 400 BC: London can hurry Library for 1&#8692; with 10&#8484; overflow and +1&#8676; for 31 turns.
Turn 99, 400 BC: Hamburg can hurry Work Boat for 1&#8692; with 4&#8484; overflow and +1&#8676; for 23 turns.
Turn 99, 400 BC: Ruby Bay can hurry Aqueduct for 1&#8692; with 29&#8484; overflow and +1&#8676; for 10 turns.
Turn 99, 400 BC: You are the worst enemy of Frederick.
Turn 99, 400 BC: Darius I is the worst enemy of Kublai Khan.
Turn 99, 400 BC: The borders of Ruby Bay are about to expand.
Turn 99, 400 BC: Darius I will trade Priesthood
Turn 99, 400 BC: Mehmed II will trade Priesthood
Turn 99, 400 BC: Hatshepsut will trade Priesthood
Turn 99, 400 BC: Clearing a Forest has created 30 &#8484; for Ruby Bay.
Turn 99, 400 BC: Stalin has 70 gold available for trade.
Turn 99, 400 BC: You are the worst enemy of Frederick, Stalin.
Turn 99, 400 BC: Hatshepsut is the worst enemy of Joao II.
Turn 99, 400 BC: Stalin is the worst enemy of Hatshepsut.
Turn 99, 400 BC: Darius I is the worst enemy of Mehmed II, Saladin, Kublai Khan.
Turn 99, 400 BC: Mehmed II is the worst enemy of Darius I.
Turn 99, 400 BC: The borders of Ruby Bay are about to expand.
Turn 99, 400 BC: Darius I will trade Priesthood
Turn 99, 400 BC: Mehmed II will trade Priesthood
Turn 99, 400 BC: Hatshepsut will trade Priesthood
Turn 99, 400 BC: Will Sign Open Borders: Darius I, Joao II
Turn 99, 400 BC: Will Sign Peace Treaty: Stalin
Turn 99, 400 BC: You have discovered Priesthood!
Turn 99, 400 BC: The revolution has begun!!!
Turn 99, 400 BC: Napoleon REAL adopts Hereditary Rule!
Turn 99, 400 BC: Napoleon REAL adopts Pacifism!
Turn 99, 400 BC: The anarchy is over! Your government is re-established.
Turn 99, 400 BC: Kublai Khan has founded Samarqand in a distant land.

Turn 100, 375 BC: The borders of Ruby Bay are about to expand.

AutoLog
Spoiler :
Turn 99/500 (400 BC) [14-Aug-2016 23:28:50]
Tech traded to Frederick (Germany): Aesthetics
Tech acquired (trade, lightbulb, hut, espionage): Priesthood
York begins: Horse Archer (10 turns)
100% Research: 0 per turn
0% Espionage: 0 per turn
0% Gold: 5 per turn, 491 in the bank

After End Turn:

Other Player Actions:
Attitude Change: Hatshepsut (Egypt) towards Joao II (Portugal), from 'Cautious' to 'Annoyed'
Civics Change: Napoleon REAL(France) from 'Despotism' to 'Hereditary Rule'
Civics Change: Napoleon REAL(France) from 'Paganism' to 'Pacifism'

Turn 100/500 (375 BC) [15-Aug-2016 00:00:35]
Diplomacy: Joao II (Portugal) offers to trade Open Borders to Napoleon REAL (France) for Open Borders
Diplomacy: Napoleon REAL (France) rejects trade of Open Borders to Joao II (Portugal) for Open Borders
XO Cognac begins: Settler (4 turns)
Orleans begins: Christian Monastery (8 turns)[/color


The Save.
 
Nice job! Are you planning on playing a bit more or is this saved game the hand-off one to CP?

I decide to commit entire Force
That's a wise choice. An army that fights together, lives together. Divide and get conquered, at least in BtS (splitting up one's army worked much better in Civ 4 Vanilla).

Do we know where Stalin's wandering army of 2 Axes, 2 Swords, and 1 Chariot went?


He does not need Fur.
Maybe we should give it to Hatty, then, especially if we want her to grow her Cities to make them juicier targets. We could probably trade Copper to Mehmed in exchange for his Marble (once Mehmed stops trading it to Hatty), or we could possibly connect-up additional Resources (such as another Fur) that we just haven't had the Worker turns to connect-up if he really wants more than just Copper.


Turn 99, 400 BC: Kublai Khan has founded Samarqand in a distant land.
It doesn't help that an AI who really hates us and has a strong Unique Unit keeps REXing.


Attitude Change: Hatshepsut (Egypt) towards Joao II (Portugal), from 'Cautious' to 'Annoyed'
Hatty will Open Borders at Annoyed, so while I am still not certain what the best way to deal with her will be, at least it should be reasonably possible to get Open Borders with her after a war.
Options could include:
1. Recapture just the 2 gift Cities, Pillage her Stone Resources (so that we can stop Mehmed from trading her Marble so that we can get Marble in trade from Mehmed for building the MoM Wonder), and call it a day
2. Capture some of her core Cities with the intent of Liberating them to make her happier with us
3. Capture and keep some of her core Cities

Which option we pick will depend upon how much we'll want her to continue teching for us after Civil Service; basically, can we make better use of her Cities if they remain in her hands?


The Moscow fight doesn't look like it will be an easy one, though.
1 Sword
1 Spear
1 Archer
1 more Spear that can enter Moscow (1 NE + 1 N of Moscow)
1 Chariot that can enter Moscow (1 E of Yaroslavl')
1 Horse Archer that can enter Moscow (1 SE of Yaroslavl')
1 Unit that Moscow whips

In addition, those Units would have an extra 75% Defensive bonus (100% for the Archer) due to the City Culture of 50% and Hills Defence of 25% (50% for an Archer), as well as another potential 25% Fortification bonus for the 3 Units already in Moscow.

Was Yaroslavl' Buddhist before? It certainly is now. Stalin might switch to Buddhism if we can capture Moscow, which would buy us a turn where he's in Anarchy.

If we can capture Moscow, by having a mounted Unit end its turn in Moscow, we should hopefully be able to scare away the two Workers who are about to Chop down 2 Forests to the east of Moscow.



Athens just got a whole lot less useful, with Barbarian Culture and Egyptian Culture stealing some of its Resource squares.


As for Churchill's Worker, we know that he finished a Road on the Fur on T97. His Galley wasn't in range on T98 to pick up the Worker, so the only explanation that I have is that Churchill has started to build a Fort on his Fur.


Hatty is at an 80% Science Rate with a 20% Espionage Rate, which we can see from Macau, where she worked the Wheat for 1 turn for 2 Culture (from being Creative) and will now hire an Artist Specialist to get herself 5 more Culture this turn.

