January 20th, 2014, 01:04
(This post was last modified: January 20th, 2014, 01:23 by DMOC.)
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From Yossarian:
Quote:Hi guys,
Just wanted to share some new pictures of Rome's land that our scouting quechua uncovered over the past couple turns. It looks like they are sending their preats west, probably stationing in the capital or maybe Arretium. Their power is starting to level off a bit, and the actual attack will probably come any turn now...
Yossarian
There are still no Rome units in sight, but I'll trust Yossarian's judgement (and it's clear that Rome needs to attack soon or their economy will crash). I went back ingame and
(1) whipped UIllinois
(2) changed Stanford to a catapult (can 2-pop whip next turn)
(3) changed MIT to finish its axe (1t)
These changes are costing us an extra 27 gold per turn. I really wish we didn't have players playing troll games, but there's nothing we can do about that. Next turn, if we see a large Roman force on the silver (or a tile above it) then I'll whip pretty much every city we've got for an axe or catapult.
Last thing: let's play after GG (Barteq). That will be pretty easy for me due to my schedule tomorrow, so no worries there. UPDATE: Wait ... we'll need to finish improving the spices before SutOxy can offer the trade, and if we wait until after GG plays it might be too late. Would it be ok for me to just log into the game to finish the spices and allow the trade to happen, then move all units after GG plays?
Here's my response to the Anti-Rome team:
Quote:No units in sight on our end, though we only have visibility into Antium's silver and Ravenna if we move our galley nearby. (It's always been 1 praet and 1 axe garrisoned.) We'll bring our two (empty) galleys out so that they'll be motivated to keep as many units in Ravenna and Antium as much as possible. Out of curiosity, do they only have one iron source? If Dinosaurs could sacrifice a chariot to pillage the road from Ravenna to the empire (or we can send unit(s) to pillage as well, but they'd need a turn to unload), would that be enough to stop the iron spread, assuming Rome doesn't have Sailing?
I went back in game to finish an axe whip in our southern border city. If they attack one (or all of us) please send us screenshots of the situation so we can collaborate. Also, I think Blame Caledorn and us (EggHeads) should now make sure to play after GG if possible.
*To Dinosaurs: if you haven't done so already, I encourage you to trade maps with Arkipeller. He has maps of our lands, so this way we'll know exactly where our cities are and to send any assistance if needed.
I think Rome will try to split their forces to attack the three of us. If they do that, we should be able to destroy the estimated 15-16 praets with our projected force of axes and catapults, but they will still cause a lot of damage.
-DMOC
January 20th, 2014, 08:39
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That screenshots wont tell much about Rome's intensions.
I highly doubt Rome will attack more than one target at once.
Pillaging road wont do any good, cause Iron city will be connected by shared BFC with another Romes city. No matter if they got Sailing or not.
I got some comments on domestic.
- I was planning start missionary in Stanford for UIllinois on turn before 24h chop is done
- I was planning move missionary from Moai city to our western city
- Maybe build a worker in that western city (Wisconsin?) soon
- After UIllinois has a Hindu -- build (whip) barracks in there. Axe was prepaired to whip 2pop with maximum overflow into the next unit.
- I was gonna whip some markets soon.
- On t122 Caltech should probably grow on missionary. Give it Pigs if needed for 2-3 turns.
- Dont forget to prechop Granary in the new city.
- If you decide to go CoL next, be ready to whip Courthouses in some cities soon after.
- IW will show you Iron and its a cheap tech with at least 2 teams knowntechbonus.
January 20th, 2014, 08:56
(This post was last modified: January 20th, 2014, 13:14 by DMOC.)
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(January 20th, 2014, 08:39)TeddyKGB Wrote: That screenshots wont tell much about Rome's intensions.
I highly doubt Rome will attack more than one target at once.
Pillaging road wont do any good, cause Iron city will be connected by shared BFC with another Romes city. No matter if they got Sailing or not.
