[BTS] SGOTM 26 - Home Slices

We keep changing what we want to do at least every 12 hours.

I will try to update Mirrorguard's PPP with everything in about 5 hours.
 
Yeah, these long pauses have been really good for planning new ideas, but it'd be nice to find a time we can all be on at the same time. It seems like we only get one iteration. Since Kait's gonna be 5 hours, I'll update it with my thoughts first. In an hour or so.
 
I feel like we need to pick up the pace just a bit. MG, what is your plan for updating the PPP and playing?
I agree. I'm reading the posts. Hopefully after you all compile your thoughts I can make the last PPP update and start playing in...mmm...3 hours.
 
Cowboy: should road for the GM, then do silver mine

move to silver
128-130 road silver
Move to Whales-1W
131-133 Road
134 mine silver and STOP
135-137 road Silver-1E
138+ silver mine

Peter Galley can be at Vlad-1E2S for a brief time.
Unless we know Optics is coming very soon, on T132, it needs to return to Whales-2W.
It has to get there T139.
 
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I agree. I'm reading the posts. Hopefully after you all compile your thoughts I can make the last PPP update and start playing in...mmm...3 hours.

Cool, thanks Mirrorguard. :)
PPP T127~T134
using GPP here.



Golden Age:T128 use great artist from music

Civic Switch: T128 caste+mercantilism+pacifism

Research
T127 music
T128 gunpowder
T129 gunpowder
T130 nationalism
T131 nationalism
T132 nationalism
T133 nationalism
T134 nationalism or economics

Workers:

Heretic
T127~130 wheat fort
T131~T132 road 1E of fort
T133~T136 road 2E of fort
T137~T140 road NW of canal city

Phillip
T127~T129 move to wheat and build fort and stop
T130 road fort
T131 move to plainshill SW of fort
T132~T133 road it
T134~ farm/workshop 2N of clams


Joan Dark
T127~T129 move to wheat and road 1t and stop
T130~T131 move to forest plains 3N of clams city
T132~T133 road it
T134~ move to plainshill mine 1N1W of clams and road it

Shepherd
T127 cancel the order made earlier
T127~T129 cottage 1N science and STOP!
T130~T132 cottage 1N1W science and STOP
T133~ move to and road tundra hill fur NW of cows

Rex
T127 move to plainshill 1S2E of cows
T128~T130 road tundra river 2E of cows
T131~ farm tundra river 2E of cows

Cowboy
T127~T132 climb up tundrahill silver and mine it
T133 road horse 2S of whales


Cities
check food surplus and great person point every turn for each city.

science avoid growth ON
T127 NE 0 sci 32/38+3f 49gp
T128 NE 1 citizen 35/38+3f 52gp
T129 NE 3 sci 38/38+0 active tiles:2 farms 1 gem 1 horse 61gp
T130 wealth 6 sci 38-4 103gp
T131 wealth 6 sci 34-4 202gp
T132 wealth 6 sci 30-4 301gp
T133 wealth 8 sci 26-8 401gp(GP 400)
T134 wealth 8 sci 18-8 126gp


cows
build wealth and run scientists
T127 wealth 0 sci 28/38f+6 60gp
T128 wealth 3 sci 34/38f+3 62gp
T129 wealth 7 sci 37/38f-5 95gp
T130 wealth 7 sci 32/38f-5 175gp
T131 wealth 7 sci 27/38f-5 255gp
T132 wealth 7 sci 22/38f-5 335gp
T133 wealth 7 sci 17/38f-5 415gp
T134 wealth 7 sci 12/38f-5 495gp

canal
T127 wealth 1 sci 36/44f+7 155gp
T128 culture 6 artists 43/44f-1 160gp
T129 wealth 10 sci 42-9f 220gp(GP 200)
T130 wealth 10 sci 33-7f 132gp
T131 wealth 10 sci 26-7f 244gp
T132 wealth 10 sci 19-7f 356gp
T133 wealth 10 sci 12-7f 468gp
T134 wealth 9 sci 5-5f 580gp(GP 500)
...

