[BTS] SGOTM 26 - Home Slices

If the 2nd Scout is on a forest we want to preserve, then we can't attack it with Catapult or it will stay there to heal.

That means our workers can't improve the forest and get another free specialist for Science City.

So if the scout moves on to such a forest, let it move somewhere else before attacking it.
With minor changes to the worker MM, I can move the forest at Science-2N1W higher in the queue and send Cowboy there rather than Science-SE this turn. That way, we protect the wine and the forest this turn.
 
With minor changes to the worker MM, I can move the forest at Science-2N1W higher in the queue and send Cowboy there rather than Science-SE this turn. That way, we protect the wine and the forest this turn.
i see no reason to block the forest. It's better to not interfere and let the scout follow the obvious route : forest, forest, tundra, wheat
 
why do we care if the scout is on the forest?
A part of my reply is missing due to poor network service. My plan is: move cat 2 to horse, send 2 workers to road 1N of capital this turn/ if the scout moves to 3N1W, then road the sheep. In this way, the new catapult can start hitting scout T155. Getting 2nd GG a few turns earlier will compensate for delayed forest reserves.
 
A part of my reply is missing due to poor network service. My plan is: move cat 2 to horse, send 2 workers to road 1N of capital this turn/ if the scout moves to 3N1W, then road the sheep. In this way, the new catapult can start hitting scout T155. Getting 2nd GG a few turns earlier will compensate for delayed forest reserves.
Per WT's plan, we can easily catch up to the scout on the wheat fort worst case. I think getting the forest preserves online faster is more important that hitting the scout a turn or two earlier.

My vote is to have the workers focus on forest preserves rather than trying to get to the scout sooner.
 
i see no reason to block the forest. It's better to not interfere and let the scout follow the obvious route : forest, forest, tundra, wheat
WT, the scout can just as easily go 2E this turn (i.e.t he tundra 1N of the sacred forest) and then continue traveling east. In other words, there is nothing magic about that forest as far as the scout is concerned, is there?

In fact, having the scout go 2W means that he can't get to our horse tile the following turn on his journey east.

I'm not dead set on anything but I did just change the worker MM to do the magic forest sooner.
 
The PPP has been updated with all of the comments. Changes from the original are in red so you can make sure that I've captured the intent of your comments.

I'll start playing at 12 Pacific (40 minutes from now). So please provide any comments before then. I think we're discussing minor tweaks now so I think we're in general agreement at a macro level.
 
Settle in Science once we've achieved naval superiority over SB.
T159, if we pin down the 2nd scout 159, go ahead and settle now. Cus even with CF, that scout would be trapped in the small neutral area where we can re-engage.
T160 should be able to settle for sure.
 
Turnset Report T156 -T161

Continuing from the previous turnset.

T156

Cat 1 goes to 10/2 EXP. We did get hit for 9 HP this time so our cat is now at 4.6/5 :strength:.
Bait worker moves to fur tile and cannot see SB's LB on the hill or 1N of the hill. Maybe I should move the worker one more tile E so that it's still on flat land but also gives the LB or Dog a better chance of being able to reach us. If we do this, Musket 2 should move 1E (instead of healing) so that he can also reach this tile should we lose the first fight to the LB (or Dog).
We do not want the LB to go back to Mound City so maybe I should also move the musket at MC-NE to the incense resource to not threaten the city??
Renegotiate gems trade with Peter from 1:gold:/turn to 2:gold:/turn + clam. As WT said, we get another +1:food: from Sushi at each odd number of resources! :goodjob:
Odd: After this resource trade with Peter, he now shows 3 turns for Drama. I guess the trade reset his research rate???
Plan "Worker Bait" is moving forward. Sacrificing workers is fun. Maybe I'll do it again! :mischief:
Renamed bait worker "Kaitzilla" in the hopes that SB doesn't terminate him on capture. Plus, it will be interesting to see if SB renames him if he survives.

Peter: Drama (3 turns)
Moscow: -- (he just completed something)
Cahokia: 10:hammers: +0 due to anarchy; 4 pop
Mound City: -- +0; 5 pop
Mesa Verde: :D
Snaketown: 45:hammers: +0; 1 pop

T157
SB takes the bait with the Dog and sends the LB back into Mound City. :cry:
But Kait lives!!!
Musket 1 kills the Dog at 99%+ odds taking one hit in the process. Kaitzilla has been brainwashed and has forgotten his name.
Both of SB's triremes take the galley bait and have sailed SW+SW.
Wounded Musket 4 foregoes healing and pillages the abandoned mine at Mesa Verde-S and gets a whopping 16:gold: in plunder. Take that, Kait! ;)
No harbor in Moscow yet.
Peter will learn Drama in 2 turns.
SB's Scout #2 is one tile north of our sacred forest as expected. I'll cover the sheep with the GG this turn just to make sure he's not up to any monkey business. We have the last Musket from the far west that can cover the wines in case the scout pulls a reverse.
Musket 2 joins the pillaging party but only gets 2:gold: from the fur. (Musket 4 rolls eyes)
Cat 1 now has 11 EXP. He didn't take a hit this time.
Whales gets some Sushi love.
Louis has 40:gold:. Sal has 20:gold:. All of the rest are 0.

