[BTS] SGOTM 26 - Home Slices

The GP plan reminds me of cottage or farm question in science city. If we are running 5 scientists(1 free from merc) at pop9 during G. ages, the active tiles are rice sheep wine gem*2 with -4food deficit. I doubt if there's time or food for cottage upgrade during 16t of G.ages and biology will be available after.
 
expenses are much higher than anticipated.
-95gpt and that's with 2 ch's
Inflation is 8
build wealth is probably on the table.
I doubt if there's time or food for cottage upgrade during 16t of G.ages
If Science gets Nat Epic, it won't have to run 4 sci. Also it probably only runs 10t with sci to get the 700 birth, then even less Sci specs.
However, you have a point. Would a 3f farm be equal power? Or will we be 'swimming' in food from sushi just a few turns later?
I think at least a couple cottages are good here. Science can stagnate until Sushi.
 
assuming free aes (I tested)
we are at :
124 Bank
125 Lit
127 Music complete
We are faster than you think. (450bpt T128 stlll in slavery, no GAge)
I still don't think putting the NE in Science makes sense. First, it will take time to build (especially outside of Slavery) and second, it adds a tiny bit of GPP pollution. I'm guessing Science will have it's great person before we can even finish it.

What about triggering the Golden Age on T125 right after we learn Banking? Will our cities not be big enough by then?
 
PPP
T109 to T114

Techs
T109 - 100% Metal Casting (434:gold: -66) +157:science: Metal Casting@ 2/702
T110 - 100% Metal Casting (368:gold: -66) +165:science: Metal Casting@ 191/702

T111 - 100% Metal Casting (302:gold: -68) +208:science: Metal Casting@ 390/702
T112 - 100% Metal Casting (234:gold: -70) +215:science: Metal Casting@ 640/702
T113 - 100% Machinery (164:gold: -65) +213:science: Machinery@ Overflow/1092
T114 - 100% Machinery (101:gold: -68) +228:science: Machinery@ 452/1092

Workers

Cowboy
T109 - T110 Chop forest 2S2W of Silver City
T111 - Move to forest 1S2E of Whale City
T112 - T113 Chop forest
T114 - Chop forest and STOP!

Heretic
T109 - Move to forest 2N2W of Canal City
T110 - T113 Chop forest
T114 - Move to forest 4N1E of Science City to chop for Sankore

Phillip
T109 - Chop forest 3S1W of Science City into Oxford

T110 - Cottage 1W of Science City and STOP!
T111 - Finish road on Wine
T112 - Cottage 1W of Science City and STOP!
T113 - Chop jungle on gems 2S1W of Science City
T114 - Mine gems 2S1W of Science City


Joan Dark

T109 - Chop forest 4S2W of Science City into Oxford
T110 - Chop forest 3S3W of Science City into Oxford
T111 - Move to jungle gems 2S of Science City
T112 - Road jungle gems
T113 - Chop jungle on gems 2S1W of Science City
T114 - Mine gems 2S1W of Science City

Shepherd

T109 - Chop forest 1S1E of deer tile into Oxford
T110 - Chop forest 3S3W of Science City into Oxford
T111 - Move to jungle gems 2S of Science City
T112 - Road jungle gems
T113 - Chop jungle on gems 2S1W of Science City
T114 - Mine gems 2S1W of Science City


Rex
T109 - Move to forest 2S1E of Science City
T110 - T111 Road forest
T112 - Cottage 1W of Science City and STOP!
T113 - Chop jungle on gems 2S1W of Science City
T114 - Mine gems 2S1W of Science City


Cities

Science City
T109 - Oxford (goes to 335/400:hammers:); Sheep, Rice, Horse, Wine, x2 Plainsriverfarm (3 Chops land)
T110 - Oxford completes (goes to 401/400:hammers:); Sheep, Rice, Horse, Wine, x2 Plainsriverfarm (1 Chop lands)
T111 - Sankore (goes to 75/550:hammers:); Sheep, Rice, Horse, Wine, x2 Plainsriverfarm
T112 - T113 Sankore; Sheep, Rice, Horse, Wine, x3 Plainsriverfarm
T114 - Sankore; Sheep, Rice, Horse, Wine, x2 Plainsriverfarm, Gem Mine

