[BTS] SGOTM 26 - Home Slices

T95 Real Game Screenshots!
Spoiler Empire :




The Worker Heretic can finish chop under the Chariot this turn.












Spoiler World :






Spoiler Extra :
















 
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Darned coastal ice, it blocks all trade routes and resource trades with the 4 unknown AI. :sad:
3 Fur and 2 Silver are all we will need to hook up until Astronomy.

The techs are:
Paper 330/936:science:
Education 2808:science:
Polytheism 156:science:
Monotheism 187:science:
Metal Casting 702:science:
Machinery 1092:science:
Compass 624:science:
Optics 936:science:

The dusty old test game indicates we have plenty of forests to chop in capital in 19 turns when borders pop at 500:culture:
Should be able to get Oxford in 1 turn.
Spoiler :
The southern 6 forests alone are 128:hammers:
Stone, bureau, and Org. Religion give a +175% bonus.
That is 128*2.75 = 352/400:hammers: right there.

Just need some overflow from whipping University (200:hammers:)


Our capital Library was ready to work scientists on T72 1120BC, so it will double culture on 120BC (T111 100BC?) regardless of any Anarchy.
Oracle movie played on T80 875BC, so it will double culture on T120 125AD.

Sitting Bull open borders was signed T67, so it will be +2 on T117.
Peter open borders was signed T78, so it will be +2 on T128.
 
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Let's see, teching.
Paper -> Polytheism -> Monotheism -> Education right?

That gives the AI Anarchy + 4 turns to tech Alphabet and trade Polytheism to us?

The religion switch; do it 1st on T95 right now?
We won't be meeting the new 4AI for 11 turns at the soonest.
We can also have Friendly Sitting Bull on T117 for what that's worth.

I feel like Clam City and Canal City are both ripe for the Dun trick as soon as we go back into Slavery + Org. Religion.
We can whip the 2 Duns, then trade away stone + deer.
Next turn we pillage Deer road to get stone back and also spread Confu to Clam + Canal City to give +25% production bonus to the 50:hammers: overflow. :D
Should be +12:gold: and +12:gold: once we put the hammers into Maoi.

T95 - Give Peter fur, we are hooking up more for ourselves T96.
T96 - Give Peter cow

Hmm, nothing else is coming to mind.
Capital can start on Sankore after 2 missionaries, then start on University once we get Education.

Will take 3 turns of Anarchy and 11 more? to tech Education complete.
Call it T109 start university.
When to whip it is a good question for next turnset after this one.
 
Plan looks like it's coming together. :goodjob:

Kait, I'm keeping all AI related info like OB, resource trades and tech trades for WFYABTA. You can refer to that rather than digging up turnset reports if you want. Check page 1 of our thread and let me know if I need to track more info.
 
1 of the AIs is outproducing us by a large margin. :think:
are you sure all those forests go to Science? One seems like it would be Cows.
1S1E of deer is 4 tiles away from both Science and Cows City.
Capital gets it in a tie.

I'll try to put out a rough draft of ideas for the next turnset city and worker stuff.

The Oxford chop is a puzzle.
We need 6 forests chopped in 2 turns with 4 workers.
The plains hill forest can't have a road or it will ruin the deer+stone gift trick.
 
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PPP
T95 to T105 rough draft

Screenshots (control+click to open them in a new tab)
https://forums.civfanatics.com/threads/sgotm-26-home-slices.657330/page-122#post-15799348


Civic Changes
T95 - Revolt to Confuscianism since everything is already whipped. (gives AI 1 more turn to tech Alpha for us and builds relations with Sitting Bull)
T96 - Revolt to Representation + Caste
T103 - Revolt to Slavery + Organized Religion

Teching
T97-T100 100% Paper
T101 - 100% Polytheism if we can't trade for it
T102 - 100% Monotheism if we can't trade for it
T104+ Education 100%

Workers (Old Deer road needs to be pillaged T105 and New Deer road needs to be completed T106)
Cowboy
T95 - T96 Finish road 1S1E of Whale City to connect fur
T97 - T100 Road silver mine 1E of Whale City
T101 - T104 Road 1S2E of Whale City for future missionary

Phillip
T95 - T96 Road Cow so we can trade it to Peter
T97 - Road 1E of Cow City
T98 - T100 Farm 2N of Cow City
T101 - T105 Mine 2E1S of Cow City (for Moai statues on T106 with fur hill too?)
T106 - Farm 1E of Cow City

Joan Dark
T95 - T96 Road Cow so we can trade it to Peter
T97 - Road 1E of Cow City
T98 - T99 Farm 2N of Cow City
T100 - T102 Road fur 2N1W of Cow City to trade to Sitting Bull for gpt if it ever comes up
T103 - T106 Farm 1E of Cow City

