[BTS] SGOTM 26 - Home Slices

I just realized we could get +1 happy for the jungle preserve in Clams. I'm 1 turn from chopping it. Any votes to preserve it vs workshop?
I'd rather have one more workshop than a jungle preserve.

Clam City getting Wall Street done as fast as possible will have plenty of benefits for us.
The slavery merchant limit goes from 4 to 7 I think. (Market + Grocer)

Any slack can go into a wonder that will almost certainly be completed in the near future such as MoM.

Or maybe just build regular buildings like harbor without whipping to save anger.
 
PPP has changes in red. I'm sending 2 workers to Canal for the mine and then the wine-road. 'Ivory' (worker) will also road wine.
Ironically, the French are the only ones without wine.
The slavery merchant limit goes from 4 to 7 I think. (Market + Grocer)
We will be out of slavery looong before Wall St. is done unless there's a major shift in our plans.
 
It might be time to test if civic bribes need to be done every 10 turns or 11.
I'm pretty sure it is 10, but I'm not sure.
It's definitely 10. I'm guessing the 25/26 turn delay is where the confusion may have come from....

If we bribe him to change, we have to do it every 10 turns.
If he voluntarily changes, the counter is set to 25, and it's 26 turns for the next change.
And I think spiritual civs, the counter is 10, so it would be 11 turns.
 
Profit is at it's health cap so I'm starting a Harbor 170. Since we are loaded with cash now, it's not stressful. I'll whip OF into Confu Cathedral. All that was in the PPP, just no specific turn #.

We're going with the galley upgrade to galleon now.
 
Profit is at it's health cap so I'm starting a Harbor 170. Since we are loaded with cash now, it's not stressful. I'll whip OF into Confu Cathedral. All that was in the PPP, just no specific turn #.

We're going with the galley upgrade to galleon now.
Galleon in 6 turns sounds good.

The harbors will be great to have when we finally get Astro trade routes.

Sitting Bull has been crunched down to 1 city.
We've done really well with his war so far :D
 
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btw, on the turn we get Astro and upgrade the galley (board execs)
We spread sushi to Berlin on the very next turn :thumbsup: (thru Hamburg)
To get to Sal, we will have to tiptoe past HRE, not sure what the roads will be like down there, but should just be a couple turns to spread.
Paris should get sushi around T179 at the earliest (doesn't depend on Astro)
 
Oh, I have a nice optimization. Clams is going to do some HE.
It's stuck now building wealth -- holding OF from market until it can whip a Bank -> WallSt.

I can instead dump the current OF into HE and then spend the next 5-6 turns prepping Harbor & temple for maxOF.
We will actually get more into Wall St. this way and double the wealth :thumbsup:

edit: crap, no barracks
edit2: I'm still gonna do the barracks + HE. it's a gain.
 
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(bump)
Turnset Report Part II 166-17?
Part I
PPP

166

SB longbow in Cahokia trap...
Naked Musket 86%. Win. 6.1 health and 2xp
Perfect timing for both muskets to head to Mound City. One trailing Musket covers the Rice.

Bismarck gets Engineering (cus he's researching that), PPress, and Banking.
reminder: T179: - Bribe Bismarck into a civic so he can't take Merc.
Hoping for Replaceable Parts

167

Bis picks Music (7)
Peter's Astro goes to (10) :mad:

Charley gets a GG.
CowCity gets a forest! the only forest it had left (3rd ring) spawns one in the....4th ring.

Caravel 80% kills yet another Trireme.

Gift Bismarck Music to get him to pick RP. We just keep doing this right? but stop if it's a big tech like GunPowder or Astro?

168

Bismarck
picks Compass
Bismarck
gets Compass

SB
whips a Tri and builds a Tri in Cahokia (still size 4) Where are these hammers coming from?

Peter Astro (8)

-179gpt

169

Bismarck
picks Optics

We unload at Snaketown and it's 1 Dog :lol:

Bombard MoundCity down to 8%

Bleeding slowed: -132gpt

SB Tri's both could have attacked but just stacked up next to us....where 'us' is the galley that just dropped off the cats + Tri (blockade) + 2 slightly injured Caravels

Bismarck gets Optics

170

:band: Bismark picks Replaceable Parts! :thanx:
(25 turns) Now we just need him Friendly by then.


