[BTS] SGOTM 26 - Home Slices

Mmm, I think our empire is too small to make Strike Economy shine.
Your instinct is right. I unpaused the game and changed active tiles to see if strike economy is doing us any good in the short run. It turns out that it is slightly worse than normal economy, unless we decide to buy iron from Louis.
I didn't do anything other than switching specialists, tiles and research slider. Do I need to upload the game still?
 
Your instinct is right. I unpaused the game and changed active tiles to see if strike economy is doing us any good in the short run. It turns out that it is slightly worse than normal economy, unless we decide to buy iron from Louis.
I didn't do anything other than switching specialists, tiles and research slider. Do I need to upload the game still?

No, as long as you made no irreversible moves you do not have to upload. There were some workers with existing orders though so you have to be careful about them actually carrying out those orders when you unpause.
 
Didn't we already sell him our map? So isn't it only worth the newly defogged tiles? like 10g? 20g?
I'd say if we thought the teleports were really a nice thing, we could consider this, but if there's no value there, let's skip the cease fire for now.
Uhh, let me check.
That would be a good thing to know for sure!

T135 - T145 Turnset Report (LowtherCastle)
https://forums.civfanatics.com/threads/sgotm-26-home-slices.657330/page-191#post-15842024
https://forums.civfanatics.com/threads/sgotm-26-home-slices.657330/page-194#post-15843289

T145 - T152 Turnset Report (Kaitzilla)
https://forums.civfanatics.com/threads/sgotm-26-home-slices.657330/page-214#post-15857389
https://forums.civfanatics.com/threads/sgotm-26-home-slices.657330/page-219#post-15859953
https://forums.civfanatics.com/threads/sgotm-26-home-slices.657330/page-224#post-15862550
https://forums.civfanatics.com/threads/sgotm-26-home-slices.657330/page-234#post-15868646

T152 - T161 Turnset Report (Mitchum)
https://forums.civfanatics.com/threads/sgotm-26-home-slices.657330/page-243#post-15872915
https://forums.civfanatics.com/threads/sgotm-26-home-slices.657330/page-255#post-15875772

T161 - T172 Turnset Report (WastinTime)
https://forums.civfanatics.com/threads/sgotm-26-home-slices.657330/page-263#post-15877365
https://forums.civfanatics.com/threads/sgotm-26-home-slices.657330/page-268#post-15879494

T172 - T182 Turnset Report (MirrorGuard)
https://forums.civfanatics.com/threads/sgotm-26-home-slices.657330/page-275#post-15885128
https://forums.civfanatics.com/threads/sgotm-26-home-slices.657330/page-278#post-15886181
https://forums.civfanatics.com/threads/sgotm-26-home-slices.657330/page-280#post-15887264

Let's see, Control + F and then Map

Trades
Maps to SB for 40g+maps
Maps to Peter for 5g
Medit to Sal for 20g

IT
Not Sal’s WE, will OB

SB 20g, Feud(4) !!!!!!!
Peter 70g, Eng(7) !!!
Sal 0g
Karl 60g
Bism 10g

T142
We meet Bismarck!!! +1 Cautious. Will OB. Has Feudalism. At war with Karl. +10 Pleased with Sal. Also Hindu.

Pop10 Berlin owns GLH and HG!

Trades
Maps to Karl for 60g. +4 fair trade, Cautious.
OBs with Karl.
10g to Bis. Pleased.
Maps to Bis for Maps+10g
OBs with Bis.
We already sold our map to Charlemagne (Karl) on T142 for 60:gold:

Our world map on T142 according to Real Game Screenshots was almost as good as our current T182 map.
https://forums.civfanatics.com/threads/sgotm-26-home-slices.657330/page-201#post-15844363

Phew, you saved some embarrassment, thanks WastinTime!

No Cease Fire with HRE then.
 
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T176
spreading sushi into Berlin costs 128g.
Add on 100:hammers: to produce the exec. in 4 turns.
It starts walking T186, enters Prague T189, and spreads to Mecca T191.
Our target win date (Victory Screen) is on T220 I think.

29 turns * 8:gold: per turn = 232:gold: over the long term.
Build Wealth and pocketing the 128:gold: spread cost gives us 228:gold: in the short term.

