View Full Version : SGOTM 10 - Reigning Cats and Dogs


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AlanH
May 05, 2006, 07:09 PM
Welcome to your SGOTM 10 team thread. Please use it for all internal team communication, turn logs and discussions. Subscribe to it to receive notifications, and do not visit the other team threads for this game until you have finished. Please also subscribe to the Maintenance Thread for this game here, where teams and staff may post non-spoiler information of general interest. I hope you enjoy the game.

The starting saves will become available on the SGOTM Progress and Results (http://gotm.civfanatics.net/submit/sgotm_submission_list.php) page on May 7th, at midnight, server local time.

Thanks again to Gyathaar for coming up with the variant and developing the map.

You are Elizabeth of England, and your mission is simply to destroy the barbarians, who have evolved considerably in this game, having learnt a few tricks from their cousins in Civ4. They have advanced weaponry, they can build cities, and they have an uncanny capability to learn new technologies.

All victory conditions are switched on, but the winning team will be the one that achieves the destruction of the barbarian nation earliest.

Here's the start.

http://gotm.civfanatics.net/games/images/SGOTM10-start.jpg

Map Parameters
Playable Civ - England
Opponents - Six: Mayans, Byzantines, Dutch, Inca, Sumerians, Barbarians.
World size - Standard
Difficulty - Emperor
Landform - Mystery
Barbarians - Non-standard :eek:

The map is handbuilt, and therefore may not have a standard configuration.

Game mods:
The game uses the default rules as defined in the SGOTM Reference Thread, with the following modifications:

- Galleys can never enter ocean tiles.
- There are some unusual advanced/modified Barbarian units.
- The Barbarians have research capabilities, and can build cities and wonders.

The SGOTM Mediterranean resources are included, as you can see from the starting screenshot. If you have played SGOTM 9 then you will be ready. Other players will need to download and unzip this small graphics mod pack (http://gotm.civfanatics.net/games/saves/SGOTM-C3C.zip). Details are provided in the SGOTM Reference Thread. (http://forums.civfanatics.com/showthread.php?t= 112722).

Please ensure that you have incuded the line: NoAIPatrol=0 in your conquests.ini text file.

Please visit the following links to ensure that you are adequately prepared, skipping references to PtW or Vanilla versions of Civ3.

The GOTM Reference Thread. (http://forums.civfanatics.com/showthread.php?t=71788)
The SGOTM Reference Thread. (http://forums.civfanatics.com/showthread.php?t=112722)

Notes:

A. ONLY Conquests version 1.22 (C3C) is supported for this SGOTM. All teams will compete for a single award.

B. All teams must play the sponsored variant - the laurels will be awarded for the fastest destruction of the Barbarian Nation. The wooden spoons will go to the team with the lowest final score.

C. You MUST play from the start file assigned to your team. All saved game files uploaded to the server are parsed through software that extracts and archives data about your save, including reload count for each turn set.

Have fun :D

Beorn-eL-Feared
May 05, 2006, 08:21 PM
Ok so here's where the discussion is so far:


He made 3 settlers before ever thinking about a granary ... we might want to take a page out of his playbook
Sounds very reasonable - that would make my proposed start to be:
W+W+C, MP+S+MP+S, then see the food amount around. More food around = another settler, less food = granary, another 5 food pump close-by = warrior MP to be sent.

If we're going for early settlers, get one out ASAP - so that's more like W+C+S, W+MP+S, etc.

GA thoughts:
MoWs make for a long wait. But early-IA is of course good timing. And we get a GA by killing Privateers, so no need to start wars.

Self-build Lighthouse can be timed for early MA, and is another strong candidate. Easy to do with a pre-build.

Final option is to capture Lighthouse or Colossus, and build anything else.

Again, until we know the nature of the beast, I suspect we won't be able to make a proper choice.

Beorn-eL-Feared
May 05, 2006, 08:37 PM
Other useful facts:
Bold topics are still to be discussed and settled on

The BO has been argued this way:
#1: W[S]+W[S]+W[MP]+W[MP]+S+C+Gran+S
#2: W[S]+W[S]+C, W[MP]+S+W[MP]+S
#3: W[S]+C+S, W[S]+W[MP]+S, etc.
#4: W[s]+W[s]+C, S+W[MP]+W[MP], S+C+...?

GA wonders:
Colossus, GLH, Smith, Magellan's.

Fog scouting:

http://img217.imageshack.us/img217/8097/sgotm10start21cd.jpg

Barbs:
The barbarians are just another civ, which happen to be called barbarians, but it is still slightly ambiguous as to wether or not they control our friends the goody-hut spawners. Waiting for input there.

Plan:
- Go for a slingshot, be it for monarchy or republic. This difficulty should make very feasible.
- Roll up our client state businessmen's sleeves and make sure everyone of our AI friends has the manpower to help crush some barbies' hearts. This sentence officially nicknames any AI ally "Ken".
- Get early settlers, 2 or 3 of them, as per a page out of Wacken's book. 2 land and a naval scout before the first, too. So long as there are significant food bonuses around for settling, and so long as it is reasonable not to have an infra-built-in capital, no granary.
- Map the coastlines ASAP before barb boats spam the seas, then establish ourselves as an economical power. By the end of the MA, become a military force and use MoW's to get through to barbland. We can call this land "Québec", and take me as a barbaric example.
- Before MoW's, play careful at sea: give every transport escorts. After MoW's, hope this is over and/or retain a large enough MoW force to keep coastlines controlled.

This post is meant to be commented by everyone, content and omissions-wise. I will edit it for a bit while it is relevant to.

Beorn-eL-Feared
May 05, 2006, 08:46 PM
My comments:

Please confirm that, in a normal game, sea combats and sea tile occupation induce WW.

About the BO, I'm all for eldar's original W[s]+W[s] opening, but I believe we also need a C[s] in there. so my suggestion is
#4: W[s]+W[s]+C, S+W[MP]+W[MP], S+C+...?

1st W[s] could go into a strict concentric path until we have radius 4->8 covered. 2nd could go towards the center of the map and try to find something brilliant.

The coastline mappings and the 4th plan point are new additions of mine, I'll take them back if they sound bad.

Team name (shortened) should be "Cats&Dogs", imho.

Edit: I would PM AlanH the following, feel free to add or comment:

an uncanny capability to learn new technologies
There are goodie huts too, and they can pop normal stupid barbs.
Are the barb units in the civilopedia, or is it supposed to be a surprise?
Kind of... You can see their stats there, but I used text descriptions of other units so you would not have to download a special mod just for that.

I assume by that:
1- Barbs are a renamed civ (say the vikings, wild guess there :P ) and our friends the goody hut bubbas are the old fashionned barbs
2- The vikings, although looking grumpy and being in a generally bad mood, will have increased support and decreased research costs to palliate for the AW mode
3- Their units will be pretty much the same, tech-wise, but we'll have a few stats surprises
4- No WW will be induced by (non-vikings) barbs

My biggest concern is with #1 and #4; #1 has pretty much been said but I wanted a confirmation, blame english as my second language, and #4 might have some importance with the government ... I don't really expect comments on #2 and 3 though, but a guy tries ;)

My guess on the vikings is upon 2 factors: the traits, given the map is probably 'pelago like for lizzie's comfort, and the beard, which is barbaric à souhait.

- end PM -

eldar
May 06, 2006, 02:34 AM
Checking in...
Maybe a bit more Wacken-espionage on recent games is in order - just what did they build in between settlers? Were they all timed with growth to size 3? (That's the main concern here: with the food bonii, we'll get to size 3 quickly.)

eldar
May 06, 2006, 03:10 AM
Here's something we might find useful; I'm coming up with a first-20.

eldar
May 06, 2006, 03:32 AM
..and 3rd post in a row. Here's my idea for a first 20:

T0 Settle in place
Worker->BG
Build: Warrior
Research: Writing
Work: centre+Game: +2F, +3S
(2F, 3S)
T1 Worker Mines[1/6]
(4F, 6S)
T2 (Worker Mines[2/6])
Work: centre+BG(for extra commerce): +2F, +2S
(6F, 8S)
T3 (Worker Mines[3/6])
(8F, 10S->Warrior)
T4 Warrior starts exploring
(Worker Mines[4/6])
Build: Curragh
Work: centre+Game: +2F, +3S
(10F, 3S)
T5 (Worker Mines[5/6])
(12F, 6S)
T6 (Worker Mines[6/6])
Work: centre+BG: +2F, +3S
(14F, 9S)
T7 Worker Roads[1/3]
(16F, 12S)
T8 (Worker Roads[2/3])
(18F, 15S->Curragh)
T9 Curragh starts exploring
(Worker Roads[3/3])
Build: Settler
Work: centre+BG+Game(with growth): +2F, +5S
(20F->Size 2, 5S)
(Culture growth, citizen moved from Game (AFTER shields!)->Wheat)
T10 Worker->Wheat
Work: centre+BG+Game: +2F, +5S
(2F, 10S)
T11 Worker Irrigates[1/4]
Work: centre+BG+Wheat: +3F, +3S
(5F, 13S)
T12 (Worker Irrigates[2/4])
Work: centre+BG+Wheat: +3F, +3S
(8F, 16S)
T13 (Worker Irrigates[3/4])
Work: centre+BG+Game: +2F, +5S
(10F, 21S)
T14 (Worker Irrigates[4/4])
Work: centre+BG+Game: +2F, +5S
(12F, 26S)
T15 Worker Roads[1/3]
Work: centre+BG+Wheat: +4F, +3S
(16F, 29S)
T16 (Worker Roads[2/3])
(20F->Size 3, 32S->Settler->Size 1)
T17 Settler goes to City Site #2
(Worker Roads[3/3])
Build: Warrior
Work: centre+BG: +2F, +3S
(2F, 3S)
T18 Worker[W]->BG
(4F, 6S)
T19 Worker[N]->Plains
(6F, 9S)
T20 Worker Irrigates[1/4]
Work: centre+Wheat: +4F, +1S
(10F, 10S->Warrior)

...and attached is a 3000BC save to back up this sequence.

madviking
May 06, 2006, 07:48 AM
Viking checking in. :ninja:

jb1964
May 06, 2006, 08:02 AM
Vikings in a barb skin? Seems redundant.

Thanks for the test file. I'm going to play a seat-of-the-pants start and see what I get.

I hate going Monarchy. Just an opinion. We'll see if it's a must as we explore.

Seven total civs? You get eight on a standard map. I bet our barb friends have a double dose of secluded land.

Tubby Rower
May 06, 2006, 09:21 AM
where am I? I'll likely be gone for a week or so after this weekend. My wife will be induced if she doesn't have the baby before Monday. So if I go AWOL.. that's why. I'll be back at the latest Wednesday (a week and a half from now).

Beorn-eL-Feared
May 06, 2006, 10:42 AM
Following Tub's recommendation to just go all out max food, here's what I got. My plan was that once chopped, the irrigated game makes for a faster source of food than wheat.

Pre-Turn: Settle TestShire on the spot

T1.
Worker->Game
Build: Warrior
Research: Writing
Work: centre, Game: +2F, +3S
(2F, 3S)
T2.
Worker chops [1/4]
Work: centre, Game: +2F, +3S
(4F, 6S)
T3.
Worker chops [2/4]
Work: centre, BG(for extra commerce): +2F, +2S
(6F, 8S)
T4.
Worker chops [3/4]
Work: centre, BG: +2F, +2S
(8F, 10S -> Warrior)
T5.
Build: Curragh
Worker chops [4/4]
Work: centre, BG: +2F, +2S
(10F, 10+2s)
T6.
Worker irrigates game [1/4]
Work: centre, BG: +2F, +2S
(12F, 14s)
T7.
Worker irrigates game [2/4]
Work: centre+Clams(for 2 extra commerce): +2F, +1S
(14F, 15S -> Curragh)
T8.
Build: Warrior
Worker irrigates game [3/4]
Work: centre, BG: +2F, +2S
(16F, 2s)
T9.
Worker irrigates game [4/4]
Work: centre, BG: +2F, +2S
(18F, 4s)
T10.
Worker moves to BG
Work: centre, clams: +2F, +1S
(20F, 6s -> Growth gives +1s)
T11.
Worker mines BG [1/6]
Work: centre, game, Wheat: +4F, +2S
(4F, 8s)
T12.
Worker mines BG [2/6]
Work: centre, game, Wheat: +4F, +2S
(8F, 10s -> Warrior)
T13.
Build: Settler
Worker mines BG [3/6]
Work: centre, game, Wheat: +4F, +2S
(12F, 4s)
T14.
Worker mines BG [4/6]
Work: centre, BG, Wheat: +4F, +2S
(16F, 6s)
T15.
Worker mines BG [5/6]
Work: centre, BG, Wheat: +4F, +2S
(20F, 10s -> Growth gives +2s)
T16.
Worker mines BG [6/6]
Work: centre, BG, Wheat, Game: +4F, +4S
(4F, 16s)
T17.
Worker roads BG [1/3]
Work: centre, BG, Wheat, Game: +4F, +4S
(8F, 20s)
T18.
Worker mines BG [2/3]
Work: centre, BG, Wheat, Game: +4F, +4S
(12F, 24s)
T19.
Worker roads BG [3/3]
Work: centre, BG, Wheat, Game: +4F, +4S
(16F, 28s -> Growth gives +2s -> Settler on growth)
T20.
Worker moves to Wheat
Work: centre, BG, Wheat, Game: +4F, +4S
(4F, 4s )

http://img252.imageshack.us/img252/2240/sg10test9ww.th.jpg (http://img252.imageshack.us/my.php?image=sg10test9ww.jpg)

Beorn's:
107 beakers gathered, size 2 +0/20 food
2 warriors (T4, T12), 1 curragh (T7), settler has just popped on T20

eldar's:
111 beakers gathered, size 1 +6/20 food
1 warrior (T4), 1 curragh (T9), settler has been out on T16, warrior due next turn

Not roading the game makes for a slightly faster settler (probably 2 turns, perhaps 1) but decreases the beaker count. However, we end up size 2, which will help in the long run. We road the game and delay the settler 1 more turn, which sets us 5-6 turns late on eldar's at this point, but the wheat is being irrigated, whereas his game is not yet chopped. This should speed up my 3rd city vs his, food-wise.

I vote for mine, but I'm biased ;) and will go with the team concensus anyways.

soul_warrior
May 06, 2006, 12:23 PM
check in at the Royal Arrmory Hotel.

Beorn-eL-Feared
May 06, 2006, 06:43 PM
I was toying around with random ideas about the start when I realised: we only have a 4 turn settler factory IF the grass forest hides a BG. Else, we're stuck as a 2 turn worker or a 6 turn settler.

It's a 1 in 3 chance I'm not really ready to take for granted, esp. since it implies 2 early chops. The options we have regarding the planning right now are:
- irrigate wheat and game, using the extra food with the whip
- keep the game forested, irrigate wheat early and hope for a BG
- chop everything early and decide from there
- assume a flat grass and work ASAP to a 6T war/settler

Thus it sparked in me the idea that with all these chops ahead, and considering we will be making hairys unless there is a BG, we could consider making an early worker, chop everything ASAP to get granary and barracks within turn 25, and start the 6 turn pump within turn 35. This could be advantageous to our development if the settler(s)-first starts do not achieve the same score. I'll try my hand at a few builds and see how it goes.

Tubby Rower
May 06, 2006, 06:47 PM
remember that each new city is 2 extra food per turn. I think that the chops should go into the settlers and get just enough warriors for defense. The first warrior should scout the immediate area though.

just my thoughts

Beorn-eL-Feared
May 06, 2006, 08:17 PM
I just tested a few ways around it, and the best I could do for an early-worker granary rush was a turn 37 pump, got writing on turn 36, and settlers on every 6th turn thereafter (43, 49...)