Mound City
whips a 3rd longbow down to size 1.

Bombard to 0%
Odds jump to 57% with our fanciest C2-cover Musket vs our C1-cover.

Spoiler Battles :
Wins 2.2 health.
Wins 9 health?
:cool:
C1-cover vs the new, unfortified lb...Wins! 5.9
91:gold:


Snaketown
Worker ran into the city.
96%+ win
58:gold:
7:gold: pillage Ivory

Peter Astro (6) :(

171
Attempt to halt progress on Steel: 0% (6 turns)

Astro (4) :thumbsup:

Cahokia starves down to 3 (finally)
But somehow has 34:hammers: already :confused:
2 SB triremes attack! Our caravels should prevail...
Spoiler :
They did! :ar15::rockon:
I'm going to send the non-healer Caravel to France now with a sushi exec (179 spread).
There's no reason to heal him.

:xmastree:Clams get a new Xmas tree at Clams-1E, spawned from the preserve. +1 health!

172
wrapping this up and handing off soon...

Peter Astro(3)
Bismarck RepParts(20) :hug: down from 24

Louis completes the AP in Hindu :(
Peter has 100 :gold: coincidence?

Cahokia builds a 3rd longbow and shrinks to size 2. He could have whipped that, not sure.
I suppose we should just cover every tile and get it down to size 1 and lower its hpt. Probably should release the blockade to slow hammers, then re-engage after we have the land covered.

-125gpt with some build wealth (at 100% research)
We are 1184:gold: doing +151gpt until Astro.
with that slider, it might pay to whip the bank now that Clams is size 10.

With SB down to 1 city, we can steal 101:gold:
Spoiler Log :

Here is your Session Turn Log from 1060 AD to 1120 AD:

Turn 166, 1060 AD: Lady Stoneheart's Catapult 1 (Science) (4.10) vs Sitting Bull's Scout (0.37)
Turn 166, 1060 AD: Combat Odds: 100.0%
Turn 166, 1060 AD: (Fortify: +25%)
Turn 166, 1060 AD: Lady Stoneheart's Musket 6 (Musketman) (9.90) vs Sitting Bull's Longbowman (6.60)
Turn 166, 1060 AD: Combat Odds: 85.7%
Turn 166, 1060 AD: (Extra Combat: -10%)
Turn 166, 1060 AD: (Extra Combat: +10%)
Turn 166, 1060 AD: Sitting Bull's Longbowman is hit for 24 (76/100HP)
Turn 166, 1060 AD: Sitting Bull's Longbowman is hit for 24 (52/100HP)
Turn 166, 1060 AD: Sitting Bull's Longbowman is hit for 24 (28/100HP)
Turn 166, 1060 AD: Lady Stoneheart's Musket 6 (Musketman) is hit for 16 (84/100HP)
Turn 166, 1060 AD: Lady Stoneheart's Musket 6 (Musketman) is hit for 16 (68/100HP)
Turn 166, 1060 AD: Sitting Bull's Longbowman is hit for 24 (4/100HP)
Turn 166, 1060 AD: Sitting Bull's Longbowman is hit for 24 (0/100HP)
Turn 166, 1060 AD: Lady Stoneheart's Musket 6 (Musketman) has defeated Sitting Bull's Longbowman!
Turn 166, 1060 AD: You have constructed a Barracks in Cows. Work has now begun on a Wealth.
Turn 166, 1060 AD: Horatio Nelson (Great General) has been born in Aachen (Charlemagne)!

