I guess it depends on if we think we can raze Cahokia next. Once he's back in slavery, it would be nice if he had a size 1 capital. Or we capture it next, in which case we wouldn't want to starve it, just block hammer tiles.
I assume no one votes to go after a 60% hill city, so starve it, ya. But do we leave the rice farms so we can get his rice after cease fire?
I just rediscovered debug mode in Civ. You have full map knowledge and you can even enter an AI's city and fiddle with their build choices. It's great for testing. Do you guys ever use this?
I just rediscovered debug mode in Civ. You have full map knowledge and you can even enter an AI's city and fiddle with their build choices. It's great for testing. Do you guys ever use this?
In your ini file, put "cheatcode=chipotle" (without quotes, of course); the ini has a value of 0 for this as default. Then in a game that does not have Lock Modified Assets selected, once the game starts you can press Ctrl+Z. It gives you full map knowledge including where all of the units and barbs are. It's like you have infinite EPs on each AI so you can inspect their cities, see what they are researching, etc. It's great for testing. I had forgotten about it until just today.
I haven't looked at the save yet. How much more combat exp is required for a great general? More exp needed means more cities razed and lower attitude. If SB is still furious after cease fire, we won't get resources from him.
I just rediscovered debug mode in Civ. You have full map knowledge and you can even enter an AI's city and fiddle with their build choices. It's great for testing. Do you guys ever use this?
I think he's Pleased now, during the war
We should be able to weather several more city razes, cus then you lose the -3 war spoils relationship at cease fire.
The main benefit is early game when play testing. I've used it to see tech choices and build choices of the early AI to get a feel for when techs are learned at a certain level and when wonders start to get built.
Once you have hit ctrl-z, you can regenerate the map and you have instant visibility of the whole map. You can use this to get a feel for the different maps that can be generated by different scripts without having to go into World Builder every time.
If we Cease Fire with him, we can trade for 1 Rice and 1 Crab once we have Sushi HQ as long as the rice is not traded to Peter first.
Spoiler:
Our War Weariness is a manageable 23 so far.
We have +4 Fair Trade and +3 Shared Relgion
We have -3 Dow and -2 Razed City.
Even though we won 3 battles and burned down a city, it will be a few more turns before Sitting Bull will talk to us, or even longer if he manages to win a battle.
If we wish to Cease Fire after razing the relatively useless Mound City (City Garrison 2 Longbows will have about 12 and 1 First Strike after fortifying if city defenses are 0%), we can't DOW again to steal a Worker unless we bribe Peter to DOW Sitting Bull 1st.
New World does not have much sushi resources, but Peter has a lot.
I'm running the numbers and I think I have no choice but to run Wealth in Profit 1 more turn to see if Moscow is building a Harbor for us by T150.
If Peter is getting a 1.5 multiplier instead of a 2.5 multiplier (no harbor), then Profit can make a 3xp Catapult before starting Forge.
Civic Changes T148 - After final 3 drafts, change to Bureaucracy, Slavery, Free Market, and Organized Religion
Techs
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
T147 - T149 Chop forest (+20) (Combined with T148 Forge Whip, this chop stored in Wealth will give us a 2-pop Sushi Exec whip on T156)
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
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
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
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
T147 - 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
T147 - 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.
The anger decay is:
Science City has no anger to decay.
Whale City loses whip anger in 2 turns and then another whip anger 10 turns after that.
Clam City loses its draft anger in 1 turn.
Cow City loses draft anger in 1 turn.
Profit City loses draft anger in 1 turn and then another draft anger 10 turns after that.
Canal City loses draft anger in 8 turns.