However, eldar's way has a settler out on turn 16 and I put it on the fields on turn 20. That's 15-20 turns of a second city, possibly around food bonuses: don't think it's worth it to leave that kind of empire growth out. If you do, I'll try and work out the BO I used and see where it could be improved.

soul_warrior
May 06, 2006, 11:22 PM
my vote goes for the early settler out.
eladr is the master of the first 20, is he not? ;)

WackenOpenAir
May 07, 2006, 01:25 AM
remember that each new city is 2 extra food per turn.
Ah, you guys are starting to understand it ;)

eldar
May 07, 2006, 03:56 AM
I hadn't started on the numbers for a 4-turner. Hmm.

As long as we mine one of the plains (to be worked on growth), we have a perfect (6+8+7+9) 4-turn factory from 5-7.

I would suggest popping a second worker (after the 2nd settler?) to help speed the preparation along.

Beorn-eL-Feared
May 07, 2006, 11:05 AM
Sounds much better than my plan :hammer2:

So let's use your build and find a way to include a worker-granary thingy somewhere between the 2nd and 4th settlers, how's that?

eldar
May 07, 2006, 11:19 AM
I'd like to think we can decide between Settler #2 and Granary depending upon what the first warrior discovers. Basically as soon as we decide on Granary, that's when we chop the game forest. Do we forego roading though to speed up worker prep (given most worked tile will be river tiles anyway?) We can miss out Worker #2 that way. Tell you what, I'll try a modified version of my W+C+S+W sequence, but with no roading.

madviking
May 07, 2006, 05:01 PM
So, who's going to start?

Beorn-eL-Feared
May 07, 2006, 07:26 PM
I'd leave it to eldar; if we go on a first-post basis, the roster would then be:

Roster:
eldar - UP, but take the time you need ;)
B - On Deck
MV
jb
Tubs
SW
Wacken - You know you want to :p

EDIT: The Save (http://gotm.civfanatics.net/saves/sgotm10/Cats_&_Dogs_SG010_BC4000_01.SAV) is out :D

Beorn-eL-Feared
May 07, 2006, 10:56 PM
I peeked at the save to get an overlook of what's up, and here's what the civilopedia told me:
- Pirate ship: probably enslaves
Stats: 2-1-9 (SGOTM speed of a caravel is 8), bombards for 3-1-1 (like a frigate with rate of fire 1), transports 1
- Barbarian guard: beefed up cannon with defense
Stats: 0-8-1, bombard strenght of 9 :shake:, range 3 :wow:, rate of fire 3 :dubious:
- They have a special TGL that costs 20 shields
- We know them from scratch (locked war does that)
- They have a special govt for temselves, which is probably uber strong
- They have no face for him, but he's called Dr Evil, which is bad

soul_warrior
May 08, 2006, 12:11 AM
fear the BlackGuard!!!
tremble before his terrible :spank: cannon!!!

Nay! We shall NEVER BOW DOWN to the Porcalain Goddess!!!!!

eldar
May 08, 2006, 11:21 AM
Right.. I modified my start a bit, so it now goes: W+C+W+S(+W).

Settler pops out in the 3150-3100 interturn, one turn later than before, but we have the extra warrior for scouting or MP duty. That's what I'll be going with.

eldar
May 08, 2006, 11:28 AM
Er.. this "modified Great Library" is a little scary. 20 shields for a never-expiring Great Library available immediately? Let's capture and destroy it!

eldar
May 08, 2006, 11:55 AM
Highlights:
3450 - Meet Inca, trade Alpha for WC+10g
3150 - Meet Sumeria, trade Alpha for BW+10g

Settler is either poised to settle in place next turn, or move to the indicated spot and settle the turn after.

http://img327.imageshack.us/img327/989/sgotm10cats3000bc9bi.th.jpg (http://img327.imageshack.us/my.php?image=sgotm10cats3000bc9bi.jpg)

Beorn-eL-Feared
May 08, 2006, 12:43 PM
So that's me up, and it looks like we have food but a LOT of worker tasks ahead, with rocky and swampy terrain. I'll scout around #3, settle #1 and prepare more settlers: we're not going anywhere with an early granary, it seems. Too much food around to pass it out. We'll need a huge workforce though, so getting a full time settler factory will not be a luxury.

If we settle #1 1SW, it can benefit from clams - it'll help our philosophy snagging. I think we'd be good for a full slinger over there, with that kind of bonus. I plan to make warrior-worker from it, if it's ok.

More mid-long term, the incas are close, I'd like to establish the dotmap quickly for over there. GJ curragh scouting, we've got a good lump of land for ourselves W-NW.

eldar
May 08, 2006, 04:39 PM
Trick with the curraghs and diff naval movement - go Sea-Sea-Coast to get 3 moves instead of Coast-Coast which is just 2.

madviking
May 09, 2006, 06:41 PM
My dots, I say go for blue city to get good spot away from Inca (or Sumeria).
The peninsula cities will be junk cities and a route to the other continent?
http://img362.imageshack.us/img362/7059/candsdots9et.jpg (http://imageshack.us)

eldar
May 09, 2006, 06:44 PM
I'd rather get the next city building up population ASAP, which means settling on turn 1 or 2 of the next set, by the sheep. Trekking all the way to settle a 2nd-ring city with our first settler is a bit much....

Beorn-eL-Feared
May 09, 2006, 09:08 PM
Indeed, the spot is good but 1st ring 1st. Then claim good tiles. I'll settle on the spot; question now: 2nd city near wheat and fishies or SW in the plains? Plains will need to be worked on but it's a short-mid term thing whereas marsh clearing is more involving.

We'll also have a lot of scouting done in the close surroundings by the end of my set most likely. Unless I hear otherwise, I'll play tomorrow and go for eldar's 1-4-2 (#1 settled 1SW).

eldar
May 10, 2006, 12:47 AM
Bear in mind the coastal commerce bonus when picking sites. Oops, I was referring to Mad's numbering not mine :blush: Yeah, 4 then 2 after 1 looks okay.

Beorn-eL-Feared
May 10, 2006, 03:17 PM
Playing.

By the way, the "SGOTMX" link in my sig is for the SGOTM results page, where you can always download the lastest team save. So no more asking for where is the save, just click my sig. As I will do now. I leave the details of finding our team name and downloading the save to everyone's legendary wits here. We are idiots, after all: we're up for a challenge.

Beorn-eL-Feared
May 10, 2006, 04:24 PM
2350 Save (http://gotm.civfanatics.net/saves/sgotm10/Cats_&_Dogs_SG010_BC2350_01.SAV)

Pre-Turn:
Say hi to Pacha and Gilli, see we have a hut to pop.

T1.
Found Bork on the spot, working on warrior (MP for London)
Wake a few buddies from Burgundy with ScoutNorth

IT
Our buddies attack us but we lose 1 HP, gain 1HP (go vet).

T5.
Incas learn wheel somewhere around here - I think.

T6.
Spot a dark red border with SailsSout
Bork: Warrior-> Worker

T7.
Meet Theodora, she smiles and waves.
She's up Mas+CB.

T9.
Smoke-Jaguar has the diligence of sending a warrior to meet ScoutNorth. I wave, thank, and say bye: he's also up Mas+CB

T11.
Bork: Worker-> Granary

T12.
Spot a yellow-brown-tan-ish border, E of the Byzantines

T13.
William of the Dutch is technologically on par with us, despite his 2 Curraghs defending the homelands.

http://img88.imageshack.us/img88/8295/10sg029xa.jpg (http://imageshack.us)

So that makes a complete picture:

http://img88.imageshack.us/img88/6300/10sg045cm.th.jpg (http://img88.imageshack.us/my.php?image=10sg045cm.jpg)

T14.
And one more curragh for old times' sake.

http://img88.imageshack.us/img88/850/10sg036ap.jpg (http://imageshack.us)

Writing >> Code of Laws

T15.
London Settler -> Granary

I'll leave the gang on this one:

http://img88.imageshack.us/img88/9760/10sg051tm.jpg (http://imageshack.us)

Basically, it gives us everything anyone knows + worker for writing. It cripples our closest neighbor of its workforce and it guarantees us (almost) that we'll have our philo gambit safe: Incas are tech leaders, no one will be able to afford writing from them soon, most likely. They'll get caught up in IW and Myst before MM, and those before Philo.

Also, The granary in London is fueled by my impression we need it soon, and we'll have a worker for the game chop/irrigate next turn. All yours to turn this back into settler #3 though. Same goes with Bork.

So it's a good point to stop and let the team agree on the trade and granaries.

Here's a tight dotmap, I've made it for discussions mainly, I don't think we should go so tight but we certainly should talk about it, so making a good dotmap doesn't serve the talking purposes.

http://img88.imageshack.us/img88/9923/10sg013bu.th.jpg (http://img88.imageshack.us/my.php?image=10sg013bu.jpg)

Beorn-eL-Feared
May 10, 2006, 04:29 PM
I remember, one turn, 6 incan warriors were defending that worker, so he must be royal blooded :lol:

madviking
May 10, 2006, 04:49 PM
Gots it...

madviking
May 10, 2006, 04:54 PM
I got writing for wheel, masonry, 57 gold and a worker...
Deal or No Deal?

Beorn-eL-Feared
May 10, 2006, 05:26 PM
Have you had time to read the turnlog? :lol:
Getting more gold out of it and re-selling masonry for CB is not a profoundly bad idea, but IMHO we need to have a few more people's opinions on granaries, and on how to make our philo gambit as safe as possible. Delaying writing being one of the safeguards.

EDIT: jb, SW, I guess I'd feel more comfortable with you guys' comments along... Tubs, well, is busy (http://www.civ3duelzone.com/forum/topic.asp?TOPIC_ID=3112), so we'll have to manage at 5/6 for a little - but 3/6 is shorthanded work ;)

eldar
May 11, 2006, 12:13 AM
Giving Incas Writing does open up the possibility of them popping Philo from a hut, though. That is something that permanently annoys me.

soul_warrior
May 11, 2006, 12:30 AM
i would REALLY be annoyed if we lost our gambit.

do we REALLY need those techs NOW?
i think we can wait those 30 turns till we get CoL and PHILO, and then sell our tech around for all the backlog.

we NEED however to check EVERY TURN to see the value of WRITINg.
if it starts droping IBT then sell it for all we can get.
otherwise, i think we should hold on to it.

Beorn-eL-Feared
May 11, 2006, 08:57 AM
Sounds tedious but very much safer, I'll go with SW.
Likely threats for writing are the incas and the dutch - the dutch have been cooking something far too long if they're not on par. Or it is just the curraghs.
Prep the closest deal possible - mine was at a penny from disapproval - and check it every turn or every other turn if you forget.

Too bad for the worker, this time.

eldar
May 11, 2006, 12:32 PM
I'm not saying don't don't do it. In fact the Inca deal is probably worth doing, even with the associated risk. Giving them Writing will eventually start them on Map Making. The AI won't bother researching Philo until they've got Maths, Mysticism, and Map Making, and possibly even Poly and Monarchy. A good way to tie up AI research for a while is to gift them all Poly so they'll beaver away at Monarchy for ages.

Beorn-eL-Feared
May 11, 2006, 09:30 PM
Rock paper scissors, anyone?

Now that I come to think about it, if we are all the gang on the same continent, chances are the huts are all popped. So my scissors would go with the incan worker they have to spare us. Rock and paper are undecided.

soul_warrior
May 12, 2006, 01:49 AM
i think Rock is where we will find Ken's girlfriend.
Paper?
thats what we will use to write the obituary to the grand master Ken and his fellows of the hippie tent.

jb1964
May 12, 2006, 06:59 AM
Giving Incas Writing does open up the possibility of them popping Philo from a hut, though. That is something that permanently annoys me.

Agreed. I have popped Philo way too much when nearly finished w/ CoL.

I would make the deal w/ the Inca. Getting them working on other techs to trade for CoL, Philo & Rep helps us all get down the tech path.

Certainly we're increasing the chances of losing out on the Gambit but I think this deal is worth it.

Regarding popping huts, it still marvels me that I can find huts immediately adjacent to AI boarders and far into the game.

eldar
May 12, 2006, 12:07 PM
Huts on remote islands are fun too. I've popped them in the Industrial Age and still got the Conscript Warriors....

I'm out of touch this weekend, down with my parents in dial-up-only-land.

Beorn-eL-Feared
May 12, 2006, 01:22 PM
I remember popping engineering in an AW game, without being EXP, by settling beside it. But anyways huts should pop guerillas when you get there, at least. Especially if they're named Ken and they hide behind a big rock and they are afraid of writing paper but are dying (!) to kill english scissor boatsies.

madviking
May 12, 2006, 01:25 PM
So...
What's the final dicision?

Beorn-eL-Feared
May 12, 2006, 01:31 PM
Hush, we're trying to spam here :lol: :nospam:

Sorry, seems like getting an all-out everything deal is in order:
Wheel, Mas, CB, Worker for Writing +5.
If anyone has Mysticism or maths, go ahead and cash in on those as well. Once writing is out, we might as well use it to get gold and stuff.

madviking
May 12, 2006, 04:08 PM
'ight cap'n.

madviking
May 12, 2006, 04:31 PM
0- do the aforementioned writing deal.
I pay a visit to Theo
Mytic for Wheel and the incan worker

1- nothing in particular

2- bore

3- found idoittingham

5- raise lux to 20 to prevent riot in bork

6- lower lux to 10

...

end

This sucks, Inca and Maya have Math and Maya has Iron and we don't have anything to sell. :suicide:
Theo, Gilgy and Willy don't have anything to sell.
http://img305.imageshack.us/img305/2706/candsoverall7mv.jpg (http://imageshack.us)

Beorn-eL-Feared
May 12, 2006, 04:57 PM
About the question mark, the next settler should be due for the plain neighbor to the lamb at the bottom of our peninsula.

Claiming the horses is a good idea though, we could settle straight W of it with the other settler from Bork.

Will try another dotmap, again.

Beorn-eL-Feared
May 12, 2006, 05:09 PM
Ok here's a more definitive attempt:

http://img240.imageshack.us/img240/9316/10sg069pb.jpg (http://imageshack.us)

My building order:
#1, #2
royal blue
white
black
green
navy blue (on the Q mark)
red
teal
pink
yellow

Tubby Rower
May 13, 2006, 12:33 PM
holy crap... I'm way behind... I'll try to catch up so that I might be able to play a turnset during naptime over the next couple of days. btw, what's the roster check look like?

jb1964
May 13, 2006, 02:55 PM
My thoughts...
The Blue circle needs room to breath. I'd move the White circle SE to crowd red.
I would also settle #2 first. I think we'll want the horses.

Beorn-eL-Feared
May 13, 2006, 10:01 PM
Tubs, we have discussed by PM the bulk of what's being said around right now.
jb, room to breathe with the dotmap sounds like a good idea.

Roster:
eldar -
B -
MV -
jb - at bat
Tubs - in the waiting circle, if he wants it
SW - designated hitter at #6

soul_warrior
May 14, 2006, 12:04 AM
dots 1 and 2. check.
hitter #6. check.

as both settlers will be out on the same turn (ok, a turn apart), and considering the walking time, i believe Bork's settler will reach it that very same turn as Londons one.
so i want london's one to head south for the lamb kebabs.

Beorn-eL-Feared
May 14, 2006, 02:15 AM
Hmmm, lamb kebabs :beer: :thumbsup:
If they arrive on the very same turn, I say plant Kebabs before Ponies, because of the corruption on the coastal commerce bonus.

