[BTS] SGOTM 26 - The Indecisive

BTW, in the game scenario write up, Ironworks is listed as a required building for the Engineer city, but Ironworks does not exist in my game. It is not in the Civelopedia and nowhere to be found on the tech tree.
It's a National Wonder unlocked by Steel.

Ironworks.png
 
Ironworks is a national wonder unlocked by steel tech.

As for settling positions, I am fine with 6W of 6R and getting stone. I'm open to other suggestions like settling on top of the ruins of Cahokia.

I feel we are loosing time as we are not focusing on our goal. We should decide on whether we want to do conquest or AP. I think we should gamble on a theology bulb. It seems like the map is very poor so techs might be late for the AI.

As for micro. No reason to build a dun when you can put hammers into a wonder. Looks strange that one worker is removing jungle and one of building a mine. Does that not loose worker turns? Let us stagnate Bibracte at size 9 for now replacing one farm with a cottage. Maybe in canal city put overflow hammers into Moai statue? But if we are getting stone we may want to delay building them as we can half build them in several cities. We have relationship bonus with Sitting Bull from resources. Take cow and sheep back and give them to Peter.

I have monitoring shift next week and I do not know what timeinvestment that is so I can come back on Monday regarding playing. If you agree to rush Judaism and whip a temple ASAP you can go ahead and play 10 more turns.
 
Ironworks is a national wonder unlocked by steel tech. Understood. Don't think I've ever built it.

As for settling positions, I am fine with 6W of 6R [ As noted above, I'm planning on settling 5W of 6R on the tundra 1W of the silver hill..] and getting stone. I'm open to other suggestions like settling on top of the ruins of Cahokia. Well, that's an idea I hadn't considered. It would gain two valuable happiness resources. Thinking there's a reasonable possibility of getting those in trade, and the city doesn't have much else to recommend it; plus, it will take significant time and expense before we can settle it.

I feel we are loosing time as we are not focusing on our goal. We should decide on whether we want to do conquest or AP. I think we should gamble on a theology bulb. It seems like the map is very poor so techs might be late for the AI. Concur on poor map and late AI tech. Map looks good for Conquest so far, and lack of tech trading options suggests that strategy to me, but we are going to want to have OR operating to help with all our necessary building, so no problem going for Judaism now.

As for micro. No reason to build a dun when you can put hammers into a wonder. Not sure what you are arguing here. A dun is required in every city, so that is a good reason to build it.Hammers into mids would only be superior if we want to get the Mids built ourselves and in Bib. Is that what you are advocating? Looks strange that one worker is removing jungle and one of building a mine. Yes, it does. I must have miss-clicked, as I intended for both to be chopping jungle. Thanks . . . will correct immediately. Does that not loose worker turns? Let us stagnate Bibracte at size 9 for now replacing one farm with a cottage. That does not seem optimal. A mined gems tile is better than an ancient plains cottage and its return is immediate. My tentative plan is to grow Bib to ten citizens, road the rice, turn a farm into a cottage, and then stop growth. Maybe in canal city put overflow hammers into Moai statue? But if we are getting stone we may want to delay building them as we can half build them in several cities. Like to discuss your reasons for advocating stone over marble. Marble will help with earlier builds like Great Lib, MoM, The Taj, Heroic and National (not required but desirable) Epics, plus others that may not be as useful. Is it the high-hammer late builds, along with the mids and Moai, that lean you to stone? We have relationship bonus with Sitting Bull from resources. Take cow and sheep back and give them to Peter. Advice appreciated. Will do.

I have monitoring shift next week and I do not know what timeinvestment that is so I can come back on Monday regarding playing. If you agree to rush Judaism and whip a temple ASAP you can go ahead and play 10 more turns.
Okay, I will play some more in a few hours rushing Judaism and whipping a temple. If you can respond to my comments above soon, that would be appreciated.

Trust your presentation went well.
 
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I'm arguing that gold is more important then building buildings. There will be a time when we do not have a wonder to dump hammers into which we can use to build any needed buildings.

The biggest reason I have for getting stone is that we will have a few forests to work in the city. Marble spot has very few hammers and it may become a challenge to build a wonder.

I never suggested you would stop mining. But working gem mine and cottage instead of two farms at size 9 would stagnate the city which was fine with me. If you think size 10 is better that works as well.
 
I'm arguing that gold is more important then building buildings. There will be a time when we do not have a wonder to dump hammers into which we can use to build any needed buildings. Interesting . . . There are so many needed buildings that I did not foresee such a time.

