[BTS] SGOTM 26 - Home Slices

Here are the hammers in each Sitting Bull city for the last 7 turns.

Cahokia
T145 - 32
T146 - Finished production, building something new
T147 - 8
T148 - 14
T149 - 20
T150 - 25
T151 - 31
T152 - 37

Mound City
T145 - 8
T146 - 8 (this is right, double checked)
T147 - 1
T148 - 2
T149 - 6
T150 - 12
T151 - 19
T152 - 26

Mesa Verde
T145 - 22
T146 - 22 (this is right, double checked)
T147 - 26
T148 - 30
T149 - Finished production, building something new
T150 - 30
T151 - 34
T152 - Finished production, building something new

Snaketown
T145 - 18
T146 - 18 (this is right, double checked)
T147 - 21
T148 - 24
T149 - 27
T150 - 30
T151 - 33
T152 - 36

Let me dig up the Emperor AI build cost.
Spoiler :
Cost for all buildings and units on Emperor for the AI is 85% (in the Ancient Era) unless it is a Settler.
Settler = 95:hammers:
Worker/Lighthouse/Granary = 51:hammers:
Barracks = 43:hammers:
Workboat = 25:hammers:
Archer = 21:hammers:

Wonders are full price.
Hmm, need to update it to Sitting Bull's current era.
He gets builds 3% cheaper each era.
Spoiler :

List of techs to advance to the next age:
Spoiler :
Ancient Era Techs
FISHING
HUNTING
MYSTICISM
MINING
PRIESTHOOD
THE WHEEL
AGRICULTURE
ARCHERY
MEDITATION
POTTERY
MASONRY
POLYTHEISM
SAILING
ANIMAL HUSBANDRY
MONOTHEISM
WRITING
BRONZE WORKING

Classical Era Techs
IRON WORKING
LITERATURE
HORSEBACK RIDING
MATHEMATICS
MONARCHY
DRAMA
AESTHETICS
ALPHABET
CONSTRUCTION
CODE OF LAWS
CALENDAR
COMPASS
CURRENCY
METAL CASTING

Medieval Era Techs
THEOLOGY
MUSIC
PAPER
OPTICS
FEUDALISM
BANKING
MACHINERY
CIVIL SERVICE
PHILOSOPHY
GUILDS
ENGINEERING
DIVINE RIGHT

Renaissance Era Techs
GUNPOWDER
LIBERALISM
ECONOMICS
CORPORATION
PRINTING PRESS
REPLACEABLE PARTS
NATIONALISM
EDUCATION
CHEMISTRY
MILITARY SCIENCE
MILITARY TRADITION
CONSTITUTION
ASTRONOMY
RIFLING
DEMOCRACY

Industrial Era Techs
FASCISM
SCIENTIFIC METHOD
COMMUNISM (Civ 4 code calls it UTOPIA :high5:)
STEEL
STEAM POWER
BIOLOGY
COMBUSTION
PHYSICS
ARTILLERY
MEDICINE
ELECTRICITY
RAILROAD
ASSEMBLY LINE
FISSION
INDUSTRIALISM

Modern Era Techs
MASS MEDIA
REFRIGERATION
ROCKETRY
FLIGHT
ADVANCED FLIGHT
ECOLOGY
RADIO
SATELLITES
SUPERCONDUCTORS
COMPUTERS
LASER
PLASTICS
COMPOSITES
FIBER OPTICS
ROBOTICS

Future Era Techs
GENETICS
STEALTH
FUSION
FUTURE TECH

Sitting Bull has Nationalism, so he gets a 3*-3 = -9% bonus to all build costs.
0.85 * 0.91 = 0.7735 = 77.35% of normal cost.
Hmm, not sure how to round that.
Maybe the game hates us and it is 77%.

Cost for all buildings and units on Emperor for the AI is 77% (in the Renaissance Era) unless it is a Settler.
Settler = 95:hammers:
Worker/Lighthouse/Granary = 46:hammers:
Barracks/Galley/Trireme/Longbow = 38:hammers:
Dog Soldier = 26:hammers:
Workboat = 23:hammers:
Archer = 19:hammers:

Should be pretty close to the right answer.
 
