[BTS] SGOTM 26 - The Indecisive

Overview:
CC: Cathedral (150 hammers)
BB: Dun, Wall Street, Eiffel Tower (2155 hammers)
6R: Globe Theatre (300 hammers)
Bib: Lab, (330 hammers)
IT: Dun, Drydock, Heroic Epic, Corporation HQ (475)
TC: Industrial Park, Ironworks (1152)
5W: Dun, Temple, Intelligence Agency, West Point, Kremlin (1005 hammers)

turn 196

turn 203 Radio
turn 206 Refrigeration, steel, nationalism
turn 209 consitution
turn 211 Corporation
turn 217 Assembly Line
turn 221 Facism
turn 224 Military Tradition
turn 233 Indusrialism
turn 242 Superconductor
turn 243 victory

Slightly better then what it looks like at the moment. It seems like building wonders will not be a concern. But it looks like a plan.

City micro:
Bibracte
build Leeve, then science
Whip lab on last turn.

BB
Build Leeve, then Dun, then science
27 turns to build Eiffel Tower. Finishes turn 230. Let us not trade Electricity. Will finish earlier with OR.

TC
Build science
17 turns to build iron work with coal and OR.
Whip Industrial Park on last turn.

6R
Globe Theatre, 15 turns after we generate our last GP.

CC
We could starve the city for 2 turns to get a great person. If it is anything but a great scientist we will save one turn.
Build Synagogue

5W
slowbuild Kremlin, slowbuild Intelligence Agency
Start West point on turn 224, 18 turns to finish with OR. Can whip it if we are early.
Need to build Dun and Temple before we get military tradition.

IT
University and Observatory is now 16 beakers. We could have whiped this city more earlier.
Keep Dun in schedule waiting to get whiped into Heroic Epic
40 turns to build heroic epic is not acceptable. We will need 8 pop to whip it. Best is probably to whip Heroic Epic on the last turn.
Let us finish Dun, whip Heroic Epic 2 turns before victory and whip Drydock 1 turn before victory.

I think we need to gift Biology to everyone ASAP and maybe their economy will start doing something useful. I do not think we will get anything other than steel and nationalism. But If they grow their cities will will make money off trade routes.
 
For civics. I think we should stay in caste system until the end of our next GA. We will need slavery at the end and I do not think we can save a turn with caste system.
 
For civics. I think we should stay in caste system until the end of our next GA. We will need slavery at the end and I do not think we can save a turn with caste system.
We can get back into Slavery at end of second GA.

It's an elaborate plan. Go for it, and play on. I will not be available during the day tomorrow.

BTW, it doesn't show, but Bis has researched Mil Trad.
 
We can get back into Slavery at end of second GA.

It's an elaborate plan. Go for it, and play on. I will not be available during the day tomorrow.

BTW, it doesn't show, but Bis has researched Mil Trad.

That is great to know. Thanks. I have a headache and do not see me playing tonight but I have a comment. I think the best use of GE is to rush Eiffel Tower. It will allow us to trade electricity and Radio. I think starving a GP in CC is reasonable plan. If we get 2 GSs we can settle one in Bib. If RRRaskolnikov want to play tonight that is fine. Otherwise I can play tomorrow.
 
Any comments on how long I should play or should I just do 20 turns tonight?
 
Overview:
CC: Cathedral (150 hammers) whip later
BB: Wall Street, Eiffel Tower (2155 hammers) rush Eiffel Tower, whip Wall Street.
6R: Globe Theatre (300 hammers) whip later
Bib: Lab, (330 hammers) whip later
IT: Drydock, Heroic Epic, Corporation HQ (475) whip Heroic Epic First, then Drydock
TC: Industrial Park, Ironworks (1152) Build ironworks, whip industrial park
5W: Dun, Temple, Intelligence Agency, West Point (1005 hammers)


turn 196
I gift SM and 1000 gold to Russia.
I sell SM to everyone and get 20 gold.
IBT
Two great prophets are born.

turn 197
I sell germany coal for 2 gpt.
The gold sent to Peter cut 3 turns of Steel.
France is planing a new war.
I sell everyone Biology. I give Replaceable Parts to Bismark. He continues on towards Rifling.
Arabia demands Replaceable Parts. I give oin to his demands.
We finish Kremlin.
We get a GS in CC.
I give away Replaceable Parts.

turn 198
I settle the great scientist in Bib.

turn 202
I trade physics to Peter for Steel and adopting free market.
I sell Physics to everyone.

turn 203
Bismark builds the spiral minaret.
Trade Steam Power to Bismark for nationalism and Adopting Free market.
I sell Steam Power to everyone.
Russia has started Nationalism.

turn 204
France demands that we stop trading with Sitting Bull. I declined.
Sitting Bull is cautious towards us.
I spread Christianity to Moundville
I trade Steel, Electricity and Liberalism to Bismark to make him declare war on Sitting Bull and military tradition.
I gift Peter 400 gold in hope that it will speed Constitution.
I sell nationalism to everyone.
We miss radio with 250 beakers. But is not bad given that we were not in a golden age.

turn 205
Russia is down to 5 turns for constitution.
I start our golden age.
 