The biggest reason I have for getting stone is that we will have a few forests to work in the city. Marble spot has very few hammers and it may become a challenge to build a wonder. If we make the island city the General city, then we will not have to build a world wonder there (Corporate HQ is created by a GP, I think) and the other required builds would be relatively low hammer. Still, having the forest to chop would certainly make it much easier, so a consideration. Not sure it should be the critical one, though.

I never suggested you would stop mining. But working gem mine and cottage instead of two farms at size 9 would stagnate the city which was fine with me. If you think size 10 is better that works as well.
Understood. What are your thoughts on running a scientist there?

Will be posting turn set soon.
 
Running a scientist will loose us 1 hammer a turn and the growth of two cottages, but if you have a bulb in mind it can be worth it. Especially if we plan to build the great library there.
 
Played ten turns to turn 86 (725 BC)

Ended cow and sheep trade with Sioux, but Russia has no use for them. Perhaps someone else will. Switched Bib to building mids.


Turn 76 (975 BC): Peter now has Alpha and wants to trade archery for IW. Not interested. He has Poly, but won’t trade it. Get gems mined (don’t believe miss-click delayed).

T77: The Great Lighthouse has been built in a far away land. Peter will now trade Priesthood. Micro-manage to get Mono next turn and guarantee Judaism. Gift Russia gems.

T78: Gain Mono, and Judaism is founded in CC. Trade Mono to Peter for Priesthood. Revolt to OR. Put research on Math at 0%.

T79: I had a problem and lost part of this turn. Thought I had saved game, but apparently not. Had to restart and go to auto save at beginning of turn 79, so had to replay T79 unit moves to point where I exited game. No problem recalling few moves made. Everything seems in order. (That is message I sent to NZ.) Convert to Judaism.

T80: Whip lighthouse in CC into temple

T81: Settle 6R West (calling it 6W for convenience)

T82: Both wkbt and chariot find dead ends at the bottom of the Sioux peninsula and have to abandon further exploration and turn back. Workboat can sail to island to eventually net whale, and chariot can trot back to homeland to await further orders and avoid supply cost.

T84: Peter will now trade Monarchy. (Peter’s willingness to trade suggests that he is in contact with other civs, as doubt Sioux have Alpha and Monarchy, and that means we should find them soon.) BB completes a galley to transport the chariot in 6R west for land exploration. BB is now building a wkbt for 6W. Worker 2 pre-chops plains hill forest 1NW TC. TC whips library into galley to eventually transport settler and a missionary (followed by a worker or two and a warrior) to the island.

T85: Worker 4 pre-chops tundra forest hill 1S1SE of CC. CC whips temple into missionary (suggest that he be whipped soon and sent to Bib to convert that city and that converted city in turn builds one missionary to immediately accompany settler to island city and then at least one more to begin spreading religion and OR advantage.). 6R whips lighthouse into warrior and library.


Notes:

The silver hill being mined for 6W has been partially roaded. Silver (and furs) may prove useful for trade. Other civs look to be in mid-latitudes so fur may be widely desired.

Worker 1 east of Bib can move to cottage the farm north of Bib.

Unless we want the mids in Bib -- and I would advocate that Bib is better suited to be the Science (or arguably the Merchant) city -- then suggest we switch build to Oracle, as that will likely come in sooner.

Have research on Math (at 0%) but perhaps Metal Casting would be better. Probably will be able to trade for Math fairly soon and, together with IW, may be able to get both Alpha and Mono from Peter using MC. Perhaps we should not make that trade until we have met another one or two civs, or else Peter will undercut our trading possibilities. MC will allow us to build forges in Bib and BB and TC and to build a trireme and get circumnavigation.

Concur that we need a plan going forward for which cities are going to represent which face of our god, and we need to decide on marble or stone, and which wonders we are going to try to build. Here is an initial proposal for discussion:

Prophet- Island Town (Not a Great Person generating city nor a high gold producing city but will be useful with Moai Statues): Dun, Temple, Monastery, Cathedral, Moai Statues, Great Wonder generating Great Prophet points (AP?)

