[BTS] SGOTM 26 - Home Slices

Ok, I can take it from here about 15 turns ,and Mitch can finish it up. All you have to do is press end turn a dozen or so times and chop the lab.
 
All you have to do is press end turn a dozen or so times and chop the lab.
That sounds like a lot of pressure. Can I have another job please? ;)

I do think that the next turnset is probably more critical than the last one. If everything is set up properly (following MG's and Kait's previous turnsets), the last turnset should be mainly about adjusting to minor things that come up with AI attitudes.
 
Do you think PR just whipped the UN? If so, they could be finishing at about the same time we will. I see no uptick in culture though. They have to be going for Diplo or Religious though since they never had much of an army.
 
Do you think PR just whipped the UN? If so, they could be finishing at about the same time we will. I see no uptick in culture though. They have to be going for Diplo or Religious though since they never had much of an army.
If they did GLH, like we suspect then it has to be religious. Maybe just whipped a lab and whipped our butts?
 
PPP
T192 - T205?

Techs
T192 - 195 MM 100%
T196 - 198 Steam 100%
T199 - 204 Assembly Line 100%
T205 - 211 Industrialism
Refrig
SuperC

Workers
If a forest grows in Science City BFC, then stop and consider going to preserve the forest for National Park.


Phillip + Joan Dark

windmill Whales
prechop forest
If a forest grows around Whale City, stop and go Preserve it
Any new forest? no rush, but lumbermill it & prechop it.
After the windmill, the workers could travel east of Silver City.
The forests there can chop 9:hammers: 9:hammers: and 6 :hammers:

Rex
windmills

Shepherd + Cowboy
192 finish workshop
193 windmill plains
mine uranium
windmill tundra

Pat Sajak (Starts 1NW of Canal City)
Canal lumbermill,
prechop Canal's 2 forests

Heretic + Baitzilla (Starts 1E of Clam City)
T192 Workshop 1N of Clam City
T195 - (one of you) Move to forest 1E of Clam City if U.N. can be started next turn
T196 - Complete Workshop 1E of Clam City + chop 30:hammers: into UN
Finish Windmill 1NE of Clam City + chop 30:hammers: into UN
Workshop over the farm 2N1W of Clam City
then chop the forest 3W1S of Clams

Vanna White + Ivory

T192 workshop 1N of Clam City
193 board
194 - 198 canal lumbermill
199 (no galley) walk and go camp the 2 fur NE of Science

Cities
Science City

?? put chop + overflow into Sistine? No. No marble
wealth

Cow City
Must build :hammers: Ironworks, 250:hammers: Factory, and 200:hammers: Industrial Park

Canal City
Must build 190/800:hammers: West Point (double speed with Stone) and 180:hammers: Intelligence Agency
This is delayed 1 turn every time Cow City or Science City tries to put :hammers: into West Point. :sad:
1:food: 2:hammers: lumbermill and priest specialist to be safe. (12 base hpt + scientists)

Clam City
Must build 1000:hammers: UN and :hammers: Wall Street
Size 14 to reach +62:hammers: per turn with Forge.
During the 7 turns we are waiting for UN Victory, +62:hammers: per turn Clam City can put 434:hammers: into Wall Street. :crazyeye:

?T192 - T194 option to work a lot of merchants :hmm:
Should have enough hammers to build both UN and then rest Wall Street by T220 starting T195.

192 - 195 Just do WallSt
196 UN

Profit City
Must build 300:hammers: Confu Cathedral
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.

T192+ 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 - get to size 15 and finish observatory ASAP, then work lots of merchants all the time
Observ
(wealth a little bit: trust Mitch to get the builds done)
50:hammers: Dun (double speed with Stone),
120:hammers: Drydock (double speed due to our civ)
Drydock is last due to -1 health

Whale City
Must finish 300:hammers: Globe Theatre, and 175:hammers: broadcast tower.
To speed up the Broadcast Tower, we might need to mine or windmill the tundra hill.


Units
Sitting Bull War

Caravel

Handle Triremes
Blocks coastal path to Canal City
Will carry spy to Cahokia when able

Spy(s)
steal the your assigned Civ (HRE or SB) as soon as you have the EPs, not matter the wait bonus. Well, at least 10%.

Trireme
Backs up Caravel against SB's Trireme

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

Galley
193 pickup 2 worker, drop at Canal lumbermill
goto Cows for GM plan

Other boats
prepare to chain the GM (2 galley, caravel, galleon) on a trade mission, do the mission T203 in Hamburg or Berlin

Charlemagne War
192 Bombard, move all units in.
Take the Island City T193
Use max collateral dmg, not city raider promos. We don't care if cats all die

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

our :espionage: on Charlemagne or SB as needed for stealing gold

T192 Beg for Peter's Clam
T192 Trade Marble for Clam
T197 Bismarck needs a civic change forced.
T202 (If GM, then trade Peter whale for clam+gold, and get another clam somehow like pay Peter 9:gold:, or hopefully:
renegotiate Marble for crab+clam (cmon Peter make a fishing boat after 50 turns :spank:)

Trade a tech to France every 3 or 4 turns so he gradually pulls ahead of Saladin on scoreboard
Trade Machinery, Optics, and Astro to Saladin whenever he has a decent chunk of gold.