Rex
T95 - T96 Road forest 3S1W of capital (1/3rd of new deer road)
T97 - T100 Road jungle gems
T101 - T104 Road 4S2W of capital (2/3rd of new deer road)
T105 - T107 Road 3S of capital
T108 - T111 Road 4S1E of capital

Shepherd
T95 - Finish farm 1N1W of capital
T96 - T100 Farm 2W of capital (just in time for growth to Size 8)
T101 - T102 Road 1W of capital
T103 - Move to forest 2S1E
T104 - T106 Road forest (completes the new deer road)

Heretic
T95 - Chop forest into Canal City
T96 - T100 Mine 2S1E of Canal City
T101 - T105 Chop forest 4S2E of Canal City

This should eventually let 4 workers chop 4 forests into a whipped university around T116?
Then next turn using roads, 2 workers can chop 2 more forests to complete Oxford

All 4 of our workers should gradually converge towards the gems in case we get Iron Working.

Kind of a puzzle because all 6 forests need 5 roads + prechops before T115.
Giving Cow City so many improvements should be ok I think?
We also need to be ready to spend 16 worker turns to improve gems at any moment.
New deer road must be complete ON T106. :crazyeye:

Cities
Science City

T97 - T98 Confu Missionary (goes to Canal City)
T99 - T101 Confu Missionary (goes to Clam City)
T102+ Sankore

Cow City
T97 - T98 Dun
T99 - Dun (work the fur plains hill, try to get 46/50:hammers:)
T100 - T101 Warrior (try to get 14/15 :hammers:)
T102 - Monastery (work the fur plains hill)
T103 - Anarchy
T104 - Whip Dun (give SB Stone + Deer after whipping all 3 duns!)
T105 - Maoi Statues
(big money) (pillage old deer road to get back stone)
T105 - T106 Monastery (try to get 21/60:hammers:)
T107 - Warrior
T108 - Whip Monastery
T109 - Moai Statues (big money)

Canal City
T97 - T99 Wealth
T100 - Maoi Statues (chop from T95 goes in here)
T101 - T102 Dun (work the new tundra mine, try to get 48/50:hammers:)
T103 - Anarchy
T104 - Whip Dun (give SB Stone + Deer after whipping all 3 duns!)
T105 - T107 Wealth (city gets Confu T105 to energize dun overflow)
T108 - Moai Statues (work mine, big money)

Clam City
T97 - Maoi Statues
(work mine, overflow from library whip mostly)
T98 - T102 Dun (try to get 42/50:hammers: by working the mine a lot)
T103 - Anarchy
T104 - Whip Dun (give SB Stone + Deer after whipping all 3 duns!)
T105 - Wealth (city gets Confu T105 to energize dun overflow)
T106 - Moai Statues (work mine, big money)

Profit City
T97 - Lighthouse
T98 - Wealth (work whale)
T99 - Maoi Statues (work stone)
T100 - T102 Confu Monastery
T103 - Anarchy
T104 - T105 monastery (try to get 22/60:hammers:)
T106 - whip monastery
T107 - Maoi Statues (work stone)

Silver City
T97 - T102 Confu Monastery (+1:hammers: per turn, work 6 Scientists for 5 turns :))
T102 - Monastery (work enough scientists to get Great Scientist)
T103 - Anarchy
T104 - T105 Confu missionary (try to get 8/40:hammers:)
T106 - whip missionary (send to Whale City)
Overflow into Sankore?

Whale City
T97 - Lighthouse
T98 - Maoi Statues
T99 - Library
T101 - T102 Moai Statues
Whip Library, overflow into Sankore?

Could use some more Maoi gold on T101 and T102 somewhere :crazyeye:
T104 we won't have stone, so don't need to work Sankore or Moai.

Cow City Dun whip is nice because Org. Religion gives us more gold right away and reduces the overflow to 40:hammers: so we can fit in just below 250:hammers: on 2nd Maoi overflow.
 
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suggestion: road another fur faster to get more chance for SB demand. Don't ever trade it to him even for 1gpt. Maybe don't use 2 workers to road cow.
T100 - T102 Confu Monastery (try to get 12/40:hammers:)
T103 - Anarchy
T104 - whip monastery (try to get 12/50:hammers:)
22/60 Mon
 
suggestion: road another fur faster to get more chance for SB demand. Don't ever trade it to him even for 1gpt. Maybe don't use 2 workers to road cow.

22/60 Mon
Oh ya :hammer2:

save chop for OrgRel
It only a 13 hammer forest.
Best to get it done and leave the org. religion for bigger overflows.
 
