[BTS] SGOTM 26 - Home Slices

We can get an 80% withdrawal Guerilla 3, Cover + ?? with the GG ability, right?
Sure, but we lose the super medic option.

A second siege can arrive later — as long as the scout is still healing.
Our campaign has limited naval carrying capacity.
If we attack Chaco Canyon, then Mound City is likely to have a Longbow by the time our galleys can get back and form a new attack.
So I think we need that 2nd Catapult from Clam City on the road by T154 to deal with the 40% defenses.
Clam City must also complete Forge, whip a Courthouse, and start Sushi Exec. on T159 with 3 population.

I'll try to figure out Clam City micro that gets us all that and preserves the 2 scientists for as long as possible.

I don't want to leave that Scout there to heal up if possible.
My test got 15 attacks in a row with no issues before I stopped.
 
Last edited:
We can get an 80% withdrawal Guerilla 3, Cover + ?? with the GG ability, right?
I think I've got it.

8xp Catapult rolls to war to bombard SB cities T154 while 0xp Catapult attacks scout.
We bring 2 Muskets back to the mainland if Mound City gets a Longbow.
Great general is born T154.
As long as it is not Profit City, it can attach near the SB scout around T157.

We attach it to our 3xp Cata and 3 Muskets.
Cata becomes 8xp and picks double XP promo with great general.
3 Muskets take Guerilla 3 and get 50% withdraw.
Catapult attacks scout 6 more times to reach 20xp.
Then on T163, it promotes Drill, Medic 1,2,3.
Our super medic Catapult sails to SB land.
It heals, bombards, unlocks West Point, and can become a cannon some day for free.
 
2nd Catapult from Clam City
A cat can't be a medic, right?

Anyway, if you want one more cat, I'm not gonna argue. I assume you're trying to race to beat longbow upgrades. Once longbows are widely available, I don't see why we shouldn't slow down.
 
Should we care to have a medic 3? Isn't the plan to have him down to ~2 cities + the north island city before that medic ever gets to the front.
We can just heal with a regular medic.

Yes, a Catapult can be a medic too.
Super medics have a lot of benefits.

They speed up everything and reduce dead units from counter attacks.

Can even stick it on a Galleon and turbo heal Privateers to harass our allies after HRE is dead.

Thankfully I can leave it to next turnset to ponder.

How long till we have cannnons?
No idea. Some time after Astronomy I'd imagine.
 
Last edited:
Ok, I think I have everyones' input now.
I'll put up a fresh PPP since so many pages have been posted.

Only Cow City and Clam City need a fair amount of micro attention.

Silver and Whale already have Courthouse.
Capital will build Courthouse naturally since gem mines give more :science: than Sushi loses as money without courthouse.
Canal and Profit City don't need to build Sushi Execs.

So Cow City and Clam City need a Forge, Courthouse, and Sushi Exec.
 
Last edited:
PPP 4
T150 - T154

Continuing from Turnset #3

GOAL: Win a U.N. Victory as fast as possible with the required buildings built.


Techs
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 once he comes out of Anarchy
We no longer have +10%:science: or +2:science: from Monasteries on T151 :sad:
If we go for the "Peter techs Astro"gambit, he needs Paper before he spawns his Great Scientist around T157 with his recent Anarchy. That way if Great Scientist is born, we can gift Education as noted by WT.
He should not go for Liberalism if we already completed it.

T152 - Liberalism
T153 - Liberalism
T154 - Liberalism (Choose Medicine as free tech after pressing end turn on T154)
T155 - Sushi Founded (One turn earlier not realistic)

Workers
Cowboy

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
T150 - Move to jungle 2W1S of Science City
T151 - T155 Preserve Jungle (Yes, still 8 turns just like forest)

Rex
T150 - T151 Chop forest with Heretic
T152 - T155 Preserve Forest 2S1E of Science City

Heretic
T150 - T151 Chop forest
T152 - T155 Preserve forest 2S1E of Science City

Phillip
T150 - 151 Chop forest
T152 - Move to roaded fur 2N3E of Science City
T153 - T155 Preserve forest 1N2E of Science City

Joan Dark
T150 - T151 Chop forest
T152 - Move to roaded fur 2N3E of Science City
T153 - T155 Preserve forest 1N2E of Science City

Sushi Schedule Thanks WastinTime!
Round 1
Silver -> Science + 1t travel
Round 2:
Silver-> Whales 1t
Science -> Clams 0t
Round 3:

Whales -> Cows 1t (caravel's 2nd trip)
Clams -> Canal 1t (needs a ride)
Round 4:
Cows -> Profit

These are the turns each city gets Sushi:
T155 - Silver City
T157 - Science City
T158 - Whale City
T159 - Clam City
T161 - Cow City
T162 - Canal City
T164 - Profit City

