[BTS] SGOTM 26 - Home Slices

Red light from me until the PPP is updated with latest stuff... or reasons are given to do otherwise.
I think we're close tho! I'll try to check in every couple hours.
 
ok, thx for keeping us posted on your availability. I'll take a shot at updating it with the latest suggestions.
I assume the green lights were for the PPP and all the suggestions that followed which no one argued with.
I apologize if that is not the case. I'm not trying to dictate.

Then general idea is this: Get as much food converted to hammers while we still can (within reason). Even if the build doesn't do anything (temple), but is required.
 
PPP T172-175 v3

T174 After all whips, revolt to caste system+free religion T174,
gamble on Peter completes astronomy T175

Techs
T172 70-ish% steel (just don't finish Steel)
T173 100% steel
T174 anarchy
T175~ 100% physics


Workers

stop all workers near Science every turn in case forest grows and we need to re-task for preserve.

Shepherd

T172-175 move to Fur and road

Heretic, Baitzilla


*T172~T174 build workshop 2W of clams
*T174~T176 build workshop 2W1N
T177~ workshop 1N2E

Rex, Cowboy

T172 move to Sci-2N1W roaded forest
T173 workshop and STOP at Cows-NE tundra
T174 workshop and STOP at Cows-2N

Phillip

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

T172-173 Preserve Whales' forest
T174 road Deer
T175-181 Preserve Silver's 2W forest
T182+ An ice-mine for silver? and preserve Silver's other forest (for happy)

2 Captured workers
T172~T175 mine

Ivory
T172 unload onto hill with workers
173-175 goto wine-SW


Cities

HE schedule
!!HE complete in any city other than Silver=gg


172 Silver
173 science !! work no engineer or horse
174 anarchy

Any time needed: Silver - temple -> HE (could build it more in Clams first)

Science

T172 - wealth add 1 sci and 1 priest
T173 - HE !! make sure HE is not completed by not working engineer or horse
T175 ~- Observ


Cow-
T172 Harbor
T173 2-whip harbor
and replace it by temple
T174 whip temple and anarchy
T175 Harbor
T176~ obs


Canal
T172 aqueduct
T173 3-whip aqueduct

T174 anarchy
T175 obs
T176 obs until gets completed


Silver

T172 HE
T173 harbor
T174 whip temple and take out of queue,
whip harbor
T175 obs
T176 temple
T177~ obs


Profit
T172 university, Don't work on stone to get 4pop, maxOF for observ
T173 4-whip uni
T174 anarchy
T175~ obs



*Whales
172 Harbor (70/80)
173 University (15/200)
174 whip university first, then harbor, but take them out of the queue and build a Theater. Optionally: cold-whip that Theater for 2 pop.
A cold whip is still 30 per pop.
T175 obs-


*Clams

172 temple
173 harbor
174 whip bank 1st, then whip harbor & temple (down to size 2)



Sitting Bull War
disarmament and evacuation
*disband 1 chariot in far south
get back all units in SB's territory

injured healer caravel and trireme move to 3S1E of canal

1 0-exp musket move towards tundra hill near SB border to defend wine




Units

Galley (West)
exec's destination: (the one in whales) = Berlin is the execs destination, but he walks from Hamburg, so the Galleon goes to Hamburg.


Caravel 2
Send the exec to HAMBURG. Exec walks to Mecca (carefully)


Galley 1 (cows)
T172 unload musket into 2N2W of canal and go north and pickup last musket
173-174 return thru Canal to the SB evac.

Galley 2
Help some units get back home, but then sail on ahead to get the army to Profit while Galley 1 comes down to finish getting units home from SB.

caravel 1 and trireme
move to 3S1E of canal and heal

spy
T175 steal gold from SB


Diplomacy

As long as Peter is just putting +1:espionage: on us.
*Eps to HRE


Peter
!T175 Sci-Method+Economy for astronomy+gold+map+ caste system!



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.
Check the happiness in each city especially the smaller ones. Prevent unhappy face by working extra specialists.

Stop workers near Science every turn.



Stopping Point
Anything unexpected happens
Peter finishes astronomy/beginning of T175 is reached whichever comes 1st.
T173 Peter's research progress slows down. Will discuss with the team


100% complete
 
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Like Mitchum I’m too busy to follow the MM in detail. My green light was to not hold MG up when you guys reach consensus.

You’re not dictating, WT. Kait, MG, and you are carrying us. Thanks for the master class. :goodjob:

Carry on!
 
Bismarck will max out shared war at +4 while at war or +3 while at peace.
We signed open borders with him on T142, so we won't get +2 there until T192.
I think we need to make sure and trade 3 resources to Germany starting T175 to help reach Friendly.
I don't know how close we are to +1 relations from trading 20 techs.
At the appropriate time, we can just start gifting Bismarck lots and lots of techs.

