[BTS] SGOTM 26 - Home Slices

The beg actually made the fist go away?!!!

I am speechless
LOL. Actually a successful demand may work too. The point is the peace treaty. But my memory says beg/ demand sometimes fails to clear the war fist. It's a mere best-effort approach.
 
PPP T166-172

Techs
T166-170 Steel
T171 Physics

Workers

Shepherd
T167 help with Clams' preserve.
T168 pChop Science-SE (on the way to cows)
T169-170 workshop Cows-2E

Heretic

T167-T171 chop Clams' jungle
T172-173 workshop
T174-175 workshop Clams 2W1N

Rex, Cowboy
T166 - pChop
T167 -172 Preserve 3N1E forest

Phillip
T167 goto fort, board
T169-173 Preserve Whales' forest
T174-180 Preserve Silver's forest
T181+ An ice-mine for silver? and preserve Silver's other forest (for happy)

Joan Dark
T167 goto fort, board
T169-173 Preserve Whales' forest
T174-180 Preserve Silver's forest
T181+ An ice-mine for silver? and preserve Silver's other forest (for happy)

2 Captured workers
T167 - T169 Preserve Clams's forest
T170 workshop Clams 2W1N and STOP
T171-172 (after jungle clears) workshop that tile
T173 workshop Clams 2W1N, and STOP

Baitzilla
T167 - T169 Preserve Clams's forest
T170 goto Canal

Cities

HE schedule

166 profit
167 Cow
168 Whales
169 Profit (done?)
170 Cow (done)
171 Science (done)
172 Silver
173 Whales (done)
174 Profit needs more?
175 Silver

Science
T166 - Market
T167 - Whip Market
T168 - Catapult (work 2 merchants instead of Engineer + Priest)
T169 - wealth
T170 - whip sushi exec
...sails on a caravel east from SB area to Louis.
But need to wait til we have the water under better control. i.e. MoundCity is gone and Cahokia is size 2.
T171 - HE or wealth
T172 - Observ

Cow
166 complete barracks with current OF
167 HE
168 Cat (one less for Science to do so it can do wealth)
169 2-whip cat
170 HE
prep temple & harbor
2 temple -> 2 harbor HE

IWorks

Canal
T166 West Point, work tundra mine + eng always
T167 temple
T168 harbor
T169 whip2 temple
T170 whip2 harbor
T171 WestPoint
... Observatory
... whip4 observ
... WestPoint
... Aqueduct
... whip3 Aqueduct
WestPoint (careful, T174 we may gift away Stone for 1 turn)

Silver
I'm not sure we want to whip this city beyond grocer, market, drydock, and maybe observatory.
That would carry anger past T220.
It can do 9hpt with engineer and fur. More with citizens?
T166 - Grocer
T167 - Market
T168 - whip Grocer
T169 - barracks (work 2 merch always)
T170 - wealth or whip market
T171 - whip Market
T172 - HE, (work 4 merch from now on)
T173 - Temple? or Dun?
T174 - whip -- ? is that enough to finish HE
T175 - HE

Temple, harbor, Dun, last turn of slavery, whip Drydock
whip observatory? cus this city is gonna run merchants?

Profit
T166 - OF into HE
T167 - Temple
T168 - whip Temple
T169 - HE
T171+ wealth or HE if no one else is building it (do not complete it)

When it makes sense (near happy cap?), 2whip Harbor
into ConfuAcademy--no copper coming so git er done.
Might be able to build these during caste using Moai tiles....
Aqueduct
?Observatory?
?University?
?Hospital?
?some day...grocer + Supermarket?

Whales
(This city has no regard for anger, so it should convert as much food as possible to hammers. i.e. whip. even 1-whip the temple eventually and the barracks. OF goes into Globe and HE)

Delay Globe for now
T166 - 4:hammers: Theater (to enable Globe collecting OF)
T167 - whip Theater
T168 - Globe

T166 - barracks
T167 - whip barracks
T168 - HE
T169 - sushi exec
T170 - 3 whip sushi exec
T171 - sushi
T172 - whip sushi
T173 - HE
T174 - wealth (grow city)

Future: Temple, University, harbor, barracks, Globe, aqueduct, hospital, observatory

Clams
Can't afford to prep builds til we're ready to whip them
T166 Market (max 12/150)
T167 - whip Market
T168+ wealth, use workshops (hold OF of market and grow to happy/health cap)
T175-ish - whip Bank (double overflow)
T176 - Wall St.