I got some comments on domestic.
- I was planning start missionary in Stanford for UIllinois on turn before 24h chop is done
- I was planning move missionary from Moai city to our western city
- Maybe build a worker in that western city (Wisconsin?) soon
- After UIllinois has a Hindu -- build (whip) barracks in there. Axe was prepaired to whip 2pop with maximum overflow into the next unit.
- I was gonna whip some markets soon.
- On t122 Caltech should probably grow on missionary. Give it Pigs if needed for 2-3 turns.
- Dont forget to prechop Granary in the new city.
- If you decide to go CoL next, be ready to whip Courthouses in some cities soon after.
- IW will show you Iron and its a cheap tech with at least 2 teams knowntechbonus.
Okay, all noted.  Sorry I didn't actually realize that you set up the axe for max overflow --- will be a bit more careful in the future. I'll also see if I can set up other cities to have units that allow lots of overflow (28,29 hammers). I think we should have a better domestic plan but it's kind of awkward with two players. If I play the turn I'll definitely include a domestic plan as sort of 'part 2' of the report. Also if we send in axes/cats to help out Yos we can always ask him to repay us later (assuming Rome attacks him and not us).
(1) I'm still convinced on CoL but yes, I will make sure to have ciites that can whip courthouses.
(2) By the way Yuufo accepted the NAP extension to turn 160 and said he has no plans on attacking catwalk/bandit.
(3) One of us should play the turn before SutOxy so we can get the spices hooked up. I should be able to do that in the next few hours but I'll ONLY do that and save all moves, etc. until after Barteq plays.
EDIT: Went into the game and finished up the spices so we could trade. I can finish the rest of the turn tonight (conveniently near the end of the turn timer  ).
We got a funny AP resolution. I clicked 'none.'
January 21st, 2014, 01:11
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Turn 122 - 175 AD
I made sure to play after Rome if necessary. Rome still hasn't declared war on anyone, and I couldn't find any units after searching with the chariot:
Our scout finds that there are, indeed, barbarians out there.  Let's pray for axemen. Our chariot continues to go through Yossarian's land in the hopes of finding some Heroic Epic XP prey.
I found out I got accepted into their Computer Science and Engineering PhD program today, so Michigan gets a special spotlight for today.  I spread Hinduism first and we saved up two chops, which are buffed by the Organized Religion civic. (This is a nice technique that I should always consider in the future.) I imagine that much of the southern or eastern grasslands will be cottaged, but the question is how much to farm here after getting Civil Service. Princeton will need its turn with the corn eventually.
As for other events this turn: we founded UCLA, our fourteenth city. It's going to borrow the fish for a while. I'll get at least one worker next turn to go onto its forest and chop. Most likely it will be just one worker, as I hate putting multiple workers on forests. I'm not sure if it's beneficial to have UCLA on max food or stunt growth it so the city will be at 11/22 food the turn after our chop finishes for the granary. (Since we're Expansive, 1 close chop is enough for a granary.) We also have two spice resources hooked up. I'll start improving the third one next turn (at UT Austin).
Here are two more overviews: one in our southeast area, and one in our northwest area.
To recap the general stuff that went on this turn:
- Founded 14th city
- Hooked up two spice resources (third one will be hooked up in 2 turns)
- Shuffled some military units around to prevent unhappiness in cities
- We didn't get either the SutOxy or DT deals done today -- pretty disappointed but SutOxy said we'd do this next turn. I'm also thinking that we might as well just gift our spices to DT since we're already getting silk from SutOxy.
- I turned research down to 0%. Next turn, we'll put it back up to 100% and that should be all we need for Code of Laws, assuming we build enough wealth (it'll be close). This way, we finish Code of Laws on turn 124.
- In terms of diplomacy, we found out that Yuufo has no plans on attacking Catwalk/bandit.