She has already generated 4 Great People.


Churchill built a Work Boat in Nottingham, which if he uses to net Nottingham's Fish, the City becomes more useful but at the cost of being easier for Churchill to whip.


Yes, it looks like we can settle Gold City 1 S of where Settler 8 is located, to pick up 1 Fish, 2 Gold, and 1 Incense in our big fat cross. Hatty's Settler will have to go somewhere else, since she won't be able to settle within 2 squares of our City and Joao's Culture is 3 squares away from where we will settle Gold City. Later, we can settle a City where Joao's Culture exists.


We'll have to remember to dump Ruby Bay's Hammers into The Hanging Gardens next turn (T101).



Let's plan to steal Civil Service without declaring war on Hatty. Here's the thought process:
Spoiler :
What exactly are we going to use for an army against Hatty?

Maybe Paris really does need to whip either a Horse Archer or a War Elephant, or even both.

In an ideal case, we'd whip Paris after Bureaucracy, or not whip Paris at all and just grow Paris so that it can soon begin working a ton of Cottages, but if we want to attack any of Hatty's core Cities, we'll need Military Units before getting Bureaucracy from her, unless we want to let her keep the second gift City for a while, which reduces its effectiveness for future tech-stealing, but we could have other options.

For example, York could become our place to steal Metal Casting from Joao.

We could gift the 2nd City to Hatty, steal Civil Service, and remain at peace with Hatty.

Then, after Bureaucracy, we could whip Paris's Military Units, or else other Cities would have time to contribute Military Units and we wouldn't whip Military Units out of Paris (which is probably the preferred option for a teching game).

That way, we'll also leave time for the survivors of the battle of Nottingham to come back to the mainland.

After York builds a Horse Archer and then a Settler to be 2-pop-whipped, it could build itself a Spy. Or, we could ship over a couple of Spies to York using Galley 2.

The timeline for declaring war on Hatty at the time of stealing Civil Service is too short--let's not bother and instead plan to stay at Peace with her after gifting her a second City, until we have time to get an army on Galleys to go after her.

That way, we can steal Civil Service from her quite soon.

If we delay The Hanging Gardens by 1 turn, we could even Pillage Big Game #2 City's Fish with Galley 2, 1-pop-whip a Chariot, get Christianity into the Big Game #2 City from Orleans, and then gift Big Game #2 City for Bureaucracy as fast as possible--T105 is when we can revolt again.

A Missionary built in Orleans could spread Christianity in Big Game #2 City on the turn after Big Game #2 City gets built.

York becomes our target Metal-Casting-theft City, and if we really need another tech-theft gift City for Hatty, we can find another location later.

For now, we'll just keep growing Paris.

Do we really need a war with Hatty now? Not really.

It will probably be a much wiser play to just plan to steal 3 techs from her and remain at Peace with her until a later time while we prepare Paris to become a Cottage Monster.
 
I took a little long between turns so I figure I would play at least this next turn and, if Pete does not want to deal with angry Russians, ;) a turn after that.

Tentative suggested PPP
Diplo Policy
Spoiler :
Switch Religions? No
Stop trading with another AI? No
Give an AI a Strategic Resource? No.
Give an AI a Happiness or a Healthiness Resource? Yes.
Requests for two-sided trades or Open Borders should be refused.
Requests for Peace should be refused. Accept requst from Frederick?
Give an AI a tech? No to Churchill, no to Frederick, no to Joao, no (in case we attack him within 10 turns), no for Horseback Riding, yes otherwise
Join a war? No
Trade a tech for a tech and/or Gold? No--let's discuss tech trades and put them in a PPP

Reasons for stopping:
An AI declares war on us.
We meet a new AI;
One of our Cities is threatened;
Something in the plan sounds wrong;
Turn 100, 375 BC (continued)
Research Rate: 0% (Paper)
Espionage Rate 100% (7 on Joao, 3 on Hatty)
Do not Open Borders with Joao.

Remind Mehmed to attack Rostov.

Ruby Bay Reminder make sure Forests are "enabled" before finishing Chop.

Settler 8 (in Egypt) moves 1 S (1 west of PH Gold) and build City.
Worker 2 moves 2 S (1E of new city on PH Gold)

New City
build: Granary
work: P River

Galley 1 sails 1 N; Galley 5 sails 1 W > 1 NW; Chariot 18 transfers to Galley 5

Warrior 1 remains active on GH For 1 E of Yak ruins.
Axe 3 remains active on Fur

Turn 101, 350 BC
Research Rate: 100% (Paper)
Espionage Rate 0% (0 on Joao, 1 on Hatty)
Do not Open Borders with Joao.

Remind Mehmed to attack Rostov.

Paris
build: Catapult
Works: Deer, Copper, Fur, Wheat, Cottage

XO Cognac
build: Elephant
Works: Fish, Cow

Orleans
build: Settler
Works: Cow, Fish, Iron, GH Mine

Lyons
build: 2-pop whip Galley
Works: Fish, Fur

London
build: Courthouose
Works: Fish, 2 scientists

York
build: Horse Archer
Works: Fish, Stone, Horses

Argent:
build: Lighthouse
Works: Fish, Tun H Deer

Hamburg
build: 1-pop whip Workboat
Works: Sheep, G For

Cologne
build: Catapult
Works: Sheep, Iron

Ruby Bay Reminder make sure Forests are "enabled" before finishing Chop
build: Complete Hanging Gardens
Works: Fish , Gem Mine (check Hammers)

Athens (in Revolt)
build: Granary
Works:

Ivory Coast
build: Workboat (1-pop whip next turn ?)
Works: Elephant

New City
build: Granary
work: P River

Worker 1 build Winery ( GH wine 2 N Lyons)
Worker 2 builds Gold Mine
Worker 3 Chops TunH For (1 SW, 1 W of Argent)
Worker 7 Camps Deer (2 S Argent)
Ruby Bay (T101) Reminder makes sure Forests are "enabled" before finishing Chop.
Worker 4 Compete Chop of northern Gems
Worker 5 Compete Chop of G Riv For (1 N of the Horses)
Worker 6 Compete Chop of GH Riv For (1 S of Ruby Bay)

