[BTS] SGOTM 26 - Home Slices

2nd warrior incurs unit cost on wb2
I prefer warriors if we don't pay expenses, so leaving one at 14/15 is a good idea.
Of course, I'm fine with paying 1gpt for a warrior if that warrior is needed for happiness. When will our 1st city be unhappy? and which one?
 
I prefer warriors if we don't pay expenses, so leaving one at 14/15 is a good idea.
Of course, I'm fine with paying 1gpt for a warrior if that warrior is needed for happiness. When will our 1st city be unhappy? and which one?

It's going to be quite a while before we actually need the warrior MP. It never happened for me through Sailing and I was 20ish turns from needing one.

So you'd suggest warrior -> partial warrior (14/15) -> SH 10 turns -> finish warrior? This would avoid losing hammers to decay. If we don't do this, then I'd vote for a partial RAX rather than a partial warrior.

I'm not sure why everyone is so against the barracks. We get it for half price (i.e. 25 raw hammers), it raises our power slightly (which might help prevent a DOW) and any units we produce will get 3 exp.
 
I also was considering the rax for raising our power/ fending off backstabbers.
I think we will eventually 'kill em all', so it's not wasted, but it is certainly not useful short term.
I suppose another reason it's ok to complete them is that it is a horrible thing to whip for OF because of the double hammers.

bottom line. I don't want to pay coins until after alpha or IW (unless MP is maintaining happy), so do a rax if the hammers would otherwise decay.
 
OK. I'll go warrior -> partial RAX -> SH in Science. The extra warrior will be needed eventually and it won't cost us anything in unit costs that I can tell in my testing so far. This should also avoid hammers decaying (at least for quite a bit longer).

Since Kait did some play testing, I'll wait a bit for his green light before playing.
 
No... unless you're buying donuts for the team anyway.

I'll wait for a green light from WT and Kait (and MG?).

Green light from me.
All my concerns are addressed.

Keep in mind a 2nd workboat leaving our borders means a settler needs to move into our borders.

And a worker heading to silver will require a 2nd settler to move into our borders.

Building 1 Warrior might be ok if it doesn't have unit cost when we get a galley. :hmm:
I don't like a 2nd warrior at 14:hammers: because it forces us to finish it.

Good luck Mitchum!
Remember to start Stonehenge when we get mysticism.
 
Before hitting <enter> make sure you’ve cancelled any necessary wkr actions and adjusted the research slider. Sid’s automatic stuff can be distracting. .
 
Building 1 Warrior might be ok if it doesn't have unit cost when we get a galley. :hmm:
I don't like a 2nd warrior at 14:hammers: because it forces us to finish it.

I think 1 warrior will be fine (i.e. warrior -> partial RAX -> SH). I'm unsure where to send him but my guess is that he should dead-head to Canal as a safety precaution in case of a DoW by SB sometime in the future (not that a single warrior will stop much). That city will grow quickly with 4 seafood so is likely going to need the MP anyway (Science could quickly crank out it's own MP in the future in 2 or 3 turns when one is needed). I think I should send him to Canal now before we get the scouting wb out so we don't pay supply costs during his long trek to Canal.

I'll run a quick test to make sure that we avoid supply costs and if not, I'll bring a settler inside our borders.
 
OK, I just confirmed that there will be 3 turns will the MP warrior is walking to Canal and the exploring wb is out of our borders that we'll be paying unit supply cost. So the settler watching the ocean north of Science can step inside our borders for those three turns to save 1 gpt.

I'm ready to play. Let me grab something to eat first.

EDIT: I did see your message to cancel actions, LC.
 
