[BTS] SGOTM 26 - Home Slices

I think "losing" a worker is worth taking an LB off the map.

This will also allow us to keep one galley in the south to ferry troops (if needed) and one galley in the north (plus the one that is already there).
 
Good news and bad news on the teleport.

Bad news is we need to make it all the way to 1S1W of Cahokia to be able to teleport home.
That sucks. :sad:

Good news is the Scout currently being pounded every turn will teleport the Zara's land 2N2W of his capital, a tile surrounded by 3 other tiles.
Our army will also teleport there, and can DOW and surround the Scout instantly.
It won't be going anywhere.

We can sail over our 10xp Catapult and start attacking our way to 20xp, but the scout heals 15% each turn and we only get 1 great general point.
In theory our new Catapult could grind its way to 20xp.
 
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So how best to leverage Sushi.
I think it is whipping our Marble wonders.

We now have enough xp to unlock Heroic Epic (200:hammers:) and with Forge + Org. Religion, we can 4-pop whip a 1/200 Heroic Epic into a 201/200 Heroic Epic and take it off the queue.
Whip it in all 7 cities, complete it in Silver City, get 1200:gold:
Barracks in cities without them are still half price due to our leader.

Our capital and Whale City can just ignore the extra whip anger.


We can do something similar with Hermitage.
Basically, do whips that burn the most population and give big overflows.
Revive the old Wonderbread economy a little.
 
Bad news is we need to make it all the way to 1S1W of Cahokia to be able to teleport home.
That sucks. :sad:
Yes, this agrees with my testing as well. So teleporting the workers home is off, I assume, yes? Unless we can eliminate both Triremes I don't see this happening.

Good news is the Scout currently being pounded every turn will teleport the Zara's land 2N2W of his capital, a tile surrounded by 3 other tiles.
Our army will also teleport there, and can DOW and surround the Scout instantly.

Hi has another scout in our lands that might stay somewhere more useful. I say we don't do anything with our GG until we can trap a scout and ensure 20 EXP.
 
I'd like to settle the GG for ~500:science:, but only if we have a solid plan for 20xp cat.
We need to trap that other scout for the T159 cease fire and 159 or 160 re-DoW.
Or, can we get the injured scout locked in again at the SB border when it teleports home?
I'm trying to think this through.
Settling the Great General is very tasty, but not if it pushes back 20xp unit too far.
We do need West Point started at some point.

Taking 10 steps back, settling Great General implies we don't turn off the war at all.
We keep pounding that Scout for 3 Great General points, and we pounce on the other scout to try and get another 3 Great General Points each turn with 2nd Catapult.
In 10 turns we have a 20xp Cata and perhaps a 2nd Great General. :eek:

The Workers should probably be tried to be smuggled to 1N1E of Mound City then, and simply escorted home by our Cahokia army.
This would require the enemy Triremes to be pulled pretty far north, so it is very low odds.
 
When do we decide on Astro?
We've already spent 2 turns on 0% slider.
It makes me itchy waiting around.

I know intellectually Peter and that Great Library are churning towards a 400GPP Great Scientist around T160?, and that the tech it can bulb is Astro.
Peter's Astro costs him 2600:science:, and his population means a 1650:science: bulb I think.
Drama costs Peter 390:science:, so perhaps 3 turns for him to finish it?

T140
We connect whale tile
Slider at 50% unless we wheel and deal. 54g gets us to 100%.

Continuing without much further ado.

IT
We circumnavigate the globe!!!
Moscow spawns a Prophet.

SB 40g, Feud(6)
Peter 60g, Eng(9)
Karl 50g
Sal 20g
Moscow 297h.

SB’s ivory galley is returning to Cahokia.

T141
GM disembarks at Vlad, no roads, Moscow trade mission eta T145.
Fail to meet new AI, as expected.
After starting the GA and MM, we’re at -48gpt with 8g in the bank.

Trades
Maps to SB for 40g+maps
Maps to Peter for 5g
Medit to Sal for 20g

IT
Not Sal’s WE, will OB

SB 20g, Feud(4) !!!!!!!
Peter 70g, Eng(7) !!!
Sal 0g
Karl 60g
Bism 10g

T142
We meet Bismarck!!! +1 Cautious. Will OB. Has Feudalism. At war with Karl. +10 Pleased with Sal. Also Hindu.

Pop10 Berlin owns GLH and HG!

Trades
Maps to Karl for 60g. +4 fair trade, Cautious.
OBs with Karl.
10g to Bis. Pleased.
Maps to Bis for Maps+10g
OBs with Bis.

We now have maps of the world, including “French Empire.” Conquest VC is possible.

IT
Peter completed the Great Library!
SB 30g, Feud(3)
Peter 10g, Eng(5) !!!!!
Bis 10g

T143
Constitution complete

I guess we can make Astro decision on T160.