Now should we go claim blue first or have a granary up first? I'd go with the granary, given we can easily time a good chop or two on it with the roading worker S, after he makes a way to the lamb burning place.
[insert memories of banquets in Asterix here]

jb1964
May 14, 2006, 08:21 AM
Rats, I didn't even notice I was up. OK, got it.

eldar
May 14, 2006, 11:59 AM
Tech looks fine - if we're only down Math & Iron CoL should handle that (get Math first). I'm all for grabbing those Horses first, the Inca won't hang around sending a settler there.

jb1964
May 14, 2006, 02:38 PM
<<The Save>> (http://gotm.civfanatics.net/saves/sgotm10/Cats_&_Dogs_SG010_BC1500_01.SAV)

We got both the lamb chops and the horses.
My turns have held the slope of our line constant. Klarius and Liz have found some way of making a big jump.

Turn 0 1750 BC - Pretty much stuck w/ current builds. No trades to be made.
Turn 1 1725 BC - Bork rioted. This sucks. Sorry. Entertainment up to 20% and scientist in London back to work.
Turn 2 1700 BC - Stack of Mayan warriors are wandering.
Turn 3 1675 BC - Somebody popped some barbs on our peninsula. The up-side is that they didn't get a tech.
Turn 4 1650 BC - Starting chop for London for next settler. Sumerians have an archer and an Enkidu warrior outside Bork. There’s a Chasqi scout there as well.
Warrior in Idiotingham steps out to intercept barb. If not it’s going to either get the hill worker or sack the city.
Turn 5 1625 BC - Need to stop for now. Mother’s day and all.
Turn 6 1600 BC – AI warriors are beating up barbs. Thanks guys!
Turn 7 1575 BC – Found Lamb Chops. Hmm, forrest chop went to Lamb Chops and not London? I think it would be best to put a granary in Lamb Chops and chop the other two forests.
London, settler – warrior.
Turn 8 1550 BC - Nothing
Turn 9 1525 BC – CoL is done, Philo in the queue, 14 turns @ +1gpt.
Idiotingham, archer – archer. Sending archer back to London to be able to dial back entertainment.
Canterbury founded by the ponies.
All in all the AI units wandering around are being pretty nice.
Turn 10 1500 BC -
Bork, warrior – settler
Working oysters in London over the game/forest tile because we still get the settler and growth in 2 and we get 2 more gold each turn
Entertainment back to 10%
Research pushed up to –1gpt w/ 17g in the treasury and Philo in 10 turns.

We'll need to water the plains tiles NW of Idiotingham. It's hooked up to the lake so we sont have to trench it over from the river.

jb1964
May 14, 2006, 03:21 PM
Post game trades...
The Dutch and Sumerians will give some gold for The Wheel but not much.
Both the Maya and Inca will give Math, Iron and whatever gold they have for CoL, so it's value is pretty high.

Math and Iron are the only techs out there for us unless either the Mayans or Incans have made it to Construction or Currency. It would be nice it they did so we could get even more out of CoL

jb1964
May 14, 2006, 03:26 PM
London is MM'ed incorrectly.

I worked the oysters over the game. I should have gone from the forest to the oysters. It gives us growth the next turn. And with that growth we should work the other oyster rather than the forest again for another 2g.

London is the only city at the moment keeping us from having 0% entertainment. We need to pop out a worker from there next. Actually, after the settler in two turns we can pull back to 0% entertainment until the next growth.

Beorn-eL-Feared
May 14, 2006, 07:08 PM
Nice progress, good thing we got the tiles we wished claimed. Time for new ones now :borg:
I'm surprised no one rushed on a deer chop/water yet though, that would've been my immediate move entering any set. Well, it might be better this way, who knows ... at any rate

Tubs UP,
SW on Deck

I'd say give tubs 48hrs for a got it, see how the housekeeping goes for him before just skipping (he didn't ask a complete, momentary skip, right?) to SW.

eldar
May 15, 2006, 12:47 AM
I think we can get a Granary in London now?! I'd have had that going earlier (after the 2nd settler popped out). As for not running at 0% lux - why are we scared of going to 10%? We had a Sci in London earlier - no wonder our score was going down! We shouldn't EVER have had specialists in our capital this early in the game. Yes in peripheral towns when raising Lux would be prohibitive, but not in core cities.

jb1964
May 15, 2006, 11:08 AM
I started the chops around London thinking it needed a granary but found that it already has one.

Even though the Entertainment slider went from 10 to 20 to 30% it was only about 2g for each step. It was good to get the entertainers out of London and Bork.

Also, after we chop the game forest and water it we'll be able to irrigate over towards Lamb Chops. BTW, had some very good gyros this weekend. Lamb, good stuff.

Beorn-eL-Feared
May 15, 2006, 12:00 PM
I support the aforementionned - if you ever have questions or reticences, anything you are unsure about, MV, it'll be our pleasure to help and show you what's best. For instance, entertainers and such aren't - not until the dark ages of science farming. Lamb gyros are.

Tubs has played his PBEM turns but hasn't spent much time in the forums otherwise. Whenever you have time, SW, it's yours. He has enough (http://www.civ3duelzone.com/forum/topic.asp?TOPIC_ID=3112&whichpage=2) to attend to right now.

soul_warrior
May 16, 2006, 08:16 AM
i have SC03 turn set to attend to, as well as my very own SW10 set.
add to that that im still at JOB 1, with 4 hours till i check in for JOB 2, and i think i will be quite hard pressed to get to this tonight.
tomorrow isnt much better, with work > school till 9PM.

anyone one want to switch with me?

i will make time thursday to grab it

Beorn-eL-Feared
May 16, 2006, 10:23 AM
eldar is next, so whenever he wants his turns you guys can swap. I'd be next but am busy for the next 2 days.

jb1964
May 20, 2006, 05:59 AM
I had the last turnset so I can't jump in and take another set.

Anybody, anybody.... Beuler, Beuler?

soul_warrior
May 20, 2006, 07:47 AM
just had a visit from the girlfriends parents.
was very tough ;)
will try to get some free time for a set tonight.
if i havent posted a save tonight skip me, as i wont have free time till late monday.

Beorn-eL-Feared
May 20, 2006, 02:50 PM
I'll grab it then, later tonight, I'm next on the payroll.

Beorn-eL-Feared
May 21, 2006, 09:20 AM
We have a new guest star, which makes the roster look like:

Roster:
eldar - On Deck
B - Not yet
MV
jb
Tubs
SW - Skipped
Smart - UP

Now, with a 7 men roster, I'll make the skips and bumps necessary on a more strict 24/48. It could get messy without that.

Smart
May 21, 2006, 04:43 PM
Thanks, B, I'll re-read now this thread to see what I can do :p
Save and description will be ready tomorrow :salute:

Beorn-eL-Feared
May 21, 2006, 10:44 PM
[...] to see what I can do :salute:
I suggest playing 10 turns. That's something you could do :p

Tubby Rower
May 22, 2006, 05:46 AM
B, can you list me as an official lurker for a little while? I hate to back out of this, but I just don't have the time that I hoped to have. sorry.

Beorn-eL-Feared
May 22, 2006, 12:01 PM
Of course Tubs. Come back whenever, I'll keep the tea hot. Take care of the little and the big ones.

Roster:
eldar - On Deck
B - Not yet
MV
jb
SW - Skipped
Smart - UP

Smart
May 23, 2006, 06:12 PM
Pre-flight
MM in London: one citizen from forest to mined grassland - it will grow 1 turn faster and we also save 1 turn on philo. Raise sci to 90% and philo is in 8 turns now.
Collected 76 gold from trading The Wheel, everybody know it, so it would be traded between AI's anyway.

Turn 1
The end of our plans...
New tech to buy: Philosophy [Maya] :blush:

I traded CoL now, so we will not waste 7 turns researching philosophy:
CoL+16 gold for Philo + Math to Maya
Philo for IW to Inca
Now we see that Maya have Construction too, but we can't buy it.
Continue trading Philosophy away, because they like to learn it fast - collecting 78 gold.

Worker choped forest and now is building road to Lamb Chops.

Turn 2
Settler is ready, and I sent it to iron hill.
Starting warrior in London to save time for settler chop.
Theodora learned Map Making

Turn 3
Raise lux to 10% because Bork was grown.
Scouting warrior founds barb camp and barb warrior without nation (normal one) :eek:

Turn 4
Founded Marsh Fishery.

Turn 5
Worker is building road to Iron

Turn 6
Theodora sold MM to everybody, and everybody (except Sumeria and Dutch) know all techs.
I traded CoL with them, collecting MM and 16 gold

Turn 7
London grows and I have to raise lux to 20%.
Bork completed settler and I sent it north to coast
Killed one barb using scouting warrior.

Turn 8
Worktr choped the deer and started irrigation on it.
Settler is ready in London, Lux to zero.

Turn 9
Oxford was founded
Hired scientist in Canterbury for one turn, before MP from london will come.

Turn 10
London grows, up lux to 10%
Settler is one tile from place, move him S to get those fishs

I couldn't upload file from my nick, so I did it as you, B :crazyeye:
They didn't added me yet... Anyway, here is the save:
http://gotm.civfanatics.net/saves/sgotm10/Cats_&_Dogs_SG010_BC1250_01.SAV

madviking
May 23, 2006, 06:53 PM
we're last in posts, we'd better spam more. :mischief:
Roster:
eldar - up
B - on deck
MV- later
jb
SW - Skipped
(Smart -) not part of our team. :mischief: just played

Smart
May 23, 2006, 07:17 PM
madviking, :crazyeye:

I pm'ed AlanH about it, so next turnset will be fine :mischief:

Beorn-eL-Feared
May 23, 2006, 09:18 PM
Oh dude I'm doing my best ;)

eldar
May 24, 2006, 01:06 AM
Hmm, missed the slingshot :( What're we researching? IMO if we start on Republic we can get stuck in a hole if others get it first. I'd prefer to blast away at Lit & Currency & Poly first.

soul_warrior
May 24, 2006, 01:28 AM
Hmm, missed the slingshot :( What're we researching? IMO if we start on Republic we can get stuck in a hole if others get it first. I'd prefer to blast away at Lit & Currency & Poly first.
hear here :clap:

soul_warrior
May 24, 2006, 01:47 AM
here is the view of the land, as of the last save.

builds seem somewhat awkward to me.

raxless archer builds, workers and settlers not timed for growth, and whatnot.

next up, try and sort it out a bit if possible?
i know we need those workers-settlers, but maybe squeeze something inbetween so we get it on growth?

http://i10.photobucket.com/albums/a113/soul_warrior/cats_dogs_1250bc_15.jpg

Smart
May 24, 2006, 03:12 AM
builds seem somewhat awkward to me.
Sorry if I missed something, it's my first turnset after 3 month break in Civ3 :rolleyes:

soul_warrior
May 24, 2006, 04:55 AM
no worries, smart.

just a head up so, if possible, we maximize our builds.

Beorn-eL-Feared
May 24, 2006, 08:31 AM
What struck me was the roading of the hill :p It'll all come back though, Smart. And in a week or two you'll be better than me again :mischief:

eldar you're up, research at your convenience ;)

eldar
May 24, 2006, 12:43 PM
Oxford is in a strange non-coastal spot... could & should easily go 1 NW, to get the coast commerce bonus. London should be a 4-turner by now (the forest there can act as a surrogate for the mined plains we need for growth). Think I'll see what I can get out of it in the 3 turns it takes to grow to size 5, then start the cycle.

eldar
May 24, 2006, 02:33 PM
>>> The Save <<< (http://gotm.civfanatics.net/saves/sgotm10/Cats_&_Dogs_SG010_BC1000_01.SAV)

The log:
T0 (1250BC)
Change builds:
London: Warrior, work the clams for extra commerce and time with growth to size 5.
Bork: Keep the settler going.
Idoittingham: Worker, due in 1.
Lamb Chops: Worker, due in 1.
Canterbury: Warrior, it has a Worker.
Marsh Fishery: Worker, a waste of 2 shields but We Don't Have Enough Workers (in the age-old "How many Workers do you have?" "Not enough" sense).
Oxford: Keep the Worker going, but turn the citizen to a Scientiest as I plan to abandon the place and replace 1NW with a coastal town instead.

The good: 3 granaries in our extra food cities.
The bad: 2 *regular* archers in Idoittingham? What's wrong with warriors for MP?
The Very Very Ugly: 1250BC and only *3* Workers. This will be doubled in the inter-turn, let's see if we can get to 10 or so by 1000BC.

The hill-roading worker gains a stay of execution (of his orders) as he'll finish this turn.

Research kept at Republic despite earlier fears because I suspect quite a lot has gone into it already, and the rate's not too bad either.

IT:
Idoittingham Worker->Worker
Lamb Chops Worker->Harbor. It appears Marsh Fishery or some other city is built on some Iron, which is nice.
Marsh Fishery Worker->Barracks.
Byz establish an embassy with us.

T1 (1225BC)
IT:
Canterbury Warrior->Worker
Ur (Sumeria) completes Oracle

T2 (1200BC)
Found Crinkley Bottom, starts Worker

IT:
London Warrior->Settler

T4 (1150BC)
IT:
Bork Settler->Worker (I think it can be a 4-turn Worker pump... using the Clams... I'll post the math at the end). (Nope, too many shields at size 3... I'll settle for an 8-turn Settler pump though. I'd like a Worker factory, Lamb Chops possibly. Bork could do with some shield waste, then it'd be okay!!)

T5-T7 (1125BC-1075BC)
Not much to report, then I did something very odd to my notes (a key combination in Notepad of all things that did something... strange). Horsies got hooked up.

T8 (1050BC)
Found Peckham, starts Worker

IT:
Oxford Worker->ABANDONED

T9 (1025BC)
IT:
Our military plans get stolen! Presumably by the Barbarians.
William learns Horseback Riding.

T10 (1000BC)
Nothing to trade for HBR. Nobody else knows it either. Sumeria has Poly but wouldn't take Iron+Maths+CoL+all our treasury for it earlier, so I just sold him Iron for some spare change. Keep checking to see if anyone else learns Poly. A trade should be do-able once it's a 3rd or 4th.

London 4-turn factory:
T1 (size 5) Wheat+Game+any three mined grass/irrigated plain
T2 (size 5.5) Same again+forest on growth
T3 (size 6) Move forest to another mined grass/irrigated plain
T4 (size 6.5) Same again+forest on growth
Don't be afraid to re-arrange Bork's tiles if you have to.

Bork 8-turn factory:
Keep working the Clams and Sheep, the rest should take care of itself.

Proposed Lamb Chops Worker Pump:
Similar to Bork, really, except the 1-shield wastage means 4 turns to get 10 shields instead of 3 - to time with growth.

http://img484.imageshack.us/img484/4103/sgotm10cats1000bc2tt.th.jpg (http://img484.imageshack.us/my.php?image=sgotm10cats1000bc2tt.jpg)

Beorn-eL-Feared
May 24, 2006, 07:05 PM
Got it, will see to it that the pumps are up and rolling. Might get to this tomorrow or friday, but the pumps will go good and the save will be up friday night for MV.

Beorn-eL-Feared
May 25, 2006, 09:57 PM
Pre-Turn:
Nice work exploring boys

Unidle the boat in London, renamed THE EAST, THE EAST
9 workers at 1000 BC, not 10 but I call that holding your promise, eldar.
I would make Bork grow 1 size for its settler duties, but it would disrupt the cycle unless we make it work a turn of wealth every time. Wait, that would be good. So that's the plan. Or it could make a harbor and get huge commerce tiles. *Grins*

Next settler will claim Dyes, and then I'll go for land grabbing. We can fill up our backyard later IMHO.
There's something fishy with the land grabs of our AI friends, gotta be the pyramids.
Btw we have 4/9 luzes on our continent, so either there's a luxury island somewhere, or the barbs have it all.

