[BTS] SGOTM 26 - Home Slices

strike is just a fantasy of mine. You are required to run the slider at 0% research and get all beakers from specialists and build research.
We don't have workshops+factory+power for build research. And yea, building anything late will require some whipping or at least working mines--not scientists.
Someone please remind me how we’re going to tech at 1000+ bpt under Sushi with the massive maintenance costs.
 
I don't think we can handle the anger during 2nd golden age
what are you imagining for # of drafted units? I haven't put too much thought into it yet. Let's see..
Any city that doesn't need it's pop for the GS after 1st GAge, can easily support 1 draft. 3 anger - 1 whip anger wears off - 1 pop loss - 1 whale = net 0 anger change.
A city like Profit might be able to do 2 drafts.
But I also like your idea about staying in Nationhood a bit longer. Have to think about that.

For GS's: Canal, no draft, Whales/Silver, no draft (but they're too far away anyway.)
Seems like we could get 4-6 muskets.
 
rt now, Bureau is giving us +19c +8h, with bonuses 47:science: 8:hammers:
It costs 12:gold: more than Nationhood.

Ofc, when Science is running max Sci, Bureau is not doing much, so some Nationhood is fine, but should we do the extra 5 turns?
Oh, yeah, makes sense, cus then...
136 Nationhood
146 GP plan is over at 1200. (draft in Canal, draft Whale & Silver too if we want), Switch to Bureau, Slavery, FreeMarket, OrgRel
3 draft anger has worn off from first draft. 1 more whip anger worn off.

147 whip treb in Canal? or whatever. Silver (sushi HQ) has to whip 2 execs, so it's pop will go down and be able to handle 10t of draft anger.
 
PPP T127 to T130

Techs
Get Compass for Banking
T127 Music
T128-129 Optics

Workers

Phillip
Joan Dark

Wheat

Shepherd
cottage Science-1N

Rex
127 Move to Rice tile (so not blocking forest grow)
128-129 workshop Rice-S or if forest grew: Rice-2E

Cowboy
road/mine silver

Heretic
Wheat

Cities
Science City

127- NE
129 NE, 1 Sci

Cow City
127 wb Avoid growth on
129 wb; Avoid growth off, 4 sci (verify it grows to size 10 and everyone is happy)

Canal City (verify borders will expand T130)

127 Wealth ; Avoid growth on
T128 - Culture; TundraMine + 6 citizens
T129 - Culture; TundraMine + 2 artists + 2 citizens

Clam City
127
wealth work TundraRiver + 1 sci
128
wealth work TundraRiver and Plains
(28 food)

129 wealth; 6 sci

Profit City
127-128 wb
129 wb; 4 sci

Silver City
T127 - 128 wb; 2 Sci
T129 - wb; 9 sci

Whale City
T127 - Parthenon not Fur
T128 - Parthenon Fur + tundraForest + citizen
T129 - wb; 1 sci (verify that it grows to size 11 in 2t)

Units
Trireme
sail to Clams


Galley in Peter's land
Take Miss to Vlad. Go south to catch white/gray culture on T130

Galley Whale City

Galley
127 Drop workers
128 drop last worker
Hang out and wait for possible GP transport to Profit's possible caravel

Confucian Missionary
Spread to Vlad if no Tao there.

Diplomacy

Peter
Compass for Banking


Don't renegotiate Rice with Peter. If he asks us to cancel deals with SB, we will. So we need to be able to get our Rice back.
Give in to any Peter demand except:
Gold demand will be discussed with team
Everything else is a probably Yes including Paper or our map, or cancel deals w/SB (e.g. if Tao spread and he demanded switch we'd DENY that)

Every turn
Check if Confu/Tao spread somewhere
Check for fist
Save and the start and end of each turn
EP spending on Peter just enough to keep eyes on research

Stopping point
Peter or Sitting Bull demands :gold:, pause and discuss with team the amount
Peter starts Optics
Something unexpected happens
begin T130

100% Done
 
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We're gonna lock in Lib (for medicine) in 19 turns.
Peter can't tech that fast.

Suggestions other than Banking? I didn't really look or think about it much. Seems like the right size tech to get that + 50:gold:
 
Will Peter ever get negmods for us razing SB’s cities?
No, only if we razed the Confu holy city, and that is owned by us.
We're gonna lock in Lib (for medicine) in 19 turns.
Peter can't tech that fast.

