[BTS] SGOTM 26 - The Indecisive

I probably agree regarding the RI. But getting a city of our starting island is a lot of gold in trade routes. Hopefully the land to the west is better.
Understood, but we can wait to make that decision until after we've seen more of the map.

Folket, do you think it worthwhile to update your test map before proceeding, and how to you like the closer silver, deer, and seafood spot now that horses are also available?
 
Understood, but we can wait to make that decision until after we've seen more of the map.

Folket, do you think it worthwhile to update your test map before proceeding, and how to you like the closer silver, deer, and seafood spot now that horses are also available?

I see no reason not to keep the test game up to date. Resources to the west looks good, but I think we can wait until the worker in 6R has less to do. Make a PPP so that we may look at the micro and continue.
 
Plan for turns 28 to about 35 :

Bib: Complete worker, send worker to pasture sheep (pausing one turn to farm), and grow city to size three while building Stonehenge

Vienne: Rename city as Beaver Bay (BB); complete wkbt in 4 turns so it can net fish on the same turn monument expands city, then build a worker; after cows are pastured, send that worker to 6R.

Tolosa: Rename city as Twin Clams (TC); micromanage to complete wkbt in six turns so it can net fish on the same turn monument expands city

6R: Build monument

Workboat on coast of TC can sail either toward Canal City to net crabs there if it is founded in about four turns, or it can head toward 6R (would get there in time for expansion) or possibly to help establish a 6RWest. Need feedback on this. My default option would be to settle CC, but Shulec's argument to wait for Slavery has merit.
 
Meaning switch from Sailing to Mining now?
Yes. Sailing be very helpful for domestic trade routes, but I still feel slavery is a great way to get lighthouses and monument by whipping early before we hit happy caps.

If we are going to go for the Great Lighthouse, then that takes the UN off the table, but we have to be prepared to prioritize Theology.

Whip overflow is going to be needed to build TGL as well. None of our cities look good for building TGL.

This leads me to another thought. We will need a shatload of hammers for all of these Wonders. I definitely don't like chopping tundra forests unless its on a hill. I like that horses popped up all over the place. Two sites north of Fur city already look better due to the horses. I wanna see where the copper pops up. Maybe we should delay canal city, which again, I will state that I think is not such a great city site due to lack of hammers. Both the far west site and CC site can have 14 tiles with Moai.

I suspect the Mapmaker has left at least one city site that is awesome to reward a team for not settling all cities at once.
 
Plan for turns 28 to about 35 :

Bib: Complete worker, send worker to pasture sheep (pausing one turn to farm), and grow city to size three while building Stonehenge

Vienne: Rename city as Beaver Bay (BB); complete wkbt in 4 turns so it can net fish on the same turn monument expands city, then build a worker; after cows are pastured, send that worker to 6R.

Tolosa: Rename city as Twin Clams (TC); micromanage to complete wkbt in six turns so it can net fish on the same turn monument expands city

6R: Build monument

Workboat on coast of TC can sail either toward Canal City to net crabs there if it is founded in about four turns, or it can head toward 6R (would get there in time for expansion) or possibly to help establish a 6RWest. Need feedback on this. My default option would be to settle CC, but Shulec's argument to wait for Slavery has merit.
Can you give a more detailed PPP? It is hard to determine mincro from this.
 
Folket, I’ve described everything that I intend to do in the next several turns, specifying every semi-subtlety (such as farming one turn before moving to pasture sheep and getting workboats out a turn ahead of expansion, so that seafood can be netted on same turn as expansion). I can’t believe you want me to detail where I will place every citizen and every unit on every turn. That would change the SGOTM into a tedious exercise in technical writing. You’ll have to trust that I can do what I say I’m going to do. (I have tested this.) I’m oblivious to anything challenging here, but if there is something that you think I might miss, please call it to my attention.

The best way forward regarding the more macro decisions is less clear. Shulec argues for Mining >BW and Slavery early. Do you still prefer Sailing>Mining>Wheel>Pottery, then BW? If so, make that case, especially if you think there is a significant advantage to your research path.

