View Full Version : SGOTM 01 - Realms Beyond


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AlanH
May 08, 2006, 11:30 AM
Welcome to your C_IV SGOTM 1 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 (http://forums.civfanatics.com/showthread.php?t=170295) for this game, where teams and staff may post non-spoiler information of general interest. I hope you enjoy the game.

This game will be played in Civ4, patched to v1.61.

This first SGOTM will not feature any advanced variant.. the winner simply will be the team that wins the game at the earliest game date with either domination or a diplomatic victory. All victory conditions are still enabled though, with exception of Space Race, so you have to avoid getting another type of victory (and of course prevent the AIs from winning).

Individual start files for all teams will be available on the SGOTM Progress and Results Page (http://gotm.civfanatics.net/submit/civ4sgotm_submission_list.php) at midnight, server local time, at the start of May 12.

Here's the start position.

http://gotm.civfanatics.net/civ4games/images/SGOTM01_start.jpg

Map Parameters
Playable Civ - Hapshepsut of Egypt
World size - Standard
Difficulty - Monarch
Landform - Mystery
Game Speed - Epic

Permanent Alliances are turned on (can form permanent alliances after either communism or fascism is researched)
Space race is disabled.
Egypt is locked into war with Huayna Capac of the Incas.
Egypt is locked into peace with an unknown civilization.

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

Please visit the following links to ensure that you are adequately prepared:
Civ4 SGOTM reference thread (http://forums.civfanatics.com/showthread.php?t=168439)

Notes:

A. ONLY Civilization4 v1.61 is supported for this SGOTM. All teams will compete for a single award - the Gold Laurels.

B. All teams must play the sponsored variant - victory will be awarded for the fastest victory by either domination or diplomacy.

C. 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.

Good luck to your team, and remember rule #1: Enjoy your game :D

Zalson
May 08, 2006, 01:18 PM
Ok, I'm here... It looks like team Realms Beyond has been renamed team Snaproll. Was I just not paying attention?

AlanH
May 08, 2006, 01:24 PM
There was no formal team name that I detected, and other players said they wanted to play on your team. You can rename the team any way you like, but do it in the next couple of days, as I shall brand the save with your team name as is a day or so before the start. Team Realms Beyond, then?

Zalson
May 08, 2006, 01:28 PM
Ummm... no. Not yet. We're still discussing it.


I intended it more as a... rhetorical question. This apparently happens extremely often, but I don't notice :D

BeefontheBone
May 09, 2006, 03:49 AM
Checking in and subscribing. Be nice if our team identified themselves so we can get a roster sorted out.

I still like the idea of being team "Realms Behind" :P

berserks01
May 09, 2006, 05:12 AM
Checking in. I'll have never played with Hatty before, so this outta be fun :)

Snaproll
May 09, 2006, 08:19 AM
I'm here, sorry for the late check-in. I posted about our team name in the RB forum... Lets get it figured out soon!

BeefontheBone
May 09, 2006, 03:20 PM
So you did. Scratch Realms Behind, that wasn't an entirely serious suggestion anyway. Given that we've got no more than 50% RB-ers, I reckon something unrelated is better.

Snap and the Rollers?

Zalson
May 09, 2006, 06:37 PM
Snap and the Rollers sounds catchy enough. That is, if were not on for the Black Flag of Pestilence :D ;)

berserks01
May 09, 2006, 08:00 PM
Looks like I was drafted to join the RB group :salute: . Hope I can meet you guys standard, and please please please tolerate me and let me know how I can improve my game to meet your standard :worship:

Zalson
May 10, 2006, 01:18 AM
beserks01, thanks for showing up. As for meeting up to RB standards, I really don't think that's a problem :smoke:. After all, there're are only three of us.

The :smoke: will be my job ;)

BeefontheBone
May 10, 2006, 02:58 AM
Pffft! Make way for my mighty pimped-out smoking! [pimp]

Haven't played the game for a while :)

Welcome aboard, berserks01. Wouldn't worry too much about the RB standard, we're not Sirian or Sulla :)

Team list is:

BeefontheBone, berserks01, Dantski, EL_OSO, snaproll, subanark, wurkwurk, Zalson

So we're waiting on Dantski, EL_OSO (?), subanark and wurkwurk (WarCraft II reference? Neat.) You guys haven't been abducted by UFOs, right?