Spoiler Log :


Turn 196, 1360 AD: Beaver Bay (BB) celebrates "We Love the Prime Minister Day"!!!
Turn 196, 1360 AD: You have constructed a Dun in Island Town IT. Work has now begun on a Research.
Turn 196, 1360 AD: Lady Stoneheart's Golden Age has ended...
Turn 196, 1360 AD: St. Peter (Great Prophet) has been born in Paris (Louis XIV)!
Turn 196, 1360 AD: Mahavira (Great Prophet) has been born in Berlin (Bismarck)!

Turn 197, 1370 AD: Beaver Bay (BB) celebrates "We Love the Prime Minister Day"!!!
Turn 197, 1370 AD: Merit Ptah (Great Scientist) has been born in Canal City (CC) (Lady Stoneheart)!
Turn 197, 1370 AD: Lady Stoneheart has completed The Kremlin!
Turn 197, 1370 AD: You have constructed The Kremlin in 6R West (5W). Work has now begun on a Intelligence Agency.

Turn 198, 1380 AD: Bibracte can no longer work on The Kremlin. The lost ℤ is converted into 143ℴ!

Turn 200, 1400 AD: You have constructed a Levee in Beaver Bay (BB). Work has now begun on a Research.

Turn 201, 1410 AD: Saladin adopts Free Market!

Turn 202, 1420 AD: You have discovered Steel!
Turn 202, 1420 AD: Peter adopts Free Market!
Turn 202, 1420 AD: Bismarck has completed The Spiral Minaret!

Turn 203, 1430 AD: 6R West (5W) has grown to size 12.
Turn 203, 1430 AD: Bismarck will trade Nationalism
Turn 203, 1430 AD: Will Sign a Defensive Pact: Bismarck
Turn 203, 1430 AD: Clearing a Forest has created 20 ℤ for Beaver Bay (BB).
Turn 203, 1430 AD: You have discovered Nationalism!
Turn 203, 1430 AD: Bismarck adopts Free Market!
Turn 203, 1430 AD: Isaac Newton (Great Scientist) has been born in 6R (Lady Stoneheart)!
Turn 203, 1430 AD: You have constructed a Dun in 6R West (5W). Work has now begun on a Intelligence Agency.
Turn 203, 1430 AD: Al-Khwarizmi (Great Scientist) has been born in Yekaterinburg (Peter)!

Turn 204, 1440 AD: Peter has 240 gold available for trade.
Turn 204, 1440 AD: Peter has 6 gold per turn available for trade.
Turn 204, 1440 AD: Bismarck will trade Military Tradition
Turn 204, 1440 AD: Clearing a Forest has created 24 ℤ for Beaver Bay (BB).
Turn 204, 1440 AD: Christianity has spread in Moundville.
Turn 204, 1440 AD: You have discovered Military Tradition!
Turn 204, 1440 AD: Bismarck has declared war on Sitting Bull!
Turn 204, 1440 AD: You have discovered Radio!
Turn 204, 1440 AD: You have trained Christian Missionary in Bibracte. Work has now begun on Christian Missionary.
Turn 204, 1440 AD: Canal City (CC) celebrates "We Love the Prime Minister Day"!!!

Turn 205, 1450 AD: Bismarck is the new worst enemy of Sitting Bull (was Louis XIV).
Turn 205, 1450 AD: Will Sign a Defensive Pact: Peter
Turn 205, 1450 AD: Lady Stoneheart's Golden Age has begun!!!
 
I can continue playing tomorrow morning. If you want to play tonight be my guest. We should probably give everyone refrigeration and hope they decide to tech superconductors. But likely constitution is the last tech we will get in trade that matters. If you decide to trade for rifling make sure all the Duns have been built.
 
I can continue playing tomorrow morning. If you want to play tonight be my guest. We should probably give everyone refrigeration and hope they decide to tech superconductors. But likely constitution is the last tech we will get in trade that matters. If you decide to trade for rifling make sure all the Duns have been built.

Great plan and play Folket. Go ahead, I can take a set tmr evening. (like 10 turns, so you guys both see the save again)
 
Got back home late, but have looked at thread and save.