Merchant BB (Has the gold to benefit from the required builds and could construct the GLTH soon): Dun, Temple, Market, Bank, Wall Street, Great Wonder generating Great Merchant points (Glth or Colossus or T of A)

Artist 6R (Suitable for GP creation but a low production city and the buildings required for Artist fit that) Dun, Temple, Theatre, Broadcast Tower, Globe Theatre, Great Wonder generating Great Artist points (MofM or Taj)

Scientist Bib (Has gold to benefit from buildings and is in a position to build GLib quickly) Dun, Temple, Library, Lab, Oxford University, Great Wonder generating Great Scientist points (GLib)

General- CC (Not much production here and not much required; plus, this frees it to produce GPs): Dun, Temple, Barracks, Drydock, Heroic Epic, Corporation HQ

Engineer TC (Not much gold production in this city, so it’s not suitable for Scientist or Merchant, so production is its relative strength and it has forests to chop): Dun, Temple, Forge, Industrial Park, Ironworks, Great Wonder generating Great Engineer points (Mids or HG)

Spy 6W (Late developing, so suitable for late builds and the earlier courthouse will be useful, and all would be compatible with its capacity for GP production): Dun, Temple, Courthouse, Intelligence Agency, West Point, Great Wonder generating Great Spy points (Kremlin)


I will make an effort to monitor the forum on Monday and try to comment on your comments/plans.

Save is at Central.
 
Peter is teching much faster then expected. It may be a problem. Maybe we need to ignore using a great prophet and just tech normally?

I positive towards a war with Sitting Bull and settling on Cahokia. We need a lvl 6 unit and Some combat experience and a great general should be enough for that. Why are you expecting that we can trade for silk and incense?

As for prophet city I think the island is to slow at building the AP. CC feels like a better choice. We just need to build the Moai and it should get 20 hammers. I suggest build Moai for one turn and then whip missionary into the Moai. That will be 60-75 hammers. Four chops is 92 more. With mathematics 138. It seems to me that we should tech mathematics before theology so that we may build the AP in reasonable time. We should probably send a second worker there as well. We should have both Theology and Moai in 16 turns. Once we have a reasonable amount of hammers in AP we can trade away Theology for techs with the new AI we are likely to meet.

The AP strategy forces us to build the Eiffel Tower in Merchant city.

To me TC has most gold of our cities. It could work 8 cottages. I suggest we make it our science city and build the great library there. It also have enough food to help with generating great scientists if we want them.

worker 5; I see no reason to improve the fur. A riverside cottage is much better. If we want to trade away fur it would be better to road the fur we have improved.
 
Peter is teching much faster then expected. It may be a problem. Might also enhance the benefits of tech trading. Maybe we need to ignore using a great prophet and just tech normally? What about taking a chance on going for the win with this fast efficient approach, having Conquest to fall back on if it fails? I have no experience that gives me a feel for when the AI is likely to complete the AP, but its pretty early in the game to think we must rush it at all costs, especially when there's a viable alternative to fall back on.
Consider how late we were able to get Judaism.


I positive towards a war with Sitting Bull and settling on Cahokia. We need a lvl 6 unit and Some combat experience and a great general should be enough for that. Yes, for West Point, but we won't need that level VI unit for a while. Why are you expecting that we can trade for silk and incense? The availability of those two trades is certainly not a certainty, but they are fairly common resources found in the mid-latitudes where it looks like the bulk of the other civs are located. We will very likely have to deal with several missing resources. I would rather miss those two than lack both marble and stone, given all the major building we have to do, and it's much less likely that we'll be able to trade for one of those. Moreover, Cahokia is no great prize, and we would want to get it razed soon if we are going to grow the new city and build in it, but it will take time and expense to raze when there is so much else to get done now. On the other hand, we can settle the island once we have a missionary. Are you proposing to build General there?

As for prophet city I think the island is to slow at building the AP. CC feels like a better choice. CC's utility as a great person farm would be lost, if we put every available citizen on sea tiles. We just need to build the Moai and it should get 20 hammers. How so? It would take 11 citizens to get 20 hammers (16 from 2 citizens on mines and 9 on the sea, plus one from the capital tile and 4 from OR). It can't employ 11 citizens for a good while. I suggest build Moai for one turn and then whip missionary into the Moai. That will be 60-75 hammers. Please explain that calculation. I get 21 from the overflow, then about 35 from the whip. Four chops is 92 more. With mathematics 138. It seems to me that we should tech mathematics before theology so that we may build the AP in reasonable time. Yes, wherever we build it, Math first makes sense. We should probably send a second worker there as well. We should have both Theology and Moai in 16 turns. Once we have a reasonable amount of hammers in AP we can trade away Theology for techs with the new AI we are likely to meet.

The AP strategy forces us to build the Eiffel Tower in Merchant city. Had not realized that, but don't you mean the UN?