Turn 167, 1070 AD: Lady Stoneheart's Caravel 1 (Cows) (3.03) vs Sitting Bull's Trireme (2.20)
Turn 167, 1070 AD: Combat Odds: 79.8%
Turn 167, 1070 AD: (Extra Combat: -10%)
Turn 167, 1070 AD: (Plot Defense: +10%)
Turn 167, 1070 AD: Sitting Bull's Trireme is hit for 23 (77/100HP)
Turn 167, 1070 AD: Sitting Bull's Trireme is hit for 23 (54/100HP)
Turn 167, 1070 AD: Sitting Bull's Trireme is hit for 23 (31/100HP)
Turn 167, 1070 AD: Lady Stoneheart's Caravel 1 (Cows) is hit for 16 (76/100HP)
Turn 167, 1070 AD: Sitting Bull's Trireme is hit for 23 (8/100HP)
Turn 167, 1070 AD: Lady Stoneheart's Caravel 1 (Cows) is hit for 16 (60/100HP)
Turn 167, 1070 AD: Sitting Bull's Trireme is hit for 23 (0/100HP)
Turn 167, 1070 AD: Lady Stoneheart's Caravel 1 (Cows) has defeated Sitting Bull's Trireme!
Turn 167, 1070 AD: You have constructed a Market in Science. Work has now begun on a Catapult.
Turn 167, 1070 AD: You have constructed a Barracks in Whales. Work has now begun on a Theatre.
Turn 167, 1070 AD: You have constructed a Market in Clams. Work has now begun on a Wealth.

Turn 168, 1080 AD: You have trained a Catapult in Science. Work has now begun on a Wealth.
Turn 168, 1080 AD: You have constructed a Grocer in Silver. Work has now begun on a Barracks.
Turn 168, 1080 AD: Lysander (Great General) has been born in Berlin (Bismarck)!

Turn 169, 1090 AD: You have trained a Catapult in Cows. Work has now begun on a Confucian Temple.
Turn 169, 1090 AD: You have constructed a Confucian Temple in Canal. Work has now begun on a Harbor.
Turn 169, 1090 AD: You have constructed a Barracks in Silver. Work has now begun on a Market.