I don't think we should build any more Sushi execs unless we feel pretty good about Saladin whipping one in Mecca over those 29 turns. :hmm:
 
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The war vs. Charlemagne
Spoiler :






More and more, I think we should steamroll and pillage that island city Nuremburg 1st.
We can quickly concentrate our main army there with Galleon, and it shouldn't be hugely defended.

Also, I think now would be a great time to switch our +22:espionage: per turn to Charlemagne and build a 2nd Spy in Science City right now.
The large :hammers: overflow could be stored in Wealth for 8 turns, and we could chop that 14:hammers: northern forest on T192 to put a large amount of :hammers: into West Point in Science City.
The Cow City chop could also be forced into West Point on T185 when we get our Stone back.


The 2nd spy could sail to Aachen fairly fast on our Caravel since it is free from Sushi exec. duties, and we know Charlemagne has gold since he is willing to trade 80:gold: right now.

50% wait bonus, destroy the island city, and with 2 cities we could steal 10/18 = 55.5% of Charlemagne's total gold supply.
If his western city Vienna falls to due to AI, we can steal 100% of his gold.


With a spy in Sitting Bull's capital and Charlemagne's capital trying to build 50% wait bonus, we could move our espionage points to whichever had the most gold to steal.
Charlie's capital should last a while since AI like to bombard Castles so much.

Ultimately, I don't think there is any reason to keep Charlemagne alive until the end of the game.
Charlies' votes won't go to us, and Hindu AP will have a hard time spreading around the world if we don't give Arabs Optics or Astro for a while.
So we don't need HRE alive to stop AP I think.
Our shared war bonus will max out with all 3 AI within the next 8 turns.
 
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don't think we should build any more Sushi execs unless we feel pretty good about Saladin whipping one in Mecca over those 29 turns. :hmm:

That's why I say go for it. If he doesn't spread, we come out even. If he does? $$$
As soon as we hear Bismarck spreads sushi, we will be pissed if we don't send this exec. :mad:
Our shared war bonus will max out with all 3 AI within the next 8 turns
Once the war is over, don't we lose the shared war bonus?
We lose 1 of the bonus we built up. I'm not sure if the rest decay or not. Kinda why I was just gonna keep the war going.
Don't you think our spy can do double duty? Last I looked the cost of stealing from HRE was under 100.
Do we have so many EPs we can do spy missions with no wait bonus?
 
Once the war is over, don't we lose the shared war bonus?
If it is +4 shared war diplo during the war, it goes to +3 after the war.

The shared war diplo bonus never decays as far as I can test it. :)

Also, the Arabs max out at +5 shared war, Bismarck +4 shared war, and Louis +3 shared war during the war.
Once the war is over, it would become +4, +3, and +2 diplo.
 
There is some logic to building Aqueducts in Whale City, Cow City, and Profit City.

Any city without any health or happiness issues might get a "We Love the Prime Minister" celebration and pay 0 maintenance for 1 turn.
Kind of nice with Sushi expenses.

That's why I say go for it. If he doesn't spread, we come out even. If he does? $$$
As soon as we hear Bismarck spreads sushi, we will be pissed if we don't send this exec. :mad:
Ok, I'll squeeze it in somewhere.

Don't you think our spy can do double duty? Last I looked the cost of stealing from HRE was under 100.
Do we have so many EPs we can do spy missions with no wait bonus?
Right now Sitting Bull "Steal Treasury" costs 179 :espionage: and we have 202.
Pull out the 86% spending bonus and +27% distance penalty, and steal treasury should cost 165:espionage: and give 55:gold:
To get the best odds for a Steal Treasury mission, we need to wait at least until -10% cost is achieved.
So it will cost us 161:espionage: to steal 55:gold: from Sitting Bull with -10% wait bonus.

Right now Aachen "Steal Treasury" costs 190:espionage: and we have 0 on HRE.
Pull out the 102% spending penalty and 33% distance penalty, and steal treasury should cost 141:espionage: and give 47:gold:
To get the best odds for a Steal Treasury mission, we need to wait at least until -10% cost is achieved.
So it will cost us 171:espionage: to steal 47:gold: from Charlemagne with -10% wait bonus.