To me TC has most gold of our cities. It could work 8 cottages. I suggest we make it our science city and build the great library there. It also have enough food to help with generating great scientists if we want them. You've really lost me here. Bib could work 8 cottages plus gem mines a winery etc., and much of that is up and ready to go. BTW, why wouldn't we want G Scientists?

worker 5; I see no reason to improve the fur. A riverside cottage is much better.Concur. If we want to trade away fur it would be better to road the fur we have improved.
That makes sense.
 
At the moment I feel teching theology is more efficient. That would allow us to generate a GP for a golden age and triggering the golden age after we finish AP would allow us to use the by then large population of Canal City to generate 3 more GPs. 3 great merchants could be great for fueling our research.

At the moment I think great merchants are much better than great scientists. A great merchant will give us 1100 gold. Even more if we manage to grow our capital to 12.

If we tech the UN we will loose the AP and the UN is much more work. So we need to build the Eiffel tower to get our broadcasting tower which is needed.

Taking Cahokia should not be to bad. We just need HBR and whip 8 horse archers. If you feel island city is better I'm fine with that. It allows us to concentrate on setting up our victory.

I think the AI started in contact with each other. I see no way for Peter to have come into contact with Sitting bull without open border with us.

How long do you expect it to take to get 11 people on CC? Did you calculate OR bonus on the overflow?

How would Bib get enough food to work 8 cottages and 2 gems mines?
 
At the moment I feel teching theology is more efficient. [I understand that, and you have a good argument and a reasonable plan, but please respond more specifically to my comments on your earlier post so I can be confident that I understand exactly what you are planning.] That would allow us to generate a GP for a golden age [Do you mean by using the 2 Priests that the AP gives plus the one available from the temple?] and triggering the golden age after we finish AP would allow us to use the by then large population of Canal City to generate 3 more GPs. 3 great merchants could be great for fueling our research. Are you suggesting we would revolt to Caste within the GA and run merchants? If so, because the AP in CC will contaminate our GP creation pool there going forward with 2 GPriests, wouldn’t we be better off doing that in 6R or 6W where there is not the contamination?

At the moment I think great merchants are much better than great scientists. A great merchant will give us 1100 gold. Even more if we manage to grow our capital to 12. Appreciate the value of a GM, but what about an early GS to build an academy in Bib (or TC if that becomes our science city)?

If we tech the UN we will loose the AP and the UN is much more work. So we need to build the Eiffel tower to get our broadcasting tower which is needed. So, that way we wouldn’t have to tech Mass Media, but we’d have to build the E Tower probably without iron? Please respond as to whether that is your thinking.

Taking Cahokia should not be to bad. We just need HBR and whip 8 horse archers. The Sioux have 2 hill cities defended by archers (the returning chariot can report how many) and the capital has expanded twice, so not sure 8 will be enough, but certainly don’t see it as a great problem if we are willing to dedicate the resources. If you feel island city is better I'm fine with that. It allows us to concentrate on setting up our victory. Okay, how about setting up the city/face-of-god scenario you’re proposing (or just revise mine).

I think the AI started in contact with each other. I see no way for Peter to have come into contact with Sitting bull without open border with us. Interesting . . . Is there an option in the game set up that would allow the map maker to set that up?

How long do you expect it to take to get 11 people on CC? Couldn’t do it and run cottages before Biology, but I'm happy to stay at ten -- see below. Did you calculate OR bonus on the overflow? Yes, but I may be missing something, Have you reviewed your calculations?

How would Bib get enough food to work 8 cottages and 2 gems mines? With Biology it might be possible, but I wouldn’t want to try. Even so, would argue that it’s a better science city for us than TC, because it already has high commerce (thanks in part to being the capital) and it’s much closer to ready to take advantage of an academy and better suited to build the GLib quickly and a lab and Oxford eventually. Further, the cottages that will have to be built and aged in TC will either not have initial commerce from a river or will lack a hammer. In short, they will not be great cottages and they won’t be productive anytime soon. Also, if we run 8 cottages in TC, we will only have the food to also run one mine, so productivity there will be limited. Would argue that we will want to whip often in TC, and whipping is not cottage friendly.
 