Plan to capture Moscow:
Depending on the Russian defense: Zhugh leads the attack or Woodsman III leads. Unless somehow the Russians have managed to get more than a Spearman, Horse Archer, Chariot and a whipped troop to reinforce Moscow. I doubt they will get the above. Hopefully Moscow fall and we have trrops left un moved.
After Moscow, I would like to send at least a Horse Archer and Chariot 2 NW Fur to be in position to attack Rostov on T102.

~~~~~~~~~~~~~~~~~Save Here ~~~~~~~~~~~~~~~~~~~~~~~~~

Gift Moscow to Churchill then declare war?

Warrior 1 remains active on GH For 1 E of Yak ruins.
Axe 3 remains active on Fur

Turn 101, 325 BC
 
I'm not sure who is supposed to play, but with a big battle coming up, it will take the focus of our next bit of time, although we also have to keep other details in mind. So, I've thrown together a PPP, in case CP is ready to take things on.
EDIT: It seems that we cross-posted, so I'll take a look at what JJ posted.


Suggested PPP
T100, 375 BC
Settler 8 (in Egypt, to the south of the Lisbon area) moves 1 S P Riv and settles at 1 W of the north-west Gold (1 SE + 1 E of the Fish)

Give the City a fun name, build a Granary Lighthouse, and work the Gold Resource P Riv

Worker 2 (on the Incense near to there in Egypt) moves 2 S to the PH Riv Gold

Chariot 9 could move 2 NE to the DesH (in between of the two Incense Resources) to potentially explore for Hatty's capital

EDIT: Remind Mehmed to attack Rostov.

Galley 4 (at 1 W of St. Pete's) sails 1 W Fish > 1 SW (3 N of Munich)

Galley 1 stays at 2 W of St. Pete's

Galley 5 stays at 2 N of St. Pete's

Axeman 3 (1 NW + 1 N of London) moves 1 NE GH For (3 N of London) and Skips his turn

Warrior 1 stays spawn-busting on the GH For in Scandinavia


T101

EDIT: Research Rate: 100% (Paper)
EDIT: Espionage Rate 0% (Weight 0 on Joao, Weight 1 on Hatty)
EDIT: Do not Open Borders with Joao.

EDIT: Remind Mehmed to attack Rostov.

London hires 2 Scientist Specialists
London works: Fish and 2 Sci

York steals London's Horse
York works: Fish, Stone, and Horse

Ruby Bay starts to build The Hanging Gardens instead of a Granary
Ruby Bay confirms that the Forests at 1 SE + 1 S (G Riv at 1 N of the Horse) and 1 SE + 1 E (GH Riv For at 1 N of the Fur) are "active" (i.e. "lit up" instead of hidden by fog) for Ruby Bay

Worker 2 (in Egypt by the Gold City) starts Mining the Gold Mine
Worker 4 (on the GH Gems Mine at 1 N of Ruby Bay) DOES NOT DO ANYTHING YET
Spoiler :
We need to decide if we want to delay The Hanging Gardens by 1 turn so that we can grow the Big Game #2 City

Worker 5, after confirming that the Chop will go to Ruby Bay, Chops the G Riv For (1 N of the Horse)
Worker 6, after confirming that the Chop will go to Ruby Bay, Chops the GH Riv For (1 N of the Fur)
Worker 8 starts to Chop the G For at 1 NE of Cologne (the Chop will go to Hamburg)

Perhaps don't move the Galleys near Lyons yet, as we need agreement on what we're going to do with Hatty

As for the Moscow situation, here's what I would suggest:
i. If there are 5 or more City Defenders, stop play, as we likely won't be able to capture the City
ii. If there are 2 or more Spearmen City Defenders, stop play, as we likely won't be able to capture the City
iii. Otherwise, it is the goal of our Horse Archers to wound the defending Archer

So, for example, we could lead with Zhuge Liang (the first Horse Archer), since he has a good chance to retreat
With any luck, after attacking with him and a couple of Horse Archers, we'll have sufficiently damaged the Swordsman and the Spearman to get an Archer as a top defender
If we can wound the Archer using our Horse Archers, we'll be doing well

If we're facing against just the 3 City Defenders that we see now, we should have enough Horse Archers to wound the Swordsman and the Spearman to be able to get Horse Archers attacking a defending Archer

Once we've wounded the Archer, then we can start checking to see if we can get one of our Axemen to fight against a wounded Spearman or a wounded Swordsman with decent odds and if we can, that's a good time to finally attack with an Axeman (attacking with the Woodsman II Axeman if we have really good odds, otherwise using the Woodsman III Axeman if we just have pretty good odds of say, 75% or better). With any luck, we'll keep our Woodsman III Unit so that we can quickly heal our troops and get them ready for the next fight, since he's a better healer than a Medic I Unit

If the Archer keeps coming up as the defender against our Axemen, then we're likely not going to have good odds and we may just have to keep going in with Horse Archers and Chariots until our Axemen will face off against a defender other than an Archer, or, at least our Axeman would face off against a sufficiently-wounded Archer to be able to win the fight

Now, if there's a 4th Unit that is either a Swordsman or an Archer, we can follow a similar strategy of wounding the defenders using our Horse Archers in an attempt to wound all Archers with our Horse Archers
If there's a 4th Unit that is a mounted Unit, we don't have to worry too much as it won't get defensive bonuses
If there's a 4th Unit that is an Axeman, we'd probably need to play things differently, attacking with our Horse Archers up until the Axeman comes up as the City Defender, then going in with our Chariots, attacking with the Medic Chariot last and Promoting the Chariots one at a time, probably with Shock unless an Archer is the top defender (in which case we could go with Combat II), with the goal of using enough Chariots to be able to have a Chariot versus Axeman fight. If we can wound an Axeman with one of our Chariots, we should then be able to go in with Horse Archers or Axemen, whichever is getting a better fight (Horse Archers vs Archers and Axemen vs non-Axemen Melee Units being the preferred "better fights")

Of course, we have to keep track of how many Units of ours have attacked and how many still have an attack remaining to them--we'll need to make sure that we can kill all of the City Defenders. I won't help to have 99% odds of winning but lack 1 more attacking Unit, so if we're getting low on attackers relative to the total number of defenders, that's a good time to stop play and get some advice on how to order our remaining attackers

So, key points:
- Horse Archers are good against Archers, but we'll probably only get Archer defenders after attacking with multiple Horse Archers--and, if we've done virtually no damage after attacking with 2 Horse Archers, that's a good time to stop play
- If there's an Axeman defender, it will mean using Horse Archers until the Axeman becomes the defender and then switching to using Chariots until we can get a Chariot against the Axeman or until we start running low on attacking Units and just have to hit the defending Axeman with a Horse Archer
- If we can wound an Archer and there isn't an Axeman defender, our Axemen Units can join the battle if they come up against a Swordsman defender or a Spearman defender
