[BTS] SGOTM 26 - Home Slices

Nice work, Kait. Are there any decision points that have to be made before playing forward?
Just a few things.

Clam City and Profit will have an angry citizen for 3 turns instead of 2 now due to delayed bulbs.
Any way to fix that?

Also, will Clam City starve if that workboat sails on to clams?
I'm pretty sure it won't since our turn is first, but no harm in asking.
 
spy or no spy.


We're planning to use our C1 chariot if it can draw the Dog as a defender, right? Even tho we might like the XP on our musket, let's get a chariot healer if we can. With that bump up to 40% culture, lets use our spy.

We can pick up 2 new muskets T148, drop 6 units at Mound City-NE 150, capture 151.
Cows' musket can board 153


This galley might rather to take 2 muskets?
Ya, we should use the spy on Poverty Point.
The C1 chariot will try hard to get a medic promo.

2 Muskets instead of worker + musket?
I think it has to be Worker + Musket from Whale City.
Without a 6th Worker, the forest preserves in capital quickly fall 1 turn behind.
That means we lose 15:science: a couple of times due to Oxford.

The Silver City musket will have to walk the hard way and maybe kill that SB scout :sad:
The galley must move to Profit after dropping Worker to pick up Musket + another 3xp Catapult for SB's capital fortress.

**edit**
Fixed brain damage. Meant 2 muskets from Whale City area or whale City draft and silver City draft.
 
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Agreed, I'd say we use the spy since the borders just popped to 40%. If the spy mission is successful, we should be able to take PP without losing a unit.

Should we stop putting EPs on SB after this mission? I doubt we'll get enough EPs after this spy mission to do anything useful. Or are we thinking we might try to steal gold from him?

IT looks like there will be some city-capture and pillage gold in our future. :yumyum:
The spy should probably be inserted into SB's capital right away if it returns to our capital.
With 50% wait bonus, it might blow up Walls for around 150:espionage: and let us bombard Cahokia quickly down to 0%
 
I suggested not working Deer in Cows. Doesn't that help? keeping Cows at size 7 a while after drafting?
Size 7 Cow City still gets +3 Rep. bonus over size 7 Canal City.
Better to just let Cow City grow and use the happiness?

Go for it. Use the spy now. Save our precious units.
Right, attacking very soon!
 
City Revolt for 513:espionage: with 89% odds...

Boom, 40% defenses gone!
Spy lived
and returned to capital.

1st musket has 65% odds. (9.9:strength: vs. 8.1)
Those 1st strikes are stronger than I thought.

Musket vs Archer 65% - Won!
Musket vs Archer 66% - Won!
C1 Chariot vs Dog Soldier 96% - Won!

Poverty Point pillaged for 174:gold: :D


Paused and uploaded again.
Log

Spoiler :
Reference number: 16444
Game: C-IV SGOTM 26
Your team: Home Slices
Your name: Kaitzilla
Date submitted: 2020-07-29
Software Version: BtS 3.19
Game date: 740AD
Total turns played: 147
Session turns played: 2
Player race: Celt
Firaxis score: 1595
Session time played (hh:mm:ss): 02:42:51
Total time played (hh:mm:ss): 52:59:28
Game status: Incomplete
Submitted save: SGOTM 26 T147 battle over Paused upload now.CivBeyondSwordSave
Renamed file: Home_Slices_SG026_AD0740_02.CivBeyondSwordSave

Right click the Renamed File link above to copy it.
You can then paste it into your team post as the download link for the next player.


Here is your Session Turn Log from 700 AD to 740 AD:

Turn 145, 700 AD: Canal has shrunk to size 9.
Turn 145, 700 AD: Profit has grown to size 7.
Turn 145, 700 AD: Saladin will trade Calendar
Turn 145, 700 AD: Bismarck is the worst enemy of Charlemagne.
Turn 145, 700 AD: Charlemagne is the worst enemy of Bismarck.
Turn 145, 700 AD: Saladin will trade Calendar
Turn 145, 700 AD: Sitting Bull will trade Calendar
Turn 145, 700 AD: Peter will trade Calendar
Turn 145, 700 AD: Will Trade Map: Bismarck, Peter, Sitting Bull
Turn 145, 700 AD: Bismarck is the worst enemy of Charlemagne.
Turn 145, 700 AD: Charlemagne is the worst enemy of Bismarck.
Turn 145, 700 AD: Saladin will trade Calendar
Turn 145, 700 AD: Sitting Bull will trade Calendar
Turn 145, 700 AD: Peter will trade Calendar
Turn 145, 700 AD: Will Trade Map: Bismarck, Peter, Sitting Bull
Turn 145, 700 AD: Bismarck is the worst enemy of Charlemagne.
Turn 145, 700 AD: Charlemagne is the worst enemy of Bismarck.
Turn 145, 700 AD: Saladin will trade Calendar
Turn 145, 700 AD: Sitting Bull will trade Calendar
Turn 145, 700 AD: Peter will trade Calendar
Turn 145, 700 AD: Will Trade Map: Bismarck, Peter, Sitting Bull
Turn 145, 700 AD: Peter adopts Caste System!
Turn 145, 700 AD: Sitting Bull adopts Nationhood!
Turn 145, 700 AD: Nabu-rimanni (Great Scientist) has been born in Rheims (Louis XIV)!