Peter should have at minimum 8*2 = 16 * 13 turns = 208/400 Great Scientist points in Moscow right now, but I think I saw him working 1 or 2 specialists. :hmm:

Uhh, I guess T160 Peter Great Scientist should be treated as the early scenario, and T170 Peter Great Scientist as the latest scenario.
 
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If we are determined to keep the war going, one thing we could do is smashing sea superiority.

Retask the Peter Galley to go back and pick up Sushi Exec. Deliver it to Cow City using the fort.

This frees up our 2nd Caravel to join the front lines, smash both Sitting Bull Triremes, and let our 2 Galleys sail home.
2 Caravels + Trireme will steamroll 2 Triremes.
 
PPP

T156 - T160


Continuing from my last Turnset

Techs
We will keep teching Steel at 0% until a) the GM trade mission goes to 1500:gold: or b) Peter picks his next tech.

Workers
Cowboy
T156 - Move to forest at Science-2N1W
T157 - T159 - Road forest at Science-2N1W (3 turns to road tundra)
T160 - T161 - Preserve forest at Science-SE
T162 - Move to forest at Science-2E
T163 - T166 - Preserve forest at Science-2E


Shepherd
T156 - T157 - Preserve forest at Science-S (10 turns for tundra preserve)
T158 - Move to forest at Science-SE
T159 - T161 Road forest at Science-SE
T162 - T163 Preserve forest at Science-SE
Shepherd is free for other work


Rex
T156 - Preserve forest at Science-2E1N
T157 - T158 Preserve forest at Science-S
T159 - T160 Preserve forest at Science-2N1W (after Cowboy has finished the road)
T161 -T162 Preserve forest at Science-SE (after Shepherd has finished the road)
T163 - Move to forest at Science-2E
T164 - T166 - Preserve forest at Science-2E


Heretic
T156 - Preserve forest at Science-2E1N
T157 - T158 Preserve forest at Science-S
T159 - T160 Preserve forest at Science-2N1W (after Cowboy has finished the road)
T161 -T162 Preserve forest at Science-SE (after Shepherd has finished the road)

T163 - Move to forest at Science-2E
T164 - T166 - Preserve forest at Science-2E


Phillip
T156 - Preserve forest at Science-2E1N
T157 - T158 Preserve forest at Science-S
T159 - T160 Preserve forest at Science-2N1W (after Cowboy has finished the road)
T161 -T162 Preserve forest at Science-SE (after Shepherd has finished the road)
Philip is free for other work


Joan Dark
T156 - Preserve forest at Science-2E1N
T157 - T158 Preserve forest at Science-S
T159 - T160 Preserve forest at Science-2N1W (after Cowboy has finished the road)
T161 -T162 Preserve forest at Science-SE (after Shepherd has finished the road)
Joan is free for other work


Sushi Schedule
Round 2:

Silver-> Whales 0t
Science -> Clams 0t
Round 3:

Whales -> Cows 1t (Galley 2's return trip)
Clams -> Canal 1t (Gets a ride from Caravel 1)
Round 4:
Cows -> Profit

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

Cities
Science
T156 - Sushi Exec (45/100:hammers:); rice, sheep, horse, wine, gems x2, sci X3
T157 - 2-pop whip Sushi Exec. with near max OF -> Clam City
T158 - Courthouse
T159 - Courthouse

Cow
Gets Sushi T160
T156 3-pop whip Forge
T157 Courthouse
T158 Courthouse
T159 Pop whip Courthouse
T160 Executive -> Profit

Canal
Gets Sushi T161
T156 Courthouse
T157 Courthouse
T158 Courthouse
T159 Courthouse
T160 Pop whip courthouse

Silver
T156 2-pop Whip Sushi Exec.
T157 Bank (will whip when we have enough pop to whip it with OF into temple)
T158 Bank
T159 Bank
Grocer then Market after Bank.

Profit
Gets Sushi T163
T156 Workboat
T157 Courthouse
T158 Courthouse
T159 Courthouse

Whales
Gets Sushi T157
T156 - 4-pop whip CH
T157 - Sushi executive
T158 - Whip executive
T159 - Work boat

Clams
Gets Sushi T158
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
T159 - 2-pop whip executive

Sitting Bull War

T156

Trireme - move NW+NW+NW
Caravel 1 - Heal
Caravel 2 (in Cows - I changed the name)) - already moved but will head toward SB next turn
Musket 3: board Galley 2 (at Mesa Verde-N+NE)
Chariot 2: board Galley 2
Galley 2: Move N+N+NE to Chaco-2N to lure triremes
Galley 1: Move NE to where Galley 2 is moored.
Musket 2: Heal
Musket 1: Take Cover promotion and heal (he'll likely take out the LB if possible)
Worker bait - Move E+NE to fur resource

T157

Trireme - Stay put
Caravel 1 - Heal
Caravel 2- move toward SB
Musket 3: Unload on hamlet at Chaco-N
Chariot 2: Unload on hamlet
Galley 1: If triremes are hooked, move 4 tiles from them
Galley 2: If triremes are hooked, move 4 tiles from them
Musket 2: Heal
Musket 1: Kill LB?
Musket 4 - What promotion?
Move wounded army toward Mound City. Pillage the mines and furs but leave the roads on the way.