- There is no rush to complete the fight--feel free to stop for advice or take the time to select different Units to see which Unit type will come up as the attacker against which defender, looking for good opportunities as per the above points (HA vs Archer, Axe vs Sword/Spear, and Chariot vs Axe)

If at any point we're losing badly or you want advice on the fight, stop play, pause the game, and upload it. If you'd rather practice with the fight, then don't play out the fight and just stop play before the fight and someone can create a test game that mirrors the real game's situation for practice purposes.
 
Galley 1 sails 1 N; Galley 5 sails 1 W > 1 NW; Chariot 18 transfers to Galley 5
I see that my panicking has induced excess caution, so let's put some testing on the table. In particular, let's see where our Units will teleport.

Units that are 1 N will teleport to 1 NW + 1 N
Units that are 1 NW or 1 W will teleport to 2 W
Units outside of those squares won't move at all
Spoiler :
bf7dd5d288.jpg


So, I'm thinking that Chariot 18's job will be to unload inside of the City after Axeman 5 captures it, giving Chariot 18 a chance to move along Roads after we capture Moscow, giving us a 2nd City Defender in Moscow if we end up capturing Moscow just barely with our last attacking Unit.

There's no way for Chariot 18 to be able to join in on the fighting, but arriving to help defend the City is still a useful endeavour.

Thus, I don't see a reason to move Galleys 1 and 5 on T100.


I took a little long between turns so I figure I would play at least this next turn and, if Pete does not want to deal with angry Russians, ;) a turn after that.
I don't mind how you two work it out, but I won't have time to help with writing the following session's PPP in time to be played on Monday.


New City
build: Granary
work: P River
Actually, sure, working the P Riv first is fine, since we'll have a struggle when we get that 2nd population point to feed the City, where we would need to remember to stop working the Gold or else shrink the City. It's easier just to work the P Riv square now so that we don't accidentally shrink he City.

That said, maybe we should build a Lighthouse to begin with, so that we can 1-pop-whip it on the turn that the Gold gets Mined and then work the Gold. Hammers from the Lighthouse would overflow into the Granary anyway.


XO Cognac
build: Elephant
Works: Fish, Cow
That's okay, but maybe should just plan to grow XO Cognac for a bit instead of whipping it down, so we could simply slow-build the Courthouse and then later choose what to 2-pop-whip--possibly even a Worker to build Cottages instead of a War Elephant, if we're okay with delaying when we go after Hatty, at least for the short term.


Orleans
build: Settler
Works: Cow, Fish, Iron, GH Mine
I don't think that we'll have time to get our Settler before we get our Missionary, so I'd suggest just dumping Hammers into our Monastery so that we can hopefully complete a Missionary using mostly overflow Hammers from 2-pop-whipping a Monastery with just under 30 Hammers invested it.

If we aim to steal Civil Service on T105, to get into Bureaucracy as soon as possible, we won't have time to complete a Settler first.


Lyons
build: 2-pop whip Galley
Works: Fish, Fur
Again, maybe delaying our navy while we work improved squares is a better choice. I'm not actually seeing the gain in capturing Hatty's Cities in the super-short term, and until we have troops to put on our Galleys, we can simply wait to whip them, being able to complete 2 Galleys within the span of 3 turns at a later point in time when we have enough troops to put on them.

Even the extra Cities near to our capital will likely cost us more in overall Number of Cities Maintenance than they'll earn for themselves, at least until our empire can build some Courthouses and Chop out The Forbidden Palace.


Cologne
build: Catapult
Works: Sheep, Iron
I believe that we whipped away the 2nd population point here.



Ruby Bay
build: Complete Hanging Gardens
I'm going to suggest delaying them 1 turn by not Chopping the Gems Forest and probably Mining for 1 turn it if we're in agreement to delay the Wonder. If we can get Big Game City #2 to grow to Size 2 immediately after settling it, then we can aim to steal Civil Service on T105 when we can immediately switch into Bureaucracy (that's the end of the Anarchy-switching-cooldown period).

Otherwise, the soonest that Big Game City #2 gets to Size 2 is on T107, and then we wouldn't get whatever Unit we whipped out of there until T108. That's a bit long to delay Bureaucracy.


Ivory Coast
build: Workboat (1-pop whip next turn ?)
On the turn where we're at Size 2, sure, we can 1-pop-whip its Work Boat.


Worker 4 Compete Chop of northern Gems
I suggest that we Mine and STOP instead, or at least don't do anything and debate it, with the goal of getting into Bureaucracy sooner.


Depending on the Russian defense: Zhugh leads the attack or Woodsman III leads.
Our Woodsman III gets pretty terrible odds, far worse than our Horse Archers. Contrary to what I proposed in the past, I now believe that his best usage will be against a quite-well-wounded Swordsman or Spearman, with the Horse Archers going in first since they at least have a chance to retreat.


After Moscow, I would like to send at least a Horse Archer and Chariot 2 NW Fur to be in position to attack Rostov on T102.
Honestly, I don't think that we're going to be in any position to do that. The City Defences in Moscow are huge. We're probably going to need everyone attacking, and we might still fall short of taking Moscow.

If we do take Moscow, that'll be a good time to pause the game and upload the game, so that we can examine the situation, with us almost certainly focusing on holding what we've captured.

Then, we decide whether we're going to Cease Fire by first making any opportunistic kills that we can before Cease Firing or else decide to hold onto what we've captured while our surviving troops heal up.

We shouldn't build plans around what we see in an AI City on this turn that we can't attack until a future turn; the odds of Rostov being able to fall after Moscow are infinitesimally small. Don't forget that whatever troop left the City last turn can just as easily re-enter the City next turn. What looks like an easy capture now is an mirage that we shouldn't fall prey to. It'll be a much stronger play to conserve our Units and heal up while we get our troops in position to march out of Moscow to be able to assault any one of multiple Russian Cities once our troops have healed.

So, please don't go sending troops at Rostov.

If the defences in Moscow look too strong, then stop play before moving our troops and we can consider going only after Rostov instead by ignoring Moscow for now, with a new logistics plan--our Woodsmen Unit wouldn't be able to join in on such an attack, and we'd need to guard St. Pete's, so a new logistics plan would be called for.

Taking down Moscow will be helpful, but alternatively taking down the Cities all around of Moscow and ignoring Moscow could equally be a useful approach, particularly if Moscow gets stuffed full of Units (5+ Units would make an attack on Moscow infeasible, and 4 good defenders, i.e. 2 Spearmen plus the Swordsman and Archer that are already in there, would already mean that we'd probably lose the fight).
 