Sitting Bull War

Muskets try to pick off longbows between Caho and Mound
3rd Musket can join them and the healer can join only if needed.

T167 Galleys Pickup 2 muskets and 20xp cat and 5xp cat
Or, take 2 cats to MoundCity and 2 units to SnakeTown.

Cats
T167 board
T169 unload at MoundCity
T170-171 bombard
Mound City razed T171

Units

Galley 2
T167 take 2 workers, unload by Silver 168
T169-171 goto Whales to become a galleon some day for 2 execs (and 1 musket.? or a horse archer escort for execs...also a good pillager)

Diplomacy

As long as Peter is just putting +1:espionage: on us.
Eps back to SB for steal or whatever

Bis
166
Gift Banking and PPress & Engineering and hope he picks RepParts

On the turn Peter gets Astronomy, trade Sci Method for Astro (so he can pick Communism)

T175 Bribe Peter into Free Market + gold + map for ??? (to avoid Merc)

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
Did Peter spend more than 1 :espionage:against us? If so adjust slider.
Did Peter spawn a great person?
Did Peter get crabs? re-negotiate trades.

Stopping Point
Anything unexpected happens
Peter picks a new Tech (171-172-ish)
 
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Maybe put it into Heroic Epic for fail gold, not sure.
Yeah, I'm starting to worry about my plan to stabilize our economy. That was supposed to be after we're done with slavery, and have Wall St. and regrow enough to work lots of merchants.
But that feels like 20 turns away.
And large cities means increased expenses and then there's inflation.
We're burning over 200gpt
Not sure we can even make it 10t with conquest gold and tech trades added in.

I think my idea to whip slightly less and use OF to finish stuff like temples is not gonna fly.
I'm now thinking we prep a build for exactly 1 turn and whip it. Otherwise, build wealth if we can.
 
We should whip Science too now that we've cashed in on size 11. It's already working a forestPreserveRiver tile.
We need to build wealth there, but a few critical things first
So, whip sushi, OF into cat, OF into cat. Then wealth and eventually whip an observatory.
 
Maybe I should cancel the 2 new cats (didn't start them yet)? and just raze MoundCity and bring the cats back for more scout action?
It will delay the 3rd GG.
Or maybe just one new cat. Leave one at Cahokia and bring one back after MC?
 
Ugh, we also need 360:gold: just to spread sushi. I wish we knew if that was gonna work, but I think we take the chance. It instantly gives us +24gpt
 
Maybe I should cancel the 2 new cats (didn't start them yet)? and just raze MoundCity and bring the cats back for more scout action?
Or maybe just one new cat. Leave one at Cahokia and bring one back after MC?

Nah, It makes sense to get 2 more GGs. That's 90 and 120 points. A GG gives :9:science: so 2 new cats are gonna have to sit there for 25-30 turns. The other 2 we should use 'normally' to finish SB and HRE.
 
My main worry is the hammers in Clam City.
We won't have Org. Religion forever, and we need to do 1600:hammers: for 2 wonders.

If we are doing UN Victory on T210 (can we crank up to +1500:science: per turn?), then the UN needs to be completed T203 I think?
So 40 turns to do 1600:hammers:. (finish Wall Street after UN?)

Anyway, lots of workshops in Clam City as fast as possible.

Nah, It makes sense to get 2 more GGs. That's 90 and 120 points. A GG gives :9:science: so 2 new cats are gonna have to sit there for 25-30 turns. The other 2 we should use 'normally' to finish SB and HRE.
Ya, 2 more catas to farm Scouts should pay off I think :)
Catas are a cheap unit.
The ones we got now can help finish off Sitting Bull.

Might need Airships to clobber 0% Cahokia before attacking to try and save some Muskets.
 