Note: a lot of the screenshots above were taken when I was testing things out (e.g., putting research on 50% and then changing back to 0%), so not all of the production builds, sliders, or other information is up to date in the above screenshots. This next screenshot was taken just before I logged out so it should reflect the latest changes.
Team Report Stuff (Fairly boring ... feel free to skip)
Our newest Hindu missionary will head over to Wisconsin. The mine at Wisconsion is pressured by Arki's city, but Wisc will expand borders in roughly 5 turns so we should be okay in that regard.
"Technology":
I'm not sure how Rome actually gained gold (they were at 263 or something a few turns ago). Interesting ... and catwalk/bandit still don't have Meditation and Monarchy.
Top 5 cities & wonders:
Demographics:
Rome's power increased by 7000 from the previous turn. We are tops in production but far behind SutOxy in food.
CITY BUILDS & WORKER MICRO - Important!
I'll explain my proposed plan at the end of this post.
Some cities in-depth:
Illinois:
CM (working scientist over the coast and giving pigs to Caltech for now):
UT Austin (just enough production to finish Monastery; can do wealth next turn):
Washington:
All right, here's what I think we should do:
1. I put a lot of cities on wealth this turn so that we'd get just enough gold so that we can do 100% research on Code of Laws and finish the tech, so we can start courthouses on turn 124. If you recall, we got Calendar on turn 121, so even though our break even is quite low (without any wealth builds I think it might be less than 10%!) it will only take us three turns to get Code of Laws, even after depleting our entire gold reserves after researching Calendar.
2. I was debating on whether Washington should build wealth or The Great Lighthouse. In the end, I decided that wealth was more important right now because we'd be guaranteed the gold and getting Code of Laws a turn earlier could be huge. Has Arki told us when his ETA on Great Lighouse is? UWashington can build it in fewer than 10 turns --- I think we could get TGL on turn 130 if we wanted. Is that somethign we want to do? (I was going back and forth on this
3. I put Stanford on a Missionary right now, so that it will finish on turn 124 (and subseqently go to UIllinois). Then we can get back to the catapult.
4. Carnegie Mellon is on a settler now, and possibly we'll whip later. I'd rather not whip for 3 pop now, perhaps 2 with lots of overflow into the temple and then colloseum. We want CM working all its cottages for maximum research benefit, as we'll be increasing the slider.
5. I put Cornell on a Hindu Temple since Cornell is going to be at the happy cap soon and could use more production (it's a high production city) but perhaps wealth would be better. I was also going back and forth on this.
6. As far as the next few turns go, here's what I suggest on a city-by-city basis.
(a) CM - Keep building settler, we can whip later for 2 pop with high overflow
(b) MIT - put on wealth, keep catapult 1 turn to completion
© Stanford - finish missionary, then do catapult or wealth
(d) Cornell - Hindu Temple, wealth, or courthouse
(e) Princeton - stop the catapult 1 turn to completion and switch to wealth or something else
(f) UT Austin - wealth, then courthouse or temple or worker
(g) Washington - wealth (or The Great Lighthouse) and then courthouse (or if we want TGL we can skip the courthouse, but Washington is a costly city!)
(h) Michigan - build wealth, eventually whip a courthouse
(i) UCLA - keep building granary
And what I suggest for the five cities that will grow next turn:
(a) Berkeley - will stagnate at size 8 working 2 scientists (9 turns until next great person!)
(b) Georgia Tech - will be at size 7. I'm thinking that we just keep building wealth and overflow the chop into a courthouse on turn 124
© Wisconsin - I think a courthouse is more important than a worker right now so keep building wealth.
(d) UIllinois - keep building catapult but once Hindu arrives, switch to barracks
(e) Caltech - keep growing (work the cottages) while producing a missionary. We'll bring a military unit for it eventually.
Maybe we don't need more workers. Do we? If we do it's probably just 1 more at most. Our high hammer cities can build workers quickly.
For worker plans, I'll have chops going at Stanford, GA Tech, and Wisconsion. One worker will chop the forest for UCLA's granary, and 3 workers will go and start improving our third spices next turn.