Also, reiterating: Workboat on coast of TC can sail either toward Canal City to net crabs there if it is founded in about four turns, or it can head toward 6R (would get there in time for expansion) or possibly to help establish a 6RWest. Asking for feedback (hopefully soon) on this and best research path.
 
Folket, I’ve described everything that I intend to do in the next several turns, specifying every semi-subtlety (such as farming one turn before moving to pasture sheep and getting workboats out a turn ahead of expansion, so that seafood can be netted on same turn as expansion). I can’t believe you want me to detail where I will place every citizen and every unit on every turn. That would change the SGOTM into a tedious exercise in technical writing. You’ll have to trust that I can do what I say I’m going to do. (I have tested this.) I’m oblivious to anything challenging here, but if there is something that you think I might miss, please call it to my attention.

The best way forward regarding the more macro decisions is less clear. Shulec argues for Mining >BW and Slavery early. Do you still prefer Sailing>Mining>Wheel>Pottery, then BW? If so, make that case, especially if you think there is a significant advantage to your research path.

Also, reiterating: Workboat on coast of TC can sail either toward Canal City to net crabs there if it is founded in about four turns, or it can head toward 6R (would get there in time for expansion) or possibly to help establish a 6RWest. Asking for feedback (hopefully soon) on this and best research path.

Ok, I guess I prefer to see what action happens on which turn but I can live with this. I would prefer worker before monument in 6R. It will save us from walking with worker 1 for 14 turns. Also give us more hammers and commerce when for when we build the monument. Also we can let Vienne grow a little. Forested fur gives us 3 hammer and 4 commerce after improving.

As for tech. The only use of slavery at the moment is to whip monuments. I do not see that it will give a better return than sailing. Mining before Sailing seems reasonable to get silver. If you do not build worker in 6R we should get sailing first.
 
You have green light from me to play on. I do not see that we have more input to give you and it is unlikely that me and Shulec will converge on a tech path.
 
Played turns 28-36.

Adjusted plan as per feedback: Switched 6R to worker, switched BB to warrior and then Stonehenge (suggest going back to worker and then to wkbt for NW exploring and netting for 6R) so it could grow, switched Bib from Stonehenge to warrior (for the few turns to completion), and switched research from Sailing to Mining.

Suggest building wkbt in TC and sailing toward CC (well before city has expanded) in order to explore prior to netting.

Note: farmed tile 1N of Bib for one turn in moving worker from sheep to horses.

Sitting Bull adopts Slavery at turn 35 (2600 BC)


Happy to continue playing or to pass it on.

Save is recorded at Central.
 
Shulec, I guess you are next. It is up to you.
 
Shulec has not shown, and we need to proceed, so I am posting a plan. If someone else wants to play next, they can modify it or create another approach and post for approval.

I don’t see the advantage of Sailing over BW to be great, but propose Sailing next, and will pause game for analysis and discussion when it is researched.


CITIES

Bib: Complete warrior in 3 turns as city grows, which will allow a citizen to man pastured horses, and switch to Stonehenge

BB: Build Stonehenge for 3 turns, then complete worker, followed by wkbt to explore NW and eventually net seafood

TC: Complete worker in 6 turns, then build wkbt to transit CC and explore NE (and perhaps toward indian territory), then net seafood

CC: Complete monument

6R: Complete worker in 4 turns -- who mines silver and then camps furs -- then build monument

UNITS

Worker in Bib completes horse pasture (2 more turns) and then completes farms 1N and 1NW of city

Worker in BB moves from completed forested fur camp to tundra hill to camp deer, which should be completed just as city grows again. New worker, due in 8 turns, can camp fur

If no one else wants to take over, then I will play in 48 hours or sooner (if I get some feedback and a go ahead).
 
Sorry, early on I declared myself as a lurker. I don’t have time and energy for micro and testing. Are you saying that you don't wish to play, just to participate in the discussion?

When will we settle west to 6R. Does that city maintenance kill our research?
Yes. Folket suggests we wait to settle once our worker in 6R is no longer critical to that city. A workboat immediately available to net coastal seafood is certainly needed as well. Also, before deciding where to locate that city, would wait until that needed wkbt has investigated across the channel to determine if there is a desirable city site there that would use the whale. (Anxious to settle it though.)
 
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