[BTS] SGOTM 26 - Home Slices

I've also update the Mesa Verde plan. Please have a look.

T152 Real Game Screenshots (Sitting Bull War)
Spoiler :






The Settler was in Mound City on T151. Sorry I didn't note that earlier. :sad:

Yes, the Settler is most likely teamed up with Dog Soldier 3S or 3S1W of Mound City.
It is likely headed down to settle the seafood southwest of Mesa Verde.

So T153, the Settler+Dog should be 5S2W.
Then on T154 2S2E of Mesa Verde because SB has Construction
 
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PPP

T152 - T154


Continuing from Kait's last Turnset

Techs
If we go for the "Peter techs Astro"gambit, he needs Paper before he spawns his Great Scientist around T157 with his recent Anarchy. That way if Great Scientist is born, we can gift Education as noted by WT.
T152 - Liberalism
T153 – Liberalism (Choose Medicine as free tech after pressing end turn on T154)
T154 - Sushi Founded
T154 – Military Tradition (to open up the West Point build)

Workers
Cowboy
T152 - Move to jungle 2W1S of Science City
T153 - T155 Preserve jungle 2W1S of Science City

Shepherd
T152 - T155 Preserve Jungle (Yes, still 8 turns just like forest)

Rex
T152 - T155 Preserve Forest 2S1E of Science City

Heretic
T152 - T155 Preserve forest 2S1E of Science City

Phillip
T152 - Move to roaded fur 2N3E of Science City
T153 - T155 Preserve forest 1N2E of Science City

Joan Dark
T152 - Move to roaded fur 2N3E of Science City
T153 - T155 Preserve forest 1N2E of Science City

Sushi Schedule
Round 1

Silver -> Science + 1t travel
Round 2:
Silver-> Whales 0t
Science -> Clams 0t
Round 3:

Whales -> Cows 1t (caravel's 2nd trip)
Clams -> Canal 1t (needs a ride)
Round 4:
Cows -> Profit

These are the turns each city gets Sushi:
T154 - Silver City
T156 - Science City
T157 - Whale City
T158 - Clam City
T160 - Cow City
T161 - Canal City
T163 - Profit City

Cities
Science
Gets Sushi T156
T152 - National Park (goes to (114/300:hammers:); Rice, Sheep, Horse, Wine, Riverplainsfarm, x2Gem Mine, Riverplainscottage, Engineer
T153 - National Park (goes to 148/300:hammers:); Rice, Sheep, Horse, Wine, Riverplainsfarm, x2Gem Mine, Riverplainscottage, Engineer
T154 - National Park (goes to 180/300:hammers:); Rice, Sheep, Horse, Wine, Riverplainsfarm, x2Gem Mine, x2Riverplainscottage
T155 - 3-pop whip National Park; (Yes, the city can whip at precisely 180/300:hammers:)
T156 - Sushi Exec.
T157 - 2-pop whip Sushi Exec. -> Clam City
T158 - Courthouse

Cow
Gets Sushi T160
T152 - T154 Forge (11/120 :hammers:); Crab, Cow, Deer, Coast, x2 Riverplainsfarm, x2 Scientist

Canal (7/120:hammers: Forge and 5/120:hammers: Courthouse)
Gets Sushi T161
T152 – T154 Forge; Clam, x2Crab, Coast, x2 Scientist, Angry Citizen
T155 - 3-pop whip Forge; Clam, x2Crab, Scientist (it will only have 10/120 :hammers:, can we really whip it?)
T154 - Courthouse; Clam, x2Crab, x2Scientist

Silver (50/120:hammers: Forge and 5/200:hammers: Bank)
Gets Sushi T154
T152 - Bank; Clam, x2Crab, Deer, Silver, x4 Coast, x2 Scientist; 11 pops 19/42:food: +7
T153 - 2-pop Whip Forge; Clam, x2Crab, Deer, x5 Coast, 1 ocean; 9 pops 26/38:food: +13
T154 - 5-pop Whip Sushi Exec.
T155 - Another Sushi Exec.
T156 - 2-pop Whip Sushi Exec.
T157 - Bank