January 22nd, 2014, 00:04
(This post was last modified: January 22nd, 2014, 00:09 by DMOC.)
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Turn 123 - 200 AD
Foreign nows: Yuufo built The Colossus somewhere (we don't have visibility on the city) and recently founded his 14th city (finally!). Nothing else, as Rome still hasn't declared war on anyone. Their power continues to rise, unfortunately. I found no sign of Roman units, apart from a praetorian and two axes guarding Ravenna.
Our hopeful Heroic Epic chariot just found his possible first prey! I put the chariot right next to the barbarian warrior. Yossarian still needs to play after us, so I renamed the chariot as "Heroic Epic Unit" to let him know that we want the experience from that warrior.
Meanwhile, on the domestic front, I cranked up research to 100%. We will get Code of Laws next turn, followed by a quick Iron Working, which I hope will take two turns. After that, it's probably one of Metal Casting, Feudalism, or Civil Service. I am leaning towards a Civil Service -> Metal Casting -> Feudalism plan as I think the extra food from chain irrigation and an earlier Bureaucracy will outweigh not getting the Feudalism bonus but I'll think it over.
I also decided to invest some hammers in The Great Lighthouse (gets the 25% from Organized Religion) since we have enough cities building wealth. Next turn, we can either continue production or switch to a courthouse -- any thoughts? Note: If we want UCLA to have 'optimal' food for the granary, then we can work the forested grassland this turn and the next, then on turns 125 and 126 it can work a 1 food tile. The granary finishes on turn 127 via a chop and we can get 11/22 food that way (also on turn 127).
Here were the city builds, taken just before I logged out so it reflects the latest changes. I'm planning to have Wisconsin, Georgia Tech, Cornell, UT Austin, and Michigan all start courthouses next turn, and possibly Wisconsin.
And the demographics, showing that we have a strong research rate, but also indicating that SutOxy are just collecting gold right now and have a comfortable food lead. Just curious, did we ever figure out if they got Civil Service yet?
As far as diplomacy goes, I just gifted the spices to DT since we're already getting silk from SutOxy -- they actually did accept the trade last turn. I told DT we'll re-negotiate after 10 turns. We will connect our third spices next turn, just in time due to the cancellation of stone/spices with bandit/catwalk. Oh, and SutOxy are gifting classical_hero a gold resource.
We also might need to alter our espionage points. DT and classical_hero have points invested on us, but we don't. And Rome is putting points on us. But after we get courthouses we'll have a little more leverage that way.
Current NAPs:
Dinosaurs (English): T130
SutOxy (Native America): T150
Aivoturoso (Zulu): T150
Arkipeller (Dutch): T155
Care Bears (India): T160
Blame Caledorn (Inca): T170
Catwalk/Bandit (Ottoman): T200
We have no active NAPs with Rome and Sumeria.
January 22nd, 2014, 16:14
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(January 21st, 2014, 01:11)DMOC Wrote: I found out I got accepted into their Computer Science and Engineering PhD program today,
Congratulations!
January 22nd, 2014, 17:02
(This post was last modified: January 23rd, 2014, 00:22 by DMOC.)
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Turn 124 - 225 AD
I'm a bit busy tonight so I played the turn before Rome (I let Blame Caledorn and DT know) and the report will also be a bit sparse.
So, overall news this turn:
- Our Heroic Epic unit killed the warrior. He's at 3 XP and will heal for two turns before contining out.
- The Great Lighthouse has been built in a far away land ... by Catwalk/Bandit! I think we can safely say that any wonder not built by SutOxy is a good thing for us.

- Classical_hero finally gets Hereditary Rule. We have a scout by his border so I'm thinking of offering open borders next turn. Maybe we can even convince him to trade some luxuries with us eventually.