IT
That's gotta smell bad

http://img144.imageshack.us/img144/8740/10sg076oc.th.jpg (http://img144.imageshack.us/my.php?image=10sg076oc.jpg)

T1.
Found Neo New Oxford-2 on a worker build
London keeps pumping

T3.
Bork Settler -> Harbor, for size 5-6 settler works
Canterbury worker -> Granary
Marsh Fishery changed from barracks to granary

IT
In good english, OMFG

http://img144.imageshack.us/img144/9518/10sg087rt.th.jpg (http://img144.imageshack.us/my.php?image=10sg087rt.jpg)

T4.
Worker and all gold (14) from Sumeria for Maths, which sounds reasonable at the CA2 math cost (153)

T5.
Gotta deal with barbs, MP's out mean lux up.

IT
Cuzco has the pyramids
Ur has MoM

T8.
We touch land !

http://img144.imageshack.us/img144/5121/10sg094aj.th.jpg (http://img144.imageshack.us/my.php?image=10sg094aj.jpg)

Found BlueDot, works on worker

IT
Barb camp appears on the SW coast

T10.
Found Big Grin by the Dyes, works on worker

http://img144.imageshack.us/img144/4797/10sg107hh.th.jpg (http://img144.imageshack.us/my.php?image=10sg107hh.jpg)

I would settle blue first, yellow, red then green. If you think that's too invasive, we could skip yellow. My point here is claiming tiles for the sake of it. I'd like one or two 'yeah' for this.

We will have the republic in a few turns, MV, so just make sure London keeps working at its 4 turn capacity. Bork, Marsh Fishery and Lamb Chops can probably make for great pumps as well when we have no despotic losses, but that remains to be tested.

Last point, which should be discussed: do we revolt on the IBT or do we wait for a settler or 2 more ? This is not a no-brainer, because if we get a 7 turn anarchy, we might lose city spots to the incas and byzantines.

>>> The Save <<< (http://gotm.civfanatics.net/saves/sgotm10/Cats_&_Dogs_SG010_BC0750_01.SAV)

Beorn-eL-Feared
May 25, 2006, 09:59 PM
By the way, when exploring, take care of staying out of barbs' territory, so that WW doesn't build up sneakily and we can benefit fully from republic.

Oh and during the anarchy, make sure to wall out our backyard so that no AI settler ventures there.

eldar
May 26, 2006, 01:43 AM
Okay - here's what I've been doing of late, dunno if we want to copy it.
Instead of an immediate revolt, I've been waiting 'til I've entered the Medieval Era to revolt. The main reason this appears successful is that it then gives us useful things to build that aid in getting us out of the inevitable cash hole we find ourselves in - Libs, Markets, 'ducts. Revolt right away and it can be ages before we get Currency, Construction, or Lit.

In this case, with a couple of good pumps going already, I think we can wait 'til then and fill in as much space as we can in the meantime.

That big stack of Mayan warriors, I encountered in my set... I think they're chasing the local "stoopid" barbs.

soul_warrior
May 26, 2006, 05:09 AM
i say YEAH.

lets hold with revolting.
i would hate losing any sites, and were doing a fine job right now.

how many settlers do we need to fill out the land grab phase?
if its in the 5-8 range, i say we wait and fill b4 we revolt.
if its 10+ settlers, (which means 20-25 turns?) i would fill out those 3 spot BEF marked and revolt
or we could wait to the MediEval Times, as per eldar, building our infra b4 we get frisky.
still thinking about it.

Beorn-eL-Feared
May 26, 2006, 10:04 AM
We need 4 for the bottom sites (3 if we get jinxed out of yellow) and 5-6 for the NW peninsula. It is worthwhile to hold the revolt out.

jb1964
May 27, 2006, 08:18 AM
MadSckandahoovian, I think you're up.

madviking
May 27, 2006, 10:01 AM
Yeah, but i'm kinda a feastmode with the civ4sgotm.
I go for the gold (republic)
Wait for settlers to be built before revolt.
IIRC, WW only happens when
a) one of yer units dies (gets attacked?)
b) one of yer cities burn
c) umm... something else...

soul_warrior
May 27, 2006, 10:55 AM
eldar -
B -
MV- in feast mode? do you need a delay or a skip?
jb - ON DECK
SW - manning the PoopDeck!
Smart -

Beorn-eL-Feared
May 27, 2006, 08:16 PM
I think there's no harm in a swap, jb, esp. if you're eager to get it ;) Just call it to make double-sure.

eldar
May 29, 2006, 06:05 AM
Observations from the save....
1. Lamb Chops is building a regular swordsman, which will complete (with a forest chop) in the inter-turn. Switch to a rax. Lamb Chops is to be our worker pump, already has 2 MPs, and we don't want more regulars running around.
2. Neo New Oxford-2 is building a worker, but won't grow to size 2 for ages. Switch to a warrior. (Reason: lost the lambs to culture expansion - consider getting a temple/library in Peckham ASAP as it is a flip risk anyway.)
3. London only has 1 MP.
4. Marsh Fishery's settler isn't timed with growth. I'd suggest swapping one of its BGs for Canterbury's flood plains after the next inter-turn to time the growth & build.
5. Canterbury doesn't need a granary, build a rax instead. Let Marsh Fishery use the flood plain tile.
6. I'd recommend filling the back yard before down south. It means we'll only have one back to watch during any future wars.

soul_warrior
May 29, 2006, 07:41 AM
ok.
nobody picked it so....

i will play my set tonight.

eldar - points taken ;)

Beorn-eL-Feared
May 29, 2006, 09:36 AM
I beg to differ on the land grab point #6. We will have a much easier time claiming our backyard than claiming Byzantine teritory. We have at least 1 settler, probably 2 IIRC, headed that way: I'd leave at least these 2 claim coast spots, and see what we can do with the backyard after.

eldar
May 29, 2006, 02:07 PM
Hey, it was point #6 :)

soul_warrior
May 29, 2006, 11:41 PM
update on the front:

we have REPUBLIC.
we can get HBR, CONSTRUCTION, POLY, plus about 350g (all of whats floating about)
that would leave us researching CURRENCY for next age (now due in 18, not losing cash. we can push it up some more)

do we make the trade?
im in favour.

space-wise:
we have the back peninsula to fill up, and the south is getting REAL cluttered.
2-3 settlers enroute will probably fill it up.
i think ill wait till they plop and revolt.

played 3 turns but hads to brake for dinner.
will continue tonight, so you have about 10 hours to comment.

jb1964
May 30, 2006, 06:34 AM
Hey gang, I didn't have time to play so I didn't grab.

Revolt when it seems appropriate. However, revolt and putting down the new cities shouldn't impact each other. The considerations I usually give to revolting are infrastructure and nearly finished builds.

soul_warrior
May 30, 2006, 10:54 AM
we are republicans (http://gotm.civfanatics.net/saves/sgotm10/Cats_&_Dogs_SG010_BC0550_01.SAV)

pre turn -
change Chops to a rax, Warrior in NNOxford2, switch tiles for settlers and canterbury getts a rax too.
pretty tight now, just space due south, with Rep due in 2. i wont revolt during this.

IBT - almost lost a settler pair to a barb :eek:

1- Bork harbor > settler.
London gets a second MP + Bork & Chops about to riot.
up lux 10%. lower sci 20%, rep still in 1.

2- REP in. > start CURRENCY.
MarshFish settler > catapult, Crinkley worker > worker, London gets its wheat back.
whack a camp, get 25G, build The Ashes and manage to annoy someone :D starts a CAT.
we can buy HBR, Poly and Construction + 300+gold for Rep. that will leave just the Currency to up an age. will wait a bit.

3- Lamb Chops rax > sword.
pray that the Inca troopers dont get frisky. remove temptation. move in the thugs.

IBT - willie demands the Republic. i decline. he wont bite.

4- London settler > settler, Idiotingham sword> sword, NNO2 warrior > temple (those lambs).
AMSTERDAM got ToA, is building GLight.

take a break. dinner with the GirlFriend. continue later?

decide to take the deals, so we give the republic away.
we got: HBR, POLY, CONSTRUCTION and 328g.
everyone is bled dry except for sumeria that has 37g left. i wont sell it for this kind of change. sorry!

as nothing will be done in the next few turns, i revolt (with 3 settlers en route south) and draw 5 turns :snipe: who had to give us the evil eye with the 5 turn anarchy *point a finger and cries*

fix up the happy status. clowns everywhere to try and avoid pop starvation.

IBT- guess what? 3 towns rioted on me. fixed.

5- nada
6- nada
7- spot an 8 warrior barbarian SoDuck. 6 regs, 1 vet, 1 E - they are bashing someone.
8- Constantinople gets a great whacking wall. good against those hairy hippies.
9- 2 more towns riot. i swear it you guys, i keep on checking the happy state, all looks groovy and in the IBT some joker throws a fit.
we get to choose which gov we like: ill let you have 2 guesses at my choice.

fix up the pop. back to 30% lux, 70 sci, lose 56gpt. with 464g in the bag.

IBT- nada

10- bork cat > settler (to be rushed on growth),
Build Bree-mingham near the goats. > worker,
ashes rioted on me.

seems like i had a case of the crooked eye here.
next up, triple check everything, especially the happy state.

CURRENCY in 5 losing 54gpt or in 19 losing small change. i say we bleed the rep deal.

eldar
May 30, 2006, 01:11 PM
Go fast on Currency, pls :D Did we get shot of all of our regular warriors? If not, next player please do so (and watch our gpt shoot up!)

P.S. 5 turns is fine, hey, think, could've been 7... or 8... or.... NINE!!!

jb1964
May 30, 2006, 01:16 PM
I'll take it this evening unless called off by Angry Viking.

soul_warrior
May 30, 2006, 02:48 PM
i knew i forgot something *DUH*
go and load our double barrel shot gun for the yokels, JB.

Beorn-eL-Feared
May 30, 2006, 02:50 PM
I'll check in for the wonder status around here; it might be beneficial to go out and grab something like the pyramids after our settler invasion force has done its job around here :mischief:

All yours, jb.

madviking
May 30, 2006, 06:03 PM
Sorry guys, my civ compy bloke and my parents say it won't be back (damn repair shops) until 2 weeks, that was the reason i couldn't post for a couple days, im on my parents' compy.

Put me on autoskip :(

Beorn-eL-Feared
May 31, 2006, 09:24 AM
Roger that, see you soon MV.

jb1964
May 31, 2006, 01:41 PM
I envision MadViking's comp w/ a large bladed axe bisecting the monitor.

jb1964
May 31, 2006, 09:54 PM
Input would be nice...

I could settle in place and hope to drive off the three other settlers or I could try and get one step closer to the wines.

Turn log up to turn 7....

Turn 0 – 550 BC
Warning of barbs near Lamb Chops. Looks like the barbs are partial to sheep.
OK, everyone has Rep other than Inca. I’m going to trade it to them for wines and let them revolt. Inca: Rep for Wines and 12g. Ya, it’s a crappy deal but we’re going to get nothing otherwise. And we can dial the happy gas down to 20%. Ah… nope. 30%. Well, we got 12g.
Move some former MP’s to discourage some AI settler movement.

IBT: nuttin’
Peckham: worker – worker

Turn 1 – 530 BC
We have two settlers. I would like to grab the second iron and use it as trade material. Wines are also out there.
Short rush settler in Bork via archer.
MM London for two more coin. Settler still in two.
Aim two settlers for iron and wines.
No trades to be had. Everyone is happy’ish.
We’re paying through the #@$% for unit support.

IBT: I guess the two warriors I sent into Samaria to scout things out didn’t go over too well. Screw him! DoW! OK, not.
Barb horse shows up NW of Chops.
Lamb Chops: settler – settler (only 4spt so I don’t go for the worker factory quite yet)
Marsh Fish: cat – worker (5spt)
Mayans finish the GLighthouse. Well la-dee-da. Gilgamush looks stupid in a slicker.

Turn 2 – 510 BC
Send settler out of Lamp Chops to the SE to grab coastal location and help link up future wines.

IBT: Another Barb horse shows up.

Turn 3 – 490 BC London: settler – settler
Bork: settler - settler
Blue Dot: worker – worker
Now we can dial back the juice to 20%
Currency in 1 turn. If we swap the scientist to a tax dude it’s two turns so there’s no waste here.
Kill BH on the grass, bomb BH in forest but warrior loses three straight. Second warrior dispatches forest BH.

IBT: We have entered a new age. Hmm, I thought we needed construction still.
We set our sights on Feud.
Another warning about a massive uprising near Chops. Better get the workers outta there.

Turn 4: 470 BC
Marsh Fish: worker – barracks
Move setter to save mountain to check out jungle settlin’ spot for uglies.
Rotating units towards Chops to take care of imminent barbs.

Currency is known but the Inca and Dutch.

IBT: BH kills our forted warrior.

Turn 5: 450 BC
A biga$$ (8) stack of BH’s shows up.
Idiottinghan: sword - sword
Both the Maya and Byzantines move a settler towards the SE coast.
Set up units to take on BH’s.

IBT:
Sumerians join the rush for the wines.
Five BH’s step up into the forests NW of Chops. Bring it Be-otch.

Turn 6: 430 BC
Research pulled back to 0%. We’re getting crushed.
Cover the workers outside of Chops.
Change build in Crinkly Bottom to a galley.

IBT: 4 BH’s move up to chops. One attacks the workers and gets the shaft of an arrow and the edge of a blade.
London: settler – settler
Peckham: worker – market (prolly not)

Turn 7: 410 BC
One of two cats hit.
MP1 dies, warrior wins, warrior wins & promotes, warrior-new-ox wins, archer wins.
Sword will heal a turn.
Three AI’s have Lit but none need Currency. At least the price will drop.
Found Bloomingdork: galley
Found Rusty Hills: temple (lib prebuild?)

Beorn-eL-Feared
May 31, 2006, 10:55 PM
How many settlers do we have on hand? From your log I'd say one or two more. I think it would be a worthwhile option to just secure the spot and build anew after.

I'm positive no one would settle one tile from the Byzantines except the Byzantines. If Sumeria builds, both others run off and we have the wines. If byzantines build, we're screwed, but I think they'll most likely going to head 1 south and claim game/rocks. So should we, IMHO. I like risky stuff.

Next up are 3 options: whoever settles first.
If no one settles then we're good and claim game, rocks, wines and a place on the beach. We might get the river/FP/lamb spot as well, with some luck and AS.
If Sumeria settles, we're good and we can move S-SE.
If Byzantines/Korea build, we can go back a few tiles and claim the river/FP/lamb spot. I think there were whales near there too, so it could be a good compromise.

jb1964
Jun 01, 2006, 05:57 AM
I like the way this guy thinks. All logical and like. However, I chickened out.

The save, 350 BC (http://gotm.civfanatics.net/saves/sgotm10/Cats_&_Dogs_SG010_BC0350_01.SAV)

Turn 0 – 550 BC
Warning of barbs near Lamb Chops. Looks like the barbs are partial to sheep.
OK, everyone has Rep other than Inca. I’m going to trade it to them for wines and let them revolt. Inca: Rep for Wines and 12g. Ya, it’s a crappy deal but we’re going to get nothing otherwise. And we can dial the happy gas down to 20%. Ah… nope. 30%. Well, we got 12g.
Move some former MP’s to discourage some AI settler movement.

IBT: nuttin’
Peckham: worker – worker

Turn 1 – 530 BC
We have two settlers. I would like to grab the second iron and use it as trade material. Wines are also out there.
Short rush settler in Bork via archer.
MM London for two more coin. Settler still in two.
Aim two settlers for iron and wines.
No trades to be had. Everyone is happy’ish.
We’re paying through the #@$% for unit support.