T147 - Clam City, Cow City, Silver City
T148 - Whale City, Profit City, Canal City
Cities
Science City
T147 - Catapult (goes to 59/50); Rice, Sheep, Horse, Wine, Riverplainsfarm, x2Gem Mine, x2Riverplainscottage, Scientist
T148 - Forge; (goes to 87/120) Rice, Sheep, Horse, Wine, Riverplainsfarm, x2Gem Mine, x2Riverplainscottage
T149 - Forge; (goes to 115/120) Rice, Sheep, Horse, Wine, Riverplainsfarm, x2Gem Mine, x2Riverplainscottage
T150 - Forge; (goes to 143/120) Rice, Sheep, Horse, Wine, Riverplainsfarm, x2Gem Mine, x2Riverplainscottage
T151 - Wealth; (+29 from chops land); Rice, Sheep, Horse, Wine, Riverplainsfarm, x2Gem Mine, x2Riverplainscottage
T152 - National Park (goes to (114/300); Rice, Sheep, Horse, Wine, Riverplainsfarm, x2Gem Mine, Riverplainscottage, Engineer (Biology Online! +1 from farms)
T153 - National Park (goes to 148/300); Rice, Sheep, Horse, Wine, Riverplainsfarm, x2Gem Mine, Riverplainscottage, Engineer
T154 - National Park (goes to 180/300); Rice, Sheep, Horse, Wine, Riverplainsfarm, x2Gem Mine, x2Riverplainscottage
T155 - 3-pop whip National Park; (Yes, the city can whip at precisely 180/300)
Cow City
T147 - Wealth; Crab, Cow, Deer, Riverplainsfarm, x2Fur, Scientist, Angry Citizen(Draft)
T148 - Wealth (if Peter doing Harbor) or Forge instead; Crab, Cow, Deer, x2Riverplainsfarm, x3Fur
Profit City
T147 - Wealth; Crab, Whale, x5 Coast, Scientist
T148 - Wealth (if Peter doing Harbor) or Catapult instead; Crab, Whale, x4 Coast, Angry Citizen(Draft)
(would rather have coast than scientists for last turn of golden age)
Whale City
T147 - Forge; x2 Crab, Clam, x9 Scientist (90% Great Scientist will be born in between turns)
T148 - Wealth if needed or Workboat; x2 Crab, Clam, Horse, Silver, Fur, x3 Coast, x2 Scientist (Draft)
Units T148 Catapult vs. Scout Plan
T147 - T148 Surround the Scout so that it can only go south
Try to attack the Scout with Catapult T149, then kill it with Chariot T149.
Sitting Bull War
Caravel 1
T147 - T148 Move towards Clam City
x3 Galley
T147 - Move to pick up units east of Clam City
T148 - Pick up drafted Musket on the way through Canal City
Chariot (5xp)
T148 - Promote to Medic and heal the 2 injured Muskets
Chariot (0xp)
T147 - T148 Pillage Town
2 Injured Muskets
T148 - Promote to Cover (+25% vs. Archery units) and heal up
3 Muskets
T147 - Spread out to cover silk plantation, cottage, and rice farm.
T148 - Pillage all 3 tiles. We will pillage every Cahokia tile!
Spy
T148 - Move towards Clam City
Trireme
T147 - T148 If only facing 1 Galley, move to 1W of Cahokia and blockade
Other Places
Caravel 2
T147 - Explore the fog to increase our map value, and then head towards Silver City by T155 to carry Sushi Exec.
Galley 4W of Whale City
T147 - T148 Sail east to pick up Worker + Musket and then sail to fort west of Cow City.
The drafted Musket from Silver City will have to walk the long way.
Great Merchant in Moscow
T147 - T148 Scout the tiles Moscow is working. Help determine if Moscow is building Harbor by T148.
Musket drafted from Silver City
Walk to the Cow City roads the long way. Kill the SB Scout if possible Diplomacy
T147 - All of our on Sitting Bull as long as Peter is just putting +1 on us.
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 discussed with team if possible
Check Every Turn
Record 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 against us? If so adjust slider.
Save at start and end of turn Stopping Point
T148 - If I need help to determine if Moscow building harbor T149 - Start of T149 reached Anything unexpected happens such as Peter's Engineering being delayed.
So real quick, the goal is to try to get 8 hammers in Forges everywhere, then do Courthouses up to 29/120 to set up 3-pop whip max overflows with Forge online first.
Whale and Silver already have Courthouse.
Profit will try to squeeze out 1 more 3xp Catapult for us.
Silver City will store its chop starting T149 with Wealth, then whip Forge later
Our Galleys will head back to the mainland to get 6 more units to torment SB with.
Next target will be Mound City and pillaging Cahokia completely.
Peter's half-price Harbor is really tormenting me.
Both St. Petersburg and Yaroslavl have a harbor.
We need gold by T149 or T150 at the latest.
Will try to drag our out and try to determine if Moscow is building Harbor
If only that Catapult wasn't looming or the Dog Soldier had 100% castle defense vs. chariot, we might try rushing Cahokia with 3 Muskets and 2 Chariots and hope he doesn't upgrade his capital Archers.
60% defenses vs. muskets just make it too risky.
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