Turnset Report (T13 to Ttbd)

T13:
Settler4 in the NW goes to the silver resource W+SW and sees another crab at deer-3S. The settler will move 1SE next turn (deer-2S) to see if there is any other seafood in that area. Fog gazing makes it appear that this is a peninsula that dead ends very soon.
SB sabotage production: 0
SB EPs: 54:36 (3:2) - SB not likely to have met anyone
Rival best production: 4H

T14:
Settler 4 (NW) goes 1SE and finds that there is no other seafood down there. Only ocean tiles in sight so no possibility for an AI work boat to reach us this way.
Since the NW looks like a peninsula via fog gazing, there is no need for Settler 3 to hang out north of Cows. I'm sending him back south to get him into our borders to prevent future supply costs. He will likely board the galley and head south.
SB sabotage production: 34 -> 4H into a build
SB EPs: 59:40 - SB put 1 less than his max passive EP on us which means he met someone on T13, right?
Rival best production: 4H

T15:
No new land unfogged.
SB sabotage production: 67 -> 8H into a build
SB EPs: 64:44 - SB continues to put 5:espionage:/turn toward us rather than his full 6.
Rival best production: 4H

T16:
Settler 4 in the NW moves to the PH Fur and sees a horse resource (fur-W) and a clam resource (fur-2W). No land in the fog across the channel yet.
SB sabotage production: 100 -> 12H into a build
SB EPs: 69:48 - SB continues to put 5:espionage:/turn toward us rather than his full 6.
Rival best production: 4H
Rival best land area: 15K (this means that all AIs are coastal, right?)

T17:
Settler 4 confirms that this is a peninsula. Next turn, we can confirm if there might be a land bridge in the NW.
SB sabotage production: 142 -> 17H into a build - He was putting 4H/turn but he got 5H this turn. His capital is still size 1 so his worker must have improved a tile.
SB EPs: 74:52 - SB continues to put 5:espionage:/turn toward us rather than his full 6.
Rival best production: 4H

T18:
Settler 4 gets to the far end of the peninsula which is at silver-2W (the northern silver. He can see land across the two-tile-wide channel. There is also crab and whales here. This settler will wait here each turn to see if a wb shows up. He can move back to the 4F+silver site later when we're getting ready to settle it.
Settler 7 gets to Science-4N2E. No I see why we wanted to be there. In the test save, there is no land in the ocean there.
SB sabotage production: 184 -> 22H into a build
SB EPs: 79:56 - SB continues to put 5:espionage:/turn toward us rather than his full 6.
Rival best production: 6H this just went up
The NW:
Spoiler :

T19:
SB sabotage production: 225 -> 27H (i.e. +5) into a build
SB EPs: 84:60 - SB continues to put 5:espionage:/turn toward us
Rival best production: 6H

T20:
SB sabotage production: 266 -> 32H (i.e. +5) into a build
SB EPs: 89:64 - SB continues to put 5:espionage:/turn toward us
Rival best production: 6H

T21:
Settler 4 sees nothing in the fog in the one tile that was missing
SB sabotage production: 308 -> 37H (i.e. +5) into a build
SB EPs: 94:68 - SB continues to put 5:espionage:/turn toward us
Rival best production: 6H

T22:
Learned Mysticism -> Sailing (0% slider)
Set build from partial rax to SH in Science.
wb -> monument in Cows
 

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My dual monitor setup has been acting screwy lately with the monitor running Civ blinking on and off randomly. It was off more than on so I turned it off and then back on and Civ froze. The game is still open but it's frozen. I've completed all T13 actions but I have not ended the turn yet. Since the game is frozen, I'm going to wait a few minutes to see if it clears up.
 
Hitting Esc brought up the menu (after a couple of minutes). But I hit it a few times. Let me wait bit. If the esc menu is still on screen, I might be able to save the game, reboot, and then start up again with a single monitor. Standby.
 
FYI - From T14 of the turnset report:

SB EPs: 59:40 - SB put 1 less than his max passive EP on us which means he met someone on T13, right?
 
Also, we only see one of his scouts in our area. In the test game, I gave SB no extra land so he has two scouts running around our area when testing. This means that if Emperor AI get 2 settlers like in the test game, the fact that we have not seen the second one implies that there is land to his south. It appears that he's scouting that direction and he met someone. But it took 14 turns for that to happen which seems like a LONG time. Not sure what all of this means though.​
 
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