[BTS] SGOTM 26 - Home Slices

Science City
T166 - Market
T167 - Whip Market

Hmm.

2 merchants gives 6 +25% = 7
eng+priest = 1 + 3:hammers: x 75% = 6

But, it solves the 'spy or spy' problem and gets our GP earlier.
And if we dip below 100% research, it would pay even more.

It's tough comparing it to a scientist that can do 18:science:, but we're out of slots til the observatory.

My initial reaction was no, but maybe now yes.

keep Whale City and Science City artificially small?
I thought the same thing, but we really don't want Science to be small. Maybe a better way to say it is:
We should grow the other 5 cities extra (probably meaning they should all get Aqueducts along with already planned Harbors)
Science is relatively food-challenged, so if we just work more specialists instead of the lame 1f1h1c forestpreserveRivers, It might be in the bottom 2.
We can cottage the farm (eventually, not before caste switch probably).
 
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2 merchants gives 6 +25% = 7
eng+priest = 1 + 3:hammers: x 75% = 6
Ok, I like Market cus I think of it as:

work 2 merch AND Eng, and when large enough Priest too.
It will disappear once we raze MC.
Also, we will whip cities on or before size 13. And SB will be DEAD before T180 unless we drag the war out for GG points on Triremes and shared war bonus with Peter.
 
extract a lot of gold from the new world
Maybe by the end of my turnset, we can get our expenses tamed down closer to 100gpt with those overseas trades, plus 8 merchants + building multipliers, and a little build wealth.

Another way to save money is *gasp* take the clams out of the resource deals.
with 4 less seafood, we probably save 20gpt.
Each city gets 2fpt less, so -14fpt

We're in a big re-grow stage right now, so maybe in 10 turns think about this?

Oh wait!, we wouldn't cancel the clam in Peter's deals, we'd just trade our seafood to the new world for gpt and diplo bonus (and silk and gold)
 
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With Peter's 18 turn Astro ending up like 10 turns total, maybe we get RepParts and Communism both from him.
I'm still gonna try to get Bismarck to do RepParts.
 
They don't need extra seafood until they have sushi branch?
Not extra. Just seafood where they have zero.
--------------------------
Cows?

166 complete barracks with current OF
167 HE
168 Cat (one less for Science to do so it can do wealth)
169 2-whip cat
170 HE
 
With Peter's 18 turn Astro ending up like 10 turns total, maybe we get RepParts and Communism both from him.
I'm still gonna try to get Bismarck to do RepParts.
Sounds good.

Our diplo situation couldn't be better with no one plotting against us now.
Accelerating Bis sounds just fine.
 
Our money problems all melt away with caste (and workshops get a boost)
Maybe we can rush this? How soon can we stop whipping?

Turn our focus back to our coast-food instead of specialists would mean about 12-15 additional population to whip per city.
Not counting what they currently can whip (about 3-4 more)

Let me add to the PPP roughly what each city can/should do up thru T185.
Get as much progress as possible on stuff like WestPoint and WallSt.

We should be able to hold at 100% research with ~800 from HE failgold ~T178 carrying us to Caste ~T184?

The next turnset will have to efficiently juggle the HE between 5 cities.
I'll try to get a good start on it.
btw, Who is up next?
 
Coast food in the cities might be good.

Scientists are much stronger with Uni+Observatory.

Whale City should always be whipping.
Even 1 extra galleon would save us money from upgrading a galley.
 
So you're not worried about getting WS+UN done later, I take it.
ClamsCity is currently not in the HE plan. If I had the energy to analyze it, it could get involved, but something tells me we're just better off with earlier WallSt. and not wasting hammers on barracks.
Taking the strain out of WallSt. and UN, we can work more merchants.

fyi, neither is Canal (WestPoint) since it doesn't have even 1 workshop.
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FreeReligion, yeah, same turn as caste.
 
When do we start free religion? Same turn with caste system? Or another turn of anarchy?
Free Religion will be on the same turn as Caste.
No reason to take an extra turn of Anarchy.