Turn 170, 1100 AD: The enemy has been spotted near Clams!
Turn 170, 1100 AD: The enemy has been spotted near Science!
Turn 170, 1100 AD: Canal can hurry Harbor for 2⇴ with 18ℤ overflow and +1⇤ for 25 turns.
Turn 170, 1100 AD: Profit will become unhealthy on the next turn.
Turn 170, 1100 AD: Profit can hurry Heroic Epic for 1⇴ with 34ℤ overflow and +1⇤ for 21 turns.
Turn 170, 1100 AD: Whales has grown to size 13.
Turn 170, 1100 AD: Will Trade Map: Saladin
Turn 170, 1100 AD: Your Catapult 2 (Clams) has reduced the defenses of Mound City to 0%!
Turn 170, 1100 AD: Lady Stoneheart's Musket 4 (Musketman) (10.80) vs Sitting Bull's Longbowman (10.20)
Turn 170, 1100 AD: Combat Odds: 56.8%
Turn 170, 1100 AD: (Extra Combat: -20%)
Turn 170, 1100 AD: (Fortify: +25%)
Turn 170, 1100 AD: (City Defense: +70%)
Turn 170, 1100 AD: (Combat: -25%)
Turn 170, 1100 AD: Lady Stoneheart's Musket 4 (Musketman) is hit for 19 (81/100HP)
Turn 170, 1100 AD: Sitting Bull's Longbowman is hit for 20 (80/100HP)
Turn 170, 1100 AD: Lady Stoneheart's Musket 4 (Musketman) is hit for 19 (62/100HP)
Turn 170, 1100 AD: Lady Stoneheart's Musket 4 (Musketman) is hit for 19 (43/100HP)
Turn 170, 1100 AD: Sitting Bull's Longbowman is hit for 20 (60/100HP)
Turn 170, 1100 AD: Sitting Bull's Longbowman is hit for 20 (40/100HP)
Turn 170, 1100 AD: Sitting Bull's Longbowman is hit for 20 (20/100HP)
Turn 170, 1100 AD: Lady Stoneheart's Musket 4 (Musketman) is hit for 19 (24/100HP)
Turn 170, 1100 AD: Sitting Bull's Longbowman is hit for 20 (0/100HP)
Turn 170, 1100 AD: Lady Stoneheart's Musket 4 (Musketman) has defeated Sitting Bull's Longbowman!
Turn 170, 1100 AD: Your Musket 4 has destroyed a Longbowman!
Turn 170, 1100 AD: Lady Stoneheart's Musket 2 (Musketman) (10.80) vs Sitting Bull's Longbowman (10.20)
Turn 170, 1100 AD: Combat Odds: 56.8%
Turn 170, 1100 AD: (Extra Combat: -20%)
Turn 170, 1100 AD: (Fortify: +25%)
Turn 170, 1100 AD: (City Defense: +70%)
Turn 170, 1100 AD: (Combat: -25%)
Turn 170, 1100 AD: Sitting Bull's Longbowman is hit for 20 (80/100HP)
Turn 170, 1100 AD: Sitting Bull's Longbowman is hit for 20 (60/100HP)
Turn 170, 1100 AD: Sitting Bull's Longbowman is hit for 20 (40/100HP)
Turn 170, 1100 AD: Sitting Bull's Longbowman is hit for 20 (20/100HP)
Turn 170, 1100 AD: Sitting Bull's Longbowman is hit for 20 (0/100HP)
Turn 170, 1100 AD: Lady Stoneheart's Musket 2 (Musketman) has defeated Sitting Bull's Longbowman!
Turn 170, 1100 AD: Your Musket 2 has destroyed a Longbowman!
Turn 170, 1100 AD: Lady Stoneheart's Musket 3 (Musketman) (9.90) vs Sitting Bull's Longbowman (7.20)
Turn 170, 1100 AD: Combat Odds: 72.5%
Turn 170, 1100 AD: (Extra Combat: -10%)
Turn 170, 1100 AD: (City Defense: +45%)
Turn 170, 1100 AD: (Combat: -25%)
Turn 170, 1100 AD: Sitting Bull's Longbowman is hit for 23 (77/100HP)
Turn 170, 1100 AD: Sitting Bull's Longbowman is hit for 23 (54/100HP)
Turn 170, 1100 AD: Sitting Bull's Longbowman is hit for 23 (31/100HP)
Turn 170, 1100 AD: Lady Stoneheart's Musket 3 (Musketman) is hit for 17 (83/100HP)
Turn 170, 1100 AD: Sitting Bull's Longbowman is hit for 23 (8/100HP)
Turn 170, 1100 AD: Lady Stoneheart's Musket 3 (Musketman) is hit for 17 (66/100HP)
Turn 170, 1100 AD: Sitting Bull's Longbowman is hit for 23 (0/100HP)
Turn 170, 1100 AD: Lady Stoneheart's Musket 3 (Musketman) has defeated Sitting Bull's Longbowman!
Turn 170, 1100 AD: Your Musket 3 has destroyed a Longbowman!
Turn 170, 1100 AD: You have captured Mound City!!!
Turn 170, 1100 AD: You have pillaged 91 ℴ from the destruction of Mound City!!!
Turn 170, 1100 AD: You have destroyed the city of Mound City!!!
Turn 170, 1100 AD: Lady Stoneheart's Musketman (9.90) vs Sitting Bull's Dog Soldier (5.80)
Turn 170, 1100 AD: Combat Odds: 96.5%
Turn 170, 1100 AD: (Extra Combat: -10%)
Turn 170, 1100 AD: (Plot Defense: +20%)
Turn 170, 1100 AD: (Fortify: +25%)
Turn 170, 1100 AD: Lady Stoneheart's Musketman is hit for 15 (85/100HP)
Turn 170, 1100 AD: Sitting Bull's Dog Soldier is hit for 26 (74/100HP)
Turn 170, 1100 AD: Sitting Bull's Dog Soldier is hit for 26 (48/100HP)
Turn 170, 1100 AD: Sitting Bull's Dog Soldier is hit for 26 (22/100HP)
Turn 170, 1100 AD: Sitting Bull's Dog Soldier is hit for 26 (0/100HP)
Turn 170, 1100 AD: Lady Stoneheart's Musketman has defeated Sitting Bull's Dog Soldier!
Turn 170, 1100 AD: Your Musketman has destroyed a Dog Soldier!
Turn 170, 1100 AD: You have captured a Worker
Turn 170, 1100 AD: You have captured Snaketown!!!