At the moment I feel teching theology is more efficient. [I understand that, and you have a good argument and a reasonable plan, but please respond more specifically to my comments on your earlier post so I can be confident that I understand exactly what you are planning.] That would allow us to generate a GP for a golden age [Do you mean by using the 2 Priests that the AP gives plus the one available from the temple?] and triggering the golden age after we finish AP would allow us to use the by then large population of Canal City to generate 3 more GPs. 3 great merchants could be great for fueling our research. Are you suggesting we would revolt to Caste within the GA and run merchants? If so, because the AP in CC will contaminate our GP creation pool there going forward with 2 GPriests, wouldn’t we be better off doing that in 6R or 6W where there is not the contamination?
Do the AP give priests? Or are you talking about the 2 Great Prophet points? I do not think the pollution is that bad as a great prophet we can just keep for a second GA.


At the moment I think great merchants are much better than great scientists. A great merchant will give us 1100 gold. Even more if we manage to grow our capital to 12. Appreciate the value of a GM, but what about an early GS to build an academy in Bib (or TC if that becomes our science city)?
I have been thinking and I agree that Bibracte is better for science city. It will also get the Buraeucracy bonus which we need to make Peter happy.


If we tech the UN we will loose the AP and the UN is much more work. So we need to build the Eiffel tower to get our broadcasting tower which is needed. So, that way we wouldn’t have to tech Mass Media, but we’d have to build the E Tower probably without iron? Please respond as to whether that is your thinking.
Have no iron is to bad but I think it will still be cheaper then conquest. Can we keep our forests for 200 hammers? If we go factory and hydro plant it will be 400. We can try to stack chances for a GE as well. But I think we will tech Radio before industrialism and just farm up with biology allowing us to work lumber mills and us whip with Kremlin bonus.


Taking Cahokia should not be to bad. We just need HBR and whip 8 horse archers. The Sioux have 2 hill cities defended by archers (the returning chariot can report how many) and the capital has expanded twice, so not sure 8 will be enough, but certainly don’t see it as a great problem if we are willing to dedicate the resources. If you feel island city is better I'm fine with that. It allows us to concentrate on setting up our victory. Okay, how about setting up the city/face-of-god scenario you’re proposing (or just revise mine).
I look at the strengh of archer and I had forgotten they have extra strength on hills as well. We will need 2 horse archer for each archer in Cahokia + two extra as Sitting Bull may whip one on our way there.


I think the AI started in contact with each other. I see no way for Peter to have come into contact with Sitting bull without open border with us. Interesting . . . Is there an option in the game set up that would allow the map maker to set that up?
Yes


How long do you expect it to take to get 11 people on CC? Couldn’t do it and run cottages before Biology, but I'm happy to stay at ten -- see below. Did you calculate OR bonus on the overflow? Yes, but I may be missing something, Have you reviewed your calculations?
So 17 become 21. Then whipping a missionary will give 30 overflow + 5 production turning into 43 hammers so 64 hammers.


How would Bib get enough food to work 8 cottages and 2 gems mines? With Biology it might be possible, but I wouldn’t want to try. Even so, would argue that it’s a better science city for us than TC, because it already has high commerce (thanks in part to being the capital) and it’s much closer to ready to take advantage of an academy and better suited to build the GLib quickly and a lab and Oxford eventually. Further, the cottages that will have to be built and aged in TC will either not have initial commerce from a river or will lack a hammer. In short, they will not be great cottages and they won’t be productive anytime soon. Also, if we run 8 cottages in TC, we will only have the food to also run one mine, so productivity there will be limited. Would argue that we will want to whip often in TC, and whipping is not cottage friendly.
If we are not going conquest we have very little we need to whip. We probably should not whip very much. but then we can just whip is heavily now to conquer Sitting Bull.

Prophet- CC: Dun, Temple, Monastery, Cathedral, Moai Statues, Great Wonder generating Great Prophet points (AP)
We will also add the national epic here to help with GPs.

Merchant BB :Dun, Temple, Market, Bank, Wall Street, Great Wonder generating Great Merchant points (Eiffel tower)

Artist 6R:Dun, Temple, Theatre, Broadcast Tower, Globe Theatre, Great Wonder generating Great Artist points (MoM)
I prefer MoM as it is cheaper and will probably give us as many turns of GA as the Taj.

Scientist Bib: Dun, Temple, Library, Lab, Oxford University, Great Wonder generating Great Scientist points (GLib)
Let us start running two scientists in TC now to get an acadamy for this city. More reason not to generate a great prophet.

General- island or Cahokia: Dun, Temple, Barracks, Drydock, Heroic Epic, Corporation HQ

Engineer TC :Dun, Temple, Forge, Industrial Park, Ironworks, Great Wonder generating Great Engineer points (Mids or HG)
I think I prefer mids. It will help with our research and is cheaper happiness then hereditary rule.