Profit (8:hammers: overflow from earlier turn)
Gets Sushi T163
T152 - T153 Research; Crab, Whale, Coast, x2 Scientists (to ensure we finish Liberalism in 2 turns)
T154 Workboat; Crab, Whale, x3 Coast

Whales (20/30:hammers: Workboat and 3/120:hammers: Forge)
Gets Sushi T157
T152 – Research (to ensure we finish Liberalism in 2 turns)
T153 – 154 Workboat; Clam, x2Crab, Horse, Silver, Fur, x2 Coast, x2 Scientist
T155 - Another Workboat; Clam, x2Crab, Horse, Silver, Fur, x2 Coast, x2 Scientist

Clams (6/120:hammers: Courthouse and 4/120:hammers: Forge, Catapult 18/50:hammers:)
Gets Sushi T158
T152 - Catapult 18/50:hammers: +2; x2Clam, x3Coast, Pfarm, x2 Scientist; 4 pops 4/28:food: +5
T153 - 4-pop whip Forge 154/120:hammers: +2; x2Clam, Coast, Plainsfarm; 4 pops 9/28:food: +9
T154 - Catapult 20/50:hammers: + 27 OF + 2 OF + 2; x2Clam, Coast, Plainsfarm; 4 pops 18/28:food: +9
T155 - Courthouse 4/120:hammers: + [(1 OF + 2)*1.75 = 5) ; x2Clam, x2 Coast, Plainsfarm; 5 pops 15/30:food: +9
T156 - Courthouse 9/120:hammers: + (2*1.75 = 3); x2Clam, x2 Coast, Plainsfarm; 5 pops 24/30:food: +9
T157 - 3-pop whip Courthouse (168/120:hammers:) +2; x2Clam, Plainsfarm; 3 pops 18/26 +9
T158 - Sushi executive; 4 pops 15/28:food: +9 + sushi food

Units
T150 Catapult vs. Scout Plan
T152 - T154 5xp Catapult attacks Scout 3 times to get 8xp, then heads to the front
T154 - New Catapult from Clam City keeps attacking scout!

Sitting Bull War
Here is a good view of Sitting Bull.
Spoiler :
civ4screenshot0043-jpg.565798
We are hoping to take down Mesa Verde on T56 if possible.

Spy in Cahokia wait for 50% stationary bonus and then possibly steal treasury.

Capture of Mesa Verde:

T152
Galley 1 (at Chaco-NE) - Move NW+SW+S
Healthy Musket 1 (on Chaco Canyon ruins) - Board Galley 1 if the coast is clear near Mesa Verde
Injured Musket 2 (on Chaco Canyon ruins) - Take Cover promotion and board Galley 1
Cover Musket 3 (at Cahokia-NW) - pillage road
Cover Musket 4 (at Cahokia-N) - pillage road
Galley 2 (at Mound City-NW) - Move NE+2N
Chariot 1 (at Cahokia-N) - Move to Cahokia-N+NW and pillage road
Musket 5 (at Cahokia-E) - Pillage rice farm
Musket 6 (at Cahokia-SE) - Move to incense
Musket 7 (at Mound City-S) - cover chariot
Chariot 2 (at Mound City-S) - pillage 2x
Trireme - Move N and blockade Cahokia and Mound City

T153
Galley 1 - Drop off Musket 1 and Musket 2 on the fur at Mesa Verde-SE (to possibly pick off Dog Solder+Settler)
Musket 1 - Unload on fur at Mesa Verde-SE
Musket 2 - Unload on fur at Mesa Verde-SE
Cover Musket 3 - Board Galley 2
Cover Musket 4 - Board Galley 2
Galley 2 - Go S+S+SW if no Trireme in Mound city. If there is a trireme, cover galley with our trireme.
Chariot 1 -Pillage road with cover from Musket 5 (see below) then move to northern rice next turn.
Musket 5 - Move 1N to cover chariot, then move back to southern rice next turn.
Musket 6 - Pillage incense
Musket 7 - Move to mine at Mound City-S+SW
Chariot 2 - Move to mine at Mound City-S+SW