Aachen has 10 population out of 26 total empire population, so HRE should have 122:gold: total.
If his island city were to be conquered by us, then the gold we could steal would jump from 47:gold: to 68:gold: and cost 275:espionage:

With HRE and a 2nd Spy, we'd probably want to wait for the full -50% wait bonus.
Same with Sitting Bull depending on how much :espionage: we generate each turn.

HRE will spend a lot of his 122:gold: stockpile if he ever gets Civil Service and starts upgrading Axes to Maces.

I like the 2nd spy because 1-city AI seem to generate :gold: out of thin air even though they shouldn't. (Palace + Trade routes?) :hmm:
So keep robbing Sitting Bull + HRE as often as possible until the spies die.
 
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PPP Draft 1
T182 - T192

Continuing from Mirrorguard's turnset (T172-T182)
https://forums.civfanatics.com/threads/sgotm-26-home-slices.657330/page-285#post-15890611

Empire Screenshots (Hold Control + Left Click to open new browser tab)
https://forums.civfanatics.com/threads/sgotm-26-home-slices.657330/page-284#post-15889520


Techs
T182 - Electricity 100%
T183 - Electricity 100%
T184 - Electricity 100% (double Great Scientist bulb!)
T185 - T191 Radio 100%
T192 - Mass Media 100% if we don't run out of money and we get above 1000:science: per turn

Workers (Alt + Cancel all moves at start of T182 after unpausing)
Phillip + Joan Dark (Starts 1S of Silver City)

T182 - Move to 1N1W of Silver City
T183 - T186 Windmill
T187 - Move to 2N1W of Silver City
T188 - T191 Windmill
If a forest grows around Whale City, stop and go Preserve it

Rex (Starts 4N of Cow City)
T182 - T183 Chop forest 4N of Cow City
T184 - Move to rivertundrahill 2N1E of Cow City
T185 - T188 Windmill
T189 - T191 Workshop 1NE of Cow City

Shepherd + Cowboy (Starts 1N of Cow City)

T182 - T184 Workshop 1S of Cow City
T185 - Move to rivertundrahill 2N1E of Cow City
T186 - T187 Windmill
T188 - Move to plainshill 2E1S of Cow City
T189 - T191 Windmill

Uranium does not add any :gold: or :hammers: to that hill near Cow City :sad:
So a windmill doesn't make it different than any other tundra hill.

If a forest grows in Science City BFC, then Rex, Shepherd, and Cowboy need to stop improving Cow City and go preserve the forest for National Park.

Pat Sajak (Starts 1NW of Canal City)

T182 - Move to forest 1NE of Wheat
T183 - T185 Chop forest into Observatory (+20:hammers: for Canal City)
T186 - Check if the loss of 2 Sushi resources delays Science City border pop to T193. If so, go ahead and road 1NE of wheat.
T186 - T188 Move to forest 5N1E of Science City
T189 - T192 Chop forest (+14:hammers: for Science City since borders pop T192)

Heretic + Baitzilla (Starts 1E of Clam City)

T182 - T185 Workshop 1E of Clam City
T186 - Workshop + Stop!
T187 - Workshop 2N1W of Clam City
T188 - Workshop + Stop!
T189 - Windmill 1N1E of Clam City
T190 - Windmill + Stop!
T191 - T192 Workshop 1N of Clam City
T193 - Workshop over the farm 2N1W of Clam City
T194 - Move to forest 1E of Clam City if U.N. can be started next turn
T195 - Complete Workshop 1E of Clam City + chop 30:hammers: into UN

Vanna White + Ivory (Starts 1S of Canal City)
T182 - Move into Galley 2W1S of Canal City
T183 - Exit Galley 2N2E of Clam City
T184 - T185 Workshop 1N2E of Clam City
T186 - Move to hill 2W1S of Clam City
T187 - T189 Windmill
T190 - Road 2W of Clam City
T191 - Windmill 1NE of Clam City
T192 - Windmill + Stop!
T193 - T194 Workshop 1N of Clam City
T195 - T196 Finish Windmill 1NE of Clam City + chop 30:hammers: into UN


Cities
Science City

T182 - Spy (for HRE); good tiles and scientists
T183 - Spy (produces a good :hammers: overflow); good tiles, scientists, and 1 engineer
T184 - T186 Wealth; good tiles and scientists
Put overflow into Hagia if Arabs are building it around T187, else save and put chop + overflow into West Point on T192 or T193.