IBT: I guess the two warriors I sent into Sumaria to scout things out didn’t go over too well.
Screw him! DoW! OK, not.
Barb horse shows up NW of Chops.
Lamb Chops: settler – settler (only 4spt so I don’t go for the worker factory quite yet)
Marsh Fish: cat – worker (5spt)
Mayans finish the GLighthouse. Well la-dee-da. Gilgamush looks stupid in a slicker.

Turn 2 – 510 BC
Send settler out of Lamp Chops to the SE to grab coastal location and help link up future wines.

IBT: Another Barb horse shows up.

Turn 3 – 490 BC London: settler – settler
Bork: settler - settler
Blue Dot: worker – worker
Now we can dial back the juice to 20%
Currency in 1 turn. If we swap the scientist to a tax dude it’s two turns so there’s no waste here.
Kill BH on the grass, bomb BH in forest but warrior loses three straight. Second warrior dispatches forest BH.

IBT: We have entered a new age. Hmm, I thought we needed construction still.
We set our sights on Feud.
Another warning about a massive uprising near Chops. Better get the workers outta there.

Turn 4: 470 BC
Marsh Fish: worker – barracks
Move setter near Chops to safe mountain local to check out jungle settlin’ spot for uglies. Coast is clear. :lol: Get it? "Coast" is clear. OK, it wasn't that funny.
Rotating units towards Chops to take care of imminent barb uprising.

Currency is known by the Inca and Dutch.

IBT: BH kills our forted warrior.

Turn 5: 450 BC
A biga$$ (8) stack of BH’s shows up.
Idiottinghan: sword - sword
Both the Maya and Byzantines move a settler towards the SE coast.
Set up units to take on BH’s.
Start snaking warrior down the coast to take out barb camp. Keeping 2 tiles from BH's.

IBT:
Sumerians join the rush for the wines.
Five BH’s step up into the forests NW of Chops. Bring it Be-otch!

Turn 6: 430 BC
Research pulled back to 0%. We’re getting crushed.
Cover the workers outside of Chops.
Change build in Crinkly Bottom to a galley.

IBT: 4 BH’s move up to chops. One attacks the workers and gets the shaft of an arrow and the edge of a blade.
London: settler – settler
Peckham: worker – market (prolly not)

Turn 7: 410 BC
One of two cats hit.
MP1 dies, warrior wins, warrior wins & promotes, warrior-new-ox wins, archer wins, sword heals.
Three AI’s have Lit but none need Currency. At least the price will drop.
Found Bloomingdork: galley
Found Rusty Hills: temple (lib prebuild?)

OK, input from BeF. Load game and, oops, Xerxes. Load correct game.
The more I look at this the more I think the Byzantines are going to settle on the spot. I’m going to drop this baby here. BeF has guts, I don’t.
Found Space Hog: warrior. Prolly change that to coin.
Another setter is approaching from the NW in hopes of getting more coast. Gilgamush could beat us there but we’ll see.

IBT: More stinking BH’s (3) move near Chops. Nobody tries to settle the wines. Yet.
All but the Byzantines move off. Seems there's not enough room to the NW for them. Perfect!
Bork: settler – settler
Chops: settler – settler
Mayans are building the GL.

Turn 8 – 390 BC
First things first, our warrior skulking up the peninsula coast has found the barb camp largely deserted and destroys it. He gets 25g for the trouble. Woohoo!
Cats ding two, warrior dies, warrior-new-ox wins, archer wins, sword seals the deal.
Fort the warrior over the wines. Others have moved off but the Byzantines still have designs of putting up a town.
Move settler towards SW coast of peninsula but will have to wary of remaining BH.
No deals to be had.
I change Space Hog back to a warrior in hopes that it might be rushed and help herd off the Byzantine settler.

IBT: BH impales on the sword and takes a HP but promotes him to elite. We rename him "Bovinebane". Peninsula looks to be clean.
Byzantines are building the HG’s. It should be quite lovely.
Dutch join the race for the GL.

Turn 9 –370 BC
Change Crinkly Bottom, now hooked up, to a harbor.
The Byzantines have side stepped. I rush the warrior.
Ashes now hooked up. Change build to court and move worker in for a chop.
Sumerians now have engineering. We’re falling behind on the tech pace.
Entertainment down to 20%.

IBT: Another barb appears from the fog on the peninsula. Prolific litte skanks aren't they?
Byzantines settle one NE of the wines. Well, we can settle on the other side and have a culture war for the juice.
Idiotingham: sword – sword. Should consider infra.
Bree-mingham: worker – worker.
Space Hog: warrior – coin.
Maya are building the HG’s
Sumerians are building the GL.

Turn 10 – 350 BC
Warrior that took out the barb camp goes down to the new barb.
Bovinebane, archer and new sword start to move down the peninsula to take care of new barb uprising.
Found Goutchester: harbor.
Three workers move to hook up the Dyes.
Need to up the entertainment to 30%

eldar
Jun 01, 2006, 06:22 AM
Settle there and now, and try and get a settler at that wonderful FP/sheep/river/coast spot.

jb1964
Jun 01, 2006, 06:57 AM
Settle there and now, and try and get a settler at that wonderful FP/sheep/river/coast spot.
I did wind up plopping right there. Here's some pics.

The FP/sheep/river/coast spot is ours for the taking.

I did not review trades at the end of the last turn.

Beorn-eL-Feared
Jun 01, 2006, 09:02 AM
Load game and, oops, Xerxes. Load correct game.:rotfl:

The North peninsula dotmap sounds great, too bad Shrek is a shy ogre :lol:

Don't forget the hills SW of the lambs, and let's get our worker rage going.
After OUR land is orange'd, I suggest making only barracks, workers and swordsmen, with the odd catapult and spear. Once we have a large enough stack, we can build libs and markets, a few courts and harbors (notice the dramatic pause after the markets).

With any kind of good fortune, we can grab the Pyramids of Cuzco (that's what's in Cuzco right?) and wham the Sumerians hard enough to regain tech parity.

By that time, we will have done no research but will have much greater infrastructure, tech parity anyways and more towns. Unit support will be lessened by the extra towns and the war losses. We can then beeline to chivalry and hit the barbs as hard as we can with MoW and horses.

Wether we keep the warring up is another issue however. I think this would depend on how useful more horse-building land would be vs more tech partners. At any rate, we can certainly spare 2 or 3 partners for the sake of being bigger. Like jb's wife would say, on a rocketcycle, bigger is better.

Roster
eldar - On Deck
B -
MV - AWOL
jb - just played
Tubs - AWOL
SW - went before
Smart - UP

jb1964
Jun 01, 2006, 09:23 AM
As far as research goes at some point, ~turn 7, I pulled it back to 0% (all the way from 20-30%) and hired a geek in a 1spt jungle town.

We can keep running down this path of min research or we could switch to Libs.

I think we have enough income to purchase what is now a cheap tech and then strong arm Fued, etc. from neighbors. A.K.A. pointy stick research.

However, if we need to upgrade to MI to take on the pikes then stay the course.

eldar
Jun 01, 2006, 06:07 PM
Canterbury's still building a flippin' Granary?! Rax, then units. Please. We have enough silos :D
Oh and start pumping workers out of Lamb Chops and Bork - London should be able to cover the settler duty for the 3 or 4 we need now (at most).

Beorn-eL-Feared
Jun 01, 2006, 06:48 PM
Indeed, leave London make the wheat and the swordsmen reap the seeds :evil:

Beorn-eL-Feared
Jun 03, 2006, 08:54 PM
:bump:
Smart up, boy, eldar next, or when available.

eldar
Jun 04, 2006, 03:58 AM
I'll be Civ-free today - I played through COTM25 yesterday in a single session (11am to 3am... didn't get out much :D )

Smart
Jun 04, 2006, 10:26 AM
I'm very sorry, but I will be busy till the end of next week, must prepare for exams in my University :blush:
Please skip me this time, and till 12'th of June.

Beorn-eL-Feared
Jun 04, 2006, 10:36 AM
Alright, my turns should be played by tonight.

Beorn-eL-Feared
Jun 04, 2006, 02:08 PM
Pre-Turn:
A bit of micro and build re-arrangement, preparing for a full scale war effort.

T1.
Start sending reg warriors to high corrpution towns and odd-builds for 2 shields disband and 2gpt cost release.
London makes its last settler and goes into full worker mode, at high food waste but awesome fishing gold income.
1st ring totally goes barracks-swords, horsemen will be made out of minor towns.
Space Hog works on a settler, it might eventually pop-feed another city.

IT
:wow:
http://img381.imageshack.us/img381/7537/10sg117sl.th.jpg (http://img381.imageshack.us/my.php?image=10sg117sl.jpg)

Sumeria demands 27g and I cave in. Btw, I almost went into reflex war declaration so much I've played AW lately :lol:

T2.
Cash-rush 2 barracks

T5.
Barbs enter anarchy
Space Hog grows and riots.

Find the one silks of the map (supposing luxes are landmass exclusive) and notice the barbs have the only ivory :(

T6.
Sumeria is beating us to the North point town, so I found a space hogger to save it.
Furthermore, they flip Oxford to themselves. That's worth a strike back.
The Byzantines reach Middle Ages and pop Monotheism. Feudalism is still not out, but Sumeria will have it soon.
There is a settler named North Point that should go grab the spot 1 north, so we get the rocks.

T8.
And they strike again, lux up 2 notches
http://img381.imageshack.us/img381/2478/10sg120mc.th.jpg (http://img381.imageshack.us/my.php?image=10sg120mc.jpg)

The Barbs are a Republic.

T10.
Here's our little force. We make about 2 units per turn, so I think we're good to go with the next 2 horsemen. Now, Cuzco has the Pyramids, but Sumeria has high culture and power.

http://img381.imageshack.us/img381/1104/10sg134io.th.jpg (http://img381.imageshack.us/my.php?image=10sg134io.jpg)

I suggest an attack on the Incans for now, grab the pyramids, play careful, maybe even get wines for ourselves.
When we've done that, our armed forces will have doubled in numbers and we can give a good :whipped: on Sumeria before they get Feud and too many MDI's.

Pop an embassy in Cuzco before declaring, that way we know what kind of resistance to expect in their top town.
Don't forget to sell the granaries once we have the pyramids.

http://img381.imageshack.us/img381/1295/10sg141dp.th.jpg (http://img381.imageshack.us/my.php?image=10sg141dp.jpg)

>>> The Save <<< (http://gotm.civfanatics.net/saves/sgotm10/Cats_&_Dogs_SG010_BC0150_01.SAV)

Roster
eldar - swapped and UP
B - just gave it a ride
jb - On Deck
SW - *Might* have a few redskins left for his teeths :hammer:

Beorn-eL-Feared
Jun 04, 2006, 02:14 PM
2 things come up to me on our future strategy: do we conqure like crazy, starting now, and do we start a KT pre-build. I'd be for limited expansion, something like Inca + Sumeria, and a KT pre-build. Keeping the Sumerians alive makes for 3 SCI civs and that can be useful when we hit the IA.

The Barbs are building Sun Tzu, but with a bit of luck the current wonder builds of the AI's and Sumeria's likely research towards Feud will crush that out. If we could get both Pyramids and Sun Tzu, along with tech parity from our next turns of war, this would become a walk in the park until we face Ken and the barbies.

soul_warrior
Jun 05, 2006, 01:05 AM
limited expansion.
keep sumeria ingame.
get pyramids ASAP.

eldar
Jun 05, 2006, 06:14 AM
I think a war vs. Inca is a fine idea. I'd switch to Horsies all round, though - for a start we need to get units down south to counter Inca feints - but Cuzco and those juicy Pyramids are sooo tempting. Takes the culcha pressure off Pechkam, too.

One of the core towns can switch to a Library as well.

Can't play tonite, tomorrow should be okay.

eldar
Jun 06, 2006, 02:19 PM
>>> 50AD Save <<< (http://gotm.civfanatics.net/saves/sgotm10/Cats_&_Dogs_SG010_AD0050_01.SAV)

Yeah, so, 50AD... what did I do?

Well, I started a war with the Inca, and I've captured Cuzco and the Pyramids :D I have spent the rest of the time consolidating the city, and have only just gathered enough forces for an attack on a second city. It's on a hill, though.

The world knows Feudalism, and I've decided to join them. I also researched Literature, building a couple of Libraries. As Libraries finish, switch another city from Horses to a Lib.

Lamb Chops contracted a plague! I suspect those devilish Barbarians, who also sunk our brave curragh.

Press the war vs. Inca. They have Feudalism, and are getting iron from someone - I'm guessing the Sumerians. See if the trade route can be cut?

Finally, a picture of the war zone.

http://img416.imageshack.us/img416/8960/sgotm10cats50ad2fv.th.jpg (http://img416.imageshack.us/my.php?image=sgotm10cats50ad2fv.jpg)

P.S. Dots should be self-explanatory.

soul_warrior
Jun 06, 2006, 03:45 PM
just got back from a wedding. of the GF's Boss's daughter!
smashed to bits :D

3 dots seem nice, eldar.
pyramids are cool!


plaugue?
runs away in terror

too pissed to comente coherently
good night aol

Beorn-eL-Feared
Jun 06, 2006, 05:53 PM
The Pyramids :D

jb UP

Blue dot looks a bit odd, off range of rivers, but green needs to be settled ASAPPPPP, for spices. I'd move blue in range of a river, any of them, and make the other nearby cities work tiles in the other directions.

My bet on Sumeria for the iron deal, but disconnecting the wines makes for a long trek North. Battle plan looks better than a disconnect party, esp. with our current spearmen situation.

jb1964
Jun 07, 2006, 07:31 AM
Can't play this today. My little girl turns 11 today. Will get to it in the weee hours or tomorrow.

eldar
Jun 07, 2006, 07:37 AM
Nowt wrong with blue dot. Sure it's on a BG sure it's not on a river but it's a BG that can't be worked by any other nearby cities and we get the river commerce from working tiles instead of the center tile and who says it has to go above size 6...?

Starve Cuzco down to size 1, then merge in 6 native workers and start on the Forbidden Palace there.

soul_warrior
Jun 07, 2006, 09:18 AM
happy birthday to the wee ogress :D
[party] :bday:

jb1964
Jun 08, 2006, 08:42 AM
The ogress was as sweet as can be despite her brother's best attempts to provoke her into rash actions of impropriety. I wish I could keep her 11 forever. I'm waiting for that hormonal time bomb that's going to turn her into an ill-tempered Tazmanian Devil. Then let her brother's provoke her. :devil: They won't know what hit them. :lol:

Will be playing this evening.

Beorn-eL-Feared
Jun 08, 2006, 10:05 AM
Sounds like a bloody chapter in the ogre cave's history is upcoming :lol:

jb1964
Jun 08, 2006, 11:50 PM
Had a swim meet this evening. First of the season and didn't know it was on the calendar.
Pushed through my turns on an AW game and have spent the rest of the evening fighting a virus/trojan on my system.
Going out tomorrow w/ da wife and friends.
Can play on Saturday.
Anyone else is free to pull this and play if they desire.

Beorn-eL-Feared
Jun 09, 2006, 08:24 AM
SW if you want it, else we'll wait on your sexy green fingers to play it.

soul_warrior
Jun 10, 2006, 10:03 AM
cant get this till sunday night.
will post an i got it when i have some free time

jb1964
Jun 10, 2006, 10:04 AM
P.S. Dots should be self-explanatory.
Yes, they SHOULD be. Then again you need to consider the audience.

OK, I've got it. I've got about 2.5 hours before I have to be to a wedding. Not my own.

BTW, what's up w/ the settler hanging out on the peninsula? Are we supposed to abandon Hog 2 and settle one more tile out to get the oysters?