T154
Galley 1 - Move E+NE and pick up Musket 7 and Chariot 2 and then move SW
Musket 1 - Take out Dog Soldier + settler if possible, else pillage fur or move to Chaco Canyon-S if we want to attack on T155.
Musket 2 - Heal
Galley 2 - Move W+W+W to Chaco Canyon-2N
Chariot 1 - ??
Musket 5 - ??
Musket 6 - pillage road
Musket 7 - Board Galley 1
Chariot 2 - Pillage mine then board Galley 1

T155
Galley 1 - Move to Mesa Verde-N
Musket 1 - Move to Mesa Verde-S to avoid river penalty
Musket 2 - Move to Mesa Verde-S to avoid river penalty
Galley 2 - Move move to Mesa Verde-2N and unload muskets at Mesa Verde-NE
Musket 6 - Move to forest at Mound City-NE
Could hit Mesa Verde this turn if the odds look good. Ask team first.

T156
Attack MV

T152+ (Galley at Canal-SW) – Move toward the endangered Clam, drop off the musket and chariot at Wine-1S on T152 then park on the Clam resource on T153.

T152+ Move caravel to Clam-W to block SBs Galley

T154 - Great General born? Consult team.

Other Places
Great Merchant in Moscow
T153 - Trade Mission
for 1500:gold: from Moscow if Harbor completed
Will talk to team if 1300:gold:

Caravel 2
T152 - Explore the fog to increase our map value, and then head towards Silver City by T154 to carry Sushi Exec on T155.

Galley 3W1N of Cows City
T152 - T153 Head back to Silver City to grab 2nd musket
T154 - Sail back southeast with musket

Musket drafted from Silver City
T153 - Get on Galley and sail to Cow City.

Diplomacy
T150 - All of our :espionage:on Bismarck as long as Peter is just putting +1:espionage: on us.
Hold off on bulbing Astronomy until we see where Peter is going after he finishes Theology (4T).

T152 - Trade France Paper for 10:gold:+ map.
Gift France Calendar to move him to 4th if Paper wasn't enough, then bribe to DOW with Nationalism.
We can now trade with France to get Iron

T155 – Bribe Peter into Slavery for Education (unless his GS is born before now)
T165 – Bribe Peter into Free Market for Liberalism (he will need Economics before then)

How do we groom Bismarck to tech Replaceable Parts or Communism?

All Russia + France + Arab + German demands will be accepted unless it is for civic switch or a bunch of :gold:
All Sitting Bull + HRE demands will be denied
All AI demands will be discussed with team if possible

Check Every Turn
Record :espionage:values
Screenshot Sitting Bull's buildings and cities
Did Moscow build a Harbor yet?
A new fist appears on scoreboard (Arabs might hit us 40 turns later if they target us and get Astro some day)
Did Peter spend more than 1 :espionage:against us? If so adjust slider.
Did Peter spawn a great person?
Check if SB has built a Trireme. If Trireme in Cahokia, more our Trireme N-NW and blockade there so we can get to Cahokia-4W2N before he does. A Trireme should cost 38:hammers:
Save at start and end of turn

Stopping Point
T154 - Get team input on Great General
T155 - Start of turn reached

Anything unexpected happens
 
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I think I can advance the game a couple of turns. No need to feed Bismarck any techs in the next few turns unless he has a pile of gold, right?
 
Capture of Mesa Verde:

T152
Galley 1 (at Chaco-NE) - Move NW+SW+S
Healthy Musket 1 (on Chaco Canyon ruins) - Board Galley 1 if the coast is clear near Mesa Verde
Injured Musket 2 (on Chaco Canyon ruins) - Take Cover promotion and board Galley 1
Cover Musket 3 (at Cahokia-NW) - Heal
Cover Musket 4 (at Cahokia-N) - Heal
Galley 2 (at Mound City-NW) - Move 3N
Chariot 1 (at Cahokia-N) - Move to rice farm and pillage
Musket 5 (at Cahokia-E) - Stay on rice and cover pillaging chariot
Musket 6 (at Cahokia-SE) - Move to incense
Musket 7 (at Mound City-S) - cover chariot
Chariot 2 (at Mound City-S) - pillage 2x
Trireme - Move N+NW and blockade Cahokia and Mound City