Snaproll
May 10, 2006, 10:02 AM
Ha it's so funny how I've been made the group leader. I really didn't ask for this! I'd really prefer NOT to have my name in the team name, because this team may be around a lot longer than any individual members. And, the only reason I'm the defacto group leader is because I was the first one to sign up. Really, if any of you would rather run things around here (Beef?) then I'd be more than happy to relegate myself to a supporting role. If you guys want me to lead, though, I'll do it!

Berserks01, welcome! Always good to meet new people!

berserks01
May 10, 2006, 11:43 AM
Should we PM those missing peeps and get a roll call so we can start discussing strats? or should we wait?

You guys are the vets, anyone of you leading is fine with me :)

Zalson
May 10, 2006, 01:36 PM
Well... I think we cannot play around with Beef's name. Soooooo inappropriate. Sooo extremely inappropriate.

I'll PM the guys ahora.

Zalson
May 10, 2006, 01:43 PM
Private message-ed.

EDIT:

All except wurkwurk... he don' accept PMs, apparently.

BeefontheBone
May 10, 2006, 02:02 PM
Heh. I love my filthy nick :)

Zalson looks pretty organised, and neither me nor Snap particularly want to lead (I've not got time) - why doesn't he lead us? We also need to decide on a name soon - either Realms Beyond or something else entirely.

AlanH
May 10, 2006, 04:38 PM
Are you Snap and the Rollers, or Realms Beyond?

Zalson
May 10, 2006, 05:46 PM
I guess I could lead. Never really thought about that... I'd have to insist on the Black Flag of Pestilence, though :P

But I'll wait until we think on it.

Dantski
May 10, 2006, 07:49 PM
Ahh didn't realise this was ready yet sorry about that.

I liked the 'Realms Behind' name heh, don't recall who came up with that.

BeefontheBone
May 11, 2006, 03:10 AM
Hey up.

We scrapped that name. Let's just go with "Realms Beyond" and let Alan get on with his organisation :)

Zalson
May 11, 2006, 12:42 PM
Mmmmk... FiNe (tangent: I always find that the extra capital letters in a word, e.g. BEn, simulates a voice crack. So insert a humorous voice crack here).

THat was posssibly the LOngest 'OK' EVer.

berserks01
May 11, 2006, 04:23 PM
Sounds good to me.

AlanH
May 11, 2006, 04:48 PM
Time's up. You're Realms Beyond.

BeefontheBone
May 12, 2006, 02:51 AM
In case you've not noticed, the game is underway. I propose the following roster, if nobody minds:

Zalson {UP}
berserks01 {on deck}
BeefontheBone
Dantski
snaproll
EL_OSO {MIA}
subanark {MIA}
wurkwurk {MIA}

20 turns for first round, then 10 after that? If the three guys marked as MIA are around, please at least check in to tell us whether you're playing or not. I'd rather not start out with fewer players available for swapping etc, and it's hard to get into the flow of an SG partway through - you're in danger of being replaced by standby players if you don't show up soon.

We could also do with discussing initial strategy; settle 1S (or 1SE perhaps)? I think we need to find the two civs we're locked into relations with quickly if possible, especially Huayana. Also, bear in mind that we're playing for Dom/Diplo win.

Zalson
May 12, 2006, 03:13 AM
Hah! I was out rolling down hills at UCLA. While sober, I might add...

Now that you're sufficiently wierded out...

If anything, I'd like to investigate further... however, the warrior is NOT in a nice place for this... I might move us either north one (get more forests... but this is banking on a health resource up there) or south 1.

In fact, south one is looking like the best strategy... It guarantees a health resource, which is one we'll need anyway (the war chariots I think will serve as excellent defenders).

What techs does hatty start with? I'll check one I get in the game...

Animal husbandry should come first, followed by an immediate grab for horses.

Once we get the horses, I say that we use them to find and harry Huyana. His quecha will be dominant early so if I see yellow borders, I will attempt to take a leaf out of King Arthur's book and run away.