Spy 6W :Dun, Temple, Courthouse, Intelligence Agency, West Point, Great Wonder generating Great Spy points (Kremlin)
I now see that you place 6W only 5W so we will not have happiness from whale for quite a while.
 
Do the AP give priests? No. Or are you talking about the 2 Great Prophet points? The points. I do not think the pollution is that bad as a great prophet we can just keep for a second GA. Sure, but it’s not optimal.

I have been thinking and I agree that Bibracte is better for science city. It will also get the Buraeucracy bonus which we need to make Peter happy.
Well, that’s a closing argument.


Have no iron is to bad but I think it will still be cheaper then conquest. Can we keep our forests for 200 hammers?
Presume you are referring to BB. If so, then there are also several forests just outside the cross that can also contribute significant hammers. If we go factory and hydro plant it will be 400. We can try to stack chances for a GE as well. But I think we will tech Radio before industrialism and just farm up with biology allowing us to work lumber mills and us whip with Kremlin bonus. That’s all stuff I’ve never gotten to in a game, so please be prepared to do some educating.

I look at the strengh of archer and I had forgotten they have extra strength on hills as well. We will need 2 horse archer for each archer in Cahokia + two extra as Sitting Bull may whip one on our way there.
I’m for settling the island, so there’s no great rush. Let’s see how the game goes. There may be options other than HAs.

I think the AI started in contact with each other. I see no way for Peter to have come into contact with Sitting bull without open border with us. Interesting . . . Is there an option in the game set up that would allow the map maker to set that up?
Yes
Then I concur that we should assume that’s the case.


So 17 become 21.
Had that. Then whipping a missionary will give 30 overflow + 5 production turning into 43 hammers so 64 hammers. I calculated getting about 28 overflow, which is similar, but I missed adding in the 5 production from the turn. Appreciate the clarification.

If we are not going conquest we have very little we need to whip. We probably should not whip very much. but then we can just whip is heavily now to conquer Sitting Bull.
Isn’t building the mids there a much more immediate need than getting GG points fighting the Sioux?

Prophet- CC: Dun, Temple, Monastery, Cathedral, Moai Statues, Great Wonder generating Great Prophet points (AP)
We will also add the national epic here to help with GPs. I’m liking the NEpic in 6R or 6W. Isn’t running GPs where you have Moai sub-optimal?

Merchant BB un, Temple, Market, Bank, Wall Street, Great Wonder generating Great Merchant points (Eiffel tower)

Artist 6R:Dun, Temple, Theatre, Broadcast Tower, Globe Theatre, Great Wonder generating Great Artist points (MoM)
I prefer MoM as it is cheaper and will probably give us as many turns of GA as the Taj. Concur – just listed the Taj because it’s a good fall back option.

Scientist Bib: Dun, Temple, Library, Lab, Oxford University, Great Wonder generating Great Scientist points (GLib)
Let us start running two scientists in TC now to get an acadamy for this city. More reason not to generate a great prophet. Like that, but let’s let TC grow one turn first.

General- island or Cahokia: Dun, Temple, Barracks, Drydock, Heroic Epic, Corporation HQ. Definitely prefer the island, and stone is fine, if that’s still your preference. BTW, when settling 6W, I was assuming we would get access to whales via the island city.

Engineer TC un, Temple, Forge, Industrial Park, Ironworks, Great Wonder generating Great Engineer points (Mids or HG)
I think I prefer mids. It will help with our research and is cheaper happiness then hereditary rule. Again, concur – just listed as a good option.

Spy 6W un, Temple, Courthouse, Intelligence Agency, West Point, Great Wonder generating Great Spy points (Kremlin)
I now see that you place 6W only 5W so we will not have happiness from whale for quite a while. Let’s settle the island so this is not a problem.


If you’re willing to go with the island city, seems we’ve about worked out a mutually agreeable plan and possibly a winning one.

On building the Moai statues: If we are first to Theology -- and we’ve agreed to tech it right away, so we should be – then the AI is less likely to research it. That makes waiting for Stone to be quarried on the island before chopping CC’s forests a less problematic option. It will be even less risky if we get Alpha soon and make contact with other civs so we can monitor whether they have Theology. So, let’s consider pre-chopping all of CC’s forests (perhaps with the possible exception of the tundra hill, which we may want to mine quickly) and not finishing the chops until they will complete the Moai (which would not slow us down). This will not be inefficient, as CC’s forest have been connected by roads, including those outside the cross that will also add significant production. If we learn something that makes the AI threat to build the AP more existential, then we can finish the chopping before we have stone. If not, by waiting for stone, we get Moai and gain considerable hammers toward the AP. This might even be the fastest way to complete the AP,even if the AI do gain Theo.