- We finished Code of Laws, and I set up six cities to build courthouses. We'll need them! Research is set for Iron Working, but the slider is at 0%. My plan is to also have the silder at 0% next turn too, but we can 1-turn Iron Working at 100% so we'll get that tech done on turn 127 and (I think) head over to Civil Service. Sound good? I did not switch to Caste System, of course. In my opinion, it's a garbage civic unless you combine it with a Golden Age so that you can get timely Great People.
- SutOxy still haven't built any of the Aesthetics/Literature wonder, still haven't switched to Bureaucracy, nor have they started their Golden Age.
- Arki got a Great Scientist. Has he told us what he's doing with it?
General areas:
Notes: we will have a cottage ready for Michigan's fourth population point. We are also getting some culture border pops from Wisconsin and GA Tech whilch will secure tiles for us. For Wisconsion, I'm thinking of cottaging the riverside plains. Thoughts?
Carnegie Mellon:
Next turn, I'll whip the settler for 2 pop. The overflow goes into a colloseum and then we'll finish up the Hindu Temple. Sound good? I really would like this next settler whip to be the LAST whip in CM for a while. The 15th city will be UC San Diego following our naming scheme.
Washington:
We didn't get any gold from TGL but we have lots of overflow hammers, enough to exactly 1-turn a library. Next turn, I'll probably start a courthouse there. We have a worker on its adjacent grassland hill to mine it.
City Screen:
All cities except Washington have surplus happiness, and Washington has a chariot nearby so we can move it in for HR if needed.
Demographics and Graphs:
Our food is looking okay, but we will probably be whipping a lot, whether or not Rome declares war, due to Courthouses. Caltech will also probably need to whip the missionary eventually.
So, next turn (as well as other "long-term" stuff):
0. Cancel deal with Catwalk/bandit (and open borders with classical_hero?)
1. Stay at 0% research next turn
2. Whip settler next turn
3. Spread Hinduism at Illinois
4. Do we need a worker anywhere? MIT can build one in 2-turns. For now I'll hold off building one.
5. I suggest a research path of Iron Working -> Civil Service -> Metal Casting -> Feudalism/Machinery (one of those two followed by the other) -> Archery -> HBR -> Guilds. We might stick Alphabet in there somewhere if we want spies.
6. Military: we have three cities that have stopped catapult prodution at 49/50 hammers, MIT has one at 41/50 and Stanford has 9/50 into one, so if we needed to, we could get 5 catapults in a turn easily.
7. Hinduism spreads: Cities that need missionaries are MIT, Berkeley, Princeton, and UCLA. Berkeley and MIT are the next 'big ones' that need it, so the missionary from caltech (probably created via whip) will go to one of those two, likely Berkeley since it will probably be producing some building.
8. Where should the next settler go? We could put him in that city spot south of GA Tech but if Rome is going to make a move soon, it might be wise to hold the settler 'in reserve' so that we can create a new city quickly if needed (e.g., in the marble spot south of Illinois).
9. Micro: UCLA works 2f 1h forest, then next turn works 1f 3 h mine to get 11/22 food.
Anything else? Teddy, just curious if you're still interested in playing the game.
(January 22nd, 2014, 16:14)WilliamLP Wrote: (January 21st, 2014, 01:11)DMOC Wrote: I found out I got accepted into their Computer Science and Engineering PhD program today,
Congratulations!
Thanks.
January 23rd, 2014, 12:41
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I'm still here and interested. I could play turns if needed, but you have it under control and might be better if one player be in charge of all domestics, units and diplo.
Since game will be likely reloaded, I logged in to see whats going on t125. Didn't move any units or change anything.
SutOxy finished Parth+GS+Alpha this turn. You can see their techs now. Maybe he did finished NE already. I suppose GLib will be finished soon.
So, as I understand, delay of GAge was not just to get CS in time.
I suppose Sut will start GAge on t125 with GArt, bulb Philo with GS and revolt to Hindu+HR+Caste+Pacifism. Soon enough he will revolt to Burea as well.