silver
T127 wb 2 sci 28/44f+5 14gp
T128 wb 9 sci 33/44f-5 20gp
T129 wb 10 sci 28-9f 101gp
T130 wb 10 sci 19-7f 206gp
T131 wb 9 sci 12-3f 311gp(GP 300)
T132 wb 9 sci 9-3f 105gp
T133 wb 9 sci 6-3f 199gp
T134 wb 9 sci 3-3f 293gp

profit city
starting building wb when Peter starts teching optics
T127 wealth 0 specialist 26/34f+6 100gp
T128 wealth 1 mer 32/34f+6 103gp
T129 wealth 7 mer 21/36f-6 121gp
T130 wealth 7 mer 15/36f-6 205gp
T131 wealth 7 mer 9/36f-6 289gp
T132 wealth 5 mer 3/36f-2 373gp
T133 wealth 3 mer 1/36f+2 436gp
T134 wealth 5 mer 3/36f-2 478gp


whales city
T127 the Parthenon work coast*2 horse silver to grow 34/38
T128 the Parthenon 4 sci work on coast+horse+silver+fur+3*seafood 19/40
T129 wealth 8 sci 18/40f-4 36gp
T130 wealth 8 sci 14/40f-3 127gp
T131 wealth 8 sci 11/40f-3 218gp
T132 wealth 8 sci 8/40f-3 309gp
T133 wealth 8 sci 5/40f-3 400gp
T134 wealth 6 sci 2/40f+1 491gp

clams
build wealth
T127 1 sci 19/40f+5 24gp
T128 6 sci 24/40f-2 27gp
T129 6 sci 22/40f-2 81gp
T130 6 sci 20/40f-2 144gp
T131 6 sci 18/40f-2 207gp
T132 6 sci 16/40f-2 270gp
T133 6 sci 14/40f-2 333gp
T134 8 sci 12/40f-6 396gp

Units
missionary 8
T127 board galley 1
T128 spread Confu to Vlad

Galley 2(near Peter)
T127~T128 get missionary to Vlad
T129~ stay near the white culture and wait for optics

Galley 1
move towards profit island for musketman pickup

Galley 3
move towards canal city for amphibious assault

Trireme 1
move towards canal city for naval defense

Trireme 2
go along with Trireme 1 or wait for optics?



Diplomacy
T127 banking to Peter for 1)compass+60g+map+slavery 2)compass+35g+slavery+org?

Don't renegotiate Rice with Peter.
If he asks us to cancel deals with SB, discuss with the team.
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(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/gunpowder
Peter switches back to Taoism
Something unexpected happens
begin T135
The techs we want have changed again.
Music -> Economics (2184:science:) -> Nationalism (2808:science:)
We should have enough teching ability to get Nationalism done by T135 so we can switch to Nationhood the last turn of our 1st Golden Age.
Economics will be ours and the Great Merchant will spawn on T131.
I expect us to have Gundpowder by T138, so for Nationhood T135->T140, we can draft on T138, T139, and T140.
Our drafted Muskets in Dun cities will have Combat I and Guerilla I for free. :)

Next, let's try to get a bit more gold from Sitting Bull.
T127 - Cancel Fur for 1:gold: per turn. Trade Sitting Bull Fur for 2:gold: per turn.

For the Peter trade T127, we want to do Banking to Peter for Compass +35:gold: + Slavery + Organized Religion.
Slavery so Peter settles all that seafood and gets big, and Org. Religion so that his 4 Confu cities will perhaps spread a missionary and make a 5th Confu city.
Currently we can only bribe Peter back to Confu when he is at 9 cities or smaller, but 1 Confu spread and this number goes to 11! And it costs us nothing.
If Peter spreads Tao, oh well.
If Peter gets Theology and can't build Confu AP in Moscow, oh well.
Peter will probably end up with 11 or 12 cities, so Org. Religion is probably a good idea.
When Peter is in Anarchy for 1 turn from the trade, if he has 50:gold: or more, perhaps we trade Literature for it?

Science City looks good with the critical Avoid Growth Button.
I would add expected hammers for each turn such as T127 - +44:hammers: T128 - +67:hammers: T129 - +52:hammers:
T133 - 400GPP not 401

Cow City
T128+ Run Merchants, not Scientists.
We want to sweeten our chance of getting a Great Merchant, even if it is in a city with a Uni because of the Great Engineer pollution.

Workers
WastinTime
has argued the New Deer road is already obsolete due to Castles being obsoleted and every city having a Wall but one.
I still want to maintain it.
Perhaps some day we will whip Heroic Epic in every city or Hermitage in every city, and doing the deer + marble trick will gain us a bunch of hammers!
Rex - T128 - T130 Road tundra river east of Cow City
T131 - Farm 1N1E of Cow City and stop!
T132 - T135 Farm 2N of Cow City
T136+ Workshop 1S of Cow City
Cow City has plenty of furs to work, so we don't need a plains river workshop

Cowboy
T127 - T130 Road silver
T131 - T133 Road 1S of deer

Shepherd
Don't accidently cottage over a farm or the GPP plan is in trouble!


