UNGY5 Let's keep it simple!

Hi all,

Glad to join this challenge. As i read the rules it occurred to me that it might be fairly difficult to pull this off. But judging by the save you seem to be doing very well :goodjob:. Don't have time tonight and i have to read the whole thread to get an idea of what's going on here. I should be able to play the next turn set somewhere this weekend and have a report up by Sunday or Monday night.
 
Great to have you Dirk.
Have you looked at the latest save yet? What are your thoughts on how to continue?
I suggest you post your plans prior to playing your turn.
I don't think there is any critical issue at the moment except watching Charlie for WHEOOH every turn and an open question whether to trade philosophy+cash for feudalism or not (I am inclined to say no).

Normally we play 10~15 turns each but might stop earlier for consultation for decisions we think are more important.

BTW, be careful of Rusten - he rants :lol:,
 
I am happy to announce that I have successfully "recruited" Dirk to our team.
If no one else minds, I suggest giving him the next spot so he has a chance to get into the game.
Ungy, is this ok with you?
That's great--actually I was going to PM a couple of folks when I had some time but Dirk was one them:)

Great to have you Dirk!
I'm gone for the next couple of days but after the weekend I'll be able to get back into things.
 
Thx all.

@silverbullet,
I have glanced at the save and saw position was solid in terms of land acquirement. Also a research rate of 88 bpt without any modifier 1 AD isn't bad at all. To make a plan i need to look more closely at the save and the discussion here on the last pages. Bottom line we'll need a war, at least we will have some gold multipliers then.

On the philo trade discussion, i wouldn't do it. It's a bit risky but chances Charlie declares are small. Raw chance he'll declare is 1/100 , this can somewhat higher because of DanF's iHighUnitSpend modifier which is likely to be > 1 because of the Rathaus but there's a 60 % chance a declare decision'll be reversed at cautious.As you said > 90% nothing happens if the situations doesn't continue for more than 5 turns. If he decides on us it's likely he'll go wheoorn for 10+ turns, so we can anticipate his attack.
 
I think the long term plan is to bulb our way to liberalism and trade as much as we can.
We should aim for economics as the free tech, later bulbing and teching towards chemistry and steel.
If we win the economics race we could use the cash for mass upgrade of horse archers (or maybe chariots) to cataphracts.

Izzy looks like our target at the moment, but we might go after Ramesses before (most probably after). Our army will be mainly Cataphracts and trebs. Madrid has pyramids and will probably have an academy and a bank when we get it.

Our UB is great for slider use, so whipping heavily once we get into warring phase should not be a problem, even if it's a 1 pop whip.

I agree Charlie is probably not a reason to worry, but the chance does exist so lets just make sure to check his status every turn. Religion should bring him back to pleased soon.
 
BTW...
In the very long term we even have a chance for space race if we get assembly line and enough lands. State property+cast+workshop spam+100% production modifiers to build science/research will enable us to compete in either war or peace in the late game.
 
Welcome Dirk1302!

Usual situation: we need war to improve our empire, we need to improve our empire to win a war.

Rusten's Rants currently lack the incisive quality of greyfox but when I'm playing he has plenty of opportunity to practice.
 
Welcome Dirk, not only to the game, but to succession games in general. I'm sure you'll like it. You've got plenty of practice after similar strategy&tips threads. :)
Rusten's Rants currently lack the incisive quality of greyfox but when I'm playing he has plenty of opportunity to practice.
:rolleyes:

I try not to be too incisive cuz I don't want to end up running the game like a dictator. :p Better to rant and have the majority make the calls based on my suggestions/analysis than to decide everything myself.

That said, I'll make sure I put on my incisive face/mood after you've played. Look forward to it. :deal:
 
Sorry this is a long post.

Some question i got after reading this thread:

@Rusten,
-You mentioned a 1.7 strength archer killing a Ramesses scout which caused a barbarian warrior to spawn in this tile which subsequently together with the archer took one of our fortified warriors. Did this archer have the necromancer promo or is this a normal game mechanic that i don't know about?

-unhappy at 6 won't affect settler production? I didn't understand this, the unhappy citizen eats 2 food without giving anything in return. Did you mean that even then the settler'd spawn in the same amount of turns with a bit less of overflow or did i miss something else?

-Stop trade with Asoka, was this necessary? Izz was wheoohrn already so the modifier you get here is likely to be forgotten once she's done attacking whoever annoyed her.I see he's willing to trade again so that's a good thing, sometimes they refuse anything for lots of turns.