Sitting Bull War
disarmament and evacuation
*disband 1 chariot in far south
get back all units in SB's territory

injured healer caravel and trireme move to 3S1E of canal

1 0-exp musket move towards tundra hill near SB border to defend wine




Units

Galley (West)
exec's destination: (the one in whales) = Berlin is the execs destination, but he walks from Hamburg, so the Galleon goes to Hamburg.


Caravel 2
Send the exec to HAMBURG. Exec walks to Mecca (carefully)


Galley 1 (cows)
T172 unload musket into 2N2W of canal and go north and pickup last musket
173-174 return thru Canal to the SB evac.

Galley 2
Help some units get back home, but then sail on ahead to get the army to Profit while Galley 1 comes down to finish getting units home from SB.

caravel 1 and trireme
move to 3S1E of canal and heal

spy
T175 steal gold from SB
Maintaining the blockade would require Medic Caravel, Trireme to blockade, 1 muskets on rice, 1 chariot on rice, and 1 Musket blocking the path home for total safety.
Tying down 5 units like this keeps Cahokia forever at Size 2.

Ya, let's draw down.
Killing Holy Roman Empire is a better way to reduce abstaining votes than keeping Sitting Bull at 2 population.

Cow-
T172 Harbor
T173 2-whip harbor
and replace it by temple
T174 whip temple and anarchy
T175 Temple
T176~ obs
Perhaps complete Harbor T175 and complete Temple T176?

Silver

T172 HE
T173 harbor
T174 whip temple and take out of queue,
whip harbor
T175 obs
T176 temple
T177~ obs
T175 Harbor right?

Rex, Cowboy

*T172 ???
I still like 2 more cottages for our capital.
If the team is happy with farm and bare river tundra hoping for forest growth, I'll accept it.


Overall, the final whips in our game look good. :goodjob:
It should be possible for Cow City to complete 250:hammers: Factory and 200:hammers: Industrial Park with just natural production.
Clam can do Wall Street + UN in time, Canal can do West Point + Intelligence Agency with the mine, Science can chop Lab, Silver can do Observatory + Drydock + Dun easy enough, and Whale can get Globe + Broadcast Tower

revolt to caste system+free religion T174,
Perhaps make this a more visually prominent reminder?
We also need all whips complete before changing civics.
 
Techs
T172 70-ish% steel (just don't finish Steel)
T173 100% steel
T174 anarchy
T175~ 100% physics
One final check.

Is our Great Scientist:please: coming at the appropriate time to help double bulb Electricity complete?

Or do we need to speed our 1600GPP up?

Right now it is 13 turns not counting Anarchy to finish up 944/1600GPP.
2*[7*3 + 5] = 52 GPP
1600 - 944 = 656
656 / 52 = 13 turns

656 / 58 = 12 turns

656 / 64 = 11 turns

Physics 6240:science:
Electricity 7020:science:

3400:science: worth of double bulbing means we need to get the Great Person born by the time we reach 3620/7020:science:
6240 + 3620 = 9860:science:
9860 / 1.2 = 8217:science: RAW

Even if we work 2 extra specialists in Science City right now, it might not be fast enough. :hmm:

On T175, we will start on Physics with a max overflow.
We will have Great Person in 9 turns.
8217 / 9 = 913:science: per turn.

Hmm, it might be ok if we work 2 extra specialists right now. (Scientist and Spy/Priest?)
 
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Do we have a Dictator Princess in our midst? ;)

Yes, my green light was for PPP plus changes.

I like cottages in the capital like Kait.

MG, can you let us know when you might play? Good luck!!
 
Even if we work 2 extra specialists in Science City right now, it might not be fast enough.
Since we're turning on research, Science will work 2 more (sci + priest) starting now. making it 11t or 184 with anarchy as worst case.
We should be able to get that to 182 or certainly 183. Either is probably fine, but you're right to bring this up. We will probably want to work many more sci (and no priest/engineer/merch) starting T175. Probably dropping the cottages for a few turns.
We can iron out the details after this mini turnset to 175.
 
I like cottages in the capital like Kait.
I still like 2 more cottages for our capital.

I thought I agreed, but after looking closer,
I really don't like the cottage idea just yet. Let's give it another 10t or so to grow.

Cottage 1f2c = 3c with bureau, hamlet 4-5c, village 7-8c eventually (in ~35 turns tho)

tundra Preserve
1f1h1c + sci = 8-10 immediately.

And I don't want to lose the farm just yet either. if ever.
 
I thought I agreed, but after looking closer,
I really don't like the cottage idea just yet. Let's give it another 10t or so to grow.

Cottage 1f2c = 3c with bureau, hamlet 4-5c, village 7-8c eventually (in ~35 turns tho)

tundra Preserve
1f1h1c + sci = 8-10 immediately.