Peter: Drama (2 turns)
Moscow: -- (Did he complete another build???)
Cahokia: 16:hammers: +6; 4 pop
Mound City: 3:hammers: +3; 5 pop
Snaketown: --:hammers: (he probably completed a worker); 1 pop

T158
With all of the OF from the executive in Science, the CH is a 2 turn build. :goodjob:
SB's triremes are still on the hook.
No harbor in Moscow yet. :hmm:
Raw fish seafood is now being served in Clams.
We now have 4 "free" scientists in Science.
Cat 1 goes to 12 EXP.
Musket 4 gets 9:gold: from the other abandoned mine.
Chariot 2 gets 20:gold: and 15:gold: from pillaging the neutral hamlet.
Musket 3 gets 8:gold: from pillaging the mine 3W2S of Mound City.
Crap! SB 2-popped a trireme in Mound City.
He also upgraded the archer in Mound City to a LB.
With all of the courthouses coming online, we should get eyes on Bismarck's research in 2 turns. He still hasn't put any EPs on us yet.
Louis has 50:gold:. Sal has 20:gold:. All of the rest are 0.

Peter: Drama (still 2 turns)
Moscow: -- (this is three turns in a row!)
Cahokia: 19:hammers: +3 (I split the chariot and Musket at Chokia-E to block both rices to slow him down last turn); 4 pop
Mound City: Just 2 popped a trireme, likely with a lot of OF; 3 pop -2
Snaketown: 4:hammers: (worker spotted on the ivory resource); 1 pop

T159
SB's MC tri goes 2N as expected.
Tri pair continues to sail west. It's time for our galleys to move 5 tiles away to see if the tris will turn back.
Still no harbor in Moscow.
Renegotiate whale trade for +1:gold: to +1:gold: and Clam.
People in Science, Clams, Silver and Whales eat more seafood at a small cost to our empire.
The bank was whipped in Silver which should help a bit. We also have 2 courthouses finishing next turn.
SB's Scout is 1N of the fur where our catapult was waiting. We pounce for 1 EXP and take a single hit for 10 HP (4/5 :strength:). Scout is at 0.3:strength:.
Cat 1 goes to 13 EXP.
We release the spinnaker and attempt to lose the the pair of tris following our defenseless galleys.
Louis has 50:gold:. Sal has 20:gold:. All of the rest are 0 although HRE has 30:gold:.

Peter: Drama (1 turn)
Moscow: 40:hammers: (Could this be the harbor???)
Cahokia: 22:hammers: +3 ; 4 pop
Mound City: 29:hammers: (from whip OF); 3 pop
Snaketown: 6:hammers: +2; 1 pop

T160
The tri pair peel off and head back northeast.
The single trireme goes north after our tri.
Still no harbor in Moscow. :cry:
Cat 2 can't attack the scout this turn for some reason so he heals 1 turn. The scout didn't move.
Cat 1 goes to 14 EXP.
Sushi spreads in Cows with WT's fort trick. :goodjob:
SB uses his whip OF to complete a 4th LB in Mound City. Time to use Baitzilla again.
Zhuge Liang (GG) buys a home in Science.

I was trying to enter a note/sign and somehow it ended the turn. Luckily I had done all unit moves and city MM. I did not have a chance to record production numbers for Moscow or SB though. I can go back to the save and check those numbers if need. Sorry.

T161
I will stop here but let me report on the state of the state.
Bismarck gets a GE.
Russia picked Astronomy! But it will take him 18 turns!! :eek:
We should have eyes on Bismarck's research but we see nothing so he must have just completed something.
Cowboy did his turn to finish the preserve at Science-2N1W so we get another scientist in Science.
Spread Sushi in Canal so we can see the affect on our food in Canal and our budget. Canal really needs to whip that CH. Should have done it last turn. Sorry.
I'm packing up now.
 
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I'm back now. Had a small irrigation emergency to deal with.

The LB was at MCS+SW last turn (T155) as shown by the sign on the map. We captured the settler on T155 too. If the LB turned back he would already be back in Mound City.

There are only 6 tiles where the Dog and LB can be. Stand by for picture. I will edit it into this message.
Spoiler :
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OK, I walked up onto the hill with the worker since he has extra movement to get back and I found both the LB and Dog sitting on the tile that says "T155 - LB" (i.e. Mound City-2S1W).

I don't want to leave the worker on the hill because it provides +25% defense to the LB and dog. On the ice tile is too far to reach.

Thoughts?
 
What about moving the worker to the non-roaded tundra tile 1E of the "LB?" hill? Any unit that captures the worker will be stuck there and can be killed next turn.
 
sure. nonroaded tundra. how many muskets go along?
Two muskets. This in case both the LB and Dog capture the worker or in case the first musket dies even with ~80% odds (the slightly wounded cover Musket has 59.88% odds against the LB where he is on the hill right now).
 
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