@silverbullet
- I certainly agree with axe rushing Izzy being too risky all the way.At one point you said she'd have IW soon, strictly speaking that'd make an axe rush a bit more attractive surely?

- I have to reread DanF's thread, is 8 bordering tiles a threshold value making war more likely? Is it in DanF's thread or did you find this out yourself. In any case also regarding the recent discussion about Charlie, tests should be done to to be able to quantisize DanF's findings about for instance the highunitspend modifier. These tests'll take time though.

@Readers
4 workers on 1 forested plot. Indeed this shouldn't be done, it's one too many anyway as a chop is 3 turns. This is obvious for the participants here but i'd like go into it some more for others who may be reading this thread.

I was sloppy in the past in this way too since i'd like to bundle workers to cut down on the micro, it's no problem to bundle as long as the workers can move and begin improving on the same turn. If not even sending 2 workers on a forest'll cost a worker turn. Consider the following example:

2 forests to be chopped.

1. bundle 2 workers , chop cost = 1move 2 chop 1move 1 chop(since 1 worker already began) = 5 turns

2. each worker chops 1 forest = 1 move 3 chop = 4 turns, both workers are free to go on their way so 2 turns are saved.

An easier way to look at this is: both workers lose a turn moving from 1 forested tile to another. This idea can be expanded to a lot of other situations notably chopping of calender resources, these tiles are so important that i like to concentrate workers here. So before Calender make sure the tiles are roaded and chopped, the plantages go up that much faster. There are loads of way to maximize the effectivity of your workforce this way but you have to think/calculate a few moves ahead sometimes.

My take on the current situation:

- I think the swords should be finished since the hammers will be wasted otherwise and we can use them later, every unit's a city taker when using siege. They also provide some security now. But that should imo be the end of military building now.

-After the swords i'd like to build monuments/temples first, courthouses next in the border cities. Since we can't build too much we can build courthouses early in the other cities after granary/lighthouse is done. We have 9 workers on 7 cities now. There's a lot of jungle to be chopped and to compensate for no multipliers buildings i'd like the cities to grow fast and work improved tiles. We'll end up with 8 cities including Harrapan so i think we'll need 16 workers to do this. So 7 still to be built.

- I'm a bit undecided about the 9xp axe. I'd sure try if i could build the necessary culture buildings in Harrapan. I'm still tempted to do it , i plan to switch back to caste since every city has fair production at least, so we can run artists in Hara. Unlocking HE is a huge asset for the proposed beeline to steel. I'll have to watch the city closely each turn and i might misjudge of course. Like some opinions before i start on this.

Future thoughts apart from a steel beeline,

I suggest once cities have run out of useful buildings and the worker count's ok we build research/wealth according to our needs in preference of too much units right now. Once we can build useful upgradeable units like trebs /harchers we'll switch back.

Since we can build hammer multipliers, hammers are more valuable compared to commerce in this game. This suggests we prioritize a trade for MC once it comes up and build forges asap. This is another reason for the large worker force, we 'll probably prioritize guilds, chemistry and caste system. I'd like to get some workshops up asap in all cities once guilds comes in. We can switch building units/building research/wealth with a 25% multiplier according to our needs. Converting production this way is much more attractive than usual not only because the commerce doesn't get multiplied, there are loads of buildings especially the whole oxford combo that we can't build so we don't always have useful things to do.

With a forge a fully modified plain workshop will give us 6.25 beaker/gold (we'll have to mm for rounding down) .Most cottages won't reach that at that time. There is a downside of course, they need 1 food to compensate for the plain cottage. On the other hand they provide flexibility to quickly revert to production for army build up.

After communism and factory/plants these tiles can continue to give us research/wealth when we need it and it'll be multiplied by 2 then without loss of food.

I just see we don't have much plain tiles. workshops on grass tiles ain't so bad either.

The whole research/wealth idea is a bit experimental, i'm not sure if there will really come a good moment to do this pre steel as we'll pre build units/run specialists also. I can imagine btw steel it self could be hard to research with no research multiplier, the rest can be traded/bulbed. After AL i think building research wealth could well be our main source of research/gold since it gets multiplied by 2 while the commerce doesn't.

On the other hand getting up some workshops when the time's right has never hurt me. Unless we go for a heavy whipping style to get the army i think getting some more up than usual is a good idea.
 
I'm a little busy right now so I haven't had time to read the full post. I'll give some quick answers though.
Sorry this is a long post.