Gather the plan is to complete Refrigeration and research to Industrialism and Fascism before Superconductors.

Understand the logic of gifting Refrig. Wondering if trading for, and gifting, Rifling would be worth a try, as well. (Believe every city already has a Dun.) Have no idea whether gifting Rifling would eliminate it as a distraction or just encourage the teching of Artillery.

Which city is the choice to produce a GP for our corporation?

Wondering if your calculations included forest chops in BB, TC, and 5W.

It’s late here (and playing late did not work well last time), so please go ahead tomorrow morning.
 
Got back home late, but have looked at thread and save.

Gather the plan is to complete Refrigeration and research to Industrialism and Fascism before Superconductors.

Understand the logic of gifting Refrig. Wondering if trading for, and gifting, Rifling would be worth a try, as well. (Believe every city already has a Dun.) Have no idea whether gifting Rifling would eliminate it as a distraction or just encourage the teching of Artillery.

Which city is the choice to produce a GP for our corporation?

Wondering if your calculations included forest chops in BB, TC, and 5W.

It’s late here (and playing late did not work well last time), so please go ahead tomorrow morning.
... massive mistake to make a golden age. We needed one more GM. If we get a GS we loose 20 turns off our victory date. If we get a GA or GP we loose an insane amount. 6R can get a 80+% chance for a GM in 20 turns. I think that is our best shot. It will require us to switch to slavery outside a GA loosing 1 turn.
 
... massive mistake to make a golden age. We needed one more GM. If we get a GS we loose 20 turns off our victory date. If we get a GA or GP we loose an insane amount. 6R can get a 80+% chance for a GM in 20 turns. I think that is our best shot. It will require us to switch to slavery outside a GA loosing 1 turn.

I suggest we micro 6R this way:

YVhBzsR.jpg


Best shot at GM.

Let me know if you need a few more days, no problem if you do.

Unless we rush through the last 35 turns, we could use a couple extra days it seems.
I can take some turns this evening though. (unless Pete wants to go after Folket :)).
 
I didn't touch the save outside the micro and paused it again afterward. I can upload it but I guess it's easy enough to go on from the one already posted at central.
 
Moving around worker I often do in saves when I plan and it has not been a problem before. I got a slight moral collapse but I will play now.

Yes, that is my plan for 6R as well. I suggest we play on and if it is not a GM we can consider resigning.

When I say worker I mean pops in cities.
 
Last edited:
Overview:
CC: Cathedral (150 hammers) whip later
BB: Wall Street, whip Wall Street.
6R: Globe Theatre (300 hammers) whip later
Bib: Lab, (330 hammers) whip later
IT: Drydock, Heroic Epic, Corporation HQ (475) whip Heroic Epic First, then Drydock
TC: Industrial Park, Ironworks (1152) Build ironworks, whip industrial park
5W: Intelligence Agency, West Point (1005 hammers)

turn 205
I trade away electricity to everyone.

turn 206
Vote for AP resident.

turn 209
Sitting bull demands 260 gold. I accept.

turn 210
Our library in Bib burnt down. Will rebuild it loosing about 130 research. Will pay back in 4 turns.
Bismark builds the University of Sankore.

turn 211
We finish the Eiffel Tower
France builds the Sistine Chapel
I trade for constitution with Peter. He has started Corporation.
I gift 400 gold to Peter hoping he will finish Corporation in 4 turns.

turn 212
HRE declares war on Germany.
I trade refrigeration for rifling with Germany.
I trade HRE liberalism and military tradition to make peace with Germany.

turn 213
Peter adopts Mercantilism so he looses at turn of research.

turn 215
Arabia is no longer going to war.
We get Superconductors.
One more great prophet in Germany.
Germany and Native America make peace.
Germany adopted free religion.
 
Spoiler Log :

Turn 205, 1450 AD: Lady Stoneheart's Golden Age has begun!!!
Turn 205, 1450 AD: You have trained Christian Missionary in Bibracte. Work has now begun on Christian Missionary.
Turn 205, 1450 AD: Canal City (CC) celebrates "We Love the Prime Minister Day"!!!

Turn 206, 1460 AD: You have discovered Refrigeration!
Turn 206, 1460 AD: Charlemagne adopts Mercantilism!
Turn 206, 1460 AD: Charlemagne adopts Theocracy!
Turn 206, 1460 AD: The Apostolic Palace voting members have announced their decision: Apostolic Palace Election (Winner Proposes Apostolic Palace Resolutions) (Requires 62 of 157 Total Votes)

Turn 207, 1470 AD: You have constructed a Jewish Temple in 6R West (5W). Work has now begun on a Intelligence Agency.