Cow City
Must build 30/700:hammers: Ironworks, 250:hammers: Factory, and 200:hammers: Industrial Park in next 38 turns.
Add on a 100:hammers: Aqueduct, and we need about 1220/38 = 32.1:hammers: per turn on average starting now.

T182 - Aqueduct; 1 Scientist, work both furs and tundra workshop (+25:hammers:)
T183 - Aqueduct; 1 Scientist, work both furs and tundra workshop (+50:hammers: due to chop)
T184 - Aqueduct; work new workshop, no specialists (+31:hammers:)
T185 - West Point
T186 - Ironworks; continue working max hammers when possible so we can switch to Hagia for a few turns if an opportunity arrives.

Canal City
Must build 190/800:hammers: West Point (double speed with Stone) and 180:hammers: Intelligence Agency
Working both mines and Engineer starting T185, it will take until T213 to finish West Point with 1 distant chop, and T223 to finish Intelligency Agency with 2 BFC chops. :sad:
This is delayed 1 turn every time Cow City or Science City tries to put :hammers: into West Point. :sad: :sad:
This is 3-5 turns later than T220 WIN, so we may need to squeeze in a 1:food: 2:hammers: lumbermill and priest specialist around T200 to be safe.

T182 -T184 Observatory; 1 Engineer, 9 Merchants
T185 - Observatory; 1 Engineer, 9 Merchants (20:hammers: chop lands)
T186 - West Point; 1 Engineer, 9 Scientists

Clam City
Must build 1000:hammers: UN and 66/600:hammers: Wall Street
Try to reach Size 14 by T195 to reach +62:hammers: per turn with Forge.
Starting T182, work all coastal and then hammer tiles to get a lot of Wall Street done.
This will create slack so that merchants can be run or a world wonder can be worked around T190 to T194.
UN with 2 chops will complete in 15 turns with victory 7 turns after that.
During the 7 turns we are waiting for UN Victory, +62:hammers: per turn Clam City can put 434:hammers: into Wall Street. :crazyeye:

T182 - T183 Wall Street; 2 merchants, all coast, +10:hammers: per turn
T184 - Wall Street; 3 merchants, all coast, +10:hammers: per turn
T185 - T187 Wall Street; no specialists, 4 more workshops, all coast, +35:hammers: per turn
T188 - T194 option to work a lot of merchants or build a world wonder for fail gold. :hmm:
Should have enough hammers to build both UN and then rest Wall Street by T220 starting T195.

Profit City
Must build 300:hammers: Confu Cathedral
I think we should try to keep it Size 14 so other cities can get happiness bonus from Representation.
It can alternate starving working a ton of scientists and growing with good :hammers: per turn.

T182 - Aqueduct; 1Engineer, 1 Scientists, max coast
T183 - T187 Aqueduct; 1Engineer, 5 Scientists, 1 Priest, coast
T188+ Cathedral; 1Engineer, 9Scientists to slowly starve down the food bin (+10:hammers: per turn), then more coast to build food back up (+15:hammers: per turn). Go up and down with :food: until Cathedral complete.

Silver City
Must finish 199/200:hammers: Heroic Epic, 50:hammers: Dun (double speed with Stone), and 120:hammers: Drydock (double speed due to our civ)
Drydock is last due to -1 health, but combined with Heroic Epic we can build ships fast!

The idea here is to work lots of merchants all the time, and grow slower than Whale City so Whale City gets the Representation bonus.
Eventually Clam City at Size 13 and Profit City at Size 14 will be our 2 smallest cities with no Rep. bonus.