He might also go for Nationalism for Taj without Liberalism. So for the next 48turns he'll be in permanent GAge.
Its not a good news that B4Cat finished GLh. That team also in a strong position and under new managment. You may want to talk some kind of embargo vs them.
And as Yuufo said, India has no plans to invade, which is might be true.
January 23rd, 2014, 15:54
(This post was last modified: January 23rd, 2014, 16:00 by DMOC.)
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(January 23rd, 2014, 12:41)TeddyKGB Wrote: I'm still here and interested. I could play turns if needed, but you have it under control and might be better if one player be in charge of all domestics, units and diplo.
Since game will be likely reloaded, I logged in to see whats going on t125. Didn't move any units or change anything.
SutOxy finished Parth+GS+Alpha this turn. You can see their techs now. Maybe he did finished NE already. I suppose GLib will be finished soon.
So, as I understand, delay of GAge was not just to get CS in time.
I suppose Sut will start GAge on t125 with GArt, bulb Philo with GS and revolt to Hindu+HR+Caste+Pacifism. Soon enough he will revolt to Burea as well.
He might also go for Nationalism for Taj without Liberalism. So for the next 48turns he'll be in permanent GAge.
Its not a good news that B4Cat finished GLh. That team also in a strong position and under new managment. You may want to talk some kind of embargo vs them.
And as Yuufo said, India has no plans to invade, which is might be true.
Okay, thanks for responding Teddy. I just wanted to make sure you were still around. I can play pretty much all turns for the next month, but there will be days during March or so in which I will be traveling and won't be able to play. The next turn report should contain some more detailed micro so that we're all on the same page.
Now to address some of your other points....
1. SutOxy finishing up Parth/GS/Alpha ... okay, on the one hand we can see their techs, so we'll be able to keep track of our two biggest competitors. If they use Taj + the artist, that's 24 turns of Golden Age already. Assuming they get the Economics Great Merchant, all they really need is one more Great Scientist from their upcoming Golden Age (fairly easy, assuming they burn their current one on Philosophy) and they essentially have 36 turns of Golden Ages backed up. They will need three additional, different Great People for the fourth so I think the more likely scenario is that they stick with 36 turns of Golden Age. I hope they start the Golden Age now ... the earlier the better. We're still waiting for their reply to us about their future plan.
2. Bandit/Cat finishing GLH ... no, I still think it's good news. They are neighbors of SutOxy, and right now we need Bandit/Cat to remain strong in technology so that they are one less civilization that SutOxy can take over easily. If Bandit/Cat are as good as we think they are, then they know as well as we do that SutOxy are the major threat to win the game. I wouldn't support an embargo against them.
3. Yuufo has no plans to invade them, and I largely agree because he's now playing turns in one minute. This is good news for us, because India is the most desirable target for our cataphracts, so the weaker they remain (but the more turns they work cottages) the better.
Say, not only is Yuufo speeding up his turns, but so are all the other teams except us, SutOxy, Cat/Bandit, and Yos/Cal. So ... only four civs really care about the game right now.  So our natural allies are Yos/Cal and Cat/Bandit. I sent some quick messages to Arki and Cat/bandit, asking them about what they're going to do in the near future.
January 25th, 2014, 18:14
(This post was last modified: January 25th, 2014, 19:53 by DMOC.)
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Turn 125 - 250 AD
If Rome is going to continue playing until there's 1-2 hours left, I think it's actually in our best interests to play earlier since that would give us more of a window to play, and means we have more time to think over micromanagement plans carefully.
Anyway, as far as this turn went, here are the major highlights:
- SutOxy had a busy turn. They completed the Parthenon, Alphabet, bulbed Philosophy with a Great Scientist (IIRC their second Great Person) to get Judaism, started a Golden Age, and switched to a bunch of civics. (See screenshot below.) The demographics indicate that they've lost a ton of food, so they are working Great People in probably multiple cities, as expected.