Turn 170, 1100 AD: You have pillaged 58 ℴ from the destruction of Snaketown!!!
Turn 170, 1100 AD: You have destroyed the city of Snaketown!!!
Turn 170, 1100 AD: You have plundered 7ℴ from the Camp!
Turn 170, 1100 AD: Lady Stoneheart's Catapult 3 (Science) (5.00) vs Sitting Bull's Scout (0.56)
Turn 170, 1100 AD: Combat Odds: 100.0%
Turn 170, 1100 AD: (Fortify: +25%)
Turn 170, 1100 AD: Your Catapult 3 (Science) has withdrawn from combat with a Scout!
Turn 170, 1100 AD: Profit will become unhealthy on the next turn.
Turn 170, 1100 AD: Whales will become unhealthy on the next turn.
Turn 170, 1100 AD: Louis XIV has 50 gold available for trade.
Turn 170, 1100 AD: Peter has 70 gold available for trade.
Turn 170, 1100 AD: You are the worst enemy of Charlemagne.
Turn 170, 1100 AD: Sitting Bull is the worst enemy of Peter.
Turn 170, 1100 AD: Peter is the worst enemy of Sitting Bull.
Turn 170, 1100 AD: Charlemagne is the worst enemy of Saladin, Louis XIV.
Turn 170, 1100 AD: Peter will trade Clam
Turn 170, 1100 AD: Will Trade Map: Bismarck, Charlemagne, Louis XIV, Peter, Saladin, Sitting Bull
Turn 170, 1100 AD: Will Sign Peace Treaty: Charlemagne, Sitting Bull
Turn 170, 1100 AD: Profit will become unhealthy on the next turn.
Turn 170, 1100 AD: Whales will become unhealthy on the next turn.
Turn 170, 1100 AD: Louis XIV has 50 gold available for trade.
Turn 170, 1100 AD: Peter has 70 gold available for trade.
Turn 170, 1100 AD: You are the worst enemy of Charlemagne.
Turn 170, 1100 AD: Sitting Bull is the worst enemy of Peter.
Turn 170, 1100 AD: Peter is the worst enemy of Sitting Bull.
Turn 170, 1100 AD: Charlemagne is the worst enemy of Saladin, Louis XIV.
Turn 170, 1100 AD: Peter will trade Clam
Turn 170, 1100 AD: Will Trade Map: Bismarck, Charlemagne, Louis XIV, Peter, Saladin, Sitting Bull
Turn 170, 1100 AD: Will Sign Peace Treaty: Charlemagne, Sitting Bull
Turn 170, 1100 AD: Science will grow to size 10 on the next turn.
Turn 170, 1100 AD: Cows will grow to size 11 on the next turn.
Turn 170, 1100 AD: Canal will grow to size 11 on the next turn.
Turn 170, 1100 AD: Silver will grow to size 11 on the next turn.
Turn 170, 1100 AD: Profit will grow to size 11 on the next turn.
Turn 170, 1100 AD: Whales will grow to size 10 on the next turn.
Turn 170, 1100 AD: Clams will grow to size 9 on the next turn.
Turn 170, 1100 AD: You have constructed a Harbor in Canal. Work has now begun on West Point.
Turn 170, 1100 AD: You have constructed a Confucian Temple in Whales. Work has now begun on Sid's Sushi Executive.
Turn 170, 1100 AD: You have constructed a Barracks in Clams. Work has now begun on a Wealth.
Turn 170, 1100 AD: Sitting Bull's Trireme (2.00) vs Lady Stoneheart's Caravel 1 (Cows) (3.42)
Turn 170, 1100 AD: Combat Odds: 3.6%
Turn 170, 1100 AD: (Extra Combat: +10%)
Turn 170, 1100 AD: (Plot Defense: +10%)
Turn 170, 1100 AD: Lady Stoneheart's Caravel 1 (Cows) is hit for 15 (80/100HP)
Turn 170, 1100 AD: Lady Stoneheart's Caravel 1 (Cows) is hit for 15 (65/100HP)
Turn 170, 1100 AD: Sitting Bull's Trireme is hit for 26 (74/100HP)
Turn 170, 1100 AD: Lady Stoneheart's Caravel 1 (Cows) is hit for 15 (50/100HP)
Turn 170, 1100 AD: Sitting Bull's Trireme is hit for 26 (48/100HP)
Turn 170, 1100 AD: Sitting Bull's Trireme is hit for 26 (22/100HP)
Turn 170, 1100 AD: Lady Stoneheart's Caravel 1 (Cows) is hit for 15 (35/100HP)
Turn 170, 1100 AD: Sitting Bull's Trireme is hit for 26 (0/100HP)
Turn 170, 1100 AD: Lady Stoneheart's Caravel 1 (Cows) has defeated Sitting Bull's Trireme!
Turn 170, 1100 AD: While defending, your Caravel 1 (Cows) has killed a Native American Trireme!
Turn 170, 1100 AD: Sitting Bull's Trireme (2.00) vs Lady Stoneheart's Caravel 2 (2.37)
Turn 170, 1100 AD: Combat Odds: 39.8%
Turn 170, 1100 AD: (Extra Combat: +10%)
Turn 170, 1100 AD: (Plot Defense: +10%)
Turn 170, 1100 AD: Sitting Bull's Trireme is hit for 24 (76/100HP)
Turn 170, 1100 AD: Lady Stoneheart's Caravel 2 is hit for 16 (50/100HP)
Turn 170, 1100 AD: Sitting Bull's Trireme is hit for 24 (52/100HP)
Turn 170, 1100 AD: Sitting Bull's Trireme is hit for 24 (28/100HP)
Turn 170, 1100 AD: Sitting Bull's Trireme is hit for 24 (4/100HP)
Turn 170, 1100 AD: Lady Stoneheart's Caravel 2 is hit for 16 (34/100HP)
Turn 170, 1100 AD: Sitting Bull's Trireme is hit for 24 (0/100HP)
Turn 170, 1100 AD: Lady Stoneheart's Caravel 2 has defeated Sitting Bull's Trireme!
Turn 170, 1100 AD: While defending, your Caravel 2 has killed a Native American Trireme!
Turn 170, 1100 AD: A Forest has grown near Clams!

