[BTS] SGOTM 26 - Home Slices

We can cancel the exec if somebody wants to test if AI spreads foreign corporations

I've tested using the test game, and well developed AI spread Sushi after 24 turns and 30 turns.
The other 4 didn't spread it.

Also, Mercantilism or State Property simply turns off the +8:gold: per turn.

I'm leaning towards no new execs.
 

Attachments

You have to ask every turn for an AI to attack a specific city IIRC from Dhoom.

Haha, sounds good!
Didn't know that.

:lol: I hope Kaitzilla didn't discover whiskey yesterday, or this PPP will have to wait 300 years.
Weirdly the very 1st time I got drunk was the only time my head ever buzzed.

Doesn't clams need the workshop sooner than this
Ok, I'll move it up.

Isn't it 189?

If we did FM already, FreeRel

I'm not sure we need to give in to everything Peter wants
I'll fix the diplo.

We can't ever let Bismarck or Peter adopt Mercantilism.
 
I've tested using the test game, and well developed AI spread Sushi after 24 turns and 30 turns.
The other 4 didn't spread it.
did it matter if they were at war or not?

Also, Mercantilism or State Property simply turns off the +8:gold: per turn.

I'm leaning towards no new execs.
Ok, no exec. I didn't realize those turned off the +8
We will have a hard time maintaining non-Merc Bismarck. Maybe we need to get him Econ, so he might stay in FreeMarket (after we put him there) once we run out of other things to bribe him into.
We can't ever let Bismarck or Peter adopt Mercantilism
Peter isn't quite as bad for us if he takes Merc. I think he will take State Property after Communism or stay in FM now that he has Astro. We will run out of options at some point and have to let him pick. Worst case it's 10 turns of Merc and then bribe him back to FM.
 
Ok, I updated the PPP.

Canal City and Whale City are a couple turns past T220 to finish last buildings, but lumbermill and mine/windmill can push them back to before T220 I think.

Will just have to struggle as much as possible not to run out of money.
Going for 3 more Aqueducts, I'm so greedy.

Later on, Cow City can windmill both hilltop Furs once we hook up 2 more fur camps elsewhere. :hmm:
 
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PPP
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.

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
Work fur+windmill whenever we get Replaceable Parts to greatly speed up Observatory.
Then back to max merchants for Dun + Drydock.

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
Spoiler :


T182 - Trade Astronomy to France for 40:gold: + map
Trade a tech to France every 3 or 4 turns so he gradually pulls ahead of Saladin on scoreboard

T182 - Trade Compass to Saladin for 30:gold: + map
Trade Machinery, Optics, and Astro to Saladin whenever he has a decent chunk of gold.

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 France for +diplo
T185 - Trade Military Tradition to Peter for Free Market civic + :gold: + map

T187 - Trade Astronomy to Bismarck for Replaceable Parts probably, will ask team first

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

Never bribe Peter into Free Religion T195
Never trade France Liberalism unless they demand it (-2 diplo for refusal)
Nobody gets traded Gunpowder so they can't get Chemistry and Privateers.

Check Every Turn
Record :espionage: values for possible World Wonders (Paris and Mecca right now)
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:
Holy Roman Empire faces destruction if next turn is pressed

T185 is reached, feels natural to stop every 3 turns or so

**Edit**
100% Done!
Updated Diplomacy after large amount of team input.
 
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Sounds good. Plenty of turns after this turnset to fix any hammer shortages.
On 186 when Canal stops working 9 merchants, any plans to cover our expenses?
 
Sounds good. Plenty of turns after this turnset to fix any hammer shortages.
On 186 when Canal stops working 9 merchants, any plans to cover our expenses?
I have run out of ideas except to pray the AI cities keep growing and offer us gold.

Running out of money almost seems unavoidable for us.
 
Instead of Ceasefire and risk negmods for a maps for gold deal, how about ceasefire and demand gold? Does that cause negmods? Have to be careful to not overshoot the limit. Also auto-10t DoP, so only after we pillaged all and he’s down to one city.
 
T185 - Trade Whale to someone if big :gold: per turn is offered
Maybe we should just do Louis here cus he gets +5 first impression with Peter. If/when Peter goes FreeReligion, They will be at +8 already. If Peter were to gift him a big tech, +12. If they trade resources +13.
And we've maxed out Shared War with Louis already.
tl;dr Need some more +mods with Louis.
 
Sounds good. Plenty of turns after this turnset to fix any hammer shortages.
On 186 when Canal stops working 9 merchants, any plans to cover our expenses?
Should we trade Astronomy to Bismarck for Rep. Parts on T187?
Education for Bureau on T189 is too small to fit in Rep.Parts.