Turn 146, 720 AD: Bismarck is the worst enemy of Charlemagne.
Turn 146, 720 AD: Charlemagne is the worst enemy of Bismarck.
Turn 146, 720 AD: Saladin will trade Calendar
Turn 146, 720 AD: Sitting Bull will trade Calendar
Turn 146, 720 AD: Peter will trade Calendar
Turn 146, 720 AD: Will Trade Map: Bismarck, Peter, Sitting Bull
Turn 146, 720 AD: Deal Canceled: Open Borders to Sitting Bull for Open Borders
Turn 146, 720 AD: Deal Canceled: Clam to Sitting Bull
Turn 146, 720 AD: Deal Canceled: Marble to Sitting Bull for Gold Per Turn (3)
Turn 146, 720 AD: You have declared war on Sitting Bull!
Turn 146, 720 AD: Sitting Bull refuses to talk.
Turn 146, 720 AD: Al-Kindi (Great Scientist) has been born in Silver (Lady Stoneheart)!
Turn 146, 720 AD: Charles Martel (Great General) has been born in Aachen (Charlemagne)!

Turn 147, 740 AD: The enemy has been spotted near Science!
Turn 147, 740 AD: The enemy has been spotted near Silver!
Turn 147, 740 AD: Charlemagne is no longer the worst enemy of Bismarck.
Turn 147, 740 AD: You are the worst enemy of Saladin.
Turn 147, 740 AD: Saladin won't trade Calendar
Turn 147, 740 AD: Bismarck will trade Calendar
Turn 147, 740 AD: Sitting Bull refuses to talk.
Turn 147, 740 AD: You are the worst enemy of Saladin.
Turn 147, 740 AD: Bismarck is the worst enemy of Charlemagne.
Turn 147, 740 AD: Bismarck will trade Calendar
Turn 147, 740 AD: Peter will trade Calendar
Turn 147, 740 AD: Will Trade Map: Bismarck, Peter
Turn 147, 740 AD: Espionage Mission undertaken successfully!
Turn 147, 740 AD: Upon completing the mission the Spy 1 (Science) has returned safely to Science.
Turn 147, 740 AD: Lady Stoneheart's Musketman (9.90) vs Sitting Bull's Archer (8.10)
Turn 147, 740 AD: Combat Odds: 65.7%
Turn 147, 740 AD: (Extra Combat: -10%)
Turn 147, 740 AD: (Plot Defense: +25%)
Turn 147, 740 AD: (Fortify: +25%)
Turn 147, 740 AD: (City Defense: +95%)
Turn 147, 740 AD: (Hills Defense: +25%)
Turn 147, 740 AD: Sitting Bull's Archer is hit for 22 (78/100HP)
Turn 147, 740 AD: Lady Stoneheart's Musketman is hit for 18 (82/100HP)
Turn 147, 740 AD: Sitting Bull's Archer is hit for 22 (56/100HP)
Turn 147, 740 AD: Lady Stoneheart's Musketman is hit for 18 (64/100HP)
Turn 147, 740 AD: Sitting Bull's Archer is hit for 22 (34/100HP)
Turn 147, 740 AD: Lady Stoneheart's Musketman is hit for 18 (46/100HP)
Turn 147, 740 AD: Sitting Bull's Archer is hit for 22 (12/100HP)
Turn 147, 740 AD: Sitting Bull's Archer is hit for 22 (0/100HP)
Turn 147, 740 AD: Lady Stoneheart's Musketman has defeated Sitting Bull's Archer!
Turn 147, 740 AD: Your Musketman has destroyed a Archer!
Turn 147, 740 AD: Lady Stoneheart's Musketman (9.90) vs Sitting Bull's Archer (7.95)
Turn 147, 740 AD: Combat Odds: 66.9%
Turn 147, 740 AD: (Extra Combat: -10%)
Turn 147, 740 AD: (Plot Defense: +25%)
Turn 147, 740 AD: (Fortify: +20%)
Turn 147, 740 AD: (City Defense: +95%)
Turn 147, 740 AD: (Hills Defense: +25%)
Turn 147, 740 AD: Sitting Bull's Archer is hit for 22 (78/100HP)
Turn 147, 740 AD: Sitting Bull's Archer is hit for 22 (56/100HP)
Turn 147, 740 AD: Lady Stoneheart's Musketman is hit for 17 (83/100HP)
Turn 147, 740 AD: Lady Stoneheart's Musketman is hit for 17 (66/100HP)
Turn 147, 740 AD: Sitting Bull's Archer is hit for 22 (34/100HP)
Turn 147, 740 AD: Sitting Bull's Archer is hit for 22 (12/100HP)
Turn 147, 740 AD: Lady Stoneheart's Musketman is hit for 17 (49/100HP)
Turn 147, 740 AD: Lady Stoneheart's Musketman is hit for 17 (32/100HP)
Turn 147, 740 AD: Sitting Bull's Archer is hit for 22 (0/100HP)
Turn 147, 740 AD: Lady Stoneheart's Musketman has defeated Sitting Bull's Archer!
Turn 147, 740 AD: Your Musketman has destroyed a Archer!
Turn 147, 740 AD: Lady Stoneheart's Chariot 2 (Science) (4.40) vs Sitting Bull's Dog Soldier (2.66)
Turn 147, 740 AD: Combat Odds: 96.1%
Turn 147, 740 AD: (Extra Combat: -10%)
Turn 147, 740 AD: (Plot Defense: +25%)
Turn 147, 740 AD: (Fortify: +25%)
Turn 147, 740 AD: (Class Attack: -100%)
Turn 147, 740 AD: Sitting Bull's Dog Soldier is hit for 25 (75/100HP)
Turn 147, 740 AD: Sitting Bull's Dog Soldier is hit for 25 (50/100HP)
Turn 147, 740 AD: Sitting Bull's Dog Soldier is hit for 25 (25/100HP)
Turn 147, 740 AD: Sitting Bull's Dog Soldier is hit for 25 (0/100HP)
Turn 147, 740 AD: Lady Stoneheart's Chariot 2 (Science) has defeated Sitting Bull's Dog Soldier!
Turn 147, 740 AD: Your Chariot 2 (Science) has destroyed a Dog Soldier!
Turn 147, 740 AD: You have captured Poverty Point!!!
Turn 147, 740 AD: You have pillaged 174 ℴ from the destruction of Poverty Point!!!
Turn 147, 740 AD: You have destroyed the city of Poverty Point!!!