Dhoom, looks like our PPP's nearly match. (See I do listen ;) )
In mine, Orleans will need to change to building a Monastery before a Settler (I was going to use the settler overflow for the Monastery and then a missionary on T106)

I think we should build the Hanging Gardens on T101 and not delay a single turn.

If we are going to let Hatty keep the New city she might get it to size 2. For that matter, why worry if it auto-razes at size 1 when we capture it back.

I do not understand the compelling need to delay several projects 1 turn just to make gift city get to size 2.

For Example:
York: Can only 2-pop whip on T102 if the Hanging Gardens is built on T101. Also, I do not think York will be able to 1-pop whip a Settler on T105 without the Hanging Gardens being built on T101.

London: If the Hanging Gardens is not built on T101 would need to switch 1 scientist to working the Horses for a turn to finish the Courthouse on T105. Also, getting the chop done on time in London, would prevent York from chopping its settler on T104 so the settler wold be delayed.

Gifting York to Joao is a good idea. York could whip a spy on T107, if the Hanging Gardens is built on T101.

As an alternative, if all we want is Civil Service move 2 spies into Macau and steal it there ( I realize it will be more expensive)

Is Hatty's culture going to Steal the Horses and Stone from XO Cognac?

As an aside, I do not see how Orleans can get a missionary to the New city on T103.
Orleans Whips Monestary T101 (no hammers in it on T100)
Orleans Starts Monk T102 (could 2-pop cold whip if Hanging Gardens is built T101)
Orleans 1-pop whips monk T103
T104 Monk exists and moves 4 SW to 1 SW Paris
T105 Monk moves 2 NW Horses, 1 N new city and spreads religion.
This is 3 turns after city is built.

Here is the micro I was going to use in England to get the roads built for attack and chops done for the settler and Courhouse.

T102 Workers 5 & 6 build a Road 2 NE of York; Worker 4 moves 1 S into Ruby Bay.
T103 Workers 5 & 6 build a Road 1 NE of York; Worker 4 moves 2 S to 1 NE of York.
T104 All 3 workers move 2 S G For and Chop (York Settler)
T105 All 3 workers move 2 E > 1 NE G For and Chop (London's Counthouse)
 
I think we should build the Hanging Gardens on T101 and not delay a single turn... she might get it to size 2.
Going with that...

If Hatty plays ball with her research rate, and we build the City on T102, we could, say, work the Horse initially and then the Stone when XO Cognac is ready to take back the Horse while building Wealth (building Wealth is far better than building Research, at least at this stage of the game).


For that matter, why worry if it auto-razes at size 1 when we capture it back.
Well, it's a City that we want to help with Cottage growth and for working that Fish Resource in the long term.

The trouble is more that we'd have to rely on her timing instead of our timing, letting her grow the City before recapturing it, but if we don't care how much Culture she puts into the City, then that situation isn't a big deal.

It could get annoying if she whips Archers and later upgrades them to Longbowmen, but we'll deal with such a situation easily enough with Cities that are in our core area (they're easy to Bombard and then follow-up with War Elephants or Horse Archers).

So, okay, stick with The Hanging Gardens being finished on T101.


I do not understand the compelling need to delay several projects 1 turn just to make gift city get to size 2.
As an explanation, since you appear to have asked... if we get a City to Size 2, then it can be recaptured at any time. Otherwise, it cannot be recaptured until an AI gets it to Size 2, which may not happen when predicted, given that Hatty may hire an Artist Specialist for some turns (probably 2 turns) and then would need another 19 / 2 Food per turn = 10 turns to get the City to Size 2, as she'd start with an empty Food box. So, that's at least 12 turns where we couldn't recapture the City.


Gifting York to Joao is a good idea. York could whip a spy on T107, if the Hanging Gardens is built on T101.
Galley 2 can also ship over one of the Big Game #2 Spies to York after Galley 2 drops off its Chariots inside of London, giving us a backup chance (or, even call it the primary chance).


As an alternative, if all we want is Civil Service move 2 spies into Macau and steal it there ( I realize it will be more expensive)
There is the added cost, but it's also unpredictable, because Spies can die randomly during the turns where they have to move there and wait there.


Is Hatty's culture going to Steal the Horses and Stone from XO Cognac?
We'll be putting 7 Culture per turn into those squares while she'll be putting 22 Culture per turn into those squares after about 2 or 3 turns of her owning the City, so yes, over time, she could steal those squares.

We'd initially lose access to Horse and Stone on the turn of gifting her the City, too.



Orleans Whips Monastery T101 (no hammers in it on T100)
Orleans Starts Monk T102 (could 2-pop cold whip if Hanging Gardens is built T101)
Orleans 1-pop whips monk T103
T104 Monk exists and moves 4 SW to 1 SW Paris
T105 Monk moves 2 NW Horses, 1 N new city and spreads religion.
That's soon enough, since we can't use Civil Service before T105. Hatty is only targeted to learn it on T104 at her current tech rate anyway.


Here is the micro I was going to use in England to get the roads built for attack and chops done for the settler and Courhouse.

T102 Workers 5 & 6 build a Road 2 NE of York; Worker 4 moves 1 S into Ruby Bay.
T103 Workers 5 & 6 build a Road 1 NE of York; Worker 4 moves 2 S to 1 NE of York.
T104 All 3 workers move 2 S G For and Chop (York Settler)
T105 All 3 workers move 2 E > 1 NE G For and Chop (London's Counthouse)
That Gems square is pretty valuable for us to work, with it offering 1 F + 2 H + 6 C - 2 F = 7 inputs for a given square, compared to a G For square that offers 2 F + 1 H - 2 F = 1 input.

If Worker 4 just builds the Mine, couldn't we get London's Courthouse Chopped on the same turn with:
T102 Workers 5 & 6 build a Road 2 NE of York
T103 Workers 5 & 6 build a Road 1 NE of York
T104 Workers 5 & 6 Chop the G Riv For Road at 1 N of London
T105 Worker 5 Finishes the Chop
T106 Worker 6 Starts to Chop at York
T107 Workers 5 & 6 Finish the York Chop

If the Settler walks into position, without building any additional Roads, the Settler moves for 3 turns and settles on the 4th turn.

If the Settler uses Galley 2, it can move into London and load, then Galley 2 sets sail, then on the second turn it unloads into settling position, settling on the 3rd turn.

The Roads are really just there for the Horse Archer to speed it up by 1 turn.

Using the Galley in this way gets the Settler into position at the same time that you may have been planning to get it there by walking it, while also getting our 2nd Gems square Mined.