Suggestions other than Banking? I didn't really look or think about it much. Seems like the right size tech to get that + 50:gold:
I will give everything a very hard look tonight, but Banking for Compass + money sounds fine.
 
cities-png.559401


Notes:

1. Don't forget to revolt to our state religion before the end of the game.
This is a good reminder post.
It highlights our path to victory based on the game requirements.

https://forums.civfanatics.com/threads/sgotm-26-pre-game-announcement-ii.657202/
Some maintain that the faith was not always like this and along the way something has been mangled or lost but you dismiss that as an old wives tale.

The text tells you that to end Winter you must build 7 cities, each a tribute to one face of god, each city must have a Temple of your state religion and also certain other buildings. You will need to put your best minds to work to establish how to create these buildings.


Prophet- Dun, Temple, Monastery, Cathedral, Moai Statues, Great Wonder generating Great Prophet points

Merchant - Dun, Temple, Market, Bank, Wall Street, Great Wonder generating Great Merchant points

Artist - Dun, Temple, Theatre, Broadcast Tower, Globe Theatre, Great Wonder generating Great Artist points

Scientist - Dun, Temple, Library, Lab, Oxford University, Great Wonder generating Great Scientist points

General- Dun, Temple, Barracks, Drydock, Heroic Epic, Corporation HQ

Engineer - Dun, Temple, Forge, Industrial Park, Ironworks, Great Wonder generating Great Engineer points

Spy - Dun, Temple, Courthouse, Intelligence Agency, West Point, Great Wonder generating Great Spy points

You may construct other buildings in each city, as well as the requirements noted above, provided you only build exactly 6 Great Wonders and found exactly 1 Corporation.

You do NOT need to generate the appropriate great person just build the right Wonders in each city.

You must be running a State Religion when you win the game, but it is up to you which one you use however you must have temples of that religion in each city as well as the cathedral in the Prophet city.

(Cathedral is used in the generic sense it does not have to be a Christian Cathedral e.g. the Stupa is defined in-game as "the Buddhist Cathedral").
T127 Cities
Spoiler :













Profit (Prophet City)
Dun - Got it
Temple (80:hammers:)- Need it still
Monastery - Got it
Cathedral (300:hammers: requires Temple)- Need it still
Moai Statues - Got it
Great Wonder generating Great Prophet points - Got it (Oracle)

Merchant (Clam City)
Dun - Got it
Temple (80:hammers:) - Need it still
Market (150:hammers:)- Need it still
Bank (200:hammers:)- Need it still
Wall Street (600:hammers: requires Bank)- Need it still
Great Wonder generating Great Merchant points - Need it still
(Colossus (250:hammers: double with copper requires Forge), Eiffel Tower (1250:hammers: double with iron requires Forge), UN (1000:hammers:), Versailles (800:hammers: double with marble Divine Right cost 1872:science: +Theology is more)

Artist (Whale City)
Dun - Got it
Temple (80:hammers:)- Need it still
Theatre (50:hammers:)- Need it still
Broadcast Tower (175:hammers:) - Need it still
Globe Theatre (300:hammers: requires Theatre)- Need it still

Great Wonder generating Great Artist points - Almost got it (Parthenon)

Scientist (Science City)
Dun - Got it
Temple - Got it
Library - Got it
Lab (250:hammers: requires Observatory)- Need it still
Oxford University - Got it
Great Wonder generating Great Scientist points - Got it (University of Sankore)

General (Silver City)
Dun (50:hammers: double with stone) - Need it still
Temple (80:hammers:)- Need it still
Barracks (50:hammers: double with Agressive Civ) - Need it still
Drydock (120:hammers: double with Aggressive Civ)- Need it still
Heroic Epic (200:hammers: double with marble, requires Barracks)- Need it still (8xp unit promoted)
Corporation HQ - Need it still (Sid's Sushi from Medicine and free Great Merchant from Economics)


Engineer (Cow City)
Dun - Got it
Temple (80:hammers:)- Need it still
Forge (120:hammers:)- Need it still
Industrial Park (200:hammers: requires Factory) - Need it still
Ironworks (700:hammers: requires Forge)- Need it still

Great Wonder generating Great Engineer points - Got it (Pyramids)

Spy (Canal City)
Dun - Got it
Temple (80:hammers:)- Need it still
Courthouse (120:hammers:)- Need it still
Intelligence Agency (180:hammers:) - Need it still
West Point (800:hammers: double with stone)- Need it still (20xp unit promoted)

Great Wonder generating Great Spy points - Got it (Great Wall)