Cities
Science City

Gets Sushi T157
Spoiler :
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, x2Gem Mine, x3 Scientist
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; (Yes, the city can whip at precisely 180/300:hammers:)
T156 - Courthouse
T157 - Sushi Exec.
T158 - 2-pop whip Sushi Exec.
T159 - Courthouse


Cow City
(1:hammers: overflow from earlier turn)
Gets Sushi T161
Spoiler :
i-m22C5MS.jpg
T150 - Wealth; Crab, Cow, Coast, x3 Fur, x2 Scientist
T151 - Forge; Crab, Cow, Coast, x3 Fur, x2 Scientist
T152 - T154 Forge; Crab, Cow, Deer, Coast, x2 Riverplainsfarm, x2 Scientist (Biology Online! +1:food: from farms)


Canal City
(5/120:hammers: Forge and 5/120:hammers: Courthouse)
Gets Sushi T162
Spoiler :
T150 - T152 Forge; Clam, x2Crab, Coast, x2 Scientist, Angry Citizen
T153 - 3-pop whip Forge; Clam, x2Crab, Scientist
T154 - Courthouse; Clam, x2Crab, x2Scientist


Clam City (6/120:hammers: Courthouse and 4/120:hammers: Forge)
Gets Sushi T159
Spoiler :
T150 - T151 Catapult; x2Clam, x2Coast, x2Mine, x2Scientist
T152 - 4-pop whip Forge; x2Clam, Scientist, Plainsfarm (Biology Online! +1:food: from farms)
T153 - Catapult; x2Clam, Scientist, Plainsfarm
T154 - Courthouse; x2Clam, Scientist, Plainsfarm


Profit City (5:hammers: overflow from earlier turn)
Gets Sushi T164
Spoiler :
T150 - Forge; Crab, Whale, x2Coast, x2Scientist, Angry Citizen
T151 - After bulbing, 3-pop whip Forge; Crab, Whale, x2 Coast
T152 - T154 Workboat; Crab, Whale, x2 Coast


Silver City (45/120:hammers: Forge, no can't 2-pop whip it yet for some reason :dunno:)
Gets Sushi T155
Spoiler :
T150 - Forge; Clam, x2Crab, Deer, Silver, Fur, x3 Coast, x2 Scientist
T151 - T153 Bank; Clam, x2Crab, Deer, Silver, Fur, x3 Coast, x2 Scientist
T154 - 2-pop Whip Forge; Clam, x2Crab, Deer, x4 Coast, Scientist
T155 - 5-pop Whip Sushi Exec.
T156 - Another Sushi Exec.
T157 - 2-pop Whip Sushi Exec.


Whale City (2/30:hammers: Workboat and 3/120:hammers: Forge)
Gets Sushi T158
Spoiler :
T150 - T153 Workboat; Clam, x2Crab, Horse, Silver, Fur, x2 Coast, x2 Scientist
T154 - Another Workboat; Clam, x2Crab, Horse, Silver, Fur, x2 Coast, x2 Scientist

Units
T150 Catapult vs. Scout Plan

T150 - T153 4xp Catapult attacks Scout 4 times to get 8xp, then heads to the front
T154 - New Catapult from Clam City keeps attacking scout!


Sitting Bull War
Here is a good view of Sitting Bull.
Spoiler :

We want to grab as many cities as possible that are defended by Archers.
Steal Workers when possible from the sea.
Once Longbows are in each city, retreat to homeland and power up units with Great General.

Put the spy in Cahokia around T153, then use Caravel to push south towards Mesa Verde.
Starve Cahokia down to 2 population with 2 muskets on rice and Trireme blockading.

T150 - Using Musket on rice, keep an eye on eastern SB Galley.
Defend Canal City with Caravel is a priority if the SB Galley goes north!

T151 - Attack Chaco Canyon with 3 Muskets + Chariot (0xp) from the sea if it is defended by Archer + Dog Soldier still.
If the city burns, the 2 Galley are safe and they spy can go into Cahokia.
If the city lives, the Caravel + Spy can cover the 2 Galleys.

T152+ Try to capture Mound City if still defended by Archers.
If Mound City has Longbow, send 1 Galley down to try and capture a worker near Mesa Verde from the sea.
Escort it with the Caravel if the Caravel is free.

T154 - Great General born? Consult team.


Other Places
Great Merchant in Moscow

T152 - Trade Mission for 1500:gold: from Moscow if Harbor completed
Will talk to team if 1300:gold:
Maybe we can get capture gold from Chaco Canyon on T151 :please:

Caravel 2

T150 - Explore the fog to increase our map value, and then head towards Silver City by T155 to carry Sushi Exec on T156.

Galley 4W of Whale City
T150 - T151 Pick up Worker + Musket and then sail to fort west of Cow City.
T152 - T153 Head back to Silver City to grab 2nd musket
T154 - Sail back southeast with musket

Musket drafted from Silver City
T150 - Leave northern SB scout alone and head back to Silver City.
T153 - Get on Galley and sail to Cow City.