And I don't want to lose the farm just yet either. if ever.
Ok, thanks for thinking it over.

Green light after updating. :)
 
Thx for updating the PPP for me WT.:hug:
bare river tundra hoping for forest growth, I'll accept it.
A farm is better than a cottage I think. The extra commerce(compared to a farm) a cottage-hamlet-village-town provides =1,2,4,5; with 50% bonus it will be 1.5, 3, 6, 9.5. With 60 turns left, it won't have time to grow into a town. The average extra commerce will be less than 6. Since science is free of happiness/health problem, forest preserve>farm=jungle preserve>cottage.
Perhaps complete Harbor T175 and complete Temple T176?
Noted.

I think I just send Rex and Cowboy to build Cows 2N workshop.

Perhaps make this a more visually prominent reminder?
We also need all whips complete before changing civics.
It is on my hard copy. Thx

I will be back to my computer in about 8 hours. I will start to play then. Sorry for the delay.
 
I also added this note:

stop all workers near Science every turn in case forest grows and we need to re-task for preserve.

That'd be the ideal thing for Rex and Cowboy to do. Preserve a new BFC Science forest.
 
Do we want these for factory or IndustrialPark? Or maybe just chop the 4th ring one and leave one for regrowth?
We won't have much time to construct Factory + Industrial Park, but Ironworks should help a lot if we have iron and coal.

Perhaps just chop the 4th ring forest for +20:hammers:
 
Turnset report T172~T175
PPP

T172
80% on steel. It has 2 turns to go.


T173
Astronomy(2) for Peter. His 100g disappears though. Hope he won't slow down next turn due to financial deficit.
RepParts(14) for Bismark.
Cahokia has 7h.
Moscow has 52h. None of other cities in the world has more than 50h.

T174
A great engineer is born in HRE.
Peter is 1T away from astronomy.:smoke:
SB whipped a longbow in Cahokia. Cahokia now has 1 pop.
Moscow has 78h. Vlad has 50h. Bagdad has 61.
Revolt to free religion and caste system.

T175
I have committed a crime! I didn't cancel the tech option I randomly chose at the beginning of T174. The 689 beaker overflow goes into military science and it is irreversible.
Get astronomy+caste system+ world map from Peter for sci-method and economy.
Upload

Spoiler crime scene log :

Reference number: 16494
Game: C-IV SGOTM 26
Your team: Home Slices
Your name: MirrorGuard
Date submitted: 2020-08-24
Software Version: BtS 3.19
Game date: 1150AD
Total turns played: 175
Session turns played: 3
Player race: Celt
Firaxis score: 1888
Session time played (hh:mm:ss): 00:56:32
Total time played (hh:mm:ss): 92:13:49
Game status: Incomplete
Submitted save: Lady Stoneheart AD-1150_MG_crimescene.CivBeyondSwordSave
Renamed file: Home_Slices_SG026_AD1150_01.CivBeyondSwordSave

Right click the Renamed File link above to copy it.
You can then paste it into your team post as the download link for the next player.


Here is your Session Turn Log from 1120 AD to 1150 AD:

Turn 172, 1120 AD: Lady Stoneheart's Catapult 4 (Cows) (5.00) vs Sitting Bull's Scout (0.81)
Turn 172, 1120 AD: Combat Odds: 100.0%
Turn 172, 1120 AD: (Fortify: +25%)
Turn 172, 1120 AD: Sitting Bull's Scout is hit for 39 (26/100HP)
Turn 172, 1120 AD: Lady Stoneheart's Catapult 4 (Cows) is hit for 10 (90/100HP)
Turn 172, 1120 AD: Lady Stoneheart's Catapult 3 (Science) (5.00) vs Sitting Bull's Scout (0.37)
Turn 172, 1120 AD: Combat Odds: 100.0%
Turn 172, 1120 AD: (Fortify: +25%)

