[BTS] SGOTM 26 - Home Slices

Reminder: Sitting Duck will keep trying to give you calendar. Don't fall for it!


I'm sure it does


I did a test with Zara and 2 workboats. They both just froze and didn't ever enter our culture. Maybe wb is not a problem.
No Calendar! Added

Cool, you are right about blockade being impossible with 0:move: :thumbsup:
Today I learned.
Switching back coastal tile to Scientist.

should we do machinery first and not music (unless necessary) since Peter doesn't have music.

Ok, will do Machinery first on T146.
 
Red alert!

We put Peter in slavery and OR 127 which would set the civic timer to 10 unless it's already set.
On T121 Peter voluntarily chose Pacifism, which set the timer to 25.
121 + 25 = 146!!

Peter will take Mercantilism (among other things?) on 146 unless we do something 146 or 145!
I've never seen an AI pass up the opportunity to get off Decentralization

We are guaranteed a 1 turn delay on Eng, so we'll need adjustments to the worker plan.
Biology will slip 1 turn. Preserves start 1t later. Sushi should not change.
Research: PPress, 1t Liberalism, 147 Corp (no later cus civic change 148), PPress, Chem

I believe we want to put Peter into Caste on T146. We want him in Bureau (not nationhood) and we want him in OR.
He should be able to build his Harbor without slavery. And settle that last island and get workboats all in caste.

On T156, we may want to put him back in Slavery so he doesn't take Merc. I doubt we gift him all the way up to Corp for FreeMarket.
 
Red alert!

We put Peter in slavery and OR 127 which would set the civic timer to 10 unless it's already set.
On T121 Peter voluntarily chose Pacifism, which set the timer to 25.
121 + 25 = 146!!

Peter will take Mercantilism (among other things?) on 146 unless we do something 146 or 145!
I've never seen an AI pass up the opportunity to get off Decentralization

We are guaranteed a 1 turn delay on Eng, so we'll need adjustments to the worker plan.
Biology will slip 1 turn. Preserves start 1t later. Sushi should not change.
Research: PPress, 1t Liberalism, 147 Corp (no later cus civic change 148), PPress, Chem

I believe we want to put Peter into Caste on T146. We want him in Bureau (not nationhood) and we want him in OR.
He should be able to build his Harbor without slavery. And settle that last island and get workboats all in caste.

On T156, we may want to put him back in Slavery so he doesn't take Merc. I doubt we gift him all the way up to Corp for FreeMarket.
Good detective work!

Yes, we saw the message from Peter about Pacifism T121, so we should see the message from Peter about Mercantilism on T147.

Engineering will be 1 turn late no matter what we do.
 
My previous testing showed the blockade icon working after partial movement (like moving into SD’s culture), but the blockade only actually functioned as a blockade next turn, when I didn’t move the galley and pressed blockade.

In other words,
T146 DOW, enter SD’s culture
T147 Blockade
 
Sure? If we got tge message in T121, didn’t he switch T120 (+25=T145)?

Yeah, he switched on 120 and his timer was set to 25.
So when he checked his timer on 121 and found it > 0, he lowers it to 24.
On his turn 145, he will see his timer at 1 and not doCivics
On his 146, he can/will switch.
We see the message on our t147.

So actually, the 10 turn delay means it's 11 turns between switches. And the 25 turn timer makes it 26 turns.
Or put another way, he switches and then is banned from switching the next 25 turns.
 
My previous testing showed the blockade icon working after partial movement (like moving into SD’s culture), but the blockade only actually functioned as a blockade next turn, when I didn’t move the galley and pressed blockade.
Hard to believe.
What was your test? you looked at the city and it was still working water tiles?
Or did you test if the city starved? or?
 
Red alert!

We put Peter in slavery and OR 127 which would set the civic timer to 10 unless it's already set.
On T121 Peter voluntarily chose Pacifism, which set the timer to 25.
121 + 25 = 146!!

Peter will take Mercantilism (among other things?) on 146 unless we do something 146 or 145!
I've never seen an AI pass up the opportunity to get off Decentralization

We are guaranteed a 1 turn delay on Eng, so we'll need adjustments to the worker plan.
Biology will slip 1 turn. Preserves start 1t later. Sushi should not change.
Research: PPress, 1t Liberalism, 147 Corp (no later cus civic change 148), PPress, Chem

I believe we want to put Peter into Caste on T146. We want him in Bureau (not nationhood) and we want him in OR.
He should be able to build his Harbor without slavery. And settle that last island and get workboats all in caste.

