[BTS] SGOTM 26 - Home Slices

For the 3 GG points we need the scout in our culture, right?
I'm sure he's beelining for home. So he will go forest, forest, tundra, wheat. We can maybe hit him on the tundra or worse case, the wheat-Fort. There's no problem with him being in the fort, right? In fact, a fort might be perfect. There won't be that turn where we can't hit the scout cus it will heal twice as fast? Or is that only in forts in your own culture?

This is great area cus if we had to CF, he wouldn't teleport all the way home.

We also don't want our unit sitting outside our culture and pay unit supply, so simply put the cat at Clamscity-5N1W on the road and wait to see if the scout goes to tundra next you. If it goes to 2N of the cat, just move the cat SE in our culture and you can hit it in the wheatfort next turn.

Still, like Mirrorguard showed, block the wine and then next turn block horse.

Still green light from yesterday.
 
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I changed my mind about blocking rice. I would like the chariot to leave the BFC. If we threaten the city too much we get a longbow. otherwise, probably a worker.

No other unit can escape the BFC this turn :(
But how about sending Musket 5, 2NW just in case he can get out in time and that will matter. Plus, we may save 1:gold: supply cost.
I suppose do the same with the northern chariot, but don't move to silk (in BFC) just move NW, then 2W.
 
Clever, but he's in slavery and will probably whip down to 2 (hopefully a worker) and then we can keep him from growing to 3 ever again.
btw, we have over 180 eps on him already.

Agree. I think it's more important to get eyes on Bismarck's research than to blow up SB's LH and then have to put more EPs on him.
 
BTW, I'm on calls for another hour. I will update the PPP with all of the latest comments afterwards and then try to play assuming everyone is okay with the latest tweaks.
 
We have 4 workers that can complete another forest preserve in Science City right now.
Shouldn't they do that?
I was reworking the MM to have one worker go to a forest and build a road so that other workers can preserve the forest without losing a movement point. But I'm not sure what is optimal.

Option 1:
One worker goes to the forest (1T) and builds a road (3T on tundra). Once done, multiple workers can go to the tile and start preserving without losing a turn to movement. It costs 4T for one worker to save turns for subsequent workers to go to the tile.

Option 2:
Don't build any more roads. All workers go to the forest losing a turn to movement and then preserve the forest on the next turn.

All of the remaining preserves are on tundra so preserves take 10 turns each. If we grouped 5 workers, all five would lose a movement point going to the forest and could then complete a preserve in 2 turns. This approach loses 5 worker turns to movement so this approach is worse than building the roads.

Or, because we have 3 tundra forests without roads, we send a pair of workers to each one and then preserve (5 turns) with no roads. This only costs 6 total worker turns lost to movement. This is probably the best option.

So my plan is:
Preserve the forest at Science-S ASAP since it already has a road and can be done quickly.
Once that is done, split the workers into 3 pairs with each pair going to a different forest.
This optimizes the number of worker turns but may not maximize how soon each forest preserve is done.

If the goal is to get each forest preserve done as soon as possible, then I think pre-roading is the way to go.

Let me know if anyone thinks a different approach is better.
 
I was reworking the MM to have one worker go to a forest and build a road so that other workers can preserve the forest without losing a movement point. But I'm not sure what is optimal.

Option 1:
One worker goes to the forest (1T) and builds a road (3T on tundra). Once done, multiple workers can go to the tile and start preserving without losing a turn to movement. It costs 4T for one worker to save turns for subsequent workers to go to the tile.

Option 2:
Don't build any more roads. All workers go to the forest losing a turn to movement and then preserve the forest on the next turn.

All of the remaining preserves are on tundra so preserves take 10 turns each. If we grouped 5 workers, all five would lose a movement point going to the forest and could then complete a preserve in 2 turns. This approach loses 5 worker turns to movement so this approach is worse than building the roads.

Or, because we have 3 tundra forests without roads, we send a pair of workers to each one and then preserve (5 turns) with no roads. This only costs 6 total worker turns lost to movement. This is probably the best option.

So my plan is:
Preserve the forest at Science-S ASAP since it already has a road and can be done quickly.
Once that is done, split the workers into 3 pairs with each pair going to a different forest.
This optimizes the number of worker turns but may not maximize how soon each forest preserve is done.

If the goal is to get each forest preserve done as soon as possible, then I think pre-roading is the way to go.

Let me know if anyone thinks a different approach is better.
I couldn't decide either.
I'll let the turnset player decide :D
 
The best time to settle our Great General in the capital?
It must be when Sitting Bull can no longer force us to Cease Fire.
With Slavery SB has some fangs once again.

That means we can settle only when our 2nd Caravel arrives down there and reasserts our naval dominance.
I'd say T160 we should know if settling the Great General is safe.

What you're saying is that we shouldn't settle our GG until we're sure that we have achieved naval dominance. If we settle the GG before that time, we could get into a situation where we want to cease fire causing us to lose the ability to get 20 EXP from the scout. Is that correct?

