[BTS] SGOTM 26 - Home Slices

Turnset 1, T0-T13 (cont)

Spoiler T0-T4 :
T0
Science is our capital
Cows our second city. It reveals a 4th fur tile, tundra. NE lower area all coastal. Possible coastal city sharing all 4 furs.
Research at 0%, no tech selected

T1
Blue circle appears for 4-fur city site. S4 could settle on T2, but without thorough defogging. Risky. S3 could settle there T3 with more thorough defogging.
S5 goes 2e to blue circle, 1clam, could settle to share rice and 1gem. Further east is a tundra coastal river, also possible site for clam.
S7 (ne) shows blue circle on ph. Can’t arrive this turn.



Research at 0%, no tech selected
(Continuing after discussion)

S2 n-ne
S3 nw
S4 ne-nw, Land continues straight north and to the east at least three tiles. Note that the dark green forest starts at the northern fur so we may be a bit further south than we first thought.
S7 n-ne exposing 2 more tundra furs.

All AIs have 22 gnp.

T2 3920 bc
S2 n-ne
S3 2nw, clams 4w of Cows City
S4 n-nw, plains deer, nada seafood, nw river peters out inland
S5 2ne
S7 ne-se, plains dry wheat, at least 4-tile offshore land to north with lots of 1f2c tiles (moai?), by original map three forest tiles going north might or not connect to offshore tiles. To east more coastal between land above and below, appearing to continue eastward.

F8 Demo total land increases 5 tiles!?! 1AI +5 or 2AIs +4 +1. Creative + castle? No religions or great wonders yet.

Research at 0%, no tech selected

T3 3880 bc
S2 n-ne
S3 nw-n, clam nw but can’t have both
S4 n-ne, on site with pl deer, tundra hil silver, ocean crabs. 4 fogged city tiles.
S5 ne-e
S7 ne

No good city site to immediate east
F9 Demo, no more creative

Research 0%, no tech

T4 3840 bc
S2 ne, north offshore tiles not connected to west, see sheep
S3 nw
S4 nw-n, deer+2silver+oc crabs, coastal crabs out of reach of deer and crabs
S5 2s, second clam in city, but nothing else. Should have gone sw, to settle next turn...
S7 se, dry wheat+fur+clam

We meet Sitting Bull scout! -1 attitude, no religion
AIs expanded lots of land. Maybe all have castles.

Research 100%, no tech selected

Uploading shortly
T5 3800 bc
Science borders expand
S2 nw
S3 n-w crab+clam site
S4 nw-w fur Note: Northern passage blockef by ice!!!
S5 ne clam near SB scout
S7 se-e 2clam+crab site, dist = 9 tiles, only crabs inner city

No AI culture in sight
Research 100%, AH, Cows works river
 
Last edited:
B2BB5399-C48B-41AA-A2DC-AA318D6D7787.jpeg
F9AF4621-416D-4A61-98EF-AE2DC56065B8.jpeg
D21FEF04-AB7D-44E1-B80D-C0B9BE88C17E.jpeg
 
Last edited:
Canal city
Crab in inner city
Dist = 9
2 tundra hills
12 coastal
2 ocean
3 forests

1w city
No seafood in inner city
Dist = 8
Not canal
1tundra hill
12 coastal
5 forest
 
If we don't settle it as a canal, any wb it builds would have to sail a LONG way to net food in the eastern waters. Plus, with no food in the inner city, I think settling the city as a canal is the only option, right? And it starts a wb right away, yes?
 
Canal starts at -8gpt :eek: ( but barely, city maint 6.02 so growth shouldn’t change it for a bit)
Not-canal at -7gpt
 
My reckoning is:

Now: 6b/g
W/canal: 2.6b/g

Our tech rate drops to about 46%. :eek:
Seriously slows down Alpha.

For AH we go from
18b / -3g to
22b / -8g

For Myst
13b / -3g to
16b / -8g
 
Last edited:
Bummer on the -8 gpt. Seems like we can't settle it yet. But we don't want to lose it to SB! So we better watch him.
Should be a while? before he gets a settler unless he was given a free one :mad:
It'd be nice to start that city with a wb ready in advance, but that's a long way to sail.

It now feels like NZ is giving us 7 playable spots for teams that want to turtle up shelter-in-place and go peaceful. Is that best? We won't get stone/marble, etc, etc. and those are hard to trade for. Ivory too.
 
Last edited:
Is it possible to research into myth and send the cows worker to capital to accelerate those farms?
 
Bummer on the -8 gpt. Seems like we can't settle it yet. But we don't want to lose it to SB! So we better watch him.
Should be a while? before he gets a settler unless he was given a free one :mad:
It'd be nice to start that city with a wb ready in advance, but that's a long way to sail.

It now feels like NZ is giving us 7 playable spots for teams that want to turtle up and go peaceful. Is that best? We won't get stone/marble, etc, etc. and those are hard to trade for. Ivory too.
The offshore tiles to the north seem to be three deep so he could have stone or anything hidden in there and you need a galley and unit to explore it.

The first cows work boat would arrive at the canal crabs around turn 31.

Seems like NZ is making us think outside our boxes. Pretty sure each AI capital has a castle. We know they were pre-settled. Hard to put together an army with so few cities spread around and maintenance already killing us. Cylindrical has high maint also.
 
Last edited:
Is it possible to research into myth and send the cows worker to capital to accelerate those farms?
Hm. Maybe we re-think alpha first. Canal needs slavery badly. Of course we might get some nice horse tiles.

Seems like the cows tile is so much more powerful that it gets the wb-monument done almost as fast as monument before AH.
 
Last edited:
what’s your reasoning?

Well, if we settle it now and work the 2:food: 2:gold:, we are only losing a little bit of tech speed. (Around 2:science: per turn?)
In 11 turns, it will be at 11/30:hammers: on workboat and can work another 1:food: 2:gold: tile and will no longer be a drag on our tech speed.
In 30 turns, it will complete the workboat and have improved clams.
In 32 turns, it will grow to size 3 and be a net commerce benefit while still growing with a +2:food: surplus.


Later at 500:culture:, it will give us wheat, a very important health resource.
We can use it as a launch pad to clobber Sitting Bull, or use the 11:food: to overflow-whip workers to build stuff.

I guess delaying settling it for a while is ok.
Just that since the game is really early, I don't mind if it struggles for tens of turns.
 
Last edited:
Top Bottom