- In our domestic news, I kept research to 0% to collect more gold, shuffled around some city tiles, did worker actions, etc. I whipped the capital for a settler and that will hopefully be the last time we need to whip for at least 15 turns.
- I canceled the stone/spices deal with bandit/Catwalk (they had forgotten to do it), so now we have exactly one source of spices. (We are trading two away, one to SutOxy and one to DT.)
Information about SutOxy:
As well as general technologies for them and Cat/Bandit:
Quick analysis:
- SutOxy: They have Alphabet, Aesthetics, Literature, Music, Philosophy, Iron Working, and Metal Casting. We only have Construction on them.
- Cat/Bandit: They have Alphabet, Civil Service, and Metal Casting. We are up Iron Working, Construction, Meditation, Priesthood, and Monarchy.
So much for SutOxy being ahead of Cat/Bandit in tech, as suttree said in his email corresponding to 5 turns ago.
Note: the techs missing (can be seen via scrolling) from the screen are: SutOxy can research Machinery, and Cat/Bandit can research Iron Working, Construction, and Machinery.
I was browsing around in the game, and saw that Arkipeller for some reason is working two unimproved plains and one plains forest. Huh?
He logged into the game, and I pointed this out to him via chat. He said he has that there for a reason (must be 1 turn away from completing something), but I can't help but feel that this is incredibly suboptimal play. We unfortunately need him to be stonger to serve as a future buffer between us and SutOxy.
By the way, here's the Roman front. I'm actually thinking that we might want our 15th city to go north of the marble. In other words, next turn we move our settler south. Here's my reasoning. The best place for us to have a marble city if we could ensure an NAP with Rome is 3 tiles south of Illinois, but that will get Rome's attention immediately and probably provoke a DoW. So what if we founded it north of the marble? This way, we will eventually get control over that silver tile, giving us a way to potentially move a full stack of 1-movers one tile away from Antium at the start of a war (rather than requiring two turns to do that).
Putting the city there also facilitates a road connection with Yossarian/Caledorn.
And if Rome is actually going to go after us with 1/3 of their praetorians, if they decide to divert some to attacking the marble city, I don't really mind that since it's not a huge investment for us. Of course, the downside is that the city will only have a 3 food tile for food but the point of that city is more of a cultural/resource battleground.
Here are the final city builds:
Here are the end-turn demographics:
So the biggest question now is where to move the settler.
Micromanagement Stuff (Mainly for my own records)
I micromanaged Georgia Tech so that it can get the courthouse on turn 127. Next turn, it grows to size 8. We finish a mine, so the 8th citizen works that mine. Then we move a citizen from the 3f farm to a 2f 1h forest. That way, the courthouse (which will be at 100/120 hammers) can be built with 0 hammers of overflow. We get 16 base hammers + 4 from the Organized Religion bonus, resulting in exactly 20.
The advantage of doing this is that we avoid whipping the city and we still get the courthouse quickly.
I switched Wisconsion to a market. Right now, Wisc has 54/150 hammers into the market. Next turn, it will be at 60/150. With the 6 base hammers plus a 30 hammers from chop, that's 36 ==> 45 hammers with Organized Religion, so the market will be at 105/150 on turn 127. We also get another citizen; we can put him on 1f1h1c plains and the market will be at 112/150 hammers on turn 128. This is the max hammers possible we can get while still whipping for 2 population (1 whip = 37 hammers with OR). We thus have the max overflow possible into the courthouse following the whip on turn 128.
Other plans:
CM: Take pigs t126 to grow to size 10, re-evaluate from there. (Overflow into colloseum to take advantage of creative civ bonus -- we have 18 hammers of overflow.)
Stanford: I started a market there because I figured we can't let it build wealth all game, and Stanford is a decent city and has lots of future potential since many of its cottages are still young.
MIT: Still on wealth, will wait until either Rome attacks or if Hindu spreads to switch to something else.