Turn 208, 1480 AD: Beaver Bay (BB) celebrates "We Love the Prime Minister Day"!!!

Turn 209, 1490 AD: Beaver Bay (BB) celebrates "We Love the Prime Minister Day"!!!
Turn 209, 1490 AD: Bismarck has completed University of Sankore!
Turn 209, 1490 AD: Sitting Bull adopts Free Market!
Turn 209, 1490 AD: Sitting Bull adopts Theocracy!

Turn 210, 1500 AD: Bibracte can no longer work on University of Sankore. The lost ℤ is converted into 453ℴ!
Turn 210, 1500 AD: Lady Stoneheart has completed The Eiffel Tower!
Turn 210, 1500 AD: Twin Clams (TC) can no longer work on University of Sankore. The lost ℤ is converted into 1ℴ!
Turn 210, 1500 AD: Canal City (CC) can no longer work on University of Sankore. The lost ℤ is converted into 530ℴ!
Turn 210, 1500 AD: Louis XIV has completed The Sistine Chapel!

Turn 211, 1505 AD: You have discovered Constitution!
Turn 211, 1505 AD: Charlemagne has declared war on Bismarck!

Turn 212, 1510 AD: You have discovered Rifling!
Turn 212, 1510 AD: Charlemagne has made peace with Bismarck!
Turn 212, 1510 AD: Peter adopts Mercantilism!
Turn 212, 1510 AD: Euclid (Great Scientist) has been born in Damascus (Charlemagne)!

Turn 213, 1515 AD: Bismarck adopts Slavery!
Turn 213, 1515 AD: Bismarck adopts Free Religion!

Turn 214, 1520 AD: Sitting Bull has 50 gold available for trade.
Turn 214, 1520 AD: Clearing a Forest has created 9 ℤ for 6R.
Turn 214, 1520 AD: Clearing a Forest will create 6 ℤ for Beaver Bay (BB).
Turn 214, 1520 AD: Clearing a Forest will create 2 ℤ for Beaver Bay (BB).
Turn 214, 1520 AD: You have discovered Superconductors!
Turn 214, 1520 AD: Saladin adopts Slavery!

Turn 215, 1525 AD: Charlemagne is no longer the worst enemy of Peter.
Turn 215, 1525 AD: The borders of 6R West (5W) are about to expand.
Turn 215, 1525 AD: Clearing a Forest has created 6 ℤ for Beaver Bay (BB).
Turn 215, 1525 AD: Clearing a Forest has created 2 ℤ for Beaver Bay (BB).
Turn 215, 1525 AD: Clearing a Forest will create 6 ℤ for Beaver Bay (BB).
Turn 215, 1525 AD: You have discovered Corporation!
Turn 215, 1525 AD: The borders of 6R West (5W) have expanded!
Turn 215, 1525 AD: St. Patrick (Great Prophet) has been born in Berlin (Bismarck)!
Turn 215, 1525 AD: Sitting Bull has made peace with Bismarck!

Turn 216, 1530 AD: Clearing a Forest has created 6 ℤ for Beaver Bay (BB).
 
Annoying when Russia decided to revolt instead of researching corporations. Also bad luck with Bismark. I was thinking we were very safe with two friends. Now it feels like we need to send one missionary to IT.
 
Moving around worker I often do in saves when I plan and it has not been a problem before. I got a slight moral collapse but I will play now.

Yes, that is my plan for 6R as well. I suggest we play on and if it is not a GM we can consider resigning.

When I say worker I mean pops in cities.

:) all good on my side buddy, no problem. The problem is that we didn't monitor it in the previous set and got one more GS (the one settled in Bibracte is !%!!).

I will have a look at the save now.
I can post a PPP in 3 hours (mostly going on with your plan) and play in 5/6 hours.
Unless Cactus Pete wants to take it ofc :)
 
I suggest we play on and if it is not a GM we can consider resigning.

If we get a GS we will just need to end turn 20 times more. A GA means game over though
ht_bow.gif


PPP:
CC: Cathedral (150 hammers) whip later
BB: Wall Street, whip Wall Street.
6R: Globe Theatre (300 hammers) whip later
Bib: Lab, (330 hammers) whip later
IT: Drydock, Heroic Epic, Corporation HQ (475) whip Heroic Epic First, then Drydock
TC: Industrial Park, Ironworks (1152) Build ironworks, whip industrial park
5W: Intelligence Agency, West Point (1005 hammers)

:lol:

Just micro for max science, check we've got the pop to whip the end game buildings (IT, 6R, 5W).
Send Jewish missionary to IT.
 
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