The techs we need to win the game are also fairly straightforward.
Spoiler :



Calendar 546:science:
Compass 624:science:
Optics 936:science:
Astronomy 3120:science:
Music 797/936:science:
Military Tradition 3120:science:
Engineering 1560:science:
Nationalism 2808:science:
Printing Press 2496:science:
Constitution 3120:science:
Replaceable Parts 2808:science:
Liberalism 2184:science:
Economics 2184:science:
Gunpowder 1872:science:
Corporation 2496:science:
Chemistry 2808:science:
Steam Power 4992:science:
Scientific Method 3744:science:
Steel 4368:science:
Assembly Line 7800:science:
Communism 4368:science:
Physics 6240:science:
Biology 5616:science:
Electricity 7020:science:
Medicine 7020:science:
Industrialism 10140:science:
Radio 9360:science:
Refrigeration 6240:science:
Mass Media 5616:science:?
Superconductors 10140:science:

Assuming we go for UN and trade for Calendar and Compass, then we need 124,315:science:
Remove 7020 for Liberlism -> Biology, and then another 1700 * 8 for 8 Great Scientist bulbs.

Then we need 103,695:science: from teching and trades.
 
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I didn't know we needed Duns. Thought we just did that for the bonus.
Mitchum colors all the stuff we 'got' green. I guess it needs a refresh.
 
Someone please remind me how we’re going to tech at 1000+ bpt under Sushi with the massive maintenance costs.
With 2 extra seafood from Silver City and 1 extra from Cow City at 500:culture: we will get +9:food: per turn (as noted by WastinTime), +34:culture: per turn, and -12.75:gold: per turn with Free Market and Courthouse.
We get +4:gold: per turn in the HQ which we can pump up with Bank, Market, and Grocer.
The cost is about 1:gold: per turn for 1:food: per turn.

Sushi is a big money drain if it spreads without courthouses, and even after courthouses heh.

I still have a bit of a torch for that Great Merchant trade mission.
Send the free Great Merchant from Economics over to Peter on a Caravel as soon as possible.
Bribe Peter into Slavery on T127 with Banking for Compass+60:gold: so maybe Peter will whip that Harbor.

If a Great Merchant is born in Profit City, do the trade mission.
If not, bring it back to Silver City.

Let me look over the GPP plan again, see if anything can shake out.
 
With 2 extra seafood from Silver City and 1 extra from Cow City at 500:culture: we will get +9:food: per turn (as noted by WastinTime), +34:culture: per turn, and -12.75:gold: per turn with Free Market and Courthouse.
We get +4:gold: per turn in the HQ which we can pump up with Bank, Market, and Grocer.
The cost is about 1:gold: per turn for 1:food: per turn.

Sushi is a big money drain if it spreads without courthouses, and even after courthouses heh.

I still have a bit of a torch for that Great Merchant trade mission.
Send the free Great Merchant from Economics over to Peter on a Caravel as soon as possible.
Bribe Peter into Slavery on T127 with Banking for Compass+60:gold: so maybe Peter will whip that Harbor.

If a Great Merchant is born in Profit City, do the trade mission.
If not, bring it back to Silver City.

Let me look over the GPP plan again, see if anything can shake out.
So does it pay off to trade for more sushi from Astro AIs?

Basically my question is, are we going to operate under strike or do we need gold to run 100% slider?
 
If a Great Merchant is born in Profit City, do the trade mission.
Profit will give birth 135 -- before Econ (assuming we go GunP, Nationalism)
But that doesn't change the point you're trying to make. You want one of those to get us post-sushi money and delay Bio and Sushi by 2 turns, which delays the turn we can get Calendar by 2t, etc.

Now ofc, if we pop a spy in Canal and an artist in Science, trade mission is on (if we get 2 GM)

Let me pretend that I am fighting for the trade mission...
One less GS is 1700 less :science:, so we have to make up for that over the next 20 turns.

1) build research everywhere we intended to build wealth. Normally not smart to do this, but if you have a pile of cash you need to burn to get tech faster, you do it.
I had to do that earlier to get Aes in 1 turn to get Construction in trade.
This would not be many hammers tho given our specialist economy.

2) Wherever we planned to work Merchants, work sci or some other good tile (silver, moai tiles, etc.)
So, for example, a city like Clams could pop its 100% GS and then (without a trade mission) we'd run merchants to keep our bank acct in the black. With trade mission, we can run 5 sci instead.

I'm not sure all of this and some other tricks will add up to 1700.
 
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