Berkeley: Still working Gsci (6 more turns!) and courthouse. No changes here.
Illinois: No change, still on barracks.
Caltech: Keep growing on the Hindu missionary, but whip once it gets to, say, size 6? That missionary should go to Berkeley or MIT, depending on which one will use the Organized Religion bonus the quickest.
UCLA: Next turn chop will go into granary, so configure it to get 11/22 food on turn 127 (i.e., when granary completes)
Princeton/Michigan area: I'm grouping these two together since they're sharing the corn. Michigan still gets the corn for now, but we'll cottage some more tiles and in a few turns (perhaps after Michigan whips the courthouse) we can give the corn to Princeton for a few turns. Princeton is working an axe to get a hammer there to avoid a possible whip penalty; next turn it should change to something else. Any ideas?
UT Austin, Cornell, UWashington: Grow on courthouses. I avoided whipping any of these since it would have cost too much pop and we can get better overflow by waiting.
By the way, with OR bonus, the "thresholds" for whipping are:
Courthouse: 8-44 hammers will whip 3, 45-82 will whip 2, and 83-119 will whip 1
Market: 38-74 hammers will whip 3, 75-112 will whip 2, and 113-149 will whip 1.
Not much to say about worker micro, but I've got a worker on the dyes right now. he'll road next turn (t126) finish road turn 127 and another worker can move in to facilitate chopping on that same turn.
LAST THING: I've got a ton of diplo to catch up on, will do so tonight.
EDIT:
Current draft of my thoughts to Arki and Blame Caledorn. Still waiting for Catwalk/bandit to reply to my last message to them.
Quote:Blame Caledorn and Orgynized,
I'm including the three of us in this email just so we can be crystal clear on ay future plans that we have.
1. We were fortunate that SutOxy agreed to an imbalanced trade with us up to turn 150. We'll keep open borders with them (was added as part of the deal) up to turn 150. We will re-evaluate things as needed.
2. Arki mentined attacking SutOxy on turn 150(ish). Do you have any ideas on the composition of your possible army at that time, in terms of quality and quantity? If you're researching Alphabet soon it might be worth getting some spies in theor lands. They just started a Golden Age, and they'll probably add another Golden Age via 2 great people and then tack on Taj Mahal for three. =( What assistance will you need from EggHeads, if any?
3. Blame Caledorn -- apologies if I added any pressure to play after Rome. Since they appear to be intent on waiting until the end of the turn, perhaps we should just take the start of the timer (if needed) if it will help improve our empire-wide planning and micromanagement. By the way, I'm thinking of founding our next city one tile north of the marble between us, so that we can get some valuable tiles under our cultural control. It also facilitates a road connection between our civilizations.
4. We'll be keeping track of SutOxy. Right now they're working lots of specialists, as we're now #1 in food. I'm guessing they hope to tech unblemished to cavalry, riflemen, and cannons. I think the three of us would all benefit by cooperating with each other. I know it's a little challenging for at least Blame Caledorn due to Rome.
5. By the way, do we know anyone else who'd be interested in trying to join us, i.e. the "Anti-SutOxy" pact? I think we should get Catwalk/bandit involved (but all other teams seem not to care about the game anymore). I've already sent them a message a few days ago and am awaiting their response. They built The Great Lighthouse, and I think we should all keep open borders with them. We want as many non-SutOxy civs as strong as possible.
Once we get our future plans ironed out, we can then discuss other things, such as what we hope to accomplish post-turn 150, and extend any of our joint NAPs. In case you're wondering, here is the current agenda for EggHeads, assuming Rome doesn't throw everything at us:
1. Research to Civil Service, then beeline Guilds.
2. Build an army of cataphracts, and attack India (hopefully). =)
If Rome attacks Blame Caledorn and tries to defend the north instead of attacking, we'll probably gift some of our catapults/axes stack to them.
-DMOC
Team EggHeads
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