Check out the save, preferably, and let me know what you think. I'll try to play late on Friday night, pacific time. I'd also recommend that we take our time. It is the fastest to diplo or domination (which I think would be easy, if we can get Cavs fast), not the fastest to finish the game, so let's take our time, have fun, and play our best.

Zalson
May 12, 2006, 03:18 AM
Took me a little while to find, but save is downloaded. I'd suggest the rest of you do the same.

I agree with the above roster, if I haven't said so before.

And with that, I bid you adeiu.

AlanH
May 12, 2006, 03:44 AM
Took me a little while to find, but save is downloaded. I'd suggest the rest of you do the same.

I agree with the above roster, if I haven't said so before.

And with that, I bid you adeiu.
Please let me know why finding it was hard. I'd like to improve the process if there are problems.

Of course, there's nothing I can do if you were simply suffering from excessive downhill rotation :p

berserks01
May 12, 2006, 06:46 AM
Roster looks good to me. I also agree with settling 1S, although I admit to contemplating 2S+1E for the longest time :p

I've read through the sign up thread and there are a few people there who signed up late and are without a team. If our 3 haven't signed in yet and we all agree, we can ask them to join our team if the mods allow.

Dantski
May 12, 2006, 08:35 AM
I agree with moving 1S first.

Grabbing War Chariots as early as possible seems the obvious move, I can well imagine they've put the horses in an awkward position, so scout well!

AlanH
May 12, 2006, 08:40 AM
Roster looks good to me. I also agree with settling 1S, although I admit to contemplating 2S+1E for the longest time :p

I've read through the sign up thread and there are a few people there who signed up late and are without a team. If our 3 haven't signed in yet and we all agree, we can ask them to join our team if the mods allow.
I've assigned the standby players now. I asked Memphus to join your team, if that's OK? I PM'd him and asked him to make contact.

Memphus
May 12, 2006, 09:19 AM
Checking in :)

Just let me know how I can help

This first game is right up my ally as Fast Domination Is my game :goodjob:
(See My GOTM results :) )

If you wat my opnion on the start though it should be 1 SW

for these reasons:

+1 :hammers: from the plains hill
you still get the cow
you still get 6 FP's (not 9) which is better to start because less :unhealthy:
You get the proespect of more resources to the West.

The only drawback is that it take one mroe turn to settle

Added bonus city #2 or 3 could go on the desert hill to be a strong coastal city, without overlappign with the captial, thus giving two powerhouse research centers.

On thsi game this diffuclty macemen should be out before 100 B.C. thus allowing a expediated world take over!:eek:

berserks01
May 12, 2006, 09:34 AM
Welcome Memphus [party]

Your reasoning is sound, however I think Zalson probably started already so it might be a little late :p

We should probably do more strats talk before making the future moves.

BeefontheBone
May 12, 2006, 10:34 AM
Welcome aboard, Memphus (and nice avatar!). Updated roster follows:

Zalson {Playing}
berserks01 {on deck}
BeefontheBone
Dantski
snaproll
Memphus

Zalson
May 12, 2006, 02:27 PM
I haven't started yet... However, I'm wary about moving on to the plains hill, simply because we don't know what is to the left. It could be 50 billion more FP's.

However, your logic is must better than mine, as I just woke up :p

Research path: AH then?

Build- I think we have to go with worker first, especially if we move to the plains hill. We'll finish him in 12.

I'd like to have the tech path determined before we start our turnset.

@AlanH- The save was only hard to find because I was tired and cold last night. Notta good combination.

BeefontheBone
May 12, 2006, 03:11 PM
I tend to try and avoid delaying founding the capital if I can, but plains hills do have their charms, and it allows another city by the sea - Memphus might be onto something here. If it turns out to be all desert to the west I still get to look smug, right?

Memphus
May 12, 2006, 03:22 PM
My reasearch path would be
AH
Writing

or even Pottery ASAP to spam cottages on those FP's

Either way you want your first Great Scientist comming out at roughly 1400 B.C. to build an academy

Zalson
May 12, 2006, 04:34 PM
Hmmm... Good ideas, all. Or rather, Memphus.

I'll play once I finish my tasty, tasy Panda Express.

I'll go AH, Pottery, Writing... then pass it on to our resident berserker

Zalson
May 12, 2006, 05:14 PM
4k BC- until 3700

I must request, no auto-logger. Either alt-tab, or use pen and paper. I absolutely detest the autologger. Useful pictures will be helpful.