Suggest that the missionary we whip into Moai for CC be sent to Bib to convert that city so it can immediately build a missionary for the island. This delays the island settling a few turns but allows us to continue producing missionaries in Bib and spreading them, which is pretty powerful.

We need to progress. I can play if you can't, but would prefer not to play a turn set again until Saturday when I have a large block of free time available. Can you play before then? If so, post a plan if you think it appropriate or just go ahead and play. I would appreciate your thoughts on any of my comments above that you are in disagreement with.
 
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I became aware of that I have to start teaching on Monday which I had not planed to do. rtoday I will be gone all day so I can post a plan from memory and play it on Friday evening and then you can play again on Saturday.
 
I became aware of that I have to start teaching on Monday which I had not planed to do. rtoday I will be gone all day so I can post a plan from memory and play it on Friday evening and then you can play again on Saturday.
Okay. if you will post your plan, I will try to look at it Friday morning (my time) and post comments by 1 PM my time on Friday (7 PM your time). Then you can play and post Friday evening (your time). I will try to look at the save and post a plan early Saturday (my time), so you can comment on it Saturday afternoon, hopefully before I play later on Saturday (beginning about 3;30 PM my time, 9:30 your time). (I'm curious to know what you are teaching.)

Couple of thoughts:

I'm concerned about getting mids built before the AI. We need two missionaries ASAP out of a converted Bib -- the first for the island city and another for TC to facilitate mids -- so consider whipping the first Bib missionary into a second one.

Also,TC's production is limited. What about building a worker there (after one turn of growth) and whipping it (with 2 citizens) into the needed galley (which needs to start sailing west at least one turn before the missionary is completed and moves with a settler SW), and the overflow can go into the mids. The extra worker can help us pre-chop in TC for the mids and be transported to the island with a second worker to speed roads and the quarry improvement (before being returned to TC).

 
Sorry, I was going to post a plan yesterday but the day just went away.

I pretty much agree on your points.

PPP:
Build 1 missionary in CC. Plant in Bibracte
Build missionaries in Bibracte. First goes to island, second goes to Peter. I want peter to convert to Judaism as soon as possible to prevent Christianity from spreading there. Afterwards spread to our towns.

Run 2 scientists in TC for an acadamy in Bibracte.

Prechop wood in Canal city for chops into Moai with stone.

Settle stone once second missionary is available. Island city will start building granary. If theology is before missionary it should be settled without missionary so that we hopefully do not get christianity in 6W.

TC starts to build pyramids.

Beaver bay should grow to size 9 and then work 4 cottages and stagnate. While building fail gold.

6R should build library, then fail gold and maybe some overflow hammer into gold.

6W will whip monument on size 3. Then build granary.

worker 3 will build road to horses then prechop forests and once borders expand improve horses.
 
Sorry, I was going to post a plan yesterday but the day just went away. Much better late than never.

I pretty much agree on your points.

PPP:
Build 1 missionary in CC. Plant in Bibracte
Build missionaries in Bibracte. First goes to island, second goes to Peter. Not sure it won't work better to build one for TC (needed to speed mids) after island one and only then one for Peter. Consider when a galley will be available to deliver missionary to Peter. One galley is well on its way to take chariot exploring western lands, and the one to be whipped (or to have worker whipped into it) in TC will have to hang around to put worker or two on the island and later bring them back to TC. I want peter to convert to Judaism as soon as possible to prevent Christianity from spreading there. Understood. We need to do this soon. Afterwards spread to our towns.

Run 2 scientists in TC for an acadamy in Bibracte. Like this, but we can still whip a worker there into the galley. That worker would be very useful immediately.

Prechop wood in Canal city for chops into Moai with stone.

Settle stone once second missionary is available. Island city will start building granary. If theology is before missionary it should be settled without missionary so that we hopefully do not get christianity in 6W.

TC starts to build pyramids.

Beaver bay should grow to size 9 and then work 4 cottages and stagnate. While building fail gold. You mean build the Oracle or some such? BB may need to build a wkbt for the island.

6R should build library, then fail gold and maybe some overflow hammer into gold. Please be more specific when you post save, if this is still in play.

6W will whip monument on size 3. Then build granary.

worker 3 will build road to horses then prechop forests and once borders expand improve horses.