Turn 171, 1110 AD: The enemy has been spotted near Clams!
Turn 171, 1110 AD: The enemy has been spotted near Science!
Turn 171, 1110 AD: Science has grown to size 10.
Turn 171, 1110 AD: Cows has grown to size 11.
Turn 171, 1110 AD: Cows can hurry Heroic Epic for 1⇴ with 30ℤ overflow and +1⇤ for 35 turns.
Turn 171, 1110 AD: Canal has grown to size 11.
Turn 171, 1110 AD: Silver has grown to size 11.
Turn 171, 1110 AD: Profit has grown to size 11.
Turn 171, 1110 AD: Profit has become unhealthy.
Turn 171, 1110 AD: Whales will become unhealthy on the next turn.
Turn 171, 1110 AD: Whales will become unhappy on the next turn.
Turn 171, 1110 AD: Clams has grown to size 9.
Turn 171, 1110 AD: Charlemagne has 70 gold available for trade.
Turn 171, 1110 AD: You are the new worst enemy of Sitting Bull (was Peter).
Turn 171, 1110 AD: Lady Stoneheart's Catapult 3 (Science) (5.00) vs Sitting Bull's Scout (0.37)
Turn 171, 1110 AD: Combat Odds: 100.0%
Turn 171, 1110 AD: (Fortify: +25%)
Turn 171, 1110 AD: Your Catapult 3 (Science) has withdrawn from combat with a Scout!
Turn 171, 1110 AD: Science will grow to size 11 on the next turn.
Turn 171, 1110 AD: Cows will grow to size 12 on the next turn.
Turn 171, 1110 AD: Silver will grow to size 12 on the next turn.
Turn 171, 1110 AD: Profit will grow to size 12 on the next turn.
Turn 171, 1110 AD: Whales will grow to size 11 on the next turn.
Turn 171, 1110 AD: Clams will grow to size 10 on the next turn.
Turn 171, 1110 AD: Whales will become unhealthy on the next turn.
Turn 171, 1110 AD: Whales will become unhappy on the next turn.
Turn 171, 1110 AD: Peter has 70 gold available for trade.
Turn 171, 1110 AD: Charlemagne has 70 gold available for trade.
Turn 171, 1110 AD: You are the worst enemy of Sitting Bull, Charlemagne.
Turn 171, 1110 AD: Sitting Bull is the worst enemy of Peter.
Turn 171, 1110 AD: Charlemagne is the worst enemy of Saladin, Louis XIV.
Turn 171, 1110 AD: Peter will trade Clam
Turn 171, 1110 AD: Will Trade Map: Bismarck, Charlemagne, Louis XIV, Peter, Saladin, Sitting Bull
Turn 171, 1110 AD: Will Sign Peace Treaty: Charlemagne, Sitting Bull
Turn 171, 1110 AD: Science will grow to size 11 on the next turn.
Turn 171, 1110 AD: Cows will grow to size 12 on the next turn.
Turn 171, 1110 AD: Silver will grow to size 12 on the next turn.
Turn 171, 1110 AD: Profit will grow to size 12 on the next turn.
Turn 171, 1110 AD: Whales will grow to size 11 on the next turn.
Turn 171, 1110 AD: Clams will grow to size 10 on the next turn.
Turn 171, 1110 AD: You have constructed a Market in Silver. Work has now begun on a Wealth.
Turn 171, 1110 AD: You have constructed a Harbor in Profit. Work has now begun on a Confucian Academy.
Turn 171, 1110 AD: You have trained Sid's Sushi Executive in Whales. Work has now begun on a Theatre.
Turn 171, 1110 AD: Leaders of Hinduism have a vision of uniting all Hindu faithful under the The Apostolic Palace.
Turn 171, 1110 AD: Louis XIV has completed The Apostolic Palace!

