[BTS] SGOTM 26 - Home Slices

T21 myst + wb + Canal City
T25! Monument!
T33 sailing + Canal p2 1/24 12/30h monument (should have nets, I froze the wb at sea) + Science p4 17/28f SH 57/120h 3 farms + Cows p3 4/26f wb3 16/30h furs 5/6t

Key is growth

Includes real scout at no maint plus partial warrior. Will we ever build a rax? Doubt it. Waste of hammers. Now anyway. We don’t want to use our settlers as long-range scouts.

Only test left is earlier Canal. T25 monument is huge. T35 cows is ready to rock.
 
no scout for me either. What's wrong with wkr build there? coast cities don't want to do that.
I'm OK with Science suffering a little and get a worker up to silver by T33. But get to size 2 with some Henge turns exactly when the Rice completes.
But that ^^ is all just things that seem good-to-do...if you worked out a specific plan that needs us working the Wine (or whatever) to get everything done faster (myst, monument, etc.) just do what you planned.
I'll agree to skip the worker...for you. :mischief:

If you think you need to do that scout, just do a warrior instead. At least we can use it for MP.
 
I don't want to pay for that warrior tho. so if we think we're building a worker, then can we support the warrior? Or does the worker come after we settle more?
 
I’m not sure we’ll need another worker soon. If SB is connected to other AIs we desperately need a scout. But we’ll know that pretty soon if we don’t settle Canal with this settler. The next settler can settle Canal T11.

The growth makes a big difference on surviving the maintenance.

T33 Sci can crank out wkrs in about 5t. That would be a good time, if needed.
 
I'm OK with Science suffering a little and get a worker up to silver by T33.
I settled Silver (dist 12) on t33. Maint jumped from -8 to -15gpt. Then I clicked on the wkr to see what would happen with the mine ... oops, no Mining!

From the t33 save, I guestimated Writing about t45-50, alpha t60-65.

Then we finally get... mining, bw, iw, etc. Until then:

No mines
No chops
No whips

:nono::nono::nono:

Note: another reason we might not need more wkrs... nothing to do.
 
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Our current tech rate is breakeven at 70%. Canal drops it to 45%.

Settling Canal on t21, our rate is back up to 70% on t33. Silver t33 drops it back to 50%. Note that Silver will have to build its own wbs or get them from Canal.

With Sailing, I think much more logical is settling offshore first south then north. Much closer, more coins. (Assuming they’re actually offshore...)

Cows will be able to build a galley in 6-8t, t40. Settle ~t45, God willing.
 
Reality check — resources

T13
Horses

~T60
Bronze
Iron

Will we screw ourselves out of these resources settling too soon? Iron in particular is vital to our endgame success, right? Edit: No! Iron and bronze are not necessary for victory. (As far as I can tell.)
 
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Okay, landlubbers. I’ve answered about all my questions, how about you? I think settling canal by the time we get mysticism is a good thing. Earlier is questionable. Otherwise I think we just continue ah-Mysticism-sailing.

I’ll prepare to continue. Speak now or forever hold your pizzle.
 
Unit Cost (reminder)

Pop1-4 free support for 7 units
Handicap cost -1g

Pop5 free 8 units
Pop9 free 9 units
Pop13 free 10 units ... (every 4 pop)
 
Turnset 1, T0-T13 (cont)
Spoiler T0-T5 :

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
T6 3760 bc
S3 silver fogged tile nada
S4 w-sw 2-crab site, our landmass loops back around down to the southwest...
S7 s

T7 3720 bc
S4 nw-w reaches Siberian pass, spies fur, maybe we won’t need a galley to reach the southern “island”
S7 se tundra wine, 2 SB culture tiles in se fog. Canal site dist = 8 from Cahokia. Unlikely priority for first settler.

2 AI capitals grow to pop2

T8 3680 bc
Buddhism fidl
S4 2sw spies clamcrabdeerfursilver+2fogged, merely dist = 18
S7 se SB has silk, definitively blocked until OBs. Eps 24/16 so SB hasn’t met any one.

T9 3620 bc
S4 nw-sw another crab+silver
S5 spies 2 more fogged tiles to south
S7 se Cahokia 2 archers, walls, castle on ph, we see silk + 3 pl, in fog 2 for, 2 jungle. Working 1f1h1c at pop1!?! GIGO? 36h in build? Worker?

1AI gnp jumps to 32, Buddhist holy City?

T10 3580 bc
Hinduism fidl
3rd ai p2

T11 3540 bc
Min ai power up to 19. SB comp a tech.

T12 3500 bc
S4 deer+3seafd+silver+fur, definitely intended to tempt the impatient?

Time to upload

T13 3460 bc
Horses! Sci-1e, river plains horse! 1f4h2c.
Also at First Silver-2w, tundra 1f3h1c..
 
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That's a much nicer silver city :D

Triple seafood, silver, deer, and fur all in 1 city!
yep, or, there are two cities with 3 food each and a lot of silver/fur

Any reason we don't play 1 more turn to see horses and a little more of the NW?
Are we stopping to decide to settle? Did PR settle turn 5? is that what the score graph is saying?
 
yep, or, there are two cities with 3 food each and a lot of silver/fur

Any reason we don't play 1 more turn to see horses and a little more of the NW?
Are we stopping to decide to settle? Did PR settle turn 5? is that what the score graph is saying?
I can hit <enter>. I didn’t because I figured it was safer with people looking at the save but I also forgot about horses appearing. Simply spaced it out.
 
At dist = 18, maint jumps to 10gpt. Definitely better than canal In the long run. Only seven turns to net the clams too.

Problem with all these cities that they’re repeating the same resources over and over. We only need one of them for silver and clams.
 
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