Cow City

T109 - 2-pop Whip Monastery; Crab, Cow, Deer, x2 Plainsriverfarm, Coast
T110 - Maoi (goes to 220/250:hammers:); Crab, Cow, Deer, x2 Plainsriverfarm, Coast
T111 - University; Crab, Cow, Deer, x2 Plainsriverfarm, Coast
T112 - T113 University; Crab, Cow, Deer, x2 Plainsriverfarm, x2 Coast
T114 - University or Wealth; Crab, Cow, Deer, x2 Plainsriverfarm, x3 Coast (Wealth only if we didn't get 30:gold: from AI)

T115 - University or Wealth; Crab, Cow, Deer, x2 Plainsriverfarm, x3 Coast

Canal City
T109 - University; x2 Clam, Crab, x5 Coast, Mine
T110 - University; ; x2 Clam, Crab, x6 Coast, Mine
T111 - Monastery; x2 Clam, Crab, x7 Coast
(Halt Growth Button ON)
T112 - 2-pop Whip Monastery; x2 Clam, Crab, x5 Coast (Halt Growth Button OFF!)
T113 - Moai (goes to 245/250:hammers:); x2 Clam, Crab, x6 Coast (1 Chop lands)
T114 - University; x2 Clam, Crab, x6 Coast, Mine
T115 - 5-pop Whip University; x2 Clam, Crab, x4 Coast
T116 - ; x2 Clam, Crab, Coast

Clam City
T109 - 3-pop Whip Library; x2 Clam, Mine
T110 - Wealth; x2 Clam, x2 Coast
T111 - Moai (goes to 177/250:hammers:); x2 Clam, Coast, Mine, Plainsfarm
T112 - Monastery; x2 Clam, Coast, Mine, Plainsfarm
T113 - 2-pop Whip Monastery; x2 Clam, Mine
T114 - Moai (goes to 238/250:hammers:); x2 Clam, Mine, Plainsfarm (The money working Mine here is more important than +2:food: and being pop 5 next turn I think?)

Profit City
T109 - T110 Library; Crab, Whale, x2 Coast (Don't go above 14/90:hammers: on Library!)

T111 - Warrior; Crab, Whale, x3 Coast
T112 - Scout; Crab, Whale, x3 Coast (Just in case Iron is under a city tile)
T113 - 3-pop Whip Library + store in queue // 1-pop Whip and Produce Warrior; Crab, Whale
T114 - Produce Library; Crab,
Stone
T115 - Moai Completes (goes to 254/250:hammers:); Crab, Whale, Stone
T116 - Payday $_$

Silver City
T109 - Moai (goes to 218/250:hammers:); Deer, x2 Crab, Clam, x2 Coast
T110 - 2-pop Whip Monastery; Deer, x2 Crab, Clam (1 Chop lands)
T111 - University (goes to 58/200:hammers:); Deer, x2 Crab, Clam, Coast
T112 - University; Deer, x2 Crab, Clam, x2 Coast
T113 - University; Deer, x2 Crab, Clam, x3 Coast
T114 - 4-pop Whip University; Deer, x2 Crab, Clam
T115 - Dun; Deer, x2 Crab, Clam, Coast

Whale City
T109 - Monastery; x2 Crab, Clam, Horse
T110 - Monastery; x2 Crab, Clam, Horse, Coast
T111 - 2-pop Whip Monastery; x2 Crab, Clam, Horse
T112 - Moai (goes to 228/250:hammers:); x2 Crab, Clam, Horse, Coast
T113 - Dun; x2 Crab, Clam, Horse, Coast
T114 - T115 Dun; x2 Crab, Clam, Horse, x2 Coast

Units

Galley in Peter's land
T109 - Move to 1S1W of Yekaterinburg

T110 - Move to 1S of Yekaterinburg, pick up 2 missionaries, move to 1S1W of Yekaterinburg
T111 - Sail 2W and drop off 2 missionaries 4W2S of Yekaterinburg
T112 - Sail south to unfog last tile


Galley 2W of Whale City
T109 - Move to 2W of Whale City
T110 - Pick up missionary and sail 2W
T111 - Move to 1S of copper and drop off missionary 1S1W of copper
T112 - T113
Move to 2W1S of Whale City
T114 - Wait ??