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Hah, it is humble Kaitzilla night.

Liberalism in 2 turns might actually be possible.
I don't know how.

Thankfully I suspected WT might have been right and set things up to go 1 turn earlier if a miracle happened.
Clam City and Cow City need a 2nd look now.

Germany is 17 points ahead of France and France is still -2 religion.
War bribe should be possible.

Uploading now.
Here are the numbers for the crazy :science: overflow chain we did.
Each Great Scientist bulb gave 1680:science:

I'll check the numbers myself later, still very sick.
Here was my original calculation that said T154 Sushi was out of reach: (wrong!) :sad:

https://forums.civfanatics.com/threads/sgotm-26-home-slices.657330/page-222#post-15860708

https://forums.civfanatics.com/threads/sgotm-26-home-slices.657330/page-222#post-15860803

https://forums.civfanatics.com/threads/sgotm-26-home-slices.657330/page-223#post-15861488

https://forums.civfanatics.com/threads/sgotm-26-home-slices.657330/page-223#post-15861501

https://forums.civfanatics.com/threads/sgotm-26-home-slices.657330/page-223#post-15861521

https://forums.civfanatics.com/threads/sgotm-26-home-slices.657330/page-224#post-15862249


And here was the actual results of the game:
Spoiler :












 
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Yes, the AI can plot without Astro.
To check, make a test game on an island in the ocean.
Make yourself -100 with all AI.
Make all AI +100 with each other.
See if anyone starts plotting by mashing next turn.
Perhaps give everyone satellites so everyone has full map vision.
Here is the test to see if AI can plot without map knowledge of the player's location and without Astronomy.

They can! :cry:

This test game has all AI at +100 Friendly with each other and -100 Furious with the player.
The UN was used to force everyone to meet each other.

On T38, Montezuma started plotting...
Spoiler :



Basically, we do need to keep an eye on the Arabs who started plotting after they met us.
It is almost certainly Holy Roman Empire due to Land Target, but there is small chance it could be us too.
 

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We traded Metal Casting to Sitting Bull on T145, so that is the earliest he could start building Triremes.

Looks like Cahokia and Mound City are the dangerous builds.

We could bring the Caravel back down to guard our main fleet and prep a Caravel in Canal in case our galley loses?
 
So we can expect a Trireme to appear (but not move) next turn :eek: in Cahokia
There is still time to pickup the 2 cover muskets and escape south cus we move 3 and he moves 2.

Our Tri might as well move N-NW and blockade there 152 because we're shooting ourselves in the foot by making Mound City work more hammer tiles instead of coast. We can delay its (likely) Trireme, but even if it comes out T154 our muskets escape to Mesa Verde.
Still, we should do what we can to delay that Trireme until t155 or later just to space them out.

Mesa Verde can't possibly have started a Trireme with the numbers Kait shows (thx for all that btw :goodjob:)

If our Tri loses while defending, we may have to cease fire if it gets to Canal's seafood.
 
If you calculate that triremes are not coming soon enough to interfere, I suggest:
The other galley SW of Cahokia (I don't see a plan for it) should go to tentatively pickup the 2 healed, cover muskets.
Don't board them until T153 and you know there are no triremes coming and Mesa Verde looks like a good target.
Those 2 plus the 2 that took Chaco Canyon (now healed) could all go raze Mesa Verde? 156? or 157?
Remember, SB will take slavery/anarchy 10t after we changed his civics. Is that T155?
Attack Mesa Verde?

Ya, if we got 4 Muskets down there, we could probably rock and roll.
Good point about ships appearing in a city for 1 turn before they can move.

We can squeak through the Galley with 2 cover muskets before Cahokia or Mound City can stop us :)
 
Mesa Verde
Let's get another city off the map before SB starts whipping.