I'm also wondering if Chariot 13 (inside of Lyons right now) might be best put to use as a Military Police Unit inside of Paris. Grow, grow, grow Paris. Let's really take advantage of Hereditary Rule.


Thanks for the heads-up, NobleZarkon!
 
Hello chaps, good progress but I just can't keep up sorry!

Did you see this:-

BSPollux said:
We have been asked for a deadline extension.

I would like all team captains to send me a PM. I need to know if you support this or not. Please be clear, vague answers just make it more complicated. If there are objections to the extension we will most likely deny it.
 
First about the extension. Based on past SGoTMs it appears that we need a victory by around T150.
Question: We are now at T100 can be play 60 more turns by the current deadline?
If the answer is yes, then we do not need an extension.
Edit: I should not write responses when I am tired. We are playing this game for fun and if extending the deadline increases the fun we should favor such an extension.
If we do not need an extension we should object to giving an extension as it would help other teams possibly beat us.

Joe, please continue if you can. I'm a bit lost with the concept of gifting cities for Bureaucracy.
CP: Actually it is gifting a city to steal Tech. In this case Civil Service (for Bureacracy) and what ever other techs Hatty might know that we do not. Basically we are going to settle a city were the spies are currently sleeping, keep it for a few turns and then Gift it to Hatty. On the turn we Gift the city we will steal techs and because of how we prepared we will receive a large percentage discount on the price to steal. For example Civil Service costs 1196 flasks and we can steal it for about 233 EPs that is about an 80% discount in price if you treat flasks = eps = gold.

Okay Pete I will deal with the angry Russians for a few more turns.

Hello chaps, good progress but I just can't keep up sorry!
So good to hear from you again. :hmm: NobleZarkon are you our official team captain?
 
NOt much exciting to report.
T100, 375BC (continued)
We build the city Gold Coast.

Between Turns: We are the wealthiest Civ in the world.
Wealth%20350BC_zpsfezn8egv.jpg


Darius wants Open Borders. I gracefully decline.

We Meet Mao Zedong.
Mao Zedong will trade rice. Mao is worst enemy of Churchill.

The Citizens of Gold Coast want to join the Portuguese Empire. I decline

An Axeman and one other unit left Nottingham by boarding a Galley.

Another French Revolt in Macau.
By Athens 1 stack of Frederick's troops move 1 NW onto PH Mine

T101, 350BC
Ruby Bay has 304 Hammers going into the Hanging Gardens :D

Moscow now has 2 Spear a Swordsman and an Archer defending. :(

Saved for discussion.

The Logs:
Session Turn Log from 375 BC to 350 BC:
Spoiler :
Turn 100, 375 BC: The borders of Ruby Bay are about to expand.
Turn 100, 375 BC: You are the worst enemy of Frederick, Stalin.
Turn 100, 375 BC: Hatshepsut is the worst enemy of Joao II.
Turn 100, 375 BC: Stalin is the worst enemy of Hatshepsut.
Turn 100, 375 BC: Darius I is the worst enemy of Mehmed II, Saladin, Kublai Khan.
Turn 100, 375 BC: Mehmed II is the worst enemy of Darius I.
Turn 100, 375 BC: The borders of Ruby Bay are about to expand.
Turn 100, 375 BC: Will Sign Open Borders: Darius I, Joao II
Turn 100, 375 BC: Will Sign Peace Treaty: Stalin
Turn 100, 375 BC: Gold Coast has been founded.
Turn 100, 375 BC: Orleans will grow to size 4 on the next turn.
Turn 100, 375 BC: You have trained a Settler in XO Cognac. Work has now begun on a Courthouse.
Turn 100, 375 BC: You have constructed a Library in London. Work has now begun on a Axeman.
Turn 100, 375 BC: The borders of Ruby Bay have expanded!
Turn 100, 375 BC: You have constructed a Aqueduct in Ruby Bay. Work has now begun on a Granary.
Turn 100, 375 BC: A French revolt has taken place in Macau!

Turn 101, 350 BC: Orleans has grown to size 4.
Turn 101, 350 BC: Orleans can hurry Christian Monastery for 2&#8692; with 19&#8484; overflow and +1&#8676; for 47 turns.
Turn 101, 350 BC: London can hurry Axeman for 1&#8692; with 14&#8484; overflow and +1&#8676; for 39 turns.
Turn 101, 350 BC: Athens will be pacified on the next turn.
Turn 101, 350 BC: Mao Zedong is the worst enemy of Churchill.
Turn 101, 350 BC: Mao Zedong will trade Rice
Turn 101, 350 BC: Will Sign Open Borders: Mao Zedong
Turn 101, 350 BC: Clearing a Forest has created 30 &#8484; for Ruby Bay.
Turn 101, 350 BC: Clearing a Forest has created 30 &#8484; for Ruby Bay.
Turn 101, 350 BC: Clearing a Forest has created 30 &#8484; for Ruby Bay.

Autolog:
Spoiler :
Turn 100/500 (375 BC) [15-Aug-2016 12:31:27]
Rheims founded
Gold Coast begins: Lighthouse (15 turns)
0% Research: 0 per turn
100% Espionage: 158 per turn
0% Gold: -126 per turn, 496 in the bank

After End Turn:
XO Cognac finishes: Settler
Orleans grows to size 4
London finishes: Library
Ruby Bay's borders expand
Ruby Bay finishes: Aqueduct

Other Player Actions:
Player contact made: Mao Zedong of China
Attitude Change: Churchill (England) towards Napoleon REAL (France), from 'Cautious' to 'Annoyed'

Turn 101/500 (350 BC) [15-Aug-2016 12:37:03]
Diplomacy: Darius I (Persia) offers to trade Open Borders to Napoleon REAL (France) for Open Borders
Diplomacy: Napoleon REAL (France) rejects trade of Open Borders to Darius I (Persia) for Open Borders
London begins: Courthouse (9 turns)
Ruby Bay begins: The Hanging Gardens (50 turns)
A Farm was built near Lyons


The Save.
 
We've been low on participation of enough players for so long that yes, we really need a deadline extension to put out a competitive game.

Very well played! Rough luck at Moscow, but I think that we'll be quite fine with changing our next target to Rostov, and in the end, doing so might prove to be a stronger play, as Rostov is a good spot for our Forbidden Palace, which we need desperately soon to stop bleeding so much Gold empire-wide and to help us with justifying capturing and keeping a lot more Cities.


Lyons can switch the G For to the G Riv Farm

We could trade:
Rice from Mao <-> Fur

Mao is Churchill's Worst Enemy, but we're about to become Churchill's Worst Enemy, so I'd also Open Borders with Mao, but would wait to consider gifting him anything until after we've become Churchill's Worst Enemy.

If we go for Moscow, Galley 5's Axeman 4 can capture St. Pete's, to allow Galley 1's Chariot 18 to unload directly inside of St. Pete's to be able to guard Moscow.

If we go for Rostov, which I think is the safer play at the moment, Chariot 18 captures St. Pete's so that Galley 5 can move directly into St. Pete's to allow Axeman 4 this turn to heal, as we may need to defend St. Pete's against Stalin's Units.


We do have Catapults coming online soon, which will make a world of difference in capturing Moscow, so I'd suggest keeping our main army of troops mostly alive instead of throwing them at Moscow.


Moscow contains a really challenging set of troops:
Shock on its top defender
Multiple Spearmen that will come up as defenders against all of our mounted troops