Both Triremes, head east for the Sitting Bull war

Galley 2 (near Peter)
T127 - Grab missionary and sail into Vlad
T128 - T134 Drop off missionary into Vlad and sail to 2W of Whale City
T135 - T141 Pick up Great Merchant, sail back to Vlad and drop off Great Merchant

Galley 1 (near Whale City)
T127 - T131 Sail to 3S3E of Silver City and wait
T133 - Load Great Merchant from Galley 2 and take it to 1S1E of Silver City
T134 - Sail into Silver City and drop off Great Merchant, then sail to 1S1E of Silver City
T135 - T139 Sail to 3S of Cow City

Galley 3 (south of Cow City)
T127 - T131 Sail to 4W3N of Cow City and wait
T133 - Pick up Great Merchant and sail 2N2W. Unload Great Merchant into Galley 2
T134 - Sail back to 4W3N of Cow City
T135 - T137 Sail to 3S of Cow City and pick up Great Person for 2nd Golden Age
T138 - T139 Sail to 1N1E of Profit City and pick up 2nd Great Person for 2nd Golden Age
T140 - Trigger 2nd Golden Age with both great people, then take Muskets from Profit and sail for Sitting Bull.

Great Merchant (born in Science City on T131 from teching Economics)
T131 - Move to 1E of Cow City
T132 - Move to 3N2W of Cow City
T133 - Move into Galley 3 4W3N of Cow City, sail 2NW, unload into Galley 1, sail 2NW
T134 - Sail into Silver City and move to 1S1E of Whales
T135 - Move into Galley 2 2W of Whale City and sail to Vlad

200GPP (born in Canal City)
T129 - T135 Move to deer tile 2S1E of Cow City

300GPP (Great Scientist born in Silver City)
T131 - March for Sitting Bull's land to spy. Eventually it will bulb something.

400GPP (98% Great Scientist born in Science City)
T133 - If Great Artist, move to deer tile. If Great Scientist, head for Sitting Bull's land to spy.

500GPP (94% Great Scientist born in Canal City)
T134 - If Great Spy, move to deer tile. If Great Scientist, head for Sitting Bull's land to spy.

**Edit**
Fixed
 
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Trade Sitting Bull Clam for 2:gold: per turn.
He won't take our clam again.
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no one objected to roading/connecting deer, that means Shep doesn't need to help Rex and can start a cottage, but STOP.
Then what?
I don't wanna cottage Science-NW. eventually we pillage it and get a forest to grow.

workshop cows' tundra rivers? (not mine the PH) In caste, the tundrarivers are better than the mine. And in our 3rd GAge, even better.
 
For the Peter trade (Before Civic Change), we want to do Banking to Peter for Compass +35:gold: + Slavery + Organized Religion.
When Peter is in Anarchy for 1 turn from the trade, if he has 50:gold: or more, perhaps we trade Literature for it?

This is better than what I said :thumbsup: (same general result, but we can get all the gold, or not, or maybe more?)
But there's no concern with 'before civic change'
Compass trade is T127
civics 128.
 
He won't take our clam again.
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no one objected to roading/connecting deer, that means Shep doesn't need to help Rex and can start a cottage, but STOP.
Then what?
I don't wanna cottage Science-NW. eventually we pillage it and get a forest to grow.

workshop cows' tundra rivers? (not mine the PH) In caste, the tundrarivers are better than the mine. And in our 3rd GAge, even better.
Right, don't cancel the Clam to SB.
I guess Fur for 2:gold: per turn then?

I want to maintain the Deer road.
That means Rex roads the river tundra.

No cottage for 1N1W of Science City?
We want that cottage eventually!
We have Oxford University, I don't care about a 1% chance to grow a forest (with preserve) onto that prime tile.
The game would likely be over before something grew onto the empty tile.

We also want to farm tundra 2E of Cow City
That way our lone farm gets irrigated when we do 3 cottages for Science City after the great people are done in Science City.
 
Ok, Kait, we do your GM boat plan and forget my walking plan. I like that you get our galley back to the white culture much sooner.
So the cows tundra road is the right call too. forget Rex's 2nd road I mentioned for the walk plan.
 
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