With SB in Anarchy 156, we can raze Mesa Verde 157. So the original 2 heroes with cover can be unloaded at MV-1W (to avoid crossing the river) on T156.
Injured musket can promote and heal 152, 153, 154. Board 155, be at MV-1W 156 (so no pillaging)

Looks like the Dog from Chaco is headed to MesaVerde, so forget about worker capture. Take the healthy musket from Chaco and drop him 153 on the Mesa Fur. Should be able to kill the Dog 154. Promote 155, and walk to MV-1S on 156, raze 157.
 
Wait!
Our other galley down there can sail over right now and pick up our musket and Chariot near Mound City next turn.
They can sail west after pillaging that hamlet this turn.

Drop them off by the river and pick up 2 more muskets the same turn.

We can get 6 units down to Mesa Verde.
 
Our other galley down there can sail over and pick up our musket and Chariot near Mound City right now.
Yeah, we need to raze 156.
So the 2 cover muskets can still get there in time for backup, amphibious finishers.
2 muskets at MV-1W, musket+chariot across river.
 
If we blew up Cahokia's Lighthouse, that would free up our Trireme from having to blockade to ruin the city.
Hmm

What population has Cahokia starved down to on T152?
Looks like 5 pop, with 4 pop next turn. :D

Ya, should probably move the blockade a bit north so we can run away if a Trireme appears.

Spy blowing up the Walls in Cahokia still important, but SB might put up resistance soon.
 
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Can anyone do a calculation to double check Clam City?

It needs to whip courthouse on T157, get at least 25:hammers: into Sushi Exec T158, and then 2-pop whip the sushi on T159.
 
All open questions are listed in red.

PPP

T152 - T154


Continuing from Kait's last Turnset

Techs
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.
T152 - Liberalism
T153 – Liberalism (Choose Medicine as free tech after pressing end turn on T154)
T154 - Sushi Founded
T154 – Military Tradition (to open up the West Point build)

Workers
Cowboy
T152 - Move to jungle 2W1S of Science City
T153 - T155 Preserve jungle 2W1S of Science City

Shepherd
T152 - T155 Preserve Jungle (Yes, still 8 turns just like forest)

Rex
T152 - T155 Preserve Forest 2S1E of Science City

Heretic
T152 - T155 Preserve forest 2S1E of Science City

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

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

Sushi Schedule
Round 1

Silver -> Science + 1t travel
Round 2:
Silver-> Whales 0t
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:
T154 - Silver City
T156 - Science City
T157 - Whale City
T158 - Clam City
T160 - Cow City
T161 - Canal City
T163 - Profit City

Cities
Science
Gets Sushi T156
T152 - National Park (goes to (114/300:hammers:); Rice, Sheep, Horse, Wine, Riverplainsfarm, x2Gem Mine, Riverplainscottage, Engineer
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 - Sushi Exec.
T157 - 2-pop whip Sushi Exec. -> Clam City
T158 - Courthouse

Cow
Gets Sushi T160
T152 - T154 Forge (11/120 :hammers:); Crab, Cow, Deer, Coast, x2 Riverplainsfarm, x2 Scientist

Canal (7/120:hammers: Forge and 5/120:hammers: Courthouse)
Gets Sushi T161
T152 – T154 Forge; Clam, x2Crab, Coast, x2 Scientist, Angry Citizen
T155 - 3-pop whip Forge; Clam, x2Crab, Scientist (it will only have 10/120 :hammers:, can we really whip it?)
T154 - Courthouse; Clam, x2Crab, x2Scientist

Silver (50/120:hammers: Forge and 5/200:hammers: Bank)
Gets Sushi T154
T152 - Bank; Clam, x2Crab, Deer, Silver, Fur, x3 Coast, x2 Scientist
T153 - 2-pop Whip Forge; Clam, x2Crab, Deer, x4 Coast, Scientist
T154 - 5-pop Whip Sushi Exec.
T155 - Another Sushi Exec.
T156 - 2-pop Whip Sushi Exec.
T157 - Bank

Profit (8:hammers: overflow from earlier turn)
Gets Sushi T163
T152 - T153 Research; Crab, Whale, Coast, x2 Scientists (to ensure we finish Liberalism in 2 turns)
T154 Workboat; Crab, Whale, x3 Coast