Ugh, Silver City can just wait until T191 and then work 2windmills instead of windmill+fur earlier.
2 merchants producing 12:gold: per turn is hard to give up even for a few turns.

Chopping the forests far to the east? :hmm:
Let me count the hammers.
 
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Maybe we should just do Louis here cus he gets +5 first impression with Peter. If/when Peter goes FreeReligion, They will be at +8 already. If Peter were to gift him a big tech, +12. If they trade resources +13.
And we've maxed out Shared War with Louis already.
tl;dr Need some more +mods with Louis.
Oh crap, do all the AI have +5 with Peter? :eek:

This might be a huge problem.
If Peter reaches Friendly with Bismarck and Louis, we can't Dow Peter after Communism and then bribe the other 2 to war.
 
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Instead of Ceasefire and risk negmods for a maps for gold deal, how about ceasefire and demand gold? Does that cause negmods? Have to be careful to not overshoot the limit. Also auto-10t DoP, so only after we pillaged all and he’s down to one city.
We should be able to obtain all of HRE's gold using spies.
 
Oh crap, do all the AI have +5 with Peter? :eek:

This might be a huge problem.
If Peter reaches Friendly with Bismarck and Louis, we can't Dow Peter after Communism and then bribe the other 2 to war.
No, Bis is 0 and Sal is +1
This must just be a natural affinity of Louis-Peter. I don't think this is a mapmaker tweak. That would be "past events" right?
 
If Louis CeaseFire's HRE, we could bribe him to DoW Peter (only Pleased is needed and must not be Friendly with Peter).
Something to consider before we put Peter in FreeReligion on T195. Probably only if we have Communism already.
 
No, Bis is 0 and Sal is +1
This must just be a natural affinity of Louis-Peter. I don't think this is a mapmaker tweak. That would be "past events" right?
Right, only Louis is affected.
Mapmaker shenanigans would be "past events", so it is a natural affinity sure.

Louis is probably weaker than Peter, so the odds of us bribing him to Cease Fire with HRE and DOW Peter (Louis will DOW Pleased civs if he is Pleased with us) is low.
If only we had a way to make Louis' military stronger than Peter!
Us Dowing Peter so we can bribe France into the war would lose us Sushi resources and trade routes (forever, the 150% bonus goes to 0%) and the chance to get Communism I think.

16 turns from now Louis might already be Friendly with Peter.
In 3 turns we bribe to Free Market, then 13 turns from now Peter might go Free Religion and Friendly with France right before we can get Communism.
There is a good chance Peter will get Louis' vote now that I look.


Speaking of game ending threats, Sitting Bull has 550:espionage:, a short walk to Canal City, and the ability to produce a Spy sooner or later.
Sabotaging the progress of West Point or Intelligence Agency would be a disaster. :sad:
Canal City has no slack with production to recover.
Spoiler :


Blowing up our Dun on the turn of the Victory Screen would also be the ultimate game over. :hide:
 
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I think the aqueducts are a good idea. We just have to remember that we're out 300:gold: from not building wealth, but each aqueduct is essentially giving us a free specialist, so we can't stress about running more merchants to make up for that 300 loss even tho a scientist would be ideal.
If only we had a way to make Louis' military stronger than Peter!
Give Louis Assembly Line
Are we so certain that Peter has a lot of military Power? I didn't look.
 
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Sabotaging the progress of West Point or Intelligence Agency would be a disaster. :sad:
good reason to not wait until the final turn to chop the IntelAgency.
I would think WestPoint would cost way too much for him to sabotage that once we get it going. Couldn't hurt to do a counter espionage after the next steal.
 
Give Louis Assembly Line
Are we so certain that Peter has a lot of military Power? I didn't look.
Here is the current situation with Louis.
We've already maxed out our shared war diplo with Louis.
Spoiler :



Peter is currently stronger than us with a 0.8990 power rating.
I assume he is stronger than France too.

Near the turn of the vote, we can probably gift Louis with all our techs.
This will remove the -1 fear of us being larger and possibly give him another +1 tech trade bonus.

Worst case is Louis is +13 towards Peter.
+5 First Impression
+1 Peace
+2 Open Borders
+1 Resource
+4 Fair trade
Peter Free Religion, so no religious friction

Best case for us is Louis is +13 towards us.
We keep HRE alive by bribing any AI about to finish Aachen off to Cease Fire.
Keep Louis at war with HRE until the end.
-1 First Impression
+1 Peace
+2 Open Borders
+2 Resource
+4 Fair trade
+3 Shared war
+2 Shared techonology

In the event of a tie, I think Louis abstains? :dunno:

Couldn't hurt to do a counter espionage after the next steal.
Ya, that sounds like a good idea.
 
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