T153
Galley 1 - Drop off Musket 1 and Musket 2 on the fur at Mesa Verde-SE (to possibly pick off Dog Solder before he enters the city)
Musket 1 - Unload on fur at Mesa Verde-SE
Musket 2 - Unload on fur at Mesa Verde-SE
Cover Musket 3 - Board Galley 2
Cover Musket 4 - Board Galley 2
Galley 2 - Go S+S+SW if no Trireme in Mound city. If there is a trireme, cover galley with our trireme.
Chariot 1 - ??
Musket 5 - ??
Musket 6 - Pillage incense
Musket 7 - Move to mine at Mound City-S+SW
Chariot 2 - Move to mine at Mound City-S+SW

T154
Galley 1 - Move E+NE and pick up Musket 7 and Chariot 2 and then move SW
Musket 1 - Take out Dog Soldier if possible, else pillage fur or move to Chaco Canyon-S if we want to attack on T155.
Musket 2 - Heal
Galley 2 - Move W+W+SW to Chaco Canyon-NW.
Chariot 1 - ??
Musket 5 - ??
Musket 6 - ??
Musket 7 - Board Galley 1
Chariot 2 - Board Galley 1

T155
Galley 1 - Move to Mesa Verde-N
Musket 1 - Move to Mesa Verde-S to avoid river penalty
Musket 2 - Move to Mesa Verde-S to avoid river penalty
Galley 2 - Move move to Mesa Verde-N
We can either attack Mesa Verde this turn with 4 amphibious units or unload all units at Mesa Verde-W and attack it T156.

T152+ (Galley at Canal-SW) – Move toward the endangered Clam, drop off the musket and chariot at Wine-1S on T152 then park on the Clam resource on T153.

T152+ Move caravel to Clam-W to block SBs Galley
T152 - Our Trireme should re-do the blockade 1N this turn to keep up the starvation.
1N + 1NW will let Cahokia work seafood on the east side and maintain Size 5.

The 2 cover muskets can pillage roads and keep SB from adventuring north by land.
When they board the Galley next turn, they can heal up on the sail down to Mesa Verde.

The medic chariot doesn't really have anything to do T152 or T153 :sad:
If it tried to pillage anything, it might get killed by a Cahokia unit.
Eventually when the roads 1N and 1NE of Cahokia are pillaged, the Chariot can safely stand on top of the nothern rice to help starve the city down to 2 population if our blockade holds.

Musket 6 can pillage incense, pillage road, pillage the next road, and eventually end up in that forest 1N1E of Mound City cutting the SB empire in half.

T153 -
Galley 2 - Go S+S+SW if no Trireme in Mound city. If there is a trireme, cover galley with our trireme.
I agree that if Triremes appear, we must give up our blockade.
Retreating the Trireme north to block the path to our seafood or escorting our Galleys? :hmm:
I'll leave it up to you.

T154 -
Galley 2 - Move W+W+SW to Chaco Canyon-NW.
I don't think this move is possible.
We can't sail a ship through city ruins. :sad:

The earliest we can have these 2 units on Galley 2 attack Mesa Verde is T156.
They get 25% penalty attacking across river and 50% penalty attacking from sea.
Might be best to dump them by river T155.
 
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Canal (7/120:hammers: Forge and 5/120:hammers: Courthouse)
Gets Sushi T161
T152 – T154 Forge; Clam, x2Crab, Coast, x2 Scientist, Angry Citizen
T155 - 3-pop whip Forge; Clam, x2Crab, Scientist (it will only have 10/120 :hammers:, can we really whip it?)
T154 - Courthouse; Clam, x2Crab, x2Scientist
I think it should be safe to whip the Forge on T154. Will will have Medicine by then.
Ya, 8/120:hammers: Forge can be whipped :)