Whales (20/30:hammers: Workboat and 3/120:hammers: Forge)
Gets Sushi T157
T152 – Research (to ensure we finish Liberalism in 2 turns)
T153 – 154 Workboat; Clam, x2Crab, Horse, Silver, Fur, x2 Coast, x2 Scientist
T155 - Another Workboat; Clam, x2Crab, Horse, Silver, Fur, x2 Coast, x2 Scientist

Clams (6/120:hammers: Courthouse and 4/120:hammers: Forge, Catapult 18/50:hammers:)
Gets Sushi T158
T152 - 4-pop whip Forge; x2Clam, Scientist, Plainsfarm
T153 - Catapult; x2Clam, Scientist, Plainsfarm
T154 - Courthouse; x2Clam, Scientist, Plainsfarm

Units
T150 Catapult vs. Scout Plan
T152 - T154 5xp Catapult attacks Scout 3 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.
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.

Spy in Cahokia for ???

Starve Cahokia down to 2 population with Trireme blockading.

T152+ (Galley at Canal-SW) – Move toward the endangered Clam, drop off the musket and chariot at Wine-1S on T152 then park on the Clam resource on T153.

T152+ Move caravel to Clam-W to block SBs Galley

T152+ Load healthy muskets that razed Chaco Canyon onto Galley and try to capture a worker near Mesa Verde from the sea. Is our galley safe without a Caravel escort?

T152+ Injured musket and razed Chaco Canyon pillages the mine and hamlet.


T152+ Chariot pillages x2 Village at Mound City-S with cover from Musket. Chariot pillages Cottage on Mound City-SW on T152 with cover from Musket.

T152+ Chariot at Cahokia-N pillages Rice farm at Cahokia-E with cover from Musket standing on that tile.

T152+ Musket at Cahokia-N moves to Rice at Cahokia-2N1E to help starve Cahokia down.

T152+ Musket at Cahokia-SW moves to Incense resource and pillages it.

T152+ Trireme continues to blockade Cahokia and Mound City.

T154 - Great General born? Consult team.

Other Places
Great Merchant in Moscow
T153 - Trade Mission
for 1500:gold: from Moscow if Harbor completed
Will talk to team if 1300:gold:

Caravel 2
T152 - Explore the fog to increase our map value, and then head towards Silver City by T154 to carry Sushi Exec on T155.

Galley 3W1N of Cows City
T152 - T153 Head back to Silver City to grab 2nd musket
T154 - Sail back southeast with musket

Musket drafted from Silver City
T153 - Get on Galley and sail to Cow City.

Diplomacy
T150 - All of our :espionage:on Bismarck as long as Peter is just putting +1:espionage: on us.
Hold off on bulbing Astronomy until we see where Peter is going after he finishes Theology (4T).

T152 - Trade France Paper for 10:gold:+ map.
Gift France Calendar to move him to 4th if Paper wasn't enough, then bribe to DOW with Nationalism.
We can now trade with France to get Iron

T155 – Bribe Peter into Slavery for Education (unless his GS is born before now)
T165 – Bribe Peter into Free Market for ??? (he will need Economics before then)

How do we groom Bismarck to tech Replaceable Parts or Communism?

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.
Did Peter spawn a great person?
Check if SB has built a Trireme. If Trireme in Cahokia, more our Trireme N-NW and blockade there so we can get to Cahokia-4W2N before he does.
Save at start and end of turn

Stopping Point
T154 - Get team input on Great General
T155 - Start of turn reached

Anything unexpected happens
I'm really wiped out the last 36 hours, so I can't help much right now.

Spy in Cahokia is for blowing up Walls so our Catapult can bombard down the defenses.
If Sitting Bull puts up a heroic defense, might just blow up the lighthouse or granary instead.

Approaching Mesa Verde by sea is dangerous, but I think our Musket at full hp can get a look on the water down there to search for Galleys.
So east of Mesa Verde should be safe if we use our 2 water vision.
 
Keep the ideas coming. I'll accommodate it all into the PPP on Monday. I have a busy weekend with a major fence project at home. If I can get the PPP approved, I could play a couple of turns on Monday or Tuesday.
 
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