I'm fine delaying settling the GG but each turn delay costs us +3 base :science: in Science.
 
Send cowboy to block the scout (and start the preserve as he planned)
but Shep does 2t at Sci-1S, then joins cowboy.

That allows the 4-pack to finish Sci-1S T158
159 they split 2-2 on the last 2 preserves
160-164 they complete both.
 
I've settled on a balance between worker turns and getting preserves done in a timely manner for the free specialists in Science. If worker turns are not to be conserved, we can get the last preserve done faster at the cost of lost worker turns.

Feel free to comment on the updated PPP.

EDIT: Plan does not include WT's latest comment on this.
 
Send cowboy to block the scout (and start the preserve as he planned)
but Shep does 2t at Sci-1S, then joins cowboy.

That allows the 4-pack to finish Sci-1S T158
159 they split 2-2 on the last 2 preserves
160-164 they complete both.
This sounds like a workable plan as well. I will update the PPP to reflect this since I'm not strongly tied to my plan. ;)
 
Here is WT's plan as I understand it:

Workers
Cowboy

T156 Move to forest at Science-2N1W (blocks SB's scout from going to this tile)
T157 - T162 Preserve forest at Science-2N1W

Shepherd
T156 - T157 - Preserve forest at Science-S (10 turns for tundra preserve)
T158 Join Cowboy on forest at Science-2N1W
T159 - T162 Preserve forest at Science-2N1W

Rex
T156 - Preserve forest at Science-2E1N
T157 - T158 Preserve forest at Science-S
T159 Move to forest at Science-SE
T160 - T164 Preserve forest at Science-SE

Heretic
T156 - Preserve forest at Science-2E1N
T157 - T158 Preserve forest at Science-S
T159 Move to forest at Science-SE
T160 - T164 Preserve forest at Science-SE

Phillip
T156 - Preserve forest at Science-2E1N
T157 - T158 Preserve forest at Science-S
T159 Move to forest at Science-2E
T160 - T164 Preserve forest at Science-2E

Joan Dark
T156 - Preserve forest at Science-2E1N
T157 - T158 Preserve forest at Science-S
T159 Move to forest at Science-2E
T160 - T164 Preserve forest at Science-2E

This gets forest preserves done on the following turns:

Science-2E1N - T156
Science-S - T158
Science-2N1W - T162
Science-SE - T164
Science-2E - T164

By the start of T166 this gives us a total of 10 + 8 + 4 + 2 + 2 = 26 specialist turns in Science. It also gives us 4 + 4 + 2 + 2 + 2 + 2 = 10 extra worker turns including actions on T166.

The current plan in the PPP gives this:

Science-2E1N - T156
Science-S - T158
Science-2N1W - T162
Science-SE - T161
Science-2E - T166

By T166 this gives us a total of 10 + 8 + 4 + 5 + 0 = 27 specialist turns in Science. It also gives us 0 + 3 + 0 + 0 + 4 + 4 = 11 extra worker turns including actions on T166.

Check my math but I think my approach is better by a single specialist turn and a single worker turn.
 
We may need to move the warrior and musketman near cows city to protect the farms. Send the GG into the forest 2N1W?
I was planning to cover the wine resource with the GG rather than the forest. If that forest is critical I can alter the order of the forest preserves such that a worker moves to that forest to prevent the scout from going there. But why do we care if the scout is on the forest?
 
I changed my mind about blocking rice. I would like the chariot to leave the BFC. If we threaten the city too much we get a longbow. otherwise, probably a worker.

No other unit can escape the BFC this turn :(
But how about sending Musket 5, 2NW just in case he can get out in time and that will matter. Plus, we may save 1:gold: supply cost.
I suppose do the same with the northern chariot, but don't move to silk (in BFC) just move NW, then 2W.
What about the musket at the chariot at Cahokia-E. Do those two units threaten the city or should we move them too?
 
What you're saying is that we shouldn't settle our GG until we're sure that we have achieved naval dominance. If we settle the GG before that time, we could get into a situation where we want to cease fire causing us to lose the ability to get 20 EXP from the scout. Is that correct?

I'm fine delaying settling the GG but each turn delay costs us +3 base :science: in Science.
Right.

Once Sitting Bull can't force a cease fire which teleports his scout out of our borders, it will be safe to settle our great general.

I was planning to cover the wine resource with the GG rather than the forest. If that forest is critical I can alter the order of the forest preserves such that a worker moves to that forest to prevent the scout from going there. But why do we care if the scout is on the forest?
If the 2nd Scout is on a forest we want to preserve, then we can't attack it with Catapult or it will stay there to heal.

That means our workers can't improve the forest and get another free specialist for Science City.

So if the scout moves on to such a forest, let it move somewhere else before attacking it.
 
What about the musket at the chariot at Cahokia-E. Do those two units threaten the city or should we move them too?
it's all about quantity. I think if we get down to 2-3 units we're good, so keep the one near mound city there (not back up on the incense)
 
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