[BTS] SGOTM 26 - Home Slices

quickest Sushi rather than quickest Bio?
With our research rate, they are one in the same. That's why GS 1000 has to be 100%. It's so we know how much of Bio we do manually.
We get that GS. Bulb Bio complete, Next turn finish Lib->Medicine.
Sushi online 1t after Bio.
This should be about T148

The biggest jump in research is NatPark, we built it fast, and we need 7-10 preserves. Workers captured from SB will help (before we disband them :D).
 
2. If we already know we will meet 2 AIs with Optics, do we really need two caravel 50g upgrades?
We need the one at Canal to get circumnav. This one can also be used in the war on SB to keep him off our seafood. Although, a Trireme could do that job, we still need to circumnav.
We wouldn't necessarily need a unit/passenger on this caravel.
The 2nd caravel, near Profit is about as far from circumnav as possible. It is the only one that can drop off a scout quickly (with OB)
You have a good point tho. I'd love to drop one of these. We would have to pass on the one at Profit (and then skip the scout too which is good)
Finish the Trireme, sail out and meet Holy Rome, then sail to SB to fight.

So the CowsTrireme becomes the Canal caravel, and needs a passenger and sails east to a dropoff spot.
Is it worth 50g to have a quicker dropoff?
 
Has anyone massaged the GP spreadsheet yet? cus I figure just one of us should get it up to our latest thoughts.
And then we can all play with that. Speak up if you have it 'checked out' or if you plan to update it. Otherwise, I will.
 
We need the one at Canal to get circumnav. This one can also be used in the war on SB to keep him off our seafood. Although, a Trireme could do that job, we still need to circumnav.
We wouldn't necessarily need a unit/passenger on this caravel.
The 2nd caravel, near Profit is about as far from circumnav as possible. It is the only one that can drop off a scout quickly (with OB)
You have a good point tho. I'd love to drop one of these. We would have to pass on the one at Profit (and then skip the scout too which is good)
Finish the Trireme, sail out and meet Holy Rome, then sail to SB to fight.

So the CowsTrireme becomes the Canal caravel, and needs a passenger and sails east to a dropoff spot.
Is it worth 50g to have a quicker dropoff?
You lost me at the end. Did we end up with one or two caravels?

How do we know east of Canal can’t drop off a scout quickly?

I haven’t seen the save yet. Charles is south of profit and the other visible culture is south of Peter, correct?
 
How do we know east of Canal can’t drop off a scout quickly?
Cus our Trireme is not even close to Canal yet, and even if it was, it has to sail past SB, then thru the 'void'. Holy Rome is 1t away.

Did we end up with one or two caravels?
Not sure. I think we try to trade tech for a map with no caravels upgraded yet. Then decide. But I'm leaning towards 1 caravel.
other visible culture is south of Peter, correct?
Yeah, like due south of Iron City tho. No way to drop off a unit there quickly.
 
Actually, we don't even need the Trireme near Profit to get contact with Charley. Our culture will see his with optics. It's almost done tho, so we can finish it and it will either be upgraded or go defend seafood near SB.
Here's the precise plan. Finish scout(2) in Profit before Compass.
127 Compass free, scout born. Board galley
128 unload on road (don't start Optics in case Peter does it for us)
129 Trireme born, move to scout pickup spot (start Optics if Peter is not) Scout moves 3 tiles east on the road (can still reverse and re-board galley.)
130 Optics, trade for maps, Scout decides to go to Canal or jump back on the boat.
131 Scout can unload in Profit and board the upgraded caravel all in the same turn if we choose this direction.
132 scout can exit caravel in the New World (if we have OB)
 
Has anyone massaged the GP spreadsheet yet? cus I figure just one of us should get it up to our latest thoughts.
And then we can all play with that. Speak up if you have it 'checked out' or if you plan to update it. Otherwise, I will.
Let me do it along with PPP. We are triggering golden age at t109, right?

I prefer to complete the scout in canal by working on the. tundra mine a bit.
 
complete the scout in canal by working on the. tundra mine a bit.
Good thought. That will complete it in exactly 2 turns, but we need to confirm Canal doesn't need that 4 food, so we'll see how the spreadsheet looks. Thanks for taking charge of that update!
 
Right, we can meet 2AIs with Optics. Preferably we meet the other two before trading any techs so we can minimize accidental negmods for trading with enemies.

We hopefully meet them by going east asap. Profit can complete the first trireme? 2t sooner if Canal builds the scout?

Note we don’t even know if other AIs are on Charles’ landmass. East w/scout is the best way to circumnavigate and meet AIs.

Maybe eastward through the SB Canal city fastest?
 
Oh wow, Canal has an extreme excess of food. No problem working the mine and probably should start on 2 sci.

Maybe eastward through the SB Canal city fastest?
Clever! yes. that's the best way if we get Optics T130.

Profit can complete the first trireme? 2t sooner
We don't need it 2t sooner. And if we do, we don't get a scout. I'm still on the fence for dropping the scout. :hmm: Ok I'm off the fence. We skip the Profit scout and do a missionary in Science, and then if we don't upgrade the caravel there, we can walk the missionary to Whales for Peter. I don't think we pay unit maint til after several more free units due to our large pop.
 
Do we want harbors anywhere?

+2 :health: and +1c per foreign trade route.

The only caveat is that if we build too many, Science will lose its two TRs with Peter.
 
Let’s remember when we know all AIs are reachable we have to quickly decide to build colossus if we want it. It’s much cheaper to build.

That city requires a forge.
 
Peter has a worker at Iron City. If he pops another iron in a mine, we could trade for one. Let’s kerp an eye on that.
 
Do we want harbors anywhere?

+2 :health: and +1c per foreign trade route.

The only caveat is that if we build too many, Science will lose its two TRs with Peter.
I think the time for buildings has passed.
We need max food for 2 golden ages and a draft in the middle.

We start drafting T136.
GA starts again T141 16 turns from now, and cities have to struggle with +1:mad: citizen for 5 turns I think in the happy capped cities because whale is all we are getting. :sad:

Once both golden ages are done, we can whip forges, harbors, temples, catapults, etc.

We can only build small things during GA right?
Like Barracks?
Wealth might be best.

Let’s remember when we know all AIs are reachable we have to quickly decide to build colossus if we want it. It’s much cheaper to build.

That city requires a forge.
We are going to be racing to Scientific Method.
hmm
Obsoletes with Astro.
If only we had copper.
 
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Colossus doesn’t obsolete as a VC criterion. Only 250h plus forge.

Next cheapest GM wonder is Versailles at 800h (marble bonus) if we get Divine Right.

Anyway, just a thought because that juncture is approaching.
 
Colossus doesn’t obsolete as a VC criterion. Only 250h plus forge.

Next cheapest GM wonder is Versailles at 800h (marble bonus) if we get Divine Right.

Anyway, just a thought because that juncture is approaching.

That is a good point.

We HAVE to have a great merchant wonder to win the game. :crazyeye:

If not Eiffel because of no iron, and if not UN because it is fastest to just kill everyone, then we need SOMETHING to be our merchant great wonder.

Test game indicates that Clam City has one 30:hammers: forest and three 24:hammers: forests.
 
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