Turn 172, 1120 AD: The enemy has been spotted near Clams!
Turn 172, 1120 AD: The enemy has been spotted near Science!
Turn 172, 1120 AD: Science has grown to size 11.
Turn 172, 1120 AD: Cows has grown to size 12.
Turn 172, 1120 AD: Profit has become healthy.
Turn 172, 1120 AD: Whales has grown to size 11.
Turn 172, 1120 AD: Whales has become unhealthy.
Turn 172, 1120 AD: Whales can hurry Theatre for 2⇴ with 17ℤ overflow and +1⇤ for 47 turns.
Turn 172, 1120 AD: Clams has grown to size 10.
Turn 172, 1120 AD: Clams can hurry Heroic Epic for 3⇴ with 26ℤ overflow and +1⇤ for 32 turns.
Turn 172, 1120 AD: Louis XIV has 50 gold available for trade.
 
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Did someone say that the AI can build an executive without Econ? I'll be interested to see how quickly (if at all) the AI spreads Sushi in their cities. I've never tried it before.
 
We will lose +1 monument happiness once getting astronomy. Harbor is also a trade route boost so no question about it. Just watch out for other health buildings in cities especially in profits. They may not have good ROI.
One way to evaluate a health in a city is like:
when a city grows beyond health limits but within happiness limits, 1f=1health, coast=2:health:2:commerce:, so the value of a :health: is upper bounded by (6c–2c)/2=2c ; in profit because of Moai the upper bound is 1.5c.

using the same assumptions 2 sushi resources=1:health: in 6 cities=11.5cpt, assuming +1f in capital cancels out additional corp maint. The conclusion seems to be: within happiness limits, if a sushi resource costs less than 6gpt we should buy.
 
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Thoughts on a good stopping point? I've played 10t.
Originally, I was thinking it would be when Peter picked a new tech, but that got delayed.
I did most/all of T171. Should I just roll to 172 and stop? or stop 171? or play until we have a good reason to stop.
 
The start of T172 should be good.

The mix of new player ambition and old player wisdom is a winning combination.

I have frequently wanted to play more than 10 turns, but team ideas after getting a few days to think is always surprising.

Maybe there is a way to scam Peter's clams that we haven't thought of yet.
 
I see no compelling reason to stop right now. A good stopping point is likely when Peter picks his next tech and we have traded for Astronomy.

So my vote is to continue playing if you have the time.

EDIT: xpost I'm also fine with stopping at the start of T172. ;)
 
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