Galley south of Sitting Bull
T109 - T115 Sail to Whale City


Confucian Missionaries 1 and 2
T109 - T110 Move west and board galley 1S of Yekaterinburg
T111 - Exit Galley to 4W2S of Yekaterinburg
T112 - T114 Move to 1S1E of St. Petersburg

Confucian Missionary 3
T109 - Move to 1E of Whale City
T110 - Board Galley 2W of Whale City
T111 - Exit Galley 1S1W of copper
T112 - T114 Move to Yekaterinburg


Warrior (Born in Cow City)
T109 - T112 Move to 3S1W of Science City to prepare to pillage new deer road for Dun trick
T113 - T114 Wait

Chariot
T109 - Delete to save 1:gold: per turn, yes the 2:gold: might matter

Diplomacy

:espionage: on Peter
T110 - Change :espionage: on Peter to match whatever he is doing.
T110+ Keep an eye out to renegotiate with Sitting Bull for 2 :gold: per turn for fur.
T113 - Trade Metal Casting to Peter for Iron Working + map + gold

Give in to any Peter or Sitting Bull demand except:
1) Stone is a NO
2) Gold demand will be discussed with team
Everything else is a Yes including Paper or our map.


Every turn

Check if Confu spread somewhere
Zoom in on Sitting Bull's + Peter Cities and screenshots
Record the espionage values on all AI cities
Save and the start and end of each turn


Stopping point

SB and Peter meet
Peter or Sitting Bull demands :gold:, pause and discuss with team the amount
Meet a new AI
A world wonder is completed
Something unexpected happens

SB and Peter meet and before any trades happen, stop
T113 is reached and SB+Peter don't meet

**Edit**
100% Done, Please Comment
All the trade routes were force to be the same all 6 simulated turns this time.
Canal using the button gains us 2:food: and 1:gold: on T112 amazingly enough.
 

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Why are you using Avoid Growth in Canal? I thought that trick only worked when the granary is first built.

I don't think we should be building Wealth this early, right? Is that to eek out Machinery.

Are there any opportunities to put OF into UoS?
 
Why are you using Avoid Growth in Canal? I thought that trick only worked when the granary is first built.

I don't think we should be building Wealth this early, right? Is that to eek out Machinery.

Are there any opportunities to put OF into UoS?

In very rare situations, Avoid growth can still cause a benefit.
The amount of food fills up the bin precisely, we would be growing into a weak tile like coast, we save 3 gold staying 1 pop smaller since we are not organized, we gain 2 food growing after the whip with a smaller sized city, etc...
It is a good idea since we favor food in Canal so much.

Wealth in Cow City is just to try and keep our slider at 100%
It is a good ideas since we have so many research multipliers across our empire.

Only T109 and T110 can fit Sankore somewhere else.
All our cities are busy I think.

Now that I look, Clam City should probably not work the mine T114.
Our gold needs have lessened since we will be getting Feudalism and +2 food in Clam City might help more.
 
Avoid growth=no food +3 commerce, can be replaced by scientists.


which galley is for worker pickup?
It is a technique to gain +2:food: if the food bin fills exactly, we are whipping next turn, and we don't mind losing a little production or commerce from working 1 less tile after the whip from being 1pop smaller.

Yes, the galley headed to Clam City will be picking up workers for marble island on T117.
 
I sold SB a fur for 1gpt at T100. If he has more gpt and still has no access to fur after T110, you can cancel and redo it for more.
or cancel and wait for demand? Maybe take 2gpt?
Oh. This tree only survived the chop for Oxford.:cry:
I think Sankore is no rush. Let's hang on to this tree. Maybe fort/road the wheat? otherwise we'll end up sending 4 workers there to finish it in time.
 
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(The money working Mine here is more important than +2:food: and being pop 5 next turn I think?)
Agree. In my test Clams was large enough for the GAge. It can only support size 9, although size 10 is fine.

I'm not seeing how you can 4whip the Uni in Canal. Where'd the 50 hammers come from? Oh, did u 5pop whip it?
 
I give about 20% chance they meet T113, so we need some other plans.
In my test run, Clams could use another farm.
I think in the event of IW failure, the 2 gems workers roaded 2E and then the 2 workers 1W of capital came down and farmed Clam City.
or cancel and wait for demand? Maybe take 2gpt?

I think Sankore is no rush. Let's hang on to this tree. Maybe fort/road the wheat? otherwise we'll end up sending 4 workers there to finish it in time.
The forest chop seemed to be ok.
I sent 2 workers to marble T117 and then a 3rd T118.

The 4th worker stayed behind to fix new deer road that got pillaged, then helped Heretic build a fort on wheat.

3 workers got marble online 1 turn slower than 4 workers.
Agree. In my test Clams was large enough for the GAge. It can only support size 9, although size 10 is fine.

I'm not seeing how you can 4whip the Uni in Canal. Where'd the 50 hammers come from? Oh, did u 5pop whip it?
Oops, 5 pop whip thanks!
 
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