We can cottage the farm (eventually, not before caste switch probably).
Ya, the cottage starts to really pay off in about 30 turns when the Village gives +4:gold: due to Printing Press. :)

In fact, we should probably consider cottaging the tundra river too if our 2 Preserves have not grown a forest/jungle on it in about 7 or 8 turns.
+5:gold: in commerce after 30 turns gets a 1.5 multiplier and becomes +7.5 commerce per turn which is better than +6:science: from a Scientist specialist.

That tile has 0.8% chance to grow a jungle and an 0.8% chance to grow a forest each turn, or 1.6%
The odds of growing something to get a preserve in 30 turns is maybe 40%, while the odds the cottage turns into a village in 30 turns is 100%.
 
Even 1 extra galleon would save us money from upgrading a galley
Interesting.
So just send our galley (after taking 2 workers to silver) back to get units from SB to bring to Profit for pickup?
And whip one fresh galleon? Pay the whole game with that 1 galleon.
 
HE schedule
166 profit
167 Cow
168 Whales
169 Profit (done?)
170 Cow (done)
171 Science (done)
172 Silver
173 Whales (done)
174 Profit needs more?
175 Silver

I did not look closely to see if each city is getting near 199/200 (and not over!) and really not sure that Silver can finish it 175. Depends on what it whips 174. We may need the Dun trick here even tho I didn't want to whip a Dun, we could.
Check the PPP for details.
I didn't forget a barracks, did I?
 
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PPP T166-17?

Techs
T166 - 170 100% Steel
T171 - (until Astro) Steel 0%
Physics - Can't do without Astro!

Workers

Shepherd
T167 help with Clams' preserve.
T168 pChop Science-SE (on the way to cows)
T169-171 workshop Cows-2E
T172-175 move to Fur and road

Heretic

T167-T171 chop Clams' jungle
T172-173 workshop
T174-175 workshop Clams 2W1N

Rex, Cowboy
T166 - pChop
T167 -172 Preserve 3N1E forest

Phillip
T167 goto fort, board
T169-173 Preserve Whales' forest
T174 road Deer
T175-181 Preserve Silver's forest
T182+ An ice-mine for silver? and preserve Silver's other forest (for happy)

Joan Dark
T167 goto fort, board
T169-173 Preserve Whales' forest
T174 road Deer
T175-181 Preserve Silver's forest
T182+ An ice-mine for silver? and preserve Silver's other forest (for happy)

2 Captured workers
T167 - T169 Preserve Clams's forest
T170-171 goto Canal to mine
T172-174 mine

split up and road to wine
preserve Canal

Baitzilla
T167 - T169 Preserve Clams's forest
T170 workshop Clams 2W1N and STOP
T171+ (after jungle clears) workshop that tile
workshop Clams 2W1N


Ivory
171 board
174 unload on hill next to wine
175-177 road
preserve Canal


Cities

HE schedule

166 profit
167 Cow
168 Whales
169 Profit (done 199)
170 Cow (done)
171 Clams
172 Whales (done-- a little short)
173 Silver
174 Science (done)
Any time needed: Silver - HE (could build it more in Clams first)

Science
T166 - Market
T167 - Whip Market (horse)
T168 - Catapult (work 2 merchants instead of Engineer + Priest) (2 merch, NO horse)
T169 - wealth
T170 - whip sushi exec (NO horse)
...sails on a caravel east from SB area to Louis.
But need to wait til we have the water under better control. i.e. MoundCity is gone and Cahokia is size 2.
T171-173 - wealth
T174 - HE
T175 - Observ
T176 - whip observ

Cow
166 complete barracks with current OF
167 HE
168 Cat 12:hammers: (one less for Science to do so it can do wealth)
169 2-whip cat (no eng, no deer, no fur)
170 HE
prep temple & harbor
2 temple -> 2 harbor HE

IWorks

Canal
T166 West Point, work tundra mine + eng always
T167 temple
T168 harbor
T169 whip2 temple
T170 whip2 harbor
T171 WestPoint
... Observatory
... whip4 observ
... WestPoint
... Aqueduct
... whip3 Aqueduct
WestPoint (careful, T174 we may gift away Stone for 1 turn)

Silver
I'm not sure we want to whip this city beyond grocer, market, drydock, and maybe observatory.
That would carry anger past T220.
It can do 9hpt with engineer and fur. More with citizens?