Turn 0: 4k

See the spolier shot for how we began. I set the warrior to explore to the north, along the ridge for now.

After turn 0 (or 1)... don't remember which is which. Keep it as turn 0, to keep the turn #'s even, please. Otherwise I get confused.

http://www.civfanatics.net/uploads11/RBSGOTM1-4000BC.JPG

Good idea, Memphus... The city on the desert hill will be nice. I think that's city 3, after the horses city.

1. 3970

Thebes is founded... Mira the goodness. Start AH and a worker. And I just now realize that this is on Epic... We should try to get masonry and ag
http://www.civfanatics.net/uploads11/RBSGOTM1-Thebes-3970.JPG

5. 3850

The great white north:

http://www.civfanatics.net/uploads11/RBSGOTM1-GreatWhiteNorth.JPG

6. 3820

Lions begin roaming around Thebes. But we're ok.

11. 3670

Up in the north will be a great production site... got several hills, plains and X2 food resources. We can locate it on the coast or inland, to supply us with military. I'm guessing there will be a horses resource somewhere on the tundra.

http://www.civfanatics.net/uploads11/RBSGOTM1-ProdCity-3670.JPG

18. 3460

Ummm. Damn. I move our warrior diagonal out of the forest.

http://www.civfanatics.net/uploads11/RBSGOTM1-Dots.JPG

19. 3430

And, of course, with my luck, we lose the warrior. Crap!!! My :smoke: shoulda stayed in the forest... Damn it.

The worker finishes and I start on a warrior. There is a horse on the grassland at production site. Second city will go there.

20. 3400

Start a pasture. I'm annoyed about that warrior.

Play well, berserks01. Pick up the save at window. Play 20, just so as not to bore yourself into oblivion.

20 rounds first round, again.

Our lands and suggested dots to follow.

Roster:

Zalson: Just Played
beserkso1:Up
BeefontheBone:On Deck
Dantski:In the hole
Snaproll
Memphus


I apologize in advance. I forgot to crop the images after the first one.

Zalson
May 12, 2006, 05:25 PM
http://www.civfanatics.net/uploads11/RBSGOTM1-RealDots.JPG

Thebes is a rathe good capital, all around very powerful. Pink Dot should be second, to get the horses. After that we should attempt to expand to the south, and cut off as much land as possible. Blue would come later, when cities are expensive, as would cyan. Green would be a complete crap fishing village, to get the silver.

Zalson
May 12, 2006, 05:27 PM
The save is here:
http://gotm.civfanatics.net/saves/civ4sgotm1/Realms_Beyond_SG001_BC3400_01.Civ4SavedGame

Memphus
May 12, 2006, 07:06 PM
Good Start! A very good Twenty turns!

berserks01
May 12, 2006, 07:25 PM
Got it, will play tonite or tomorrow. Good turns, will try to explore some more down south and to the west.

berserks01
May 13, 2006, 09:08 AM
0) 3370 BC - Pre-flight check. Changed Thebes to work the cow so we can get the warrior 3 turns faster. Everything else looks good.
1) 3340 BC - zzzz.
2) 3310 BC - zzzz.
3) 3280 BC - zzzz.
4) 3250 BC - zzzz.
7) 3220 BC - Thebes finishes warrior -> starts another warrior. And we have cow!!! Worker starts roading to rice. Warrior head south.
8) 3190 BC - Warrior continues south.
9) 3160 BC - Warrior continues south, and we hit a dead end.
http://forums.civfanatics.com/attachment.php?attachmentid=126600&stc=1&d=1147532380
10)3130 BC - Cathy made an appearance. And we have clams .... to be hooked up.
http://forums.civfanatics.com/attachment.php?attachmentid=126597&stc=1&d=1147532380
11)3100 BC - Warrior starts westward.
12)3070 BC - Thebes finishes warrior -> starts another warrior.
13)3040 BC - We learned Pottery -> starting researching Writing.
14)3010 BC - Warrior continues westward.
15)2980 BC - Warrior continues westward.
16)2950 BC - Thebes finishes warrior -> starts another warrior (we can never have enough warriