[BTS] SGOTM 26 - Home Slices

I’m not worried about SB lbms since we can revolt PP and Cahokia. Build HE in a hammer city and we’ll have trebs and kill units. Question is how do we get 10xp for HE?

We could simply post our naval in our culture (no WW) at those two choke points and let SB suicide galleys.

We could send a couple muskets plus chariot to southern SB and harvest xp on easy units, carefully staying under the WW threshold.

For gold we could send 2-4 muskets/chariots to pillage.

We’ll find out soon if we want to win by conquest. I’m leaning toward likely. That means we want 10xp asap for units and failgold.
 
I’m not worried about SB lbms since we can revolt PP and Cahokia. Build HE in a hammer city and we’ll have trebs and kill units. Question is how do we get 10xp for HE?

We could simply post our naval in our culture (no WW) at those two choke points and let SB suicide galleys.

We could send a couple muskets plus chariot to southern SB and harvest xp on easy units, carefully staying under the WW threshold.

For gold we could send 2-4 muskets/chariots to pillage.

We’ll find out soon if we want to win by conquest. I’m leaning toward likely. That means we want 10xp asap for units and failgold.
Only need 8xp for Heroic Epic.

Also, Heroic Epic can only be built in our General City with Sushi HQ (Silver City)
 
Hm. Crappy hammer city relatively. Back to the drawing board.
We could get a forge and heroic epic in Silver City.
2pop whip and produce 2 trebs every 3 turns.

Then anger hmm. +2 every 9 turns roughly.

Get Globe Theater in Whale City.
Draft every turn.

Hereditary rule.
2 out of 9 draftees garrison silver City.
 
Get Globe Theater in Whale City.
Draft every turn.
I think we will get most of the military units from whipping. For some big national wonders, for example, West Point in canal city, without whip-overflow it will take quite amount of time. BTW, is it possible to upgrade muskets into riflemen by cash(great merchant)?
 
Hey LC, did they kick you out of DD finally? What is your plan for posting a PPP and when would you like to play?

I'll be on a staycation this weekend so I'll need to be skipped again. I can likely pick up the save after the person who follows LC.
 
I've counted all the tiles and the Spy from capital seems like a good idea.

We can revolt Poverty Point with 20% spy wait bonus T146, spend almost all our espionage on Sitting Bull instantly, and then DOW him if the spy succeeds and there are only 2 defenders.
Then we can invade amphibiously T146 with 4 Muskets and 2 Chariots and burn the city to the ground if the defenders are not longbows.

Uh, lots of forest chops all around. :D

I'll try to write everything down.

If anything doesn't go according to plan, we can just forget about DOWing Sitting Bull.
 
I've counted all the tiles and the Spy from capital seems like a good idea.

We can revolt Poverty Point with 20% spy wait bonus T146, spend almost all our espionage on Sitting Bull instantly, and then DOW him if the spy succeeds and there are only 2 defenders.
Then we can invade amphibiously T146 with 4 Muskets and 2 Chariots and burn the city to the ground if the defenders are not longbows.

Uh, lots of forest chops all around. :D

I'll try to write everything down.

If anything doesn't go according to plan, we can just forget about DOWing Sitting Bull.
I was trying figure out a conditional plan like this.

Seems cheapest to run Nationhood now and collect some number of muskets. They can be used for city capture, pillage gold and/or xp harvesting. Not sure if that answers Optics or GP next.

Btw, razing PP enculturates us another seafood.

My window for playing my turnset is rapidly shrinking so we need to decide or I’ll have to pass again.
 
I think we chose optics first and drafting 138
That means boats get +1 on t141 instead of 142.
Spy. fine. we can use it some day even if our plan fails. (assuming it doesn't get caught walking/camping)
What questions are left?
 
War Plan (Go / No-Go decision will occur T146)

To get 30xp for a Great General, beating up on Sitting Bull by burning down Poverty Point and then fighting Dog Soldiers and Longbows on open ground is a decently cheap way of doing it.
Trireme + Caravel vs. Galleys is also a good match up at sea for many turns.

We don't want too much war weariness, so we will just be burning down the 1 city, killing any navy, and pillaging mostly.
Silver City, Canal City, and Whale City should all have a +2:) buffer due to anger wearing off in 10 turns and whale resource coming online, so WW should not be a problem.
"Fight brothers and sisters of the faith" anger only occurs in Size 13 cities I think and we don't have any of those.

-3 diplo from DOW
-2 diplo from razing city
-2 diplo from losing Open Borders

After the war is done, hopefully we can sign Open Borders with a Pleased or Cautious Sitting Bull for trade routes with 5 or 6 AI cities since all of our cities will have 4 trade routes due to Free Market.

So we will be aiming to have a Spy perform Revolt on Poverty Point (which is on a hill +25% defense) before the DOW, or if the city is only 20% defenses perhaps move the spy down to the capital?

Amphibious attack from our territory with 4 Muskets and 2 Chariots should be possible.
The defenders get a +50% defense bonus due to the sea attack.

T135 Screenshots of the World
Spoiler :













T135 - Revolt to Nationhood
T135 - T136 Tech Optics

T137 - Gunpowder
T141 - 2nd Golden Age triggered with Great Artist on Deer tile and a Great Person from Cow City or Profit City

T135 - T139 Science City - Spy
T140 - T142 Science City - Chariot
T143 - Science City - Another Chariot for Scout hunting?

T137 - T138 Clam City - Galley (2 chops land T138 24:hammers: x2)

T139 - T142 Canal City - Chariot (chop lands T142? from near Clam City 24:hammers:)
T143 - T144 Chariot moves to mine 2S1E of Canal City
T145 - Chariot boards the Clam City galley which now has 1 Musket + 1 Chariot

T139 - T140 Cow City - Caravel 60:hammers: (chop lands T138 from 4N of Cow City (20:hammers:?) and chop lands T140 from 3W1N of Cow City 24:hammers:)
After each chopping a forest, both Workers build that fort 3W1N of Cow City from T140 to T146. Then roads that fur camp T147.

T135 - Silver City finish workboat for 2nd whale resource to trade with Peter?
Perhaps delay this until T145 when we get a ton of money from trade mission.

T135 - T139 Profit City - Workboat for whale resource

Draft Musket
T138 - Profit City, Cow City, Clam City (Clam City keeps +3 Rep :) since it remains larger than Cow City)
T140 - Profit City

T138 Profit City Musket - Start marching 3 tiles east. Board Galley T141.

Galley Plan
Clam City Galley (born T139)

T139 - T141 Clam City new galley sail to 1S1W of Canal City
T143 - T144 Grab Clam City Musket and Spy and sail into Poverty Point. Unload spy in city.
T145 - Sail to 2S2E of Clam City and pick up Chariot.

Galley 5S4E of Silver City
T135 - T139 Sail to 1N1E of Profit City. Pick up Great Person.
T140 - Pick up newly draft Musket and sail to 2N3E of Profit City. Drop off Great Person 3N4E of Profit City
T141 - Sail to 2N of marble, pick up 2nd Musket, then sail to 5S of Science City with +1:move: from Circumnavigation bonus
T142 - T145 Sail to 1S1E of Canal City

Galley 1S1E of Silver City
T135 - T138 Sail to 2W1S of Cow City and pick up Musket
T139 - T140 Sail to 3N3E of Profit City
T141 - T144 Sail to 2S1W of Canal City and pick up Chariot from capital
T145 - Sail to 1S1E of Canal City

Galley 2W of Whale City
T135 - T141 Takes Great Merchant all the way to Vlad
T142 - Moves to 2S1E of Vlad to meet new AI, then sails home to help with Sushi

Caravel Plan
If Great Merchant born in Profit City, it will reach the mainland on T140
It can board the Cow City Caravel produced on T141 and sail to Silver City
The Caravel can explore a few turns before coming back for Sushi exec.

Upgrade Trireme 3E1S of Canal City to a Caravel on T137 for 50:gold:
T138 - Great Scientist boards and the Caravel sails east.
T139 - T140 keeps sailing east and then southeast to get +1:move: circumnavigation bonus in between T140 and T141.
T141 - If no land spotted, immediately head back to keep Clam City safe from Sitting Bull galleys

Trireme
T145+ Guards the southern flank of Canal City 4S1E of our territory.
Any blockade of the Sitting Bull capital would promote SB to build Galleys.
We can get more aggressive with this boat once we have the Canal City Great Person born on T147.

Spy
T144 - Unload in Poverty Point and immediately start building spy bonus
T146 - With -20% cost from waiting, trigger City Revolt for 0.8*754 = 604:espionage: out of our total of 612:espionage:
Definitely if the city has 40% defenses from popping borders at 100:culture: due to Totem Pole being there forever.
If city is 20% defenses, reconsider using spy revolt. :hmm:

T146 - If Spy succeeds, attack Poverty Point with 4 Muskets and 2 Chariots from the sea.

Here are Combat I Guerilla 1 Musket Ampibious attack odds against City Garrison 2 Drill 1 Archer in Poverty Point:

Musket 9.9:strength:


Archer 3:strength: 1-2 First Strikes
+95% City Defense with promotions
+50% Hill
+50% Amphibious defense
+25% Fortify
+20% City culture borders
3*3.4 = 10.2:strength:

City has 20% defenses
9.9 vs 10.2
with 1-2 First Strikes is 27.08% chance to win
6.23% chance Archer is left with 100/100hp
12.08% chance Archer is left with 81/100hp
15.02% chance Archer is left with 62/100hp

City pops borders at 100:culture: and has 40% defenses
9.9 vs 10.8
with 1-2 First Strikes is 24.11% chance to win
7.04% chance Archer is left with 100/100hp
13.22% chance Archer is left with 81/100hp
15.94% chance Archer is left with 62/100hp