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Might need Airships to clobber 0% Cahokia before attacking to try and save some Muskets
Our gift of MC has so far kept him on Triremes and luckily that hasn't backfired on us.
If we only face 2 longbows, it shouldn't need an airship, but we can keep it in mind.

With 9 workers now, we can get those workshops by the time Clams can do the bank and grow back to work them.
I'd love to see one forest grow before we workshop the the tiles around the forest.
 
focusing on our money problems, Here's what I like for Clams.
It gets us the 2 merchants from the market before the bank, but still puts 2 maxOF into WallSt.

T166 Market (max 12/150)
T167 - whip Market
T168+ wealth, use workshops (hold OF of market and grow to happy/health cap)
T175-ish - whip Bank (double overflow)
T176 - Wall St.

Or, if we calculate WallSt + UN is no big deal, we could do barracks HE (next turnset)

T166 Market (max 12/150)
T167 - whip Market
T168+ wealth, use workshops (hold OF of market and grow to happy/health cap)
T175-ish - barracks (using most of markets OF)
T176 - whip Bank
T177 - HE
 
If we are doing UN Victory on T210
I doubt we can do 210. I doubt 220. I'm hoping for 230. Let's try and estimate.

We are back up to around 800 -final bpt. Let's say we grow a bit first and manage 900 average while in slavery.
With all the whipping still to do, I think we will hover there until the caste switch in say, 20 turns?
So that's only 18000 final, not raw :science: (and I think 900 average is a stretch)

So now it's about T185. We'll need 10t to recover from the final whips, working food and some coast to grow to full size.
Let's say 1100 average = 11,000:science:

Leaving about 50,000 to go T195. Or more if we could not maintain 100% research.

It will take ~34 turns at 1500 average bpt.

That's T229, chop a Lab, win T230.
 
Bulbing Electricity with Science's next (possible) GS
We need to get it quickly cus after Electricity, Fission comes before Steam, Refrigeration, and Superconductors.
So, we need the birth ASAP.
I wasn't gonna work a spy, but we have to fill the last slot with an 8th specialist to get a birth in 17 turns (T183)
We have to only do about 5200/7000 on T183.

171 we start Physics. at 800bpt average, we probably will ...
178 start Electricity
Looks like that timing works.

Without the spy specialist (who does a nice 12:science: btw) it's T185 GS
If we get an artist, at least we can bulb Radio.
A GE can do something. But a spy? yuck.

So, Spy or no spy?
I don't think there is a tech we can do to stall if we leave RepParts and Communism for the AI.
I guess I vote to work the spy.
 
We are going to bleed money pretty fast at -200:gold: per turn.

How about:
Silver City
T166 - Grocer
T167 - Market
T168 - Whip Grocer (+7:gold: per turn due to Sushi HQ)
T169 - whip Market (+7:gold: per turn due to Sushi HQ)
T170 - work 4 merchants

Science City
T166 - Market
T167 - Whip Market
T168 - Catapult (work 2 merchants instead of Engineer + Priest)

A Great Merchant would be much more useful than a Great Engineer, Great Priest, or Great Spy.
 
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Silver City
T166 - Grocer
T167 - Market
T168 - Whip Grocer (+7:gold: per turn due to Sushi HQ)
T169 - whip Market (+7;gold: per turn due to Sushi HQ)
T170 - work 4 merchants
Funny, I just changed it to look almost like that. But I'm sticking a barracks in so we can OF into HE.
 
Should we be trying to keep Whale City and Science City artificially small?
It isn't like they have amazing tiles past a certain point.

Would be nice if our 2 happiest cities could skip the Rep. bonus and leave it to others.

Then again, Science City has the most :science: multipliers.
Hmm

Also, we need to keep in mind that at Size 13, cities will start running into "Fighting brothers of the faith" anger, and also perhaps War Weariness anger.

Bulbing Electricity with Science's next (possible) GS
We need to get it quickly cus after Electricity, Fission comes before Steam, Refrigeration, and Superconductors.
So, we need the birth ASAP.
That is good thinking.
We can't let the chance to bulb Electricity slip through our fingers.


It is a shame we are banned from subsidized trading in this game.
Could extract a lot of gold from the new world that way, but we'll just have to take what we can get and pay our bills the normal way.
 
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