Fine with this. Lack of comments is approval, and other comments are just suggestions.

Make note of what units chariot finds roaming Sioux territory. BTW, that chariot could replace warrior in CC and that warrior could then be taken to the island city.

Please go ahead and play and post tonight, then I will try to look at save Saturday morning and post a plan in time for you to comment before 9:30 PM your time.
 
I start to play now. Should have something for you too look at in the morning.
 
turn 87
Got judaism for free in Bibracte. Galley turns around to settle island as galley in TC is slow to build.
Oracle was built somewhere.

Two archers in Cahokia.

turn 88
one dog warrior and one archer in Poverty point.
Traded iron working and Mathematics for Alphabet. Sitting Bull only wants to trade archery. We could steal archery and Meditation from him.

turn 90
Judaism spread to TC.

turn 91
Sitting Bull has Monarchy. I gift him writing.

turn 92
traded Alphabet, Polytheism and Masonry for Monarchy.

turn 93
Peter got Astetics.
Sitting bull is teching Code of law.

turn 94
I see a white border west of Russia. Probably England or Germany?

turn 95
Great spy in Moscow.
Christianity was founded in 6R, which is not great.

Spoiler Log :

Turn 86, 725 BC: Judaism has spread in Bibracte.
Turn 86, 725 BC: The borders of Twin Clams (TC) have expanded!
Turn 86, 725 BC: You have trained a Warrior in 6R. Work has now begun on a Library.
Turn 86, 725 BC: The Oracle has been built in a far away land!

Turn 88, 675 BC: You have discovered Mathematics!
Turn 88, 675 BC: You have trained a Worker in Twin Clams (TC). Work has now begun on The Pyramids.
Turn 88, 675 BC: The borders of Canal City (CC) have expanded!
Turn 88, 675 BC: You have trained Jewish Missionary in Canal City (CC). Work has now begun on Moai Statues.

Turn 89, 650 BC: You have discovered Alphabet!
Turn 89, 650 BC: You have trained Jewish Missionary in Bibracte. Work has now begun on a Dun.
Turn 89, 650 BC: Judaism has spread in Twin Clams (TC).

Turn 90, 625 BC: You have constructed a Library in 6R. Work has now begun on a Warrior.
Turn 90, 625 BC: Sitting Bull adopts Hereditary Rule!

Turn 91, 600 BC: You have trained Jewish Missionary in Bibracte. Work has now begun on a Dun.

Turn 92, 575 BC: You have discovered Monarchy!
Turn 92, 575 BC: You have trained a Work Boat in Beaver Bay (BB). Work has now begun on The Temple of Artemis.

Turn 93, 550 BC: Bibracte can hurry Spy for 1⇴ with 22ℤ overflow and +1⇤ for 10 turns.
Turn 93, 550 BC: Beaver Bay (BB) has grown to size 9.
Turn 93, 550 BC: Twin Clams (TC) has grown to size 6.
Turn 93, 550 BC: 6R has grown to size 7.
Turn 93, 550 BC: 6R can hurry Work Boat for 1⇴ with 24ℤ overflow and +1⇤ for 22 turns.
Turn 93, 550 BC: Canal City (CC) has grown to size 8.
Turn 93, 550 BC: Judaism has spread in Beaver Bay (BB).
Turn 93, 550 BC: Clearing a Forest will create 30 ℤ for Canal City (CC).
Turn 93, 550 BC: Clearing a Forest will create 30 ℤ for Beaver Bay (BB).

Turn 94, 525 BC: 6R will become unhappy on the next turn.
Turn 94, 525 BC: Clearing a Forest has created 30 ℤ for Beaver Bay (BB).
Turn 94, 525 BC: Vienne has been founded.
Turn 94, 525 BC: Judaism has spread in Vienne (island).
Turn 94, 525 BC: 6R will grow to size 8 on the next turn.
Turn 94, 525 BC: Christianity has been founded in 6R!
Turn 94, 525 BC: You have discovered Theology!
Turn 94, 525 BC: You have trained a Spy in Bibracte. Work has now begun on a Dun.
Turn 94, 525 BC: You have trained a Galley in Twin Clams (TC). Work has now begun on The Pyramids.
Turn 94, 525 BC: You have constructed a Monument in 6R West (6W). Work has now begun on a Granary.
Turn 94, 525 BC: Moe Berg (Great Spy) has been born in Moscow (Peter)!

Turn 95, 500 BC: 6R has grown to size 8.
 
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