You may wish to copy it to Notepad for reference when you write your turn set post. It includes any entries you added with the in-game Chat facility
 
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Go for it. Use the spy now. Save our precious units.

The attack went well. :)
Spoiler :

I'm out for the day.
Will try to put up a plan for the next few turns tonight.

There is a nice town to pillage 1SE of Poverty Point's ruin.
Pillaging that silk would also hurt SB's capital with loss of happiness.

Might be safe enough to blockade all of Cahokia's water tiles, hmm
Can sail the Trireme 1SE, and if no 2nd Galley is spotted, move over to 1W of Cahokia and blockade?
SB's Galley retreating is a big help.

What promotions should our Muskets take?

**Edit**
Oh, what the, the clams near Poverty Point were not improved? :confused:
 
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Well done. The use of the spy was a great call.

Does the chariot move and pillage the town while the muskets move to the silk and other cottage??

I like city raider promotions but not sure if muskets can take them...
 
Turns out our window to get Peter to Cautious closed quickly. I see he got to +4 religion and of course, we put SB back on the bottom of the scoreboard.
We should probably put them at war once we have Eng. So does that mean Constitution trade? Hmm...
Maybe getting him into REP is best if we want free RepParts.
If he does try for Democracy/emancipate, it will be a long time and we can probably prevent it.
If we let him pick Merc on his own around T175, he can't change again til T200 and we can probably stop that.
 
Nope. Probably Cover +25% archery
I'm not sure guerilla II and then III is worth it.


Of course they are. Are you expecting 5 food? it's 4 with no lighthouse effect out that far.
Ah, the graphics tricked me. Thanks!

Gue.III would be nice for Cahokia attack.
+25% hill attack plus 50% withdrawal.
But where to find 1xp? :hmm:
+25% vs. Archery is probably best overall for us.

I think Bismark is building AP or MoM in Berlin.
Perhaps Moai if no city has it yet.
If anyone has access to the game, perhaps look for Moai in a city, or maybe Bismark says "we have our reasons" if checking to trade Theology.
Would be nice to narrow it down to one wonder.
 
Bis has no Moai and won't give Theo "just yet", but does not "have his reasons"
I'm not sure if "we have our reasons" will show if we can't get the tech because "not just yet" is still showing. :hmm:

Good to know on Maoi.
Guess we can only narrow things down if Berlin goes above 250:hammers:.
 
Well done. The use of the spy was a great call.

Does the chariot move and pillage the town while the muskets move to the silk and other cottage??

I like city raider promotions but not sure if muskets can take them...
I think have the extra Chariot pillage Town a few turns.

Muskets promote to Cover and heal up with medic chariot.
Have all 3 Muskets fan out on silk, cottage, and rice.
Try to provoke that Catapult to attack.
Once it dies, maybe a heroic Cahokia defender tries to kill our injured musket.

Then leave rice alone and pillage everything else leaving the roads.

Pick up 3 more muskets, the spy, chariot, and Catapult from our homeland.
 
hmmm .. cover the rice? or not? (starve or not?)
We can't use the city population.
We can afford to provoke a strong sea response with caste for 8 more turns for sure.
Sitting Bull is a die hard pain.

I vote starve him out with blockade and musket + chariot on each rice. :devil:

I don't mind less capture gold if there is 1 less CG2 longbow to fight.
 
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