[BTS] SGOTM 26 - Home Slices

What do we do with our GG, cats and 3 muskets in our core
The 2nd scout is 2N2E of cows. It seems it is moving east. Send our 2nd catapult to intercept it and farm exp on it? Maybe road 1N of science this turn so that our cat can catch the scout early enough. As for the great general, if we intercept the scout, settle the GG in science?
 
It was a bit overkill
I only see one full health musket standing, so it wasn't that much overkill. Anyway, good job! :goodjob:

Maybe wipe out snaketown before it builds a trireme or longbow? I guess we have a galley problem with that idea.

Units can pillage and make their way north. Maybe by then we will have dealt with the Triremes.
The blockade can begin again already on 157.
Looks like T160 the caravel can be healed and cover the Trireme.

Maybe we just send galley 1 all the way around the east side. It's about the same compared to waiting for the triremes to be cleared out. Nah, gotta be a better way. Here's my suggestion:

Don't drop the units at Mound-2W1S because you're too close to the Tri's and it will take too long to get out of their 4 tile range. I want them to follow you 2 turns exactly and then give up and return so they will be exactly where they are now on T160. The only difference is: our Tri will be stacked with a fully healed caravel.
ideally, they suicide T161.
 
The 157 exec 2-whip is purposely for maxOF into CH, right? cus we could 1 whip it.
Might want to work an engineer+ citizen 157. Whatever it takes to get the ch 1turn sooner.

The GG should probably block the wine tile so the scout doesn't.

Profit is working the stone? Probably just grew an you didn't MM yet.

We can re-negotiate with Peter and add a clam to every deal and he'll still throw in gold. That'd be 3 more clams and 2 more food (and more expenses, but let's take them)
At least get 1 clam deal + gold done. We want to have an odd number of sushi, yes?
Save the Fur deal for last cus it is 2:gold:
 
If we are willing to give up on the Scout, we could get a 20 xp Catapult and 10xp in something else by splitting GG xp in half.

Sail 2 Workers right at Mound City and Cease Fire to teleport them home.

We unload the Workers in our homeland and load up on Catapults.

The war resumes the next turn.
 
Peter wants 5 gpt for a Clam resource. He's got 5 extra. Why such a hard a$$?
Right, we have an opportunity to get clams from Peter.

Each of our resources are worth around 10:gold: per turn I think?
So we should be able to get 1 clam + 5:gold: per turn for gems.
Then we cancel our other 2 trades and get 1 clam for each of them.

Then in the future when Peter gets some crabs, we trade Gem for Clam + Crab. :hmm:

Anyway, I think we can get 3 clams from Peter right now.

We need to whip the Forge in Whale City right now too, so the workboat will have to wait.
 
Sail 2 Workers right at Mound City and Cease Fire to teleport them home.
Clever. We could get both galleys home in record time. With 2 workers and 2 muskets (or whatever)

We'd maybe be able to trap the 2nd scout and resume xp farming.
So in this case, we'd only move the Tri 2 tiles and keep the galleys 5 tiles away.
Then 157 workers board and move towards MoundCity 157-158, then move (a few more tiles?) 159 and cease fire.
 
If we Cease Fire, do we have enough diplo left with Sitting Bull to sign Open Borders?
I kind of doubt it after razing 3 cities and bribing in Peter, but I haven't counted.

Here is Sitting Bull on T156.
Will need to play with Test Game to find which tiles we need to reach to be able to teleport home.
Spoiler :

Here are a few more screenshots.
Spoiler :




With 2 workers and 2 muskets (or whatever)
All 3 Workers and we could improve everything at warp speed :D
Workshops for Clams, lots of forest preserves for every city, continental road, workshops for Cow.
Our Galley can pillage the seafood and move up one tile, then both boats zoom up north next turn with 3 Workers.
Maybe load a musket this turn and unload start of next turn to get those improvements in neutral land west of Mound City.
 
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Great idea on the worker teleportation. I won't be able to test it until tomorrow. Do we have a test game with a "Sitting Bull" in the right place with the right cities that we can use?
 
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A rough calculation on that graph is a sudden change of about 50cpt.
 

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I'd like to settle the GG for ~500:science:, but only if we have a solid plan for 20xp cat.
We need to trap that other scout for the T159 cease fire and 159 or 160 re-DoW.
Or, can we get the injured scout locked in again at the SB border when it teleports home?
 
Snaketown must be building a worker cus it's +3 hpt.
We should try to take this city before it gets a new trireme or longbow which we can assume is next.
What unit was on the boat with the settler? archer? or dog?
If it's a dog, a chariot can take the city.

Our first focus should probably be razing Mound City which needs a cat.
 
Our Galley can pillage the seafood and move up one tile, then both boats zoom up north next turn with 3 Workers.
Maybe load a musket this turn and unload start of next turn to get those improvements in neutral land west of Mound City.
We can get those improvements when we cease fire, so load a musket and chariot 156 unload 157.
158 Move to MoundCity-1S2W
159 pillage cottage with chariot (ceasefire)
 
Are we still planning to CF and teleport boats with workers home?

WT, earlier you said not to move the musket and chariot to MC-S+SW so I'm trying to understand the general plan now.

I can build a test game to test boat teleportation if needed.
 
WT, earlier you said not to move the musket and chariot to MC-S+SW so I'm trying to understand the general plan now.
Yes, currently planning to teleport 159.
In the old plan (luring the tri's,) I said to not unload the units at MC-S-SW, but now we're talking about just loading them (not moving the galley), and unloading in neutral land 157. Then 158 they move to MC-S-SW. 159 pillage.
 
Got it. I'll work on a test game in a little bit so we can be sure of the teleportation logistics.

I also assume that we still want to worker bait the LB this turn. If he bites, we should be able to get said worker back.
 
I also assume that we still want to worker bait the LB this turn. If he bites, we should be able to get said worker back.
Sure. The worker won't make the trip up north then, but it's worth it I think.
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In about 5t we see what Bis is teching. So check each turn for that, and we may want to gift him what he is teching.
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Where do we keep track of stuff like this...
T179 We need to bribe Bismarck into a civic so he can't take Merc. (he took Theocracy 154)
In Merc, he can't spread sushi.
This is assuming we've given him banking to try and get repParts or communism or something.
 
Any Worker of ours that gets captured gets instantly deleted.
I've never gotten one back before.

Here is an attempt at making a teleport test map.
I brushed off my old map from the Scout plan and updated it a bit.
 

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