Spy succeeds at city revolt reducing city to 0% defenses :)
9.9 vs 9.6 with 1-2 First Strikes is 55% chance to win
2.68% chance Archer is left with 100/100hp
6.73% chance Archer is left with 80/100hp
10.31% chance Archer is left with 60/100hp

Combat 1 Chariot 4.4:strength: (+100% attack vs. dog soldiers) has an easier time with 4:strength: Dog Soldier with +100% defense bonus (50amphib, 25 fortify, 25 hill)
 
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I think we chose optics first and drafting 138
That means boats get +1 on t141 instead of 142.
Spy. fine. we can use it some day even if our plan fails. (assuming it doesn't get caught walking/camping)
What questions are left?

Need approval to double chop Caravel in Cow City and chop a Chariot in Canal City. (Whipping a Caravel somewhere T148 spreads Sushi slower I think)
Double chop galley in Clam City too.

**Edit**
Maybe delay finishing the Silver City workboat until T145 when we get our trade mission gold from Peter?

We also need the road to go to 2N3E of Clam City.

Btw, razing PP enculturates us another seafood.

:D

If everything goes well, I'd say play 1 extra turn and try to burn down Poverty Point.
 
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Kaitzilla :hug:

Bulb PP T136 so eastern GS can keep exploring SB?
Cow Caravel take GS to New World to explore?
Buy maps?
No other civics changes?
 
Kaitzilla :hug:

Bulb PP T136 so eastern GS can keep exploring SB?
Cow Caravel take GS to New World to explore?
Buy maps?
No other civics changes?

The 2 near Canal City can explore Sitting Bull and get on the upgraded Caravel to have a small chance to explore the new world.
The Caravel should come back in time to protect Canal City seafood or our invasion stack of Galleys, so we probably can't explore too far southeast.

Now that I think of it, if the caravel has to come back with a Great Scientist, it would be coming back into a war zone.
Maybe have it load into an empty Galley?

Sea units that are empty always defend first, so we'd certainly want the Great Scientist out of the Caravel.

Yes, send back the Great Scientist to 1S of Silver City. :thumbsup:
Bulb PP T136 with the trailing Great Scientist at Canal City. (3:science: less, oh well)
Cow City Caravel takes Great Merchant to Silver City T142-T143, picks up Great Scientist 1S of Silver City, then sails southwest for new world.
Comes back to spread Sushi around T150.


I'm not sure we can buy a map from anyone.
10:gold: gift should get us back to Cautious with +4 fair trade and -4 worst enemy for a few turns.
Which AI trades map at Cautious? hmm


T135 - Nationhood
T143 - Bureau I think? There was some thought to bribing SB to Bureau on T145, Nationhood on T140, and Caste on T135.
T148 - Free Market + Slavery + Org. Religion
 
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We also hope to ascertain by T146 whether we win by conquest or UN.

Ya, if one of the new 4AI have 2 sources of Iron and can trade 1 to us, it is a no brainer. Crush the world with cannons.
I think we've only explored 50% of the land tiles, so the world might be pretty huge and not easily conquered with 7 cities.
No cities for us to capture and whip their population. :sad:
Plus, we can't go crazy with the whip or build lots of workshops except in Clam and Cow City.

Rifles is a big investment, and we'd need that Dun finished 1st in Silver City as WT pointed out.

Mmm, looks like our capital can get the 3 cottages on T144-T146.
Maybe pull back 1 of the 3 Clam City workers around that time.

Long-term, Peter will threaten us greatly once he gets Chemistry and Astronomy.
He will send endless 6:strength: Privateers to pulverize all our food.
Our only defense with be Combat II Galleons (Drydock) which will get 50% odds vs. 4.8:strength: privateers that have been bombed twice by our Airships.
 
I didn't know an amphibious assault has a win rate so close to 50%. Is it better to attack from land?
Well, with Caste I suppose we could attack from land and hope SB does not complete another Archer or draft another Dog Soldier.
It will depend on how close SB is to Longbows.
 
T143 - Bureau I think? There was some thought to bribing SB to Bureau on T145, Nationhood on T140, and Caste on T135.
T148 - Free Market + Slavery + Org. Religion

T143 - no change.
T148 - Bureau + Free Market + Slavery + Org. Religion[

Everyone is done with GP farming, so we can get one last round of drafting and on the same turn, whip stuff like courthouses, etc. And then we won't have anger issues.
 
T143 - no change.
T148 - Bureau + Free Market + Slavery + Org. Religion[

Everyone is done with GP farming, so we can get one last round of drafting and on the same turn, whip stuff like courthouses, etc. And then we won't have anger issues.
Ok, so the only civic change for LTC will be Nationalism on T135.

Are we bribing SB into Caste on T135 and Nationalism T140?
 
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