On T156, we may want to put him back in Slavery so he doesn't take Merc. I doubt we gift him all the way up to Corp for FreeMarket.
This all sounds good.
If Peter goes into Mercantilism, we won't get trade routes with him on T148! :cry:

Here are the choices for Peter.
He will never do Nationhood since his favorite civic is Bureau. He would say "that goes against everything I/we believe in".
Losing Org. Religion means he won't spread Confu.
Spoiler :

What shall we trade Peter trade switch to Caste?

Music seems good, but then I worry Sitting Bull will trade Nationalism to Peter for his Map, Music, Machinery, and Feudalism (1 turn).

Nationalism to Peter for switch to Caste?
 
well, if we did nationalism for caste on 145 vs 146, then we won't have to stress about SB trading it to him. And we don't have to give Currency to SB which could be just enough to get Feudalism 1t faster.

Then @Mitchum needs to remember to put him in slavery 155, and we get trade rts until 165. Hopefully by then, we have Astronomy and a bunch of new TRs.
 
PPP
T145 - T147

Continuing from LowtherCastle's turnset
https://forums.civfanatics.com/threads/sgotm-26-home-slices.657330/page-194#post-15843289

Empire Screenshots
Spoiler :













Civic Changes
T148
- After final 3 drafts, change to Bureaucracy, Slavery, Free Market, and Organized Religion

Techs
T145 - Printing Press
T146 - Liberalism
T147 - Corporation
T148 - Printing Press
T149 - Chemistry (1 bulb)
T150 - Scientific Method (2 bulbs) // Will lose monastery bonus and Parthenon bonus
T151 - Biology (3 bulbs) -> get Calender in trade -> 1 bulb for Astro after discussing with team about Peter's tech choices
T152 - Liberalism
T153 - Liberalism
T154 - Liberalism (Choose Medicine as free tech)
T155 - ??? next turnset's choice (Using Great Merchant, Sushi founded in Silver City on T155!)

Workers
Cowboy (Starts 1S of Silver City)

T145 - Road Deer and Stop!
T146 - Move to forest 3S2W of Silver City
T147 - T149 Chop forest (+20:hammers:) (Combined with T148 Forge Whip, this chop stored in Wealth will give us a 2-pop Sushi Exec whip on T156)
Cold whipping a Sushi Exec. immediately with a Forge is still a 5-pop whip :sad:
T150 - Board Galley 2S of Silver City and sail to Cow City fort
T151 - Exit Galley at fort 3W1N of Cow City and move to 1E of Cow City
T152 - Move to jungle 2W1S of Science City
T153 - T155 Preserve jungle 2W1S of Science City

Shepherd (Starts 3W1N of Cow City)
T145 - T146 Fort 3W1N of Cow City
T147 - T148 Road fur camp 2W1N of Cow City (this road serves a lot of purposes)
T149 - Workshop river tundra 2E of Cow City and Stop!
T150 - Move to jungle 2W1S of Science City
T151 - T155 Preserve Jungle (Yes, still 8 turns just like forest)


Rex (Starts 3W1N of Cow City)
T145 - T146 Fort 3W1N of Cow City
T147 - Road fur camp 2W1N of Cow City
T148 - Move to deer 2S1E of Cow City
T149 - Move to forest 4S of Science City
T150 - T151 Chop forest with Heretic
T152 - T155 Preserve Forest 2S1E of Science City

Heretic (Starts 1N2E of Clam City)
T145 - T146 Road 1N2E of Clam City
T147 - Finish workshop 2N of Clam City
T148 - Move to forest 2S1E of Science City, chop, and stop!
T149 - Move to forest 4S of Science City
T150 - T151 Chop forest
T152 - T155 Preserve forest 2S1E of Science City


Phillip (Starts 3N1E of Science City)
T145 - Move to forest 1N2E of Science City
T146 - T148 Road forest
T149 - Move to forest 4N2E of Science City
T150 - 151 Chop forest
T152 - Move to roaded fur 2N3E of Science City
T153 - T155 Preserve forest 1N2E of Science City

Joan Dark (Starts 2N1E of Clam City)
T145 - Move to hill 1N3E of Science City
T146 - T148 Road fur 2N3E of Science City
T149 - Move to forest 4N2E of Science City
T150 - T151 Chop forest
T152 - Move to roaded fur 2N3E of Science City
T153 - T155 Preserve forest 1N2E of Science City

Draft Schedule
Spoiler :
Here is the look at drafting.
The city order and the 5 cities getting +3:) from Representation are kind of hard to juggle as the populations drop.