Great Scientist near France
T150 - T151 Explore towards France's mystery 6th city, but leave enough :move: to bulb Biology.

If we save a Great Scientist to bulb Astro later than T151, it will be one near our capital.
I don't want us at war with HRE with a Great Scientist exploring around France.


Diplomacy
T150 -
All of our :espionage: on Sitting Bull as long as Peter is just putting +1:espionage: on us.
Spoiler Techs :

T150 - Trade Math to France for 50:gold:, then sign Open Borders
T150 - Trade Aesthetics to Germany for 20:gold: + map +4 fair trade
T150 - Trade Aesthetics to Arabs for 20:gold: + 4fair trade
T150 - Gift France Code of Laws, Philosophy, Horseback Riding, Metal Casting, and Feudalism.

T151 - After bulbing Biology 3 times, trade Paper to Bismarck for Calendar. Talk to team before bulbing Astronomy. It depends on what Peter is teching.
T151 - Trade France Music, Civil Service, and Construction for :gold: + map

T152 - Trade France Calendar for :gold: + map.
If he is not -3 religion with us, and is 4th on the scoreboard, and we got +1 diplo from 10 tech gifts, and he is willing to DOW Holy Roman Empire, bribe France to DOW Charlemagne with Paper.
If Paper is not enough, and no one is Pleased with HRE, we should DOW 1st, then bribe France with Paper.
If France is 5th on scoreboard, gift France Paper to get 4th, then bribe to DOW with Nationalism.

T152 - DOW Holy Roman Empire to build shared war diplo with France + Germany.
We can now trade with France to get Iron :D
Should be safe. No one is Pleased with Charlemagne.
Spoiler :
T152 - If France was too chicken to DOW HRE, once we DOW they should be willing. (Thanks WT!)
Pay France to DOW Holy Roman Empire.


Don't accept any Calendar gift!

All Russia + France + Arab + German demands will be accepted unless it is for civic switch or a bunch of :gold:
All Sitting Bull + HRE demands will be denied
All AI demands will be discussed with team if possible

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
T151
- Get team input on Astro bulb
T154 - Get team input on Great General
T155 - Start of turn reached

Anything unexpected happens
Upgraded Longbow messes up war plans


**Edit**
100% Done
 
Last edited:
Cover the 2 Galleys with Caravel + Spy
Caravel to push south towards Mesa Verde
Don't forget that SB galley you flagged T149. It can pillage the old PP clam T154 and then Canal is in trouble.
You almost have to return now with caravel unless you sent the Trireme, but then no blockade

edit: it's actually too late for the Tri. Only the caravel can save the clam.
 
Last edited:
Don't forget that SB galley you flagged T149. It can pillage the old PP clam T154 and then Canal is in trouble.
You almost have to return now with caravel unless you sent the Trireme, but then no blockade

edit: it's actually too late for the Tri. Only the caravel can save the clam.

Our musket that is going to pillage the SB rice should get a good look at the east coast soon.
If the SB galley is racing north, I can retask our Caravel sure.
Our +1:move: circumnavigation bonus is very helpful.

A Cease Fire to save Canal City would ruin our little scout project and make me a criminal.
I'll add a note to PPP. :)
 
Last edited:
bribe France to DOW Charlemagne with Paper.
IIRC, if Paper is not enough, it takes a lot less to bribe if we are at war first, so as long as France is not Pleased with HRE. We could DoW first.

Unlikely SB will get aggressive, but...
Is our other chariot pillaging the farm and moving-1N to heal muskets? Cus SB has construction/bridges and could move to the forested hill.
So chariot could pillage that road after the farm, and then you cover the chariot with a musket?
 
IIRC, if Paper is not enough, it takes a lot less to bribe if we are at war first, so as long as France is not Pleased with HRE. We could DoW first.

Unlikely SB will get aggressive, but...
Is our other chariot pillaging the farm and moving-1N to heal muskets? Cus SB has construction/bridges and could move to the forested hill.
So chariot could pillage that road after the farm, and then you cover the chariot with a musket?
Medic Chariot will pillage and then move 1N to heal muskets yup.

If SB gets aggressive, I would love for him to move to that forest hill.
The 2 muskets will move northwest and attack him on the tundra hill with better than even odds.

Ya, will probably DOW HRE first on T152 if no one is Pleased with him, thanks!

He has that. (led to Drama)
Are you giving Feudal?
Oh ya, no Aes.
We need a 10th tech with some points on it hmm
Spoiler Techs :
Math = 12
Code = 12
Philo = 18
HBR = 12
Metal Casting = 12
Music = 18
Civil = 18
Construction = 12
Calender = 12
Feudalism = 18

Paper = 18
Nationalism = 24

Yes, I should probably add Feudalism to the techs gifts on T152 to make up for Aesthetics.
 
Last edited:
Back
Top Bottom