Beorn-eL-Feared
Jun 10, 2006, 10:13 AM
He likes the view. He's part of the audience, you know.

jb1964
Jun 10, 2006, 12:25 PM
The save.. (http://gotm.civfanatics.net/saves/sgotm10/Cats_&_Dogs_SG010_AD0250_01.SAV)

At the end you will find that I didn't have time to play turn 10. I'll try and post some pics later.
The war against the Inca goes well. However, we're getting greater than 20% WW.
The last two cities should fall within 5 turns.
It appears the Dutch and Sumerians are at war. The Dutch are sending major machine and personnel through Incan territory.

Turn 0 – 50 AD
6 swords, 9 horses, 5 cats, strong compared to the Inca. Hopefully they wont get any help.
Swap some tiles between London, Chops and Marsh Fish.
We’re gong to need the cats to take Oilyhairdo. It’s size 7 on a hill. I think a starvation campaign is in order.

IBT: Archer comes out of Oilyhairdo and kills a horse. Why didn’t this fool retreat?
London, worker, worker
Rusty Hills, worker, cat
Leech, worker, cat

Turn 1 – 70AD
The offending archer (1/3) is a sitting duck but we don’t have an elite to dispatch.
vSword (4/4) kills archer

IBT:
Bork, sword (switched from horse), sword
March Fish, horse, horse (in 2)
BlueDot, cat, cat
Manchester, racks, lib (it’s not hooked up to horses or iron)
Bristles, worker, worker
The Dutch finished the GLib

Turn 2 – 90 AD
Hog 2 is a few turns from disbanding into a settler.
Running eSword (4/5) along Sumerian-Incan boarder to cut roads.
Pulling in more units to begin seige.

IBT: 2 warriors and 3 archers pour out of Oilyhairdo to try and capture some cats we’re rolling in.
London, worker, worker
Cuszo, worker, worker
Idiotingham, lib, sword
Canterbury, horse, horse
Ashes, settler, settler
Space Hog riots
Goutchester, worker, worker
Manchester riots

Turn 3 – 110 AD
Cats applied. vHorse kills archer, becomes eHorse (3/5)
eSword kills archer
vHorse (2/4) kills warrior, vSword (4/4) kills warrior, vHorse (2/4) kills warrior


IBT: Feud - Engineering
Marsh Fish, horse, horse
Leech riots. Not having a good time of it here.
The Barbs have completed Sun Tsu’s

Turn 4 – 130 AD
vSword (4/4) kills archer on his way to Oily
Bomb Oily for kicks, 1 of 4, will attack in full force next turn.
Entertainment to 40%. We need to pop some setters out of the bigger cities.

IBT: Another archer steps out of Oily.
London, worker, worker
Lamb Chops, duct, lib
Wide Grin, cat, cat
Bristle riots. I guess I forgot we were a Republic.
Sumerians cascade to HGardens.

Turn 5 – 150 AD
3 of 6 cats hit to reveal 3 spear defenders.
vSword kills another archer on his way to Oily.
vSword (4/4) dodges an arrow and kills spear
vSword (3/4) kills spear
vHorse dies and promores spear (3/4)
vHorse dies, spear (1/4)
eSword (1/5) kills archer
vHorse (4/4) kills spear, takes city and captures 6 slaves.

IBT: Scout attacks Cusco, missed him, anyway, retreats (1/3)
Bork, MI, Lib
Marsh Fish, horse, lib

Turn 6 – 170 AD
Hog 2, abandoned, Found Bigmouth, lib
vSword (3/4) kills scout

IBT: William demands Dyes and we tell him to pound sand up any available orifice. He backs down.
London, worker, worker
Idiottingham, MI, worker (12spt and growth next turn)
Canterbury, horse, duct
Pechham, lib, court

Turn 7 – 190 AD, Nothing

IBT:
Idiottingham, worker, worker (still will be at 10spt)


Turn 8 – 210 AD
Attacking Macho Pichachu 3 of 6 hits w/ the cats. 4 defenders minimum.
Found Wicker Chair, Lib
vSword dies to rSpear, vSword kills spear revealing wounded spear (3 to go)
vSword (3/4) kills spear
vHorse (1/4) retreats, vHorse (2/4) kills spear
OK, I’m going to attack the last spear (2/4 and unforted) w/ elite horse.
eHosre (1/5) retreats, no damage, big sissy
vHorse (3/4) kills spear, takes city, captures 4 slaves
vHorse (4/4) kills wandering archer


IBT: The Dutch are passing through Incan territory ‘em mass on their way to the Sumerians.
London, worker, worker
Macho Picachu goes nuts
Idittoingham, worker, MI
Blue Dot, cat, cat
Space Hog, settler, settler

Turn 9 – 230 AD
Our sword cuts yet another road from Sumeria to the Inca.

IBT: Major Dutch units passing through Incan territory. They must have an ROP given the pace they're moving.

Turn 10 – 250 AD
Did not play.
File uploaded to SGoTM site. Gotta run!

Beorn-eL-Feared
Jun 10, 2006, 12:48 PM
Link in my sig for the save

Roster:
SW - UP for 11ish turns
eldar - on deck
B -
jb -

William demands Dyes and we tell him to pound sand up any available orifice. He backs down.And he better !!

soul_warrior
Jun 10, 2006, 01:00 PM
will get this tomorrow

jb1964
Jun 10, 2006, 10:51 PM
A pic for your consumption.

Beorn-eL-Feared
Jun 10, 2006, 11:41 PM
Finish off the Incans, consolidate 2 or 3 stacks along the blue border and prepare to show Sumeria their culture is out of the line? That sounds like a winner plan for the next 25 :hammer:

Remember that we'll face a GA Sumeria with dirt cheap 1-turn EW in every city, so prepare a lot of cats and make stacks as big as possible. I'm not sure I wouldn't just make one hulk of a stack for that matter.

eldar
Jun 11, 2006, 03:48 AM
We won't face dirt-cheap 1-turn EW. If they're fighting the Dutch they'll have started their GA, and they have Feudalism so can't build EWs any more.

jb1964
Jun 11, 2006, 07:21 AM
Get an embassy w/ eiher of them and see if they are in a nice spat. If not, see if you can pull the Dutch into it because I swear they dump a goodly number of troops over that boarder.

If it's not war than it's the AI's randomly exercising the RoP's they have with each other.

Beorn-eL-Feared
Jun 11, 2006, 09:56 AM
War or not, they have the units handy and we can use them.

soul_warrior
Jun 12, 2006, 09:57 AM
0 - move itroops for the kill.
cycle through towns. all is ok.
workers raod and chop.
hope to have a go at tweenky (dutch surround it)
build embassy with willie.
http://i10.photobucket.com/albums/a113/soul_warrior/sgotm10_sw_262.jpg
hamster has GLib, ToA, and a swiss merc. (+spears)
i guess they are just practicing their RoPs, as Barbs are all the war there is right now.

IBT - nada. more dutch movement upnorth. staying out for now.

1- london worker > worker, MarchFishery Lib > market,
Corinchiila's spear and archer defenders are redlined, then killed. by 2 swords. no E's. no loss. keep it and starve. horses move up state.
build Bath > harbour.

IBT - and guess what? dutch declare on Sumer :devil:
Oilyhairdo is resiting and rioting. fixup.

2- Glousterser worker > worker
MachuPichu stops resisting. get lots of beakers and keep starving.
moves.
lose a horse and kill a spear in a vain attemp to end war. will wait till pingers arrive.

IBT - Byz signs UP with SUMER to oust WILLIE. may we live in intersting times :D

3- London worker > worker, Cuzco worker > worker, Idiotingham MDI > MDI, LambChops lib > market, Crinkley Bottom galley > galley, BloomingDork harbor > galley,
there is a pink boat near london. dispatch a MDI to keep an eye on things.

IBT - pinks land.

4- Bork lib > pike, BlueDOt cat > cat.
london. MDI moves into town to protect later, attacks archer, wins. one warrior next to london remaining.
Tweenky - 2 spears and 1 archer redlined. 1 MDI and 2 horses amke sure we have lots of wine. no losses.
fix towns, as war is taking its toll.
decide we can deal with peace with inca (them with no towns remaining) and take their generous offer of Monotheism and Engineering for our support.
http://i10.photobucket.com/albums/a113/soul_warrior/sgotm10_sw_266.jpg
Build the Mumbles (its a real name! really it is!) > worker.
start on INVENTION, at 20% and 15 turns.
our economy SUCKS.
decide we need to improve before we press the warfront.

compared to Sumer we are weak, maya and willie average, we need more of everything.
time to consolidate.

out of 75 units (39 allowed) 46 are workers, 9 cats, 9 horse, 6 swords, 3 MDI, 1 archer.
thats a mere 19 offensive troops. ALL of which are in former incaland.

no more workers for now. time for a buildup.

IBT - AI is practicing its RoP on our lands. dont dare bother them just yet. they seem to be fighting well enough on thier own.

5- london worker > harbor,
hook stuff up.
build a wall of troops were Inca used to be.

IBT- AI try to move around wall

6- MarshFishery market > MDI,
CoriCrap flips back to Inca *curses* lost a sword there.
rush settler in MachuPichu for 100g. rash, but i would hate losing that as well.

IBT - Barbs want KT.

7- Bork pike > MDI, MachuPichu settler > worker, Idiotingham MDI > MDI, KillSwitch harbor > lib,
Sumer has Invention (LBs) check ststus.
we are down Theology and Invention to all, chivalry and Monarchy to some.
no deals to be made.
lower lux 20%. adjust towns. up sci 20. we will get invention in 6 now.
galley explores due south.

IBT- nada. AI funnel back to opening i leave them in IncaLand. better there than in our heartlands.

8- MarshFishery MDI > MDI, Ashes settler > settler,
disease strikes jungle towns.
continue improving the land.
our excess dyes will by us nothing.

IBT - some SERIOUS KNIGHT ACTION in the tunnels. sumer is POURING south.

9- london harbour > market. goutchester workewr > galley.
build SandWitch (stealing tiles from both Byz AND Maya) > lib.

IBT- more sumerian movements

10- Tweenly worler > worker,
Idiotingham riots. change to a market.
Canterbury aqua > MDI, MarchFish MDI > MDI,

http://i10.photobucket.com/albums/a113/soul_warrior/sgotm10_sw_265.jpg

soul_warrior
Jun 12, 2006, 10:00 AM
forgot the save.
here goes: http://gotm.civfanatics.net/saves/sgotm10/Cats_&_Dogs_SG010_AD0350_01.SAV

Beorn-eL-Feared
Jun 12, 2006, 10:44 AM
eldar UP, I'm on deck.

Dare we hope Sumer spends its troops on Amsterdam in vain and attack them in 5-10 turns? I can't remember wether we have a FP or not; next leader would make it look good... in Bad-Tibira?

eldar's call on it all.

eldar
Jun 12, 2006, 12:24 PM
'kay. First up I'll see if booting Inca will have 'em declare on us, a nice cheap way to retain rep & get back Corithingamyjig. I'll also put into place my plan for Cuzco now it's size 1 - 6 native workers merged in then start on FP. Will reduce unit costs and get us extra commerce, and of course the FP in the long run.

jb1964
Jun 16, 2006, 11:51 AM
I guess this is the summertime dormancy.

Beorn-eL-Feared
Jun 16, 2006, 01:07 PM
I've been dormant indeed, couldn't install vanilla on my new PC but I'll get around to it sooner than later.

Great trade for peace btw SW, and good plan for the FP. With the commercial trait and a few luxes for WLTKD, corruption is going to become an old, bad dream.

jb1964
Jun 20, 2006, 07:16 AM
OK, who's got it?

soul_warrior
Jun 20, 2006, 07:22 AM
SW - played last. waiting eagerly for the snowcone to melt.
eldar -
B -
jb -

i thought there were more of us out there.
the TRUTH is out there too.
but most importantly, I AM WAYYYY OUT THERE....

Beorn-eL-Feared
Jun 20, 2006, 08:46 AM
eldar up, if this isn't played when I finish GR12 I'll play it as well.

jb1964
Jun 20, 2006, 04:17 PM
i thought there were more of us out there.
the TRUTH is out there too.
but most importantly, I AM WAYYYY OUT THERE....

Luv ya SW. The world need special people like you. :)

Tell your cat I said hello. He quit corresponding.

soul_warrior
Jun 21, 2006, 01:17 AM
Luv ya SW. The world need special people like you. :)

Tell your cat I said hello. He quit corresponding.
were both still reeling from last nights almost shameful tie VS sweden.
but the vino was gut!

and no germany for us for now *insert sigh of relief*
atleast this foolishness will be over with in another 2 weeks or so.

jb1964
Jun 21, 2006, 08:29 AM
were both still reeling from last nights almost shameful tie VS sweden.
but the vino was gut!

and no germany for us for now *insert sigh of relief*
atleast this foolishness will be over with in another 2 weeks or so.

I just read that England hasn’t beaten Sweden since way back in 1968, a streak that is now at 12 games. And a score in the 90th minute? :(

Well, it may be all over for the US team tomorrow morning (EST). They need help to advance.

Beorn-eL-Feared
Jun 21, 2006, 03:28 PM
Well, Canada hasn't won anything lately in soccer :p

playing

Beorn-eL-Feared
Jun 21, 2006, 03:52 PM
I'm about to make radical changes and I wish to check in to see if everyone is cool with them.

1- We are making trebs. We have an awful lot of catapults already and unit support is killing us. I suggest building infra, such as CH and Aqua, in most of those towns. It will reduce our costs and improve our economy.

2- FP is going to be built, and the earlier the better. I will re-route 1 settler and many, many workers to pump it up in Cuzco. By many, I mean size 11ish within 4 turns.

3- Sumerians are at war with the Dutch, so I sent a lux to the Dutch and I will attack Sumeria ASAP - aka whenever their stack is far enough and closer to the Netherlands than to England. This means turn 8ish of my set. It will be risky and we might lose atown or two, but we need them out.

4- We have 48 :wow: workers. A lot of them will be joined when a few more jungles and mountains have been worked. As with the trebs, several worker builds will be changed to infra.

Comments and rebuffals expected and appreciated. I will play this when I have a few ok's.

jb1964
Jun 21, 2006, 10:11 PM
I'm all for switching gears to infra. The workers were seriously needed with that sweet jungle, mountain and freaking stretch of bog starting position. But now if we can pull some back to towns, especailly our FP city, then that sould pretty good also.

No problems here.

soul_warrior
Jun 22, 2006, 02:01 AM
1- trebs > infra. ok.
2- Cuzco's tesco gaspump. A OK.
3- Gilli is out. enkidu, his "friendly friend" is in. take em out.
4- 48, eh? about 30 for now should suffice.

eldar
Jun 22, 2006, 05:36 AM
Sorry. World Cup is sucking my brains out. Civ is fighting a losing battle.

Beorn-eL-Feared
Jun 22, 2006, 10:19 PM
Pre-Turn: IT
Maya+Nether sign up against Byz - and Byz is kicking Maya's ass. Nether will have a full plate soon as well. Bad for us, Sumer will win that war.

Byz build KT. Not gonna help their war either.

T1.
Engage the changes.

IT
Bath flips

T2.
MM and most army builds are now infra, aka we have one pike producer still and that's it. We will be done with infra by the end of my set and can resume reinforcements when we declare on Babylon.
Focus on food and science farmin in corrupt cities.
Cut invention by one turn.

IT
Bork flips :ar15:

T3.
Invention in, Gunpowder in 6 with the new sci farms in the SE.

IT
Nether-Byz peace

T4.
Cuzco is happy-stalled at size 10. So be it. 6spt, 33 turns FP, tough luck.
I turn research off for the gold we need to rush a CH there and make things go faster.