Cow City can grow 1 pop at any time and regain the +3 :) Rep. bonus. :hmm:

The anger decay is:
Science City has no anger to decay.

Canal City loses its final whip anger in 1 turn.
Whale City loses whip anger in 4 turns and then another whip anger 10 turns after that.
Silvery City loses its final whip anger in 2 turns.

Clam City loses its draft anger in 3 turns.
Cow City loses draft anger in 3 turns.
Profit City loses draft anger in 3 turns and then another draft anger 10 turns after that.

If Canal drafts twice, it will lose the Rep. bonus and have 1 angry citizen.

i-Nj6JL9Z.jpg
T145 - Canal City
T147 - Clam City, Cow City, Silver City
T148 - Whale City, Profit City, Canal City

Cities
Science City

T145 - Catapult (goes to 33/50:hammers: due to +7 overflow from earlier); Rice, Sheep, Horse, Wine, Riverplainsfarm, x2Gem Mine, x2Riverplainscottage, Scientist
T146 - Forge (goes to 26/120:hammers:); Rice, Sheep, Horse, Wine, Riverplainsfarm, x2Gem Mine, x2Riverplainscottage, Scientist
T147 - Catapult (goes to 59/50:hammers:); Rice, Sheep, Horse, Wine, Riverplainsfarm, x2Gem Mine, x2Riverplainscottage, Scientist
T148 - Forge; (goes to 87/120:hammers:) Rice, Sheep, Horse, Wine, Riverplainsfarm, x2Gem Mine, x2Riverplainscottage
T149 - Forge; (goes to 115/120:hammers:) Rice, Sheep, Horse, Wine, Riverplainsfarm, x2Gem Mine, x2Riverplainscottage
T150 - Forge; (goes to 143/120:hammers:) Rice, Sheep, Horse, Wine, Riverplainsfarm, x2Gem Mine, x2Riverplainscottage
T151 - Wealth; (+29:hammers: from chops land); Rice, Sheep, Horse, Wine, Riverplainsfarm, x2Gem Mine, x2Riverplainscottage
T152 - National Park (goes to (114/300:hammers:); Rice, Sheep, Horse, Wine, Riverplainsfarm, x2Gem Mine, Riverplainscottage, Engineer (Biology Online! +1:food: from farms)
T153 - National Park (goes to 148/300:hammers:); Rice, Sheep, Horse, Wine, Riverplainsfarm, x2Gem Mine, Riverplainscottage, Engineer
T154 - National Park (goes to 180/300:hammers:); Rice, Sheep, Horse, Wine, Riverplainsfarm, x2Gem Mine, x2Riverplainscottage
T155 - 3-pop whip National Park; Rice, Sheep, Riverplainsfarm or Horse?, Wine, x2Gem Mine (Yes, the city can whip at precisely 180/300:hammers:)

Cow City
T145 - T146 Wealth; Crab, Cow, Deer, x2Riverplainsfarm, x3Fur, Scientist

Canal City
T145 - Forge; Crab, x2Clam, x6 Scientist (Draft)
T146 - Forge; Crab, x2Clam, x6 Scientist

Clam City
T145 - T146 Forge; x2Clam, x2Coast, x6 Scientist (Starve -2:food: each turn)

Profit City
T145 - T146 Wealth; Crab, Whale, x5 Coast, Scientist

Silver City
T145 - Forge; x2 Crab, Clam, x10 Scientist (Starve -7:food: from 16:food: bin)
T146 - Forge; x2 Crab, Clam, Deer , x9 Scientist (Starve -3:food: from 9:food: bin) (100% Great Scientist will be born in between turns!)
T147 - Forge; x2 Crab, Clam, Deer , x8 Scientist (Starve -3:food: from 6:food: bin) (Draft)

Whale City
T145 - T147 Forge; x2 Crab, Clam, x9 Scientist (89% Great Scientist will be born in between turns)

Units
Spoiler :





T148 Catapult vs. Scout Plan
Testing indicates that the Sitting Bull Scout will teleport to 3 different tiles.
If any of our units are standing on those tiles when we DOW, they get pushed out of the way to make room for Sitting Bull's Scout.
Scouts can not capture great people or workers.
Spoiler :