Silver (50/120:hammers: Forge and 5/200:hammers: Bank)
Gets Sushi T154
T152 - Bank; Clam, x2Crab, Deer, Silver, Fur, x3 Coast, x2 Scientist
T153 - 2-pop Whip Forge; Clam, x2Crab, Deer, x4 Coast, Scientist
T154 - 5-pop Whip Sushi Exec.
T155 - Another Sushi Exec.
T156 - 2-pop Whip Sushi Exec.
T157 - Bank
Silver City does not have enough food here to reach pop 10 after whipping forge for the 5-pop whip on T154.
Perhaps:
T152 - Bank; Clam, x2Crab, Deer, Silver, x4 Coast, x2 Scientist (+7:food: gets us to 26/42:food: for next turn)
T153 - 2-pop Whip Forge; Clam, x2Crab, Deer, x5 Coast, 1 Ocean (+13:food: gets us to 39/38:food: -> Size 10)
 
I think I can advance the game a couple of turns. No need to feed Bismarck any techs in the next few turns unless he has a pile of gold, right?
We need to double check the food to reach Size 10 in Silver City by T154.

Other than that, I think you look good to play a couple turns. :)
 
T152 - Our Trireme should re-do the blockade 1N this turn to keep up the starvation.
1N + 1NW will let Cahokia work seafood on the east side and maintain Size 5.
I think WT suggested the original plan to keep SB from working too many hammer tiles.

The medic chariot doesn't really have anything to do T152 or T153 :sad:
If it tried to pillage anything, it might get killed by a Cahokia unit.
I have the chariot joining the musket at Cahokiia-E and pillaging the rice farm. But I guess the musket can do the same thing. ;)

-
I don't think this move is possible.
We can't sail a ship through city ruins. :sad:
I was sailing in the ocean tiles by mistake when I made my plan. Fixed.
 
Silver City does not have enough food here to reach pop 10 after whipping forge for the 5-pop whip on T154.
Perhaps:
T152 - Bank; Clam, x2Crab, Deer, Silver, x4 Coast, x2 Scientist (+7:food: gets us to 26/42:food: for next turn)
T153 - 2-pop Whip Forge; Clam, x2Crab, Deer, x5 Coast, 1 Ocean (+13:food: gets us to 39/38:food: -> Size 10)

Yes, I just was about to say this since I worked it out too. I was thinking about working food tiles instead of fur, silver or scientists. Let me work out your suggestion.
 
Retreating the Trireme north to block the path to our seafood or escorting our Galleys? :hmm:
I'll leave it up to you.
:spank: Don't leave it up to Mitchum.
Seriously tho, I veto the thought of covering the galley. If a Tri is in Cahokia. We can simply outrun it. And, more importantly, we want it to chase our galley. Lure it away from Canal so our caravel has time to heal and return.
Another Tri in Mound City? No problem, we out-run that.

Once we would like to return, we move >4 tiles away and the Tri can't target us any more. It should return home.
Our muskets may have to walk back to Mound City. Don't get our galleys trapped in 'beaver bay'.
 
Doesn't #5 have to move N on 153 to block the road to the rice?
Then 154 pillage road so the chariot can sit on Rice.
155 back to other rice.
It is actually really interesting to think about.

If we can hold the blockade T153, then the musket staying on the rice T153 guarantees a starve to Size 3.

Yes, move the musket 1N on T154 so the Chariot can pillage the final road.
Then cover both rice T155.
That will eventually cause starvation to Pop 2 with no 2:food: tiles to work.
 
:spank: Don't leave it up to Mitchum.
Seriously tho, I veto the thought of covering the galley. If a Tri is in Cahokia. We can simply outrun it. And, more importantly, we want it to chase our galley. Lure it away from Canal so our caravel has time to heal and return.
Another Tri in Mound City? No problem, we out-run that.

Once we would like to return, we move >4 tiles away and the Tri can't target us any more. It should return home.
Our muskets may have to walk back to Mound City. Don't get our galleys trapped in 'beaver bay'.
How can I prevent getting caught in beaver bay if I'm going in there? ;) A tri shows up and I'm sunk, literally.

I guess I watch production in all cities and predict when a tri could come out.
 
The earliest a Tri can appear sitting in a city is T153 in Cahokia and T154 in Mound City.
We can just blow past them with speed.

If they chase our Galleys in a big circle around the island, they will eventually meet our angry Caravel while killing nothing.

The earliest Beaver Bay can be threatened is a Tri reaching 3N1E of Mesa Verde on T157.
We can be sailing west of the ruins by then.
 
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