Don't ever work Eng if governor tries to
T166 - Grocer
T167 - Market
T168 - whip Grocer
T169 - barracks (work 2 merch always)
T170-171 - wealth
T172 - whip Market
T173 - HE, (work 4 merch from now on)
T174 - Temple
...
T17? - whip Temple or delay this?
T17? - HE complete

Temple, harbor, Dun, last turn of slavery, whip Drydock
whip observatory? cus this city is gonna run merchants?

Profit
T166 - OF into HE
T167 - Temple (12 base)
T168 - whip Temple (12 base after whip)
T169 - HE (199 :king:)
T170 - Harbor
T171 - whip Harbor
T172 - ConfuAcademy--no copper coming so git er done.
Might be able to build these during caste using Moai tiles....
Aqueduct
?Observatory?
?University?
?Hospital?
?some day...grocer + Supermarket?

Whales
(This city has no regard for anger, so it should convert as much food as possible to hammers. i.e. whip. even 1-whip the temple eventually and the barracks. OF goes into Globe and HE)

T166 - barracks
T167 - whip barracks
T168 - HE
T169 - sushi exec
T170 - whip temple
T171 - whip sushi exec
T172 - HE

T173 - prep theater (4:hammers for 2 whip)
T174 - 2nd sushi prep
T175 - whip2 theater
T176 - whip3 sushi
T177 - Globe

(get stuff ready for a whip chain overflow into Globe,
there's no time for whip-Globe-whip-Globe-whip-Globe, etc.)
T178 - Harbor prep
T179 - University
T180 - Observatory

? whip and remove University from queue? at some point around 12 pop

T181 - whip Harbor
T182 - whip Observatory
T183 - resolve univ
T184 - Globe
T185 - whip Globe?

Future: aqueduct, hospital

Clams
Can't afford to prep builds til we're ready to whip them
T166 Market (12/150)
T167 - whip Market
T168+ wealth, use workshops (hold OF of market and grow to happy/health cap)
T170 - barracks
T171 - HE
172-3 prep temple
174-5 prep harbor
T176? whip Bank
Wall St.
whip temple
wall st
whip harbor
wall st.

Sitting Bull War

Muskets try to pick off longbows between Caho and Mound
3rd Musket can join them and the healer can join only if needed.

T167 Galley1 Pickup 2 cats and hand off to galley 2, then head north to Snaketown
T168 load 2 muskets
T169 unload (scare worker into city)
T170 raze and pillage

T168 Galley2 drops 2 cats at MC. Our Muskets barely get there in time to cover the cats.

Cats
T167 board and transfer galleys
T168 unload at MoundCity
T169-170 bombard
Mound City razed T170

Units

Galley (West)
T167 take 2 workers, unload by Silver 168
T169-171 goto
a) Whales (110:gold: upgrade to galleon)
The build queue in Whales just doesn't allow for a fresh galleon.
And a fresh one is just one more gpt maintenance.
b) ?Profit to shuttle units from SB to HRE?

Diplomacy

As long as Peter is just putting +1:espionage: on us.
Eps back to SB for steal or whatever

Bis
166
Gift Banking and PPress & Engineering and hope he picks RepParts

T171 or Turn-whenever-the-hell-he-feels-like-it
Peter gets Astronomy, trade Sci Method for Astro+ (so he can pick Communism)

T175 – Bribe Peter into Free Market + gold + map for ??? (to avoid Merc)

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
Did Peter spend more than 1 :espionage:against us? If so adjust slider.
Did Peter spawn a great person?
Did Peter get crabs? re-negotiate trades.

Stopping Point
Anything unexpected happens
Peter picks a new Tech (171-172-ish)
 
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