I might be overcomplicating the Oxford chopping.

We can start University 6 or 7 turns before border pop.
Whip it quick, build Oxford naturally, chop 1 forest

Then when borders pop, chop 4 forests.
 
It only a 13 hammer forest.
It may not matter much, but the thing is: the worker has to pass thru there again anyway, so the movement costs are the same.
But maybe Moai has too many cities on its dance card later and we can't afford to give Canal so many turns.
Whatev.

I might be overcomplicating the Oxford chopping.

We can start University 6 or 7 turns before border pop.
Whip it quick, build Oxford naturally, chop 1 forest

Then when borders pop, chop 4 forests.
Maybe Oxford doesn't need to wait for those forests/borders.
Could you maybe OF a temple and Uni into Oxford?
Or a missionary? (maybe we don't need any more miss)
Or simply chop before borders. What's the :hammers: difference pre-borders? And what does Oxford provide per turn?
 
Maybe Oxford doesn't need to wait for those forests/borders.
Could you maybe OF a temple and Uni into Oxford?
Or a missionary? (maybe we don't need any more miss)
Or simply chop before borders. What's the :hammers: difference pre-borders? And what does Oxford provide per turn?

I think forests only provide 2/3rd hammers if chopped outside borders.

I suspect the best way is a 3 pop university whip with chops all landing on border pop.
Hurts our capital population the least.

The more population our capital has, the faster it can reach Size 9 and we can turn 3 farms into cottages.
Capital will stay Size 9 until biology.

Those 3 cottages will be better than 3 farms right?
We can't really whip wonderbread in capital after Sankore.
 
3 pop university whip
Probably 4 pop, or how would u get any overflow? The quicker you whip it the sooner borders pop.
It is 42/200
or just whip on the 1st turn, like 10/400 (for the early culture) There's no point in MaxOF on it.
 
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Scout can unload to defog the last island T97 and dies that turn if no path found. We're paying for him! 2gpt on T97 I think.
 
Probably 4 pop, or how would u get any overflow? The quicker you whip it the sooner borders pop.
Is it 42/200 ?
or just whip on the 1st turn, like 10/400 (for the early culture) There's no point in MaxOF on it.
The capital will be a Size 10 monster on T110 with 15:hammers: base production I think.
Spoiler :
That is 26:hammers: per turn in University.
It can reach a 3-pop max overflow in 4 turns, or a 4-pop good overflow in 1 turn. hmm

Actually, 4-pop whip might be a good idea ya.

Once we regrow to Size 9, we can pillage the farm we are going to build 2W of Science City so a jungle can grow there again.
Or we keep it and grow to Size 10 for the long haul? :hmm:
1 extra :hammers: per turn in capital, (+2 during Golden Ages when not working scientists), or 1 in 500 chance each turn for jungle growth hmm

Scout can unload to defog the last island T97 and dies that turn if no path found. We're paying for him! 2gpt on T97 I think.

Sounds good!
The odds of that fogged tile on the southeastern side of Peter's island going south are microscopic.
Spoiler :

suggestion: road another fur faster to get more chance for SB demand. Don't ever trade it to him even for 1gpt. Maybe don't use 2 workers to road cow.
How about 2 workers road hillfur T96, then cow T97?
 
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T97-T100 100% Paper
T101 - 100% Polytheism if we can't trade for it
T102 - 100% Monotheism if we can't trade for it
T104+ Education 100%

You're forgetting our boost in research from caste. It will be

97-99 Paper
T100 Poly
T101 Mono
T102-T106 Edu

Silver is perfectly fed to run 6,6, 7,7,7 (no starvation pop loss) = 102gpp,
so Anarchy is T102
But that was when we wanted 2 GS's. Now, there's no reason to rush it out.
We don't have to burn Silver's food. We should probably do 6,6,6,6,6 (anarchy) 2,1

I'd rather whip Science twice since we have no gems. Let's take advantage of the extra food and get Oxford ~5-7 turns earlier than you were planning.
T106 prep Temple
T107 University
T108 whip temple
T109 whip Uni
T110 Oxford (complete!)
using only 2 forests inside* and 2 forests outside our culture.

*Note: we may keep forest at Science 3N1E for regrow reasons and chop 2 outside culture instead.

borders expand T114, but why wait? Oxford gives 30+ on up to 60+ some day -- with gems tiles.
 
I could be talked out of the temple, especially if we see gems coming online soon.
We'd just have to chop 2 more, but I think we need to go for T110 Oxford and forget about border expansion.

We might even be able to do T109 Oxford if we skip the temple :eek:
 
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