Some question i got after reading this thread:

@Rusten,
-You mentioned a 1.7 strength archer killing a Ramesses scout which caused a barbarian warrior to spawn in this tile which subsequently together with the archer took one of our fortified warriors. Did this archer have the necromancer promo or is this a normal game mechanic that i don't know about?
No. I can't remember exactly what I said, but the thing was that there was only an archer present to endanger the warrior. However, an Egyptian scout moved to a tile next to our warrior which led to a different barbarian unit moving towards our warrior because it wanted to kill the Egyptian scout. As a result we got outnumbered. This was pretty minor anyway.

-unhappy at 6 won't affect settler production? I didn't understand this, the unhappy citizen eats 2 food without giving anything in return. Did you mean that even then the settler'd spawn in the same amount of turns with a bit less of overflow or did i miss something else?
The unhappy citizen doesn't eat 2 food while the city is producing settlers and workers.

-Stop trade with Asoka, was this necessary? Izz was wheoohrn already so the modifier you get here is likely to be forgotten once she's done attacking whoever annoyed her.I see he's willing to trade again so that's a good thing, sometimes they refuse anything for lots of turns.
I knew Asoka would be willing to trade again shortly. At least to my memory his value is low in that area. He's in a different religion so relations is crap anyway and he surely won't attack us. Maybe it wasn't necessary to cancel at the point Izzy requested it, but it should've been done sooner. He was/is also the worst enemy of someone else, so the borders would have to have been closed anyway. I'd rather get -1 with Asoka than -1 with Izzy.

Furthermore there's the danger of Izzy declaring on us on the spot. I've had this happen to me before so I didn't dare refuse. The AI in question was about to attack someone else (in WHEOOH), but before this happened I got a demand I refused and as a result I got declared upon. That was no fun and it would be even worse here.
 
@Dirk,
8 bordering tiles is based on my memory of DanF's post. I am not 100% sure about this, but I remember it is a meaningful threshold. I think you might not get an "our close border spark tension" before that, but this is more meaningful than just a -1 to relations. I think it makes you a much preferred target for war.

@Rusten,
I think you are right about giving in to bribe. Again, there is more than a mere -1 for refused demand here. Every turn there is a chance the AI decides to go to war. They have 3 types of war if I remember correctly (limited, total and refused demand). So a refused demand greatly enhances the war probability. (DanF can correct me if he lurking).

Finally, let's discuss the 9XP sword issue - we could take Harrapan now or we could wait for him to come.

Pros: heroic epic
Cons:
-we could lose Harrapan if we are sloppy in scouting of enemy units(shouldn't happen)
- Harrpan could be overwhelmed by Egyptian culture by the time we take it.

I think we can afford waiting. It wasn't that many turns ago that the Egyptian culture spread to the tiles bordering Harrapan, so it will probably be a while before it reaches 100 culture.
If we build heroic epic it will probably be in Adrianopole, though we will have to calculate if it's worth it. First we will have to research literature, second we will have to build it with no marble. By the time we need to declare it might not make such a big difference - most of our army will be generated by a whip-fest of this food rich map. In any case, it's good to leave option open and get this promoted axe - but it's not worth losing the city for it.
 
@Rusten,

- Nice to know about no penalty for unhappiness when building workers/settlers, that can be useful in the future.

- I'm very surprised to hear about the on spot declaration. I know about the probability of a declaration on refusing a demand but i didn't think this was possible if the ai is wheoohrn. Then again i remember an ai already in wheoorn that demanded from me once, i refused since i didn't think it mattered, some 10 turns later he declared on me. I was interested in the mechanics so i went back to find out what'd have happened if i gave in. Next turn wheoohrn disappeared! So there are indeed some fuzzy things going on around this refusing/giving in to demands.

@silverbullet, i know about the risk from bordering another ai, ai war decision chance stays the same but the chance you're the one he'll go for increases. I didn't know DanF's post quantisized it at 8. It's certainly meaningful, generally more so than the visible -1 modifier.
 
Is it worth considering the UB for cheap happiness from the slider, particularly if we're not going to be relying heavily on the slider anyway? Having missed out the pyramids what about heading for miltrad/constitution, going for a cuirassier army and then a representation enhanced specialist economy.
 
Is it necessary to have more happiness? Cap is at 13 and can build another temple for a happy face. Don't know exactly if we can trade for more happiness atm.Slider is less important than with multipliers but still not totally irrelevant. Specialists without science multipliers aren't such a big deal either. Then again we play with the hippo. That's 2 happy/10% iirc.
 