A City Defence Archer that will come up as the defender against our Axemen (well, the Shock Swordsman seems to come up first, but after that, it'll likely be the Archer)

Basically, we have no easy way to break down the defences with our current army, so I'd advise:
T101 Move toward Rostov
T102 Capture Rostov
Maybe spend some time healing, maybe march on
When we are ready to march, we can reach Yaroslavl' within 3 turns from Rostov or within 2 turns from where we attacked Rostov


Even if we just capture Rostov and Yaroslavl' and then call for a Cease Fire, while keeping most of our troops, I think that we'll be in a much stronger position than taking down Moscow.

Yes, it's annoying that Stalin will Chop 2 Forests, but how many other Forests has he Chopped that we weren't witness to? Yes, it's annoying that Moscow's Culture will stick around, but even 1 suicidal Catapult would make a world of difference in taking down Moscow.


As for Big Game #2's Culture, I'm not too concerned... Paris' Culture seems to be handling Macau quite well and Paris' Cultural Borders will expand in 3 turns' time, meaning that both XO Cognac and Paris will be putting Cultural Pressure on Big Game #2 City (do we want to pick a name for it so that we can refer to it more easily? Vegas?)


Are you certain that Churchill put Units on his Galley? I would hate to see our Worker 4 getting amphibiously captured (and automatically disbanded by Churchill).

Maybe Axeman 3 should move 1 N G For (2 S of Nottingham), to encourage Units to unload from the Galley back into Nottingham? Or, is it better to risk the loss of our Worker so that Nottingham will be less-well-defended? I think that we're low enough on Workers that I don't feel comfortable risking losing any of them, especially since Churchill can just whip more troops if we eliminate any troops that amphibiously go after Ruby Bay.


Let's make these trades to Joao:
T101
10 Gold <-> Polytheism
Gift Priesthood

T102
Gift Monarchy
Gift Philosophy
Gift any other tech that he starts to research, even Horseback Riding

On all future turns
Gift any other tech that he starts to research, even Horseback Riding

Spoiler :
Let's sell techs to Joao that he is researching which we already know. He isn't anyone's Worst Enemy.

So, we could sell him Polytheism now.

I'm even tempted to let him have up to Monarchy if he goes for it, since then he'd really be able to make use of Lisbon's Food and grow Lisbon to a large-sized City.

In fact, we might not even need to steal techs from him if we get him running Hereditary Rule, since Hereditary Rule is his favourite Civic and we've joined in his State Religion.

If he becomes Friendly toward us, we could simply trade techs with him.

The only real challenge is that since Joao switched Civics 3 turns ago, he probably wouldn't switch Civics again too soon, but he might make an exception for his Favourite Civic.

If we're going to enable Joao, I'd suggest that we trade him Hereditary Rule and Philosophy on the same turn as each other, in the hopes that he'll switch to both Civics and generate us some Great People with his excess Happiness and his extra GPP.

Even if he techs Feudalism, that's not a bad thing if he's our Friendly trading partner, as we need Feudalism for Railroad and him having a few Longbowmen won't make him that hard to conquer once we have an army of Catapults being fielded.

I still wouldn't Open Borders with him, and I'd still target stealing Metal Casting from him (since he'll probably delay switching into Hereditary Rule for too long for us to wait to get Metal Casting from him), but a compact AI empire can make for a nice little research powerhouse that we could put to our advantage, especially as a Friendly trading partner, or at least as an AI from whom we can steal techs.




As for our troops at Moscow, I'm torn between sending our Woodsman II Unit back to help guard St. Pete's or to send it with our main stack.

Sending it to St. Pete's should ensure that we can defend St. Pete's by having 2 Axemen and 1 Chariot defending (remember that we want the Chariot there because Axemen alone will get destroyed by attacking Chariots).

In looking at the terrain, if Stalin's Chariot at 1 S of Moscow were to attack St. Pete's and win against our Chariot defending the City, Stalin's Chariot would come along the G Road square, which would be easily countered by our Woodsman II Axeman... attack and kill Stalin's wounded Chariot and retreat to St. Pete's.

So, I think that sending back our Woodsman II Unit, until we can bring in more reinforcements from the rest of our empire, is the safe play.

Then, our remaining 12 troops march toward Rostov.

Mounted Units move 1 SW G Riv > 1 S G Riv For Road (I'd move them all individually so that if we misclick, it won't be a major misclick)
Axeman 5 Woodsman III moves 1 S G Riv For > 1 SW G Riv For


Seriously, once we have a Catapult or two to pick away at Moscow, Moscow will fall with minimal troop losses. If we go up against Moscow now, we could lose the bulk of our army, and then we'd have few troops remaining who could support our Catapults, and thus we'd have to not only build Catapults but additional troops to escort them, which would just take more time overall for capturing additional Cities.


We do need to be wary of Rostov sending Units toward Hamburg anyway, as Stalin and Frederick have Opened Borders with each other, so that's another reason to take down Rostov as our next Russian capture.

Plus, Rostov looks to be the perfect place to Chop a Forbidden Palace, so the sooner that the City gets out of City Revolt, the sooner that we can get to work on building its pre-requisite Courthouse (we need 6 Courthouses, including a Courthouse in the City which builds The Forbidden Palace).

If we can capture a couple of non-Moscow Cities with minimal losses, then wait for a couple of Cats to arrive to take down Moscow, I think that Stalin will be finished.

Plus, the more of his Cities that we can take down now, the less Resource trades that he'll have, as he has Resource trades with multiple AIs.



One remaining challenge by not going to war with Hatty is how to get Marble from Mehmed.

Ivory Coast whipping Spies to simultaneously Sabotage all of Hatty's Stone Resources might be one option.

Or, after we steal Civil Service and other techs via Big Game City #2, we can Galley-chain our surviving Spies down to Egypt's core area to Sabotage her Stone Resources.

Or, perhaps even better than using 2 Spies at Joao, we simply send them by Galley 6 right now. We don't need Spies at Joao if we can get him up to Friendly status and will just have him as a nice tech-trading partner for the medium term. Spies that Sabotage can also have a high chance to return to Paris to be used again.


There's also the Apostolic Palace to keep at the back of our minds: In 7 turns' time, the next Resolution will be proposed. If Mehmed and Stalin are at war with each other at that time, there is a chance that all of the Members will get dragged into a war with Stalin, assuming that Stalin continues to remain a Non-Member. At present, that would mean Hatty and Saladin joining the war against Stalin.