Heroic Epic (199/200:hammers:)- Need it still, but almost done :)
T182 - Heroic Epic, 1Engineer, 5 Merchants
T183 - T184 Observatory; 1Engineer, 5 Merchants
T185 - Observatory; 1 Engineer, 6 Merchants
T186 - Observatory; 1 Engineer, 7 Merchants
T187 - Size 14, Observatory; 1 Engineer, 9 Merchants, don't work deer

Whale City
Must finish 50:hammers: Theatre, 300:hammers: Globe Theatre, and 175:hammers: broadcast tower.
Theatre should be done by the start of T192, Globe by the start of T212, and Broadcast Tower by the start of T222 with the 1 forest chop.
To speed up the Broadcast Tower, we might need to mine or windmill the tundra hill.

T182 - Aqueduct; All coast no specialists
T183 - Aqueduct; 1Engineer, 1Priest, coasts
T184 - Size 14, Aqueduct; 1Engineer, 1 Priest, enough scientists so that Whale City grows to Size 15 as soon as Silver City grows to Size 14.
T185 - T188 Aqueduct; 1 Engineer, 1 Priest, max scientists at Size 15, no coastal tiles
T189 - Theatre

Units
Sitting Bull War

Caravel

T182 - Blocks coastal path to Canal City
Will carry spy to Cahokia when able

Spy
T182 - Move southwards
T183 - Get on Galley and sail south
T184 - Get on Caravel and hopefully sail to Cahokia

Trireme
T182 - Backs up Caravel against SB's Trireme

Musket
T182+ - Blocks entrance to our empire on hill and guards Wine.

Catapult
T182+ - Attack that Sitting Bull scout forever!

Galley
T182 - Drop off units 2N of Clam City and sail 2E. Pick up 2 Workers
T183 - Drop off 2 Workers, pick up Spy, and sail southeast
T184 - Pick up Musket and sail for west again

Charlemagne War
Musket + Chariot

T182 - Chariot pillages farm and they both head 1S
T183 - Chariot pillages village/town? 1W of Aachen and is guarded by Musket
T184 - Both Musket + Chariot pillage hamlet

2nd Musket
T182 - Pillage farm
T183 - Move to 1N of Aachen
T184 - Pillage mine

Galleon
T182 - Sail East
T183 - Pick up 2 Catapults + 1 Musket and sail for island city
T184 - Drop off 2 Cata + Musket 1NE of island city, then sail back towards Profit City
T185 - Pick up 1 Cata + 2 Muskets and sail for 1SE of island city

All remaining Muskets
T182 - Head for Profit island so Galleon can shuttle overseas

Galley 2
T182+ - Keep moving units onto Profit City island from the mainland

Other Places
Caravel 2

T182 - Sail back to homeland to pick us Sushi Exec. for Mecca

2 Great Scientists?
T184 - Double Bulb Electricity

Great General
T186 - Wherever it is born, move to Science City and settle for +3:science:

Diplomacy
Every Turn
- Ask all 3 of our war partners will be asked to attack Aachen

T182 - All of our :espionage: on Charlemagne
T182 - Gift Fur to France so we have 2 resources going to him

T182 - Trade Astronomy to France for 40:gold: + map
T182 - Trade Compass to Saladin for 30:gold: + map

T185 - Cancel Stone deal for seafood (Sushi drops down to +11:food: per turn?)
T185 - Cancel 2nd seafood deal if stone deal dropped Sushi to +11:food: (Whale to Peter for Clam I think)
T185 - Trade Whale to someone if big :gold: per turn is offered
T185 - Trade Military Tradition to Peter for Free Market civic + :gold: + map

T189 - Trade Education to Bismarck for Bureaucracy civic + :gold: + map

All demands from the friendly 3AI will be accepted.
Any Peter demand will probably be rejected since we have +20 diplo and he has enough advanced techs.

Any demand for civic or religion changes will be denied.
Any demand for :gold: will be discussed with team

Check Every Turn
Record :espionage: values for possible World Wonders
Did Peter or Germany spend more than 1 :espionage: against us? If so adjust slider.
Save at start and end of turn

Stopping Point
T183 - If something other than Great Scientist is born in Science City
Anything unexpected happens
There is a budget crisis because we get low on :gold:

**Edit**
75% Done, will work on it more Saturday
 
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Coincidence that Katzilla's turnset will take us into the 14th century when whiskey was invented? or that's why you posted this factoid?
 
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