[BTS] SGOTM 26 - Home Slices

What's the best way to get the trade mission moving if we won't have caravels?
I just got you Econ 2t sooner. (T130) (hopefully)
Oh boy, that is a long walk. I guess Galley3 has nothing to do. Shep probably should add a road for him instead of the cottage we don't need yet.
Note: Shepherd has active orders that would need to be canceled. (i suggest before unpausing)
 
Seems cheap when you say it's '1 turn', but that's with overflow. It's 1000-ish :science: We don't need it until T146, so Peter should get us that free.
We might as well take it out of the plan and put Econ in there cus I can't think of a reason to tech Optics next. We don't even need the whale happy.
I don't want barracks rt now either.
You are right. The whale happiness is not needed after drafting without barracks, as long as we wait till 2 whip unhappiness in cows city are gone.(13t from now) We save 100g trireme upgrade fee too.
 
Yes, on T136 we can complete the entire road except for Canal's tundramine, but by the time any muskets get there, it will be ready.
So you get to add that worker plan in your PPP :D
Shep can just barely get a road at wine-1W for the GM (if it cancels orders now)

Galley 3 can pick up muskets T140 from Profit

We will have engineering for at least some of the walk to SB.
 
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Reasons for Optics asap
  • Tech trades
  • Developing plusmods (OBs...)
  • Knowing our VC options
  • Circumnavigation
  • Finding trading partners
  • Possible failgold opportunities

We still want Optics asap. We should gift Peter what he starts teching, if we have it, except the Liberalism line.
 
Updated the spreadsheet with all the changes.
The 9 extra GPP in Silver City didn't change anything.
Canal City still wins with a tie-breaker.

Silver City might be able to work 1 less specialist.
Cow City might also be able to work a few less specialists.

Amazing.
I only see 1 city with the dreaded "Avoid Growth" button, our capital.
Only 3 population starves, all in Canal City. :eek:
Science city gets +3 food instead of +4 when running 2 scientists between T136~T138. Need to reduce a scientist T134. 900 GP will come 1 t later but it does not change the GP order.
 
I think I got Science City right.
It does not work 2 farms on T129 and loses -1:food: working the gems and horses to finish National Epic.
I think we're way over shooting the NE, so we can fix the food problem here somewhere.
Maybe Kait forgot about the GAge bonus ? or maybe I'm off. I'm done (with this) for today.
 
Science city gets +3 food instead of +4 when running 2 scientists between T136~T138. Need to reduce a scientist T134. 900 GP will come 1 t later but it does not change the GP order.
This is exactly the kind of double-checking our GPP Spreadsheet needs. :goodjob:

Yes, Science City does not have enough farms to run 2 Scientists and get +4:food:
Only +3:food: is possible.

Hmm, let's check on National Epic.
Spoiler :

It will get 16*2.75 = 44:hammers: this turn and be at 132/250:hammers: on T128.
Golden Age starts and we run 1 Scientist, so we are able to get 26*2.50 = 65:hammers: after losing Organized Religion bonus which takes us to 197/250:hammers:
Then on T129 when we have Parthenon, we run more specialists. 3 of them.
Removing 2 farms and getting -1:food: per turn, we can get 22*2.5 = 55:hammers: which takes us to 252/250:hammers:

I don't think we can gain food here, and I don't think delaying National Epic 1 turn is a good idea.

grrr. I could only get it to 899. I'll try a bit more and then let Kait do it :D

Let me look at it.
Thankfully Mirrorguard found it now and we did not encounter it later.

We could always add a river tundra farm or farm the horses heh.
 
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ending with 3,3,3,3,2,6,6,6 got me to 899 :help:

Ok, I got it. :whew:

Instead of a Scientist on T128, run a Citizen.

This allows us to remove a gems + farm on T129 instead of 2 farms to complete National Epic gaining us 1 food.

The +1:food: allows 1 extra specialist to be run from T136 to T140 when we have bigger multipliers.

We can't get +4:food: per turn by working 2 scientists without building a new farm, so we should just eat the rounding losses.

Plan:
T128 - Citizen (free specialist)
T129 - Work 3 scientists (take away 1 gem mine and 1 farm)
...
T136 - 3 Scientists
T137 - 3 Scientists
T138 - 3 Scientists
T139 - 3 Scientists
T140 - 3 Scientists

I've fixed the spreadsheet to remove the hardcoding problems with Science City.
Here's what I got.
 

Attachments

Can we send the Whale City galley east to pick up the Great Merchant?

They should be able to meet up 3N4W of Cow City on T133 and sail west if we don't do Optics and do Economics instead.
 
Can we send the Whale City galley east to pick up the Great Merchant?

They should be able to meet up 3N4W of Cow City on T133 and sail west if we don't do Optics and do Economics instead.

I think you'll have trouble with the rest of the trip to Peter. What didn't you like about my plan with Galley3 and roads for the muskets?
 
I think you'll have trouble with the rest of the trip to Peter. What didn't you like about my plan with Galley3 and roads for the muskets?

We can bring the Peter Galley to Whale City after dropping off missionary.

Galley 3 drops off Great Merchant into Silver City T134.
It walks west on the road our northern worker up there builds on silver and 1S of the deer.
Don't need any new roads near the capital.

GM gets on the Peter Galley T136 2W of Whale City and sails west for glory.


Galley 3 can sail back down to Profit City to pick up Muskets starting T135 from 1S1E of Silver City.
 
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