T158

Trireme - Stay put
Caravel 1 - Move to toward Canal-SW
Caravel 2 - move toward SB
Musket 3: Move to mine and pillage
Chariot 2: Pillage hamlet x2 if Musket 3 isn't threatened.
Galley 1: If triremes are hooked, move 4 tiles from them
Galley 2: If triremes are hooked, move 4 tiles from them

T159

Trireme - Move SE+SE+SE
Caravel 1 - Arrive at Canal-SW to pick up executive on T160
Caravel 2 - move toward SB
Musket 3: Move NE to MC-SW+W
Chariot 2: Move with Musket 3
Galley 1: If triremes are hooked, move 5 or more tiles from them so they head back north
Galley 2: If triremes are hooked, move 5 or more tiles from them so they had back north

Northern Army

Musket 5 moves NW this turn and NW next turn to no longer threaten Cahokia.
Chariot 4 moves NW this turn and 2W next turn to no longer threaten Cahokia.
The rest of the army will assemble between Cahokia and Mound City.

Units
Catapult vs. Scout Plan
Keep getting experience on Cat 1 until it reaches 20.

Great Merchant in Moscow
T157 - Trade Mission
for 1500:gold: from Moscow if Harbor completed
Will talk to team if 1300:gold:

Galley 2
Head back toward Silver to pick up the executive from Wales.

Great General
Block wine resource to keep SB scout off of it.
Block the horse resource on the following turn.
Settle in Science once we've pinned down SB's second scout.


Cat 2
Move to Clams-5N1W with the plan of intercepting SB's second scout in our culture.

Diplomacy
Seafood extraction from Peter
T156 - Cancel Gems for 1 gpt. Renegotiate Gems for gpt + Clam This should get us +1:food: for Sushi.

Once Science's CH is done:
Cancel Whale for 1 gpt. Renegotiate whale for gpt + Clam
Cancel fur for 2 gpt. Renegotiate fur for gpt + Clam


T156 -
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 Drama.

T165 – Bribe Peter into Free Market for Liberalism (he will need Economics before then)

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?
Save at start and end of turn

Stopping Point
Anything unexpected happens
 
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In 10 turns we have a 20xp Cata and perhaps a 2nd Great General. :eek:
Ok, you hooked me with this. Of course 2 GG's is the most important thing for our win date when you figure 500:science: each.

Retask the Peter Galley to go back and pick up Sushi Exec.
Brilliant! There is no reason to use the caravel for the exec in any case. We don't even need a road on the fort.
The boat are in the perfect spot to change orders. Wow.
 
Don't drop the units at Mound-2W1S because you're too close to the Tri's and it will take too long to get out of their 4 tile range. I want them to follow you 2 turns exactly and then give up and return so they will be exactly where they are now on T160. The only difference is: our Tri will be stacked with a fully healed caravel.
ideally, they suicide T161.
Are you thinking that we use one galley to move the healthy musket and chariot closer to Mound City and another galley to lure the triremes south for 2 turns.

Would putting a galley at Choko Canyon 2N lure the triremes if we move our trireme NW+NW+NW? Galley 2 can get there.
 
If we are determined to keep the war going, one thing we could do is smashing sea superiority.

Retask the Peter Galley to go back and pick up Sushi Exec. Deliver it to Cow City using the fort.

This frees up our 2nd Caravel to join the front lines, smash both Sitting Bull Triremes, and let our 2 Galleys sail home.
2 Caravels + Trireme will steamroll 2 Triremes.
I like the sound of this. It might delay the turn we can get Sushi in Profit though.
 
We want an even number of seafood resources
I think it's odd #. 1 resource = 1 food,
3 = 2 food
Maybe we should wait on the extra clam until we have more courthouses cus that food costs us at least 2 instead of 1:gold: in Science for example.
Would putting a galley at Choko Canyon 2N lure the triremes if we move our trireme NW+NW+NW? Galley 2 can get there.
yes, back to plan A, Choco-2N, but I can't make sense of your "NW+NW+NW" comment
 
I have to get some work done but it sounds like the SB plan is:

Lure the triremes south for 2 turns then cut them loose
Kill triremes with 2 caravels and trireme T161ish
Start moving our southern army north.
Collect our northern army between Cahokia and Mound City for an attack on either one but collapsing on Mound City from the north and south.
Somehow get our cat into the action (or do we keep getting our 9 EXP cat up to 20?
 
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