We also might as well bring our Athens Units back to our core area, since we have 10 turns of enforced Peace with Frederick, with them them unloading in Orleans and then being sent toward the front lines, either to help at England if things look tough at Nottingham or being sent onward to Russia.


At some point, we'll need to put some more EPs on Hatty. Should we do so now, to keep an eye on what her Cities are building?


For Argent, investing in another Worker really helped. I do think that it will help for us to whip out a Worker out of XO Cognac (after the City has grown for several turns) to help with Cottage-building around Paris, and we may consider self-building some Workers elsewhere, too, if we feel the need.

I'd think that Worker 3 (at Argent), after Chopping out the Lighthouse, can Road the TunH where he's standing, Road the TunH 1 W of there (1 NE of Argent), and then Road the Resort's Silver, to create a path for our Settler.

After Argent builds a Lighthouse, maybe we should slow-build a Military Unit, if for no other reason than to have something that we can whip in an emergency if Churchill sends his Galley toward the City.


On that note, Galley 3 might be best used heading toward England, to help defend against Churchill's Galley going after any of our seafood Resources.


Galley 2 has a lot to do... sail to grab 1 Spy from Big Game City #2's location, move to 1 S of York to drop off the Spy from the sea into York, return to Big Game City #2's Fish, probably Pillage that Fish, then get back to London to help with transporting our Settler to the New Nottingham area.


What about Worker 9? Maybe the G Riv Farm at 1 SW of Paris, to help the City first grow and then work Cottages after having grown?


Hatty is trading Stone to Frederick, but they haven't Opened Borders with each other yet.




Summary of the Suggestions:
T101
Diplo Policy change: If Joao asks for any tech, let him have it, even Horseback Riding, since we're going to try to get him up to Friendly status (but, don't agree to Stop Trading with his Worst Enemy of Hatty--we can cater to him in most ways, but not in that way)

100% Espionage Rate on Hatty

Lyons switches G For to the G Riv Farm

Trade:
Rice from Mao <-> Fur

Trade:
Open Borders with Mao

Trade:
10 Gold from Joao <-> Polytheism
Gift Priesthood to Joao

Declare War on Churchill

Axeman 6 (at 1 W of Moscow) moves 1 NW G For Road > 1 NW to capture St. Pete's

Galley 5 sails 2 S into St. Pete's (after we have captured it) and unloads Axeman 4 directly inside of St. Pete's to help guard St. Pete's

Galley 1 sails 1 E (to 1 W of St. Pete's)
Chariot 18 unloads from the sea into St. Pete's (we don't need its movement points)
Galley 1 sails back 1 W (to 2 W of St. Pete's)

Axeman 3 moves 1 N G For (2 S of Nottingham) and Skips his turn (after having declared war on Churchill)

Our remaining 12 troops march to the G Riv For Road at 1 NE + 1 N of Rostov:
Mounted Units move 1 SW G Riv > 1 S G Riv For Road (I'd move them all individually so that if we misclick, it won't be a major misclick)
Axeman 5 Woodsman III moves 1 S G Riv For Road > 1 SW G Riv For

Galley 6 (at 2 S of Lyons) sails 2 S (we can't go through Joao's Culture except for with our Spies, so we have to sail around it)

Galley 7 (in Lyons) moves 1 SE > 1 E
HA 9 (in Athens) boards Galley 7
Chariot 10 (in Athens) boards Galley 7

Galley 3 (in Hamburg) moves 2 NW (to 3 S of Argent) toward Churchill's Galley


T102
Sell/Gift Monarchy to Joao
Gift Philosophy to Joao
Gift any other tech that Joao starts to research, even Horseback Riding

Spy 4 (near Oporto) moves 1 SE Oporto > 1 SE Plains
Spy 2 (near Lisbon) moves 1 SE P Riv > 1 SE P Cow (Spies have a greater chance of dying if they end their turn on the same square as each other in enemy territory)

Galley 6 sails 2 SW to the Fish (2 SE of Oporto) (where he'll plan to pick up the 2 Spies from Portugal and send them to 2 of Hatty's Stone Resources--we can later whip another Spy out of Ivory Coast for Hatty's 3rd Stone Resource)

Galley 7 moves into Orleans and unloads our HA 9 and Chariot 10 there, so that they have their full movement points available to them
Ha 9 and Chariot 10 can make their way toward Orleans, probably arriving too late to help out at England (but available as backup Units if things look bad at Nottingham)

Only our mounted troops will be able to attack Rostov, so hold off on moving our Woodsman III Unit, and plan to mostly use Horse Archers in taking Rostov, but check to see if our Combat III Chariot might come up against an Axeman defender and if it will, then consider using one of our Chariots (it doesn't have to be the Combat III one) to attack an Axeman (there's an Axeman currently at 1 SW of Rostov that is likely to get stuffed inside of Rostov).

Galley 2 (in London) moves 2 SW to Big Game #2 City's Fish
Only 1 of the Spies at the Big Game #2 City area loads onto Galley 2
 
Double-posted.

I might as well use this message to say that yes, due to the way that either BtS or BUFFY works, when we load a saved game, at the start of the following turn, the game will often prompt us to Liberate our low-Culture Cities to AIs, and of course we'd refuse such a request, but it helps to be prepared to see such a request.

Also, there's a tiny chance that 4 turns, 14 turns, 24 turns, or 34 turns after owning a gift City, that AI will return the City back to us if enough of our Culture surrounds that City. The chance with Macau is unlikely, but with Paris' Cultural Borders expanding in 3 turns' time, who know, we may get lucky.
 
Triple-posted.

Actually, Hatty trading Stone to Frederick is a decent thing to have happen. Okay, it's not so good in that Frederick will be more likely to build City Walls, but if we try to Sabotage her Stone Resources and one of our Spies fails, her Stone trade to Frederick will probably not get disrupted if our Spies act within the next 9 turns or so, since she'll be unable to cancel that Resource Trade manually and thus it probably gets a low priority for being cancelled.

Thus, the Stone trade to Mehmed would be the Resource Trade that would be more likely to get cancelled.

Of course, if we're lucky enough to cancel all 3 Stone Resource Trades, that situation would be even better, since it would be rather yucky for Frederick to build City Walls, but at least we are not likely to have our plan of getting Marble fail if one of our Sabotage Missions fails.
 
Where is Big Game #2?

Before we give up on Moscow, what about putting a chariot on the grass 1N of the city to see if a spearman will attack him? If we do that, would also suggest we kill the archer east of Moscow and leave the wounded chariot to be attacked, thereby weakening and de-fortifying a defender. In addition, we can also attack the chariot 1S of the city -- again, if our wounded unit is attacked, that will de-fortify a defender, and if it isn't attacked, then we have weakened Stalin. We could still move some units 1SW of Moscow toward Rostov this turn.
 
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