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 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
Save at start and end of turn

Stopping Point
Anything unexpected happens
There is a budget crisis because we get low on :gold:
Holy Roman Empire faces destruction if next turn is pressed

**Edit**
100% Done!
 
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Wow, so fast. :eek:

If we use 2 Galleys for Great Merchant T202 instead of 1, then we could have the trade mission in Berlin on T203.
Harbor+Customs building would be best if Bismarck has Economics. (1900:gold:)
Getting the huge pile of gold 1 turn earlier is best if we are broke, but if we have a lot money then T204 for the trade mission might be ok.
Spoiler :

I'm not sure I've ever seen someone beg a resource before?

Yes, cheap 50:hammers: Catapults with +50% or +100% collateral damage are best against promoted longbows.
That 17xp Cata can get City Raider 1 and Barrage 3 and just clobber the whole city on the 1st suicide attack :D

Germany is due for a civic change on T197 and T207 to keep him out of Mercantilism.

Cow City improvements?
I now think that 2 more windmills and a mine on the uranium is best.
Another +8:hammers: per turn for our Forge with no rounding losses.

Whale City improvements?
After the windmill, if you don't like Lumbermill then the workers could travel east of Silver City.
Silver City only has two +9:hammers: chops and a +6:hammers: chop in the wilderness. :)
Spoiler :


This would let Silver City keep working max merchants or scientists.

The UN chops can't be T195.
That is too early.
 
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mine uranium? or windmill?
My default would be to mine it. It would give 3H which gives you more options to hit multiples of 4H for the 25% forge bonus.

Science City
?? put chop + overflow into West Point on T192 or T193.
WP is 22 turns away before we can cash in. Can we wait that long? It feels like we need the gold now. I'd just build Wealth and store the OF.

Clam City
?T192 - 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.
Working merchants is an option. I wouldn't gamble on a world wonder for fail gold though since our short-term need for gold is critical until the GM arrives. Either build Wealth or just do WS then UN T196.

Silver City
Observ
50:hammers: Dun (double speed with Stone),
120:hammers: Drydock (double speed due to our civ)
Drydock is last due to -1 health
The Dun and Drydock are very low priority. If you trust the last player, maybe we should build Wealth here after the Observatory until the last 10ish turns to help close the short-term budget deficit.
 
This is also a gamble that may pay off too late or never. Why not just build Wealth? We need the gold in the short-term to bridge the gap to the GM trade mission (fingers crossed).
Ya, fail :gold: is only useful between T193 and T202.


However, if a 20% Great Scientist is born T202, then we could use more fail gold. :crazyeye:

Also, I'm not sure if we should aim to have 0:gold: on T203 or not. :hmm: (Working Scientists in Silver City)
If a GM is born, great.
But if a Great Scientist is born, being poor meant we should have worked merchants in Silver City and carefully managed our gold supply.
Not sure.
 
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We should still carefully manage our gold supply, I think. World Wonder fail gold is a gamble that may never pay off so I don't think that is the answer. I'd be fine with running merchants in Silver City per your example until we know if we get a GM or GS. I'm guessing that as the turns wind down and we have extra cash, we can switch from building Wealth to building Research and switch merchants to scientists. I'm sure that we'll be able to spend all of the GM gold if we get it.
 
Sweet that Peter is getting Communism 194. That means we don't have to do FreeReligion 195. Just let him pick StateProperty and then he can't emancipate until 220 :thumbsup:

Deal. With the worker north of Science, they can finish T198, so that's 6 more turns without the lumbermill. (which provides 3hpt)
State property would be great!

Remember we can't put Peter in Free Religion or Louis will love him and possibly vote for him.
 
PR switched to Slavery without loss of turn so they saved a golden age for now. The grid shows T210 so their whipping wasn’t on T-Game over. Hard to believe they whipped before finishing their teching so...

If they beat us by 10t, that’s an ugly beatdown. At this level of competition, we shouldn’t lose by more than a turn or two, so will tell us about our strategic choices.
 
PR switched to Slavery without loss of turn so they saved a golden age for now. The grid shows T210 so their whipping wasn’t on T-Game over. Hard to believe they whipped before finishing their teching so...

If they beat us by 10t, that’s an ugly beatdown. At this level of competition, we shouldn’t lose by more than a turn or two, so will tell us about our strategic choices.
If Phoenix Rising got Turn 211, I will happily tip my hat to them. :hatsoff:

We've played a tight game so far, always pushing to finish faster.

How did they get a 20xp unit? :hmm:
I don't see much on their power graph, so not much of an army.
Their Sitting Bull is still alive?

How did they get all their buildings? (multipliers)
Their score graph does not indicate a lot of whipping.

Ours is like a jagged saw, dripping with blood from the whip

Their corporation is probably Cereal Mills, so perhaps they went one more tech and got Labs quickly?

The huge whipping is clearly significant.
I hope it is Kremlin, but I fear it might be whipping to get their religious vote below 75% of the world total.
 
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