IT
RoP with the Dutch - anything to help, really.
Mayas Capture Caesara from 'dora.

T6.
Sumer get Sistine
FP in 20 at current rate, will drop by a turn or two when it gets its 12 citizens
Gunpowder in 4 turns at +53gpt. Our tech rate is back online.

IT
Rotterdam cascades to KT :D

T10.
Nobody has chemistry, so that's good. We will have it in 8 turns.

Military production is almost fully back into gears. A lot of markets and courts were hand-built and it relieves our banker. FP is due in 14 at 12spt out of 19. This will be a nice 18spt knight producer for a while after.

Don't bother with mines, and especially with hills, in corrupt cities outside our close core. Food them up and make scientists, they work good. The Dutch have got themselves muskets, so they might have a shot holding Sumeria's army off. Sum had a RoP with the mayans so by now they have reached Netherlands. We should be good to attack around round 5 of next set, war that should begin with 3 strikes at once: the wines, Bork and Bad-Tibira. I have seen nothing enter Bad-Tibira so it should fall quickly. We need 5-6 more pike muskets to cover stacks and borders and more MDI's to constitute them if we wish to crack the big nut that is Sumeria open, but we will have good reinforcements.

I am tempted to say build longbows and "gift" iron to the Dutch so that they may take their GA on Sumeria. This would be cool. We can't build pikes anyways now that we have salt. I am strongly for it.

>>> Save <<< (http://gotm.civfanatics.net/saves/sgotm10/Cats_&_Dogs_SG010_AD0450_01.SAV)

Beorn-eL-Feared
Jun 22, 2006, 10:22 PM
Our score graph is peeking its nose upwards. Good sign, we're on the right path.

Roster:
eldar - whenever you confirm taking it
B - just played
jb - UP
SW - On Deck

jb1964
Jun 22, 2006, 11:04 PM
Friday - Swim meet
Sat - Swim meet, shooting practice, cards
Sunday - Church, Play Civ, Anniversary dinner

Beorn-eL-Feared
Jun 22, 2006, 11:49 PM
Soul UP :p

soul_warrior
Jun 23, 2006, 04:45 AM
gifting iron. i hope willie will catch the Ebola!

agree on LBs and muskets.

will play tonight.

madviking
Jun 23, 2006, 06:06 AM
Where am i in the roster?

soul_warrior
Jun 23, 2006, 01:57 PM
i have managed to burn my clicking finger while pouring the pasta out.
next time ill make sure to have a towel or thick cooking glove on.
am disabled from using the mouse, and hence out of playing for a few days.

MV, i knew we had another playa!

i guess you can jump in now (while we wait for JB finishes with the swimming anniversary)

jb1964
Jun 23, 2006, 04:08 PM
Hey, a nastly litte situation that requires input...


From Turn 166

IBT
Samaria and the Dutch make peace.
The Dutch march an LB and a Crusader into our territory next to Sandwich. This looks agressive.

Chemistry is in and we can get Metal in 6 w/ positive cash flow.
Idiottingham, LB, LB
Lamb Chops, horse, horse
Fish Marsh, LB, LB

Peckham flips. No units lost.

Wicked Chair, horse, horse

Turn 167
Cover Sandwich w/ an MI and sword. Far from optimal.
Another misclick takes the sword just past the city. Stupid.


OK, we're now in Sumarian territory w/ a few stacks of units and the Sumarians have three knights in ours that had been on thier way to the Netherlands.

The Dutch look like they're about to declare. However, we have a RoP and deals for iron, etc.

Oddly, our military is strong to the Sumarians and average to the Dutch.

Beorn-eL-Feared
Jun 24, 2006, 12:58 PM
That means the sumerians are overextending themselves and we need to attack now. Now.

We have a RoP with the dutch IIRC, so that's a good reason for them to send troops in. Try booting sumeria out for them to declare, otherwise back off and then back in.

jb1964
Jun 25, 2006, 06:49 AM
OK, the way BeF left things we’re prepping for war in the not too distant future vs. Sumeria. Gifting Iron to the Dutch is a great idea on many levels. Will do straight out.

Turn 160
OK, Chem in 8 and we could accelerate if wanted but lets keep a few coin on hand. Willy has incense so let’s see if he’s up for a resource/lux trade. OK, it’s iron for incense, 23gpt and 12g. I don’t mind taking the money because we can put it to better use than he. We have an extra spice and I shop it to Willie and Theo. Willy will give 7gpt and 17g so I make the trade in order to help our war partner.

I want to combat settle the wines so I’m going to find a candidate city for a settler build. Tiwanaku, it’s right on the boarder so I’ll cash rush the turn before.
Chem still in 8 but now we have +12gpt.
I’m putting the scientist in Bree- back to work. Bree- can grow to 7 in 10 turns, which is a cost of 30 beakers, but then we get +4g from unit support. In the long run Bree- needs to be watered.
Same goes for Wide-Grin but it will grow in 4.
The Ashes is building a duct @ size 6 so we can hire scientists back there to offset.
MM all over core to match builds.
Idiottingham is 16spt so we switch to a musket.
BTW, Bad Tibera is a size 9 sitting on a hill. It’s not going to be fun.
IBT
I’m going to animate the moves ‘cause I need to see the flow these first few turns.
Maya and Byzantine sign peace. Not good for Willy.
Mayan galleys sailing around back.
Canterbury (11spt) market, LB
Marsh lib, LB (we can MM this to 20spt)
Peckham (12spt), market, musket
Dutch are building Bach’s and the Barbs have finished Leo’s.

Turn 161
Our core cities are producing 20, 16, 12, 11, 11, 10 and 10 spt.
Oilyhairdo needs water in a bad way.
Leech grows again and give birth to another scientist.
We need a reaction force in our rear. Sounds like a job for horses.

IBT
Byzantines are building Cops so they’re past Astro.
GW builds, yada, yada…

Turn 162
Short rush a musket in chops.
Sumerians have knights. I don’t see their source of horses.
Playing w/ tiles galor.
I can get Entertainment down to 20% saving 32gpt. The total cost might be an extra turn to build the FP.
IBT
Sumerian knights start moving over our territory but I notice they’re going to run into a Swiss Merc.
London racks, musket. London is at 12 pop w/ 12 extra food. I think I’ll mine everything I can.
Idiottingham musket, musket (4)
Marsh Fish LB, LB
Blue Dot CH, lib

Turn 163
Rush the last 4s in Space Hog for the temple.
Anguish over 19s in Idiottingham. I must have picked up a point of corruption. Nonetheless a hill mine will complete next turn and give me a shot at 20spt.

IBT
Inca are ticked about our units. Our galley is in their watter.
Mayans seem to be moving on from our back stoop.
William is send two galley’s around in the opposite direction. Spot a Dutch musket.
Lamb Chops, musket, horse
Canterbury, horse, LB
Space Hog, temple, lib

Turn 164
Idiottingham does, in fact, improve to 20spt.
Bristles is grumpy which means they get another scientist.
Switch Idiottingham to an LB.
Chemistry in 3 turns so we’ve shaved a turn off. Kewl.

IBT
Mayan sword kills the musket.
Now Smoke is bummin’ over our galley.
Idiottingham, LB, LB
Marsh Fish, LB, LB
Oilyhairdoo, lib, treb

Turn 165
Chemistry in 2. We’re still the sole proprietors.
I don’t think we’re ready for war. How about we trade on Chem before we open the can of hurt?

IBT
4 total Sumerian knights.
Dutch LB kills sword and musket covers.
Crinkly Bottom, CH, treb
Bloomingdork, lib, aqua

Turn 166
Finish watering Oilyhairdoo and join the two workers. 8spt = 3 turn trebs.
A mis-click sent a worker off in a random direction and I miss out on finishing a mine this turn. :mad:

Must hang up the game for the time being and give the wife some attention.
Back. That didn’t seem long did it?

Swap 7 scientists for taxmen. Chemistry next turn.

IBT
Sumeria and the Dutch make peace.
The Dutch march a LB and a Crusader into our territory next to Sandwich. Not good.
Chemistry is in and we can get Metal in 6 w/ positive cash flow.
Idiottingham, LB, LB
Lamb Chops, horse, horse
Fish Marsh, LB, LB
Peckham flips. No units lost. :mad:
Wicked Chair, horse, horse

Turn 167
Cover Sandwich w/ an MI and sword. Far from optimal.
Another misclick takes the sword just past the city. Stupid.

Time to ask for help, BeF provided input.

I ask the Sumarians to get the hell outta Dodge. Wimps! They totally back down. I’ll pull back our troops and then declare.

Byzantines and Mayans have the most gold so we’ll see what William will give in techs first. OK, William will give us all his techs, Chem for Monarchy (a throw in), Theology, and Chivalry.
Everyone is up Education and probably Music Theory.
Smoke gives Education, 27gpt and 3g for Chem.

OK, the deals are getting muddled by Tequila. Time for bed

Good morning. Sumaria and the Byzantines are the last to trade with. I would rather not trade w/ Sumeria at all but I also know that they will not be able to put Chemistry to use against us. Also, Theo will make the same deal w/ only 150 more gold so she has the most gold to offer on the last trade if Banking is right out. So Astro and 28g for Chemistry with Gilgamush. And lastly, Banking and 23g for Chemistry.

Need to take another break for church. Will finish later this evening.
Back for another short stint.

Pulling troops from Samaria.
IBT
Cool, Gilgamesh tosses us out and William seems to just be sending his troops on walkabout.
London, musket, musket
Canterbury, LB, Horse
Kill Switch, Lib, Aqua

Turn 168
MM
Rush settler in Tiwanaku
We have 12 more turns of shuffling iron to William so we cannot upgrade to, or make, knights.
Time to DoW on Sumeria and make the best of it.
We have moved on Bork, Pecham and the wines and tried to cover the boarder cities as well as we can.
We buy the Dutch back into the war for horses and 270g.

IBT
5 knights attacks, we lose 3 units, one knight retreats, the other dies attacking an MI.
Tiwanaku, settler, barracks
Idiottingham, LB, LB
Marsh Fish, LB, LB

Turn 169
Battle at Wine Hills...
LB attacks 3/4 knight and does no damage.
LB kills knight.
We pillage the wines.

The Battle of Bork...
LB kills pike in Bork
LB kills pike in Bork
LB kills pike in Bork and we capture the city.
Again, I misclick and this time I destroy the city that was once ours. My hand eye coordination is shot.

The Battle of Peckham
2 cats hit the two defenders.
MI kills pike
MI dies to Pike (1/4)
MI dies to 1/4 pike and promotes it.
Bovinebane kills pike and we take the city. No GL.

IBT
Knights kill MI, Horse and Pike. One knight retreats.

Turn 170
LB kills knight

MI kills pike in Neo New Ox
MI kills pike in Neo New Ox
eHorse retreats from Enkidu Warrior
Horse kills warrior and we take Neo New Oxford-2

These are the rough notes. I'll spruce them up in the morning.

Save uploded to server. Had trouble adding the link in this page.

Beorn-eL-Feared
Jun 25, 2006, 07:54 PM
:clap: nice trades :hatsoff:

soul_warrior
Jun 26, 2006, 02:41 AM
cool trades.

so our situation right now is...?
seems ok, but would love some pix of the front aswell.

jb1964
Jun 26, 2006, 06:16 AM
cool trades.
so our situation right now is...?
seems ok, but would love some pix of the front aswell.

Didn't have time for the pics.
I played in fits and spurts and when I finished early this morning I just wanted to put it out there for the next player.
Got to run to work.

OK, at work and doing what I normally do... read Civ threads... :)

Other notes...
We have a pillaging party 1 MI and 3 Horses on top of one of the Sumerian sources of iron. There was a pike with these guys as well but he fell to a knight.

The Northern end of our boarder w/ the Sumerians is weak. That's where most of the knights started at the time of DoW. The same knights that I was trying to attrite.
The best I could manage up there was to take out the wines and kill two knights at a rather high cost.

Beorn-eL-Feared
Jun 26, 2006, 09:27 AM
The Save (http://gotm.civfanatics.net/saves/sgotm10/Cats_&_Dogs_SG010_AD0550_01.SAV)

The Roster:
eldar -
B -
jb -
MV - UP
SW - On Deck

We now more than ever need to build up something to crack Sumeria open. Until we can barge in, stay on defense and wait for Dutch reinforcements. They are in GA so a god flow of troops will come.

Btw, did you sign a mil alliance and then sign peace with Sumeria ? :nono: That was unclear to me.

jb1964
Jun 26, 2006, 06:40 PM
I never made peace w/ Sumeria. Started w/ peace, declared and signed the Dutch up to join in the frey. The Dutch are the ones w/ a damaged rep.

Beorn-eL-Feared
Jun 26, 2006, 06:53 PM
Alright, that's clear now. A week-end of getting your head sunburnt on a roof make a lot of things unclear to you ;)

eldar
Jun 26, 2006, 11:25 PM
Is it me, or have we had a lot of towns flip to Sumeria?! That's almost bad luck rather than bad town planning, I guess....

jb1964
Jun 27, 2006, 07:00 AM
Is it me, or have we had a lot of towns flip to Sumeria?! That's almost bad luck rather than bad town planning, I guess....

I would have to say it's neither. We're forced into a race for territory that crammed us up against each other and then we focused on workers, and then units to clobber the Inca, and then infrastructure that did include libraries, and then again units to go after Sumeria.

I didn't look at the odds on MapStat but I assume the reason we were collecting forces outside of these cities is that even with a moderate stack it wasn't enough to push the risk to zero.

The odds were going to catch up to us sooner or later.

We now more than ever need to build up something to crack Sumeria open. Until we can barge in, stay on defense and wait for Dutch reinforcements. They are in GA so a godo flow of troops will come.

Yes, the forces I went in with were just enough to easily recapture the cities we lost and create some havok.

I should have dedicated a few muskets to participate in the pillaging party on the Iron and Horses.

Beorn-eL-Feared
Jun 27, 2006, 09:26 AM
Good idea,they won't attack muskets running around. Iron disconnected leaves them with spears and LB's, and that's good for us.

madviking
Jun 27, 2006, 05:35 PM
idiot man mv gots it.

Beorn-eL-Feared
Jun 30, 2006, 12:22 PM
:bump:

I won't be here for a while, so make sure this keeps being bumped. We have some work to do in Sumeria. MV how are things?

soul_warrior
Jun 30, 2006, 12:43 PM
i will pick this up tomorrow if nothing is posted by the viking.
NOT an i got it just yet.

soul_warrior
Jul 03, 2006, 02:56 PM
i will now preform my special trick.

got it for tomorrow.

soul_warrior
Jul 05, 2006, 06:39 AM
RL is biting.

final semi-final and class, demand my presence.

anyone? :bump: :spank:

jb1964
Jul 06, 2006, 06:25 AM
I can't. I played the last set.

eldar
Jul 06, 2006, 09:03 AM
..World Cup.. nearly.. over....

Umm, in other news... went to the hospital today (with my wife).
Baby #1 has everything that is to be expected of a 12-week-old bump :D :D :bounce:

Tubby Rower
Jul 06, 2006, 09:40 AM
:woohoo: Congrats Mr. and Mrs. Eldar [party]

soul_warrior
Jul 06, 2006, 10:50 AM
:dance:
do the shingaling, baby....
congrats, eldar.
we should start calling your Snr now! :D

jb1964
Jul 06, 2006, 07:43 PM
Congrats Eldar and Mrs. Eldar!!!

I hope your wife has an uneventful and barf-free :nono: :vomit: pregnancy.

jb1964
Jul 10, 2006, 07:27 AM
Who has the current set?