Turn 173, 1130 AD: The enemy has been spotted near Clams!
Turn 173, 1130 AD: The enemy has been spotted near Science!
Turn 173, 1130 AD: Cows will become unhealthy on the next turn.
Turn 173, 1130 AD: Canal has grown to size 12.
Turn 173, 1130 AD: Canal can hurry Aqueduct for 3⇴ with 35ℤ overflow and +1⇤ for 32 turns.
Turn 173, 1130 AD: Silver has grown to size 9.
Turn 173, 1130 AD: Silver can hurry Heroic Epic for 2⇴ with 14ℤ overflow and +1⇤ for 50 turns.
Turn 173, 1130 AD: Profit has grown to size 11.
Turn 173, 1130 AD: Profit can hurry University for 4⇴ with 44ℤ overflow and +1⇤ for 28 turns.
Turn 173, 1130 AD: Whales can hurry Harbor for 1⇴ with 36ℤ overflow and +1⇤ for 46 turns.
Turn 173, 1130 AD: Lady Stoneheart's Catapult 4 (Cows) (4.50) vs Sitting Bull's Scout (0.37)
Turn 173, 1130 AD: Combat Odds: 100.0%
Turn 173, 1130 AD: (Fortify: +25%)
Turn 173, 1130 AD: Your Catapult 4 (Cows) has withdrawn from combat with a Scout!
Turn 173, 1130 AD: Lady Stoneheart's Catapult 3 (Science) (5.00) vs Sitting Bull's Scout (0.37)
Turn 173, 1130 AD: Combat Odds: 100.0%
Turn 173, 1130 AD: (Fortify: +25%)
Turn 173, 1130 AD: Your Catapult 3 (Science) has withdrawn from combat with a Scout!
Turn 173, 1130 AD: Science will grow to size 12 on the next turn.
Turn 173, 1130 AD: Cows will grow to size 11 on the next turn.
Turn 173, 1130 AD: Canal will grow to size 10 on the next turn.
Turn 173, 1130 AD: Profit will grow to size 8 on the next turn.
Turn 173, 1130 AD: Whales will grow to size 12 on the next turn.
Turn 173, 1130 AD: Clams will grow to size 11 on the next turn.
Turn 173, 1130 AD: You have discovered Steel!
Turn 173, 1130 AD: You have constructed a Aqueduct in Canal. Work has now begun on West Point.
Turn 173, 1130 AD: Orville Wright (Great Engineer) has been born in Aachen (Charlemagne)!

Turn 174, 1140 AD: The enemy has been spotted near Clams!
Turn 174, 1140 AD: The enemy has been spotted near Science!
Turn 174, 1140 AD: Science has grown to size 12.
Turn 174, 1140 AD: Science can hurry Heroic Epic for 1⇴ with 41ℤ overflow and +1⇤ for 31 turns.
Turn 174, 1140 AD: Cows can hurry Confucian Temple for 2⇴ with 34ℤ overflow and +1⇤ for 42 turns.
Turn 174, 1140 AD: Silver can hurry Harbor for 2⇴ with 14ℤ overflow and +1⇤ for 49 turns.
Turn 174, 1140 AD: Whales has grown to size 12.
Turn 174, 1140 AD: Whales can hurry University for 5⇴ with 40ℤ overflow and +1⇤ for 45 turns.
Turn 174, 1140 AD: Clams has grown to size 11.
Turn 174, 1140 AD: Lady Stoneheart's Catapult 3 (Science) (5.00) vs Sitting Bull's Scout (0.37)
Turn 174, 1140 AD: Combat Odds: 100.0%
Turn 174, 1140 AD: (Fortify: +25%)
Turn 174, 1140 AD: Your Catapult 3 (Science) has withdrawn from combat with a Scout!
Turn 174, 1140 AD: Lady Stoneheart's Catapult 4 (Cows) (4.50) vs Sitting Bull's Scout (0.37)
Turn 174, 1140 AD: Combat Odds: 100.0%
Turn 174, 1140 AD: (Fortify: +25%)
Turn 174, 1140 AD: Your Catapult 4 (Cows) has withdrawn from combat with a Scout!
Turn 174, 1140 AD: Cows will grow to size 10 on the next turn.
Turn 174, 1140 AD: Canal will grow to size 11 on the next turn.
Turn 174, 1140 AD: Silver will grow to size 6 on the next turn.
Turn 174, 1140 AD: Profit will grow to size 9 on the next turn.
Turn 174, 1140 AD: Whales will grow to size 7 on the next turn.
Turn 174, 1140 AD: Clams will grow to size 3 on the next turn.
Turn 174, 1140 AD: The revolution has begun!!!
Turn 174, 1140 AD: Lady Stoneheart adopts Caste System!
Turn 174, 1140 AD: Lady Stoneheart adopts Free Religion!
Turn 174, 1140 AD: The anarchy is over! Your government is re-established.
Turn 174, 1140 AD: Heron (Great Engineer) has been born in Damascus (Saladin)!
Turn 174, 1140 AD: Augsburg (Charlemagne) has been captured by the German Empire!!!
Turn 174, 1140 AD: Charlemagne adopts Vassalage!

Turn 175, 1150 AD: The enemy has been spotted near Clams!
Turn 175, 1150 AD: The enemy has been spotted near Science!
Turn 175, 1150 AD: Whales has become healthy.
Turn 175, 1150 AD: Charlemagne is the worst enemy of Bismarck.
Turn 175, 1150 AD: Peter will trade Astronomy
Turn 175, 1150 AD: You have discovered Astronomy!
Turn 175, 1150 AD: Peter adopts Caste System!

You may wish to copy it to Notepad for reference when you write your turn set post. It includes any entries you added with the in-game Chat facility
 
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