Using our Workers and the new road going northeast of our capital T148, our Catapult can go up the road T148 and hammer that Sitting Bull Scout.
Depending on the 3 places it teleports, a wall of units will be constructed on T146 2N of horse, 3N of horse, or 4N of horse.
If the scout teleports near the wheat, the wall will be Worker, Warrior, Great Scientist, Scout all north of Rice. (2N,3N,4N, and 5N)
No matter what happens, the scout should funnel south towards our roads or Clam City.
Our Catapult will pounce on the scout when it comes out of Science City T148 and get that 1xp and the Accuracy Promotion! :D
The low-odds teleport to the southwest corner will require Great Scientists to stand on our gems.

Sitting Bull War
Caravel 1

T145 - Picks up Great Scientist, drops him in Canal City, then sails to 1S1E of Canal City
This Great Scientist goes west T146 to help with the scout funnel 1 turn, before bulbing on T148.
T146 - Covers the 2 Galleys 1W of Poverty Point.

Galley
T145 - Drops off Chariot on wine near Poverty Point, sail to 1E of Canal City to pick up drafted Musket, sail back to 1N of wine
T146 - After DOW, sail to 1W of Poverty Point, drop off 2 Muskets 1S of Poverty Point, then blockade Poverty Point.

Galley + Galley
T145 - Sail to 1S1E of Canal City
T146 - After DOW, sail to 1W of Poverty Point, drop off 3 Muskets and 1 Chariot 1S of Poverty Point.

Chariot
T146 - After DOW, move from wine to 1S of Poverty Point.
No point in pillaging and then getting picked off by Dog Warrior from capital.

Spy
T145 - T146 Stays in Poverty Point building bonus.
T147 - Discuss with team

Trireme
T145 - Stays in place keeping an eye on SB capital.
T146 - After DOW, blockades Sitting Bull 3W1N of his capital.

Other Places
Caravel 2

T145 - Sail southwest
T146 - Drop off Great Scientist in Aachen
T147 - Sail towards Cow City and kill that Sitting Bull workboat!
Great Scientist walks west to make contact with France T150

Galley 10W of Whale City
T145 - T146 Sail east to pick up Worker and then sail to fort west of Cow City

Great Merchant in Moscow
T145 - T148 Wait for Harbor

Diplomacy
T145 - All of our :espionage: on Sitting Bull as long as Peter is just putting +1:espionage: on us.

T145 - Trade Nationalism to Peter for 30:gold: + map + switch to Caste

T145 - Trade Nationalism to Sitting Bull for 30:gold: + map
Trade Metal Casting to Sitting Bull for switch to Nationhood


T146 - If Holy Roman Empire still 744 and Arabian Empire 754, trade Machinery + Music to Sitting Bull for :gold: + map to get him higher on the scoreboard.
Sitting Bull should be at 746 points and if necessary, we can trade him Currency to go up to 758 points.
https://forums.civfanatics.com/threads/sgotm-26-home-slices.657330/page-207#post-15849983

T146 - If Peter is Cautious with Sitting Bull and SB has 1 turn left to tech Feudalism, DOW Sitting Bull!

Don't accept any Calendar gift!

All Peter demands will be accepted.
All Sitting Bull demands will be denied
All new world AI demands will be accepted? Hmm, I'll discuss with team if they make a demand.

Check Every Turn
Record :espionage: values
Screenshot Sitting Bull's buildings and cities
Did Moscow build a Harbor yet?
A new fist appears on scoreboard (Arabs might hit us 40 turns later if they target us and get Astro some day)
Did Peter spend more than 1 :espionage: against us? If so adjust slider.
Save at start and end of turn

Stopping Point
T146 - If Holy Roman Empire went higher than 744 or Arabs went higher than 754 points
T146 - If Sitting Bull got Feudalism by paying Peter :gold: or begging
T146 - If Music + Machinery to Sitting Bull did not get Peter Cautious with him.
T147 - Start of T147 is reached.
Anything unexpected happens.

**Edit**
100% Done!
 
Last edited:
Last moment thought:

I would’ve said this earlier but I had the false information about blockading. I think we might want to consider DOW this turn. Or at least revolting him to nationalism. The point is, if we can blockade both Cahokia and PP maybe we can push feudalism to turn 147.
 
Back
Top Bottom