:coffee: :bump:

Beorn-eL-Feared
Jul 16, 2006, 09:50 AM
The Roster:
eldar - :bump:
B - :bump:
jb - :bump:
MV - :bump:
SW - :bump:

Sorry I just felt like spamming :bump:

Last was MV, but he didn't answer the call, so SW UP, eldar on deck.

soul_warrior
Jul 16, 2006, 11:50 AM
oopsie daisy!
at least i've got an excuse - we @ war!
against the evil barbarians too :D

will do this tomorrow.

jb1964
Jul 17, 2006, 09:35 AM
oopsie daisy!
at least i've got an excuse - we @ war!
against the evil barbarians too :D

Keep your head down brother and stay out of port cities as they seem to be the target du jour.

And try and sack the Sumerians while your at it. :p

soul_warrior
Jul 17, 2006, 11:21 AM
trust me.
i dodging the rockets here.
we haveone of our branches about a mile from thehaifa port.
someone needs to get the network backups from there, and it seems im the bottom feeder:(
but i have a fatalistic point of view.
the terrorists havent yet got me (and ive been to 3 MAJOR suicide bombings already) so if im meant to depart, it will and can aacorrding to hezzbulla, either in haifa or tel aviv (far moreto the south, but stillbarely in range)

doesnt seem ill be able to do this today.

the house"guests" are still here, so i dont have 3 minutes of silence.

will play when things quiet down a bit.

jb1964
Jul 18, 2006, 06:44 AM
@SW, that brings more than a bit of reality to those of us that like to escape it in a game Civ. I pray that the war comes to a quick end and that it doesn't spread to the supports of the terrorists.

soul_warrior
Jul 18, 2006, 08:16 AM
didnt mean to barge in the reality stuff.
sorry about it.

anyway, need a skip till i post otherwise.

Tubby Rower
Jul 18, 2006, 09:30 AM
didnt mean to barge in the reality stuff.
sorry about it.you are probably in a better position to give us news than the media.

soul_warrior
Jul 18, 2006, 09:34 AM
Oooohhh, a don - key :D

probably.
my GF works at one of the national newspaper (at the news desk too)
will get home and post a summary of the days events.
but the general stuff that fox and cnn show is about right, just depends on which side of the border youre reporting from.
its not nice, on both sides of the border.

Beorn-eL-Feared
Jul 22, 2006, 10:15 AM
Alright I feel like giving this a go, so I'll do just that.

Beorn-eL-Feared
Jul 22, 2006, 12:18 PM
This was not picture perfect, or even rosé, or perhaps even glass-half-full. But the Sumerians are going down and we'll have MilTrad in 3 turns.

We have Sumer, Ur, Bad-Tibira and our cities back. Our strike force is ready to tackle more, too. WW is a b************ but our economy holds the fort. When there's no more WW and we have wines, this is going to rock :rockon:

http://img487.imageshack.us/img487/3973/sg01gt4.th.jpg (http://img487.imageshack.us/my.php?image=sg01gt4.jpg)

We make a MDI army and lost it to badluck (went red on a first move 3rd turn) and sum knights IBT.

I advise taking the north peninsula clockwise and then tackling the incas. The sumers have to die for flips. The Byz and Dutch might be useful still. Mayas could die.

The save (http://gotm.civfanatics.net/saves/sgotm10/Cats_&_Dogs_SG010_AD0650_01.SAV)

It might be wise to remove all troops that are healing from the city, but I'm not in a wise mood :p

Beorn-eL-Feared
Jul 22, 2006, 12:31 PM
Forgot: got a MDI/Lb landing from the barbs and there's 2 'probably' full sum galleys headed to our capital from the southern islands. We also have a pirate ship to our east. We'll need MoW's soon. Imagine the GA we'll get :thumbsup:

Ahem, let's say SW up and eldar on deck.

eldar
Jul 22, 2006, 02:33 PM
Major bummer - my PC packed up yesterday and it looks like I may have to replace it :wallbash: At least I'll be able to get something I can play [civ4] on...!

dmanakho
Jul 22, 2006, 02:38 PM
You guys will never change. Lots of entertainment as in good ol' times. :crazyeye:

Tubby, how recent is this picture of yours? :p

soul_warrior
Jul 22, 2006, 02:49 PM
Ahem, let's say SW up and eldar on deck.
i will have to play this monday, astomorrow is a school day.

clock-wise, heal in the country side, duck the yacht club....

eldar
Jul 22, 2006, 03:43 PM
Any chance of us, like, starting to attack the BarBars sometime soon?

Beorn-eL-Feared
Jul 22, 2006, 04:21 PM
At this point, we pretty much have to sweep Sumeria clean for a takeover. Depending on how much the Dutch help and how well the attacks go, 5 to 15 turns (more like 7-8 I'd guess, 10 ish if heals are a pain).

Then we can either make more room or rush for MoW's ASAP. Either way we'll have port cities making MoW's, lots of them, and core cities making cavalries. The question at this point is do we want to go with a horde of cavalries or do we wait for IA warfare: artilleries, infantries and tanks.

When WW is down, we can probably arrange for a really fast research pace towards the usual RP, Hoover and tanks. Thus my thinking we'd be good enough going for a wider brooming of the continent before landing on Barb soil. I can and probably am wrong there, since the objective is to destroy the barbs.

All in all, with research and production, we could *safely* (land and marine escorts) send a unit over as fast as in 15 turns I think, if we push it, and we could think about wider scale landings within 30.

EDIT: sorry to hear it about your computer, eldar, and dman, IIRC it was the other week after going wizzy izzy nuts wathing the Shrek tape his daughter son loves so much ;) EDIT: sorry, not a daughter, I'm mixing up new daddies :blush:

Tubby Rower
Jul 22, 2006, 07:47 PM
Tubby, how recent is this picture of yours? :pWow, I haven't seen you around in quite a while. I miss the days of being a loser. Now I'm jus an average idiot. I never told you how much I appreciate you helping me along with my then-futile gaming skillz. Now people think that I know what's going on. Poor suckers. If they only knew :lol:

The picture is fairly recent :p I've taken a couple of breaks since last we talked. I have another offspring. This one's a boy that Whomp nick-named E-train (Ethan Michael). Oh and eldar has learned the secret of replication as well :thumbsup:

jb1964
Jul 24, 2006, 07:33 AM
Hey gang, I'm on vacation from the morning of the 26th thru 8/2.

2 days of driving to Yellowston, 4 days around the park and 2 days back. As long as I don't get eaten by a bear I'll probably be back on-line on the 3rd but won't be able to pick a set until the following weekend.

@Beorn-eL-Feared, Sounds like a good set and a nice plan.

Tubby Rower
Jul 24, 2006, 08:13 AM
Tell Yogi that we said hi..

jb1964
Jul 24, 2006, 02:25 PM
I'll post a pic of me standing over "Old Faithful".

soul_warrior
Jul 24, 2006, 05:06 PM
thought id get this tonight.
didnt,
BDay blues or whatever....
will try tomorrow.

Beorn-eL-Feared
Jul 24, 2006, 07:48 PM
Not even your bday yet, wait in 2 days to have blues :p

Ansar
Jul 26, 2006, 12:55 PM
:bday: Troy! It is your birthday, right? :D

Beorn-eL-Feared
Jul 26, 2006, 02:06 PM
Happy birthday !! [party] :band::rockon:

soul_warrior
Jul 26, 2006, 02:25 PM
:worship: tanks dudes.
it is my BDay.
now im gonna have to go into a corner and :cry:

Beorn-eL-Feared
Jul 30, 2006, 03:33 PM
This SGOTM started two months ago, and is coming to an end. it is a competition between registered teams of players. Anyone is free to download a starting save and play it privately, but you can't start an official team for this event now, you must on no account upload your saved files to the SGOTM server, and you must not communicate with any unfinished competing team about the game.

We'll be starting up a new Civ3 game in the next few weeks, after we get the new Civ4 SGOTM under way. Why not join a team for one of those two events?So Mr the H will start a new SGOTM, which means :whipped: finish this !!

I'd suggest giving it sets as large as we can, as often as we can, whenever we can. The ordered roster failed here - gotta have soemthing to do with order. I've got a little spare time on my hands these days so whenever Soul is back from his BDay grievings and passes it back, I could lead this some good way.

eldar
Jul 31, 2006, 01:05 AM
My new PC still hasn't arrived yet....

soul_warrior
Jul 31, 2006, 02:45 AM
tonights the night...
i have survived yet another BDay binge...
just to realise were gonna lose this war...
getting ready for yet another binge...

will play tonight.
will post a "playing now" when i do (so anyone can grab this.

AlanH
Jul 31, 2006, 04:50 AM
So Mr the H will start a new SGOTM,
Shirley, you didn't think this would be the last one? :eek:

Beorn-eL-Feared
Jul 31, 2006, 10:31 AM
Oh no Darling, we surely hoped it wouldn't be the last; what's new is the dead line ;)

AlanH
Jul 31, 2006, 10:38 AM
Did I mention a deadline, Ducky?

Beorn-eL-Feared
Jul 31, 2006, 11:47 AM
If the other one is supposed to start in a few weeks, shouldn't this one end accordingly? Maybe it's just me though...

AlanH
Jul 31, 2006, 01:51 PM
:lol: That's not a deadline! What you've got there, Angel, is a vague indication of intent! When I issue a deadline you'll be able to recognise it. It'll have a day, a month and possibly a year attached to it.

Beorn-eL-Feared
Jul 31, 2006, 04:03 PM
and possibly a year attached to it:rotfl:

I'm up in 2 SG's presently, SW, and my turn in GR's beyond huge AWM is coming so it's still yours for a day or two ;)

eldar
Aug 01, 2006, 01:23 AM
My new PC still hasn't arrived. And there's no guarantees that I won't immediately get sucked in by [civ4] or Elder Scrolls: Oblivion.

Beorn-eL-Feared
Aug 01, 2006, 02:12 AM
Oblivion is good indeed

eldar
Aug 01, 2006, 06:58 AM
Oblivion is good indeed

So I've heard. And unlike my current, dead, setup, the new rig will be able to cope with it quite nicely :D

soul_warrior
Aug 02, 2006, 09:47 AM
got 90 free minutes.
putting them to some good use NOW.

Beorn-eL-Feared
Aug 02, 2006, 11:09 AM
There should be more of those free minutes. We should organize pacifist rallies around prisons with cardboards and shouts and chants for that.

"FREE THE MINUTES ! FREE THE MINUTES !"

soul_warrior
Aug 02, 2006, 11:11 AM
650ad the saga continues…

Bleedin 83% WW:gripe: WTF!!!!
We have a pact with willie to bushwack gilli.
Hope I can end this war soon for some proper builds.

Lost our incense. Renew with willie for iron.
We had an additional 23gpt which he used to buy some techs.

Turn 1 - grab UMMA with SISTINE CHAPEL. :D. I keep.
http://i10.photobucket.com/albums/a113/soul_warrior/sgotm10_sw_287.jpg
In the IBT, willie got and razed LAGASH (size 10), MT is in.
Hold research to 0+some beakerheads to save up cash.
PHYSICS will arrive someday.
Barbs want smiths and magellans.

690 was a year of badmoods. Plenty o’ riots demand weend this soon.
Gilli offers peace and a town.
I can take him out soon so no(t yet)

Get KISH for the price of 3 LB. fair is fair. Keep.

Dora demands horses. I don’t want her to sneak up on me so I give. She’s fighting willie as it is :devil:

Start building some caravels.

Got Erech. Lost a knight, and got a cav redlined. To a bleetin’ enkidu warrior!

Ur flips back.
Retaken with a handy cav.
Oust Gillie to his island retreat and sign peace.

Its 720AD now.

Alliance ends in 1 turn. So be it.

Maya got to the winesites before me.
Pray they don’t plop before I do.

Sign peace. Alliance is done.
http://i10.photobucket.com/albums/a113/soul_warrior/sgotm10_sw_286.jpg

soul_warrior
Aug 02, 2006, 11:12 AM
forgot!!!

ATTENTION!!!!

i saved WITH MAKING PEACE but NO MMing!!!
we need to fire LOADS of clowns.

uploading save now, too :blush:

soul_warrior
Aug 02, 2006, 11:14 AM
link thing.... (http://gotm.civfanatics.net/saves/sgotm10/Cats_&_Dogs_SG010_AD0730_01.SAV)

Beorn-eL-Feared
Aug 02, 2006, 01:32 PM
Looks nice :thumbsup:

Did you break our rep with the Dutch MA? Not that it will matter much now, if we clear WW and go for the barbs anytime soon we'll be good to go.

Maybe it would be wise to declare on the Mayas just for the sake of getting that wine town and the 2 workers.

Cavalries and MoW's underway !!

jb1964
Aug 02, 2006, 04:34 PM
I'm back. Itching to play something. When am I up? Huh? Huh? Huh?

Beorn-eL-Feared
Aug 02, 2006, 05:43 PM
Thwe link thing is up :)

soul_warrior
Aug 03, 2006, 01:00 AM
i did NOT break our rep.
i waited till the firstmoment the allaince was done (0 turns left) and signed peace.

forgot to mention. i build a town: wine and dine. on top of some wine.
its hooked up.

cavs: we have about 10 now.
them and a few caravels were main main builds, along with thinning out our LBs, horsemen and knight on gilli.

again.
next up has one helluva MMing job up ahead!

Beorn-eL-Feared
Aug 03, 2006, 01:03 AM
That's great, I might as well just take the save, do the MM and repost it on the same IBT ;)

Or jb can grab it before I get the chance :lol:

I'll have stuff to do tomorrow and will be away for the week-end so I might have time for exactly that but nm.

soul_warrior
Aug 03, 2006, 01:41 AM
ohh, and sorry about dumping the MM out.
had to rush out at the time... had to do a quick save and post.

Beorn-eL-Feared
Aug 03, 2006, 10:19 AM
Micro round done, notes to the next player:
- There are troops in Kish which should leave, 1 unit a garrisson is enough, and I'd make that veteran horses or LB's if possible.

- London has a weird count of shields but it's perfect for MoW in 4 turns. Leave it there IMHO.

- Some CH's ordered, re-micro after use. The SE towns are on culture+scientists, I guess that's all there is to them.

Full steam towards Magnetism, Physics in 4 at insignificant deficit.
Cavalries are 80 shields, so top dogs are 27, 20, 16, 14, 12, 10 and 8spt
MoW's are 65, so 22, 17, 13 and 11spt.
If this looks like chinese, open the F1 advisor and order it by shields, it should be clearer.

When we start needing MoW's, we'll have to pump a serious lot of them, change builds accordingly; once we have 2-3 stacks of 5+ to hunt barbies and make babies, I'd leave only a few 22/17/13 and re-micro the rest to 20/16/14/12 cavs.

New Link ==>> Have fun :goodjob: (http://gotm.civfanatics.net/saves/sgotm10/Cats_&_Dogs_SG010_AD0730_02.SAV)

Beorn-eL-Feared
Aug 03, 2006, 10:25 AM
I just noticed, on CA2, that the mayans have physics. We could try negociating a peace treaty with them, I'm sure they'd be glad to offer a rebate of significant importance on physics if we bring the :ar15: to the negociation. I love the renegociate peace button in peace time, esp. when you actually remain in peace ;)

jb1964
Aug 04, 2006, 01:57 PM
I downloaded the save as well. The only MM'ing I did was to pull the entertainment slider back to a reasonable level. I saw the need for figuring and reallocating sheilds but didn't have the strength. Yellowstone really took it out of me.

Anyway, now that BeF has done the dirty work I might be able to get in a night of playing. I'll post if I can. Anyone who beats me to it is MORE than welcome to run with it.