@Pigswill:
Most of our research (that cannot be bulbed) will come from the cottages of the capital. Nationalism and constitution are too expensive to achieve without any modifiers. By the time we reach cuirassiers we will need cavalry, and that will already be too late.

On the other hand, getting guilds is quite easy - we can trade education for that, or even self research it.

In addition, constitution will not be needed after we capture Madrid - it has pyramids.
A combination of cataphracts and trebuchets (later upgraded to cannons) is the right path in my opinion. Cannons don't expire as quickly as cuirassiers - they could even be used against riflemen.


Cuirassier/Cavalry wars are great when you want a quick war that will not slow down your research so much (and this is what I would do on this map if we didn't play with the variant - with this capital and oxford and academy you could get cavalry and wipe out 2 neighbours at least, while still researching ahead)

@Dirk: We don't need more happiness with monarchy. I already mention in an earlier post that we should switch focus to health.
We can trade gems to Ramesses for wheat. Gems are not so good to lose, but for the next 20~40 turns we really don't need so much happiness and we will also get sugar and dye. Also, horses provide extra happiness with hippodrome.
 
Looked at the save this time as if i were to play it right now, this is the concrete plan i have for this set:

This turnset:
-I wouldn't switch pacifism this turn set, the capital is working good tiles, wouldn't want to waste them right now. Thessaloniki seems to be our gp farm but it's not ready,it can support 5 scientists when working the farms there are now but it has to grow to 10 or maybe 12 when it can support 6 scientists. Culture's important here. I'm going to give this city a lot of attention this set.

Also i'd like to do some heavy worker whipping in the small cities that are working unimproved spices etc, can't do it in caste. Already i'm wondering what to build apart from workers. It seems a bit early for Courthouses, very expensive and they save 2 gpt on average atm. Nicaea, Nicomedia,Saxon and Adrianople are good candidates for some worker whipping, a resource + rubbish on the side.

Capital will start an aquaduct, i'll try to grow it but if i can't get tiles improved in time i'll put on a worker there too.

So basically pretty simple, take care of capital and Thessaloniki giving them some priority for land improvements. 2 pop whip workers in the other cities. We'll have a good workforce soon, we can improve the very good land we have subsequently.

Probably after this turnset:
Like silverbullet i'm worried about the culture situation we really need to take time out after CS for drama. Alternatively if we're ready to go caste after CS we could run artists but the raw +3 from hippo helps too.

Please add things that should be done right now that i've missed. It's a bit harder to play when you fall into something in the middle. Since i won't have time to play tomorrow i'll play and report Tuesday. Iirc this gives Rusten some more time to assess the position as well.
 
Dirk, you plan looks solid to me.
After CS we should not research paper because we plan to bulb it.
Hopefully we will have a trade situation that will let us trade for Calendar and Metal casting soon.
Aesthetics->drama could be the research target after that.
 
Ok so after CS we go aest->drama instead of paper which we bulb. It's not important for the current turn set sine i'll probably stop when CS is in but if we want to bulb the whole route we'd need to run parallel scientists in Capital and Thes. It would be great if we could get the capital really big so it can run scientists/cottages together. That means we may need to farm some of the upcoming tiles, ill check this during this turn set.

Indeed MC and calender will really help here so i'll trade for them if i can get a reasonable deal.
 
I don't know if this can be timed well, but if Saxon grows enough it can support 4 specialists with 1 food deficit. This will give us a GS in 9 turns once we get a religion there.
After Calendar, we should also have fish+sugar in the western city (forgot it's name) that is pressured by Charlie, although there is an artist pollution there.

I am not sure about specialists in the capital. It's the only place where commerce is multiplied and it would be too bad not to grow these cottages.

Maybe we need to reassess the decision of paper bulb. It might be more efficient to bulb educationx2 and liberalism (although it requires compass).

In any case, I agree this discussion can be postponed to after this turn set. It's probably best to finish CS and go to 100% gold for a few turns until we know what the AI is doing and what they will trade.
 
Maybe we need to reassess the decision of paper bulb. It might be more efficient to bulb educationx2 and liberalism (although it requires compass).

In any case, I agree this discussion can be postponed to after this turn set. It's probably best to finish CS and go to 100% gold for a few turns until we know what the AI is doing and what they will trade.

Seeing how we can't build universities and will rely on Sankore, I don't see rushing ot Education doing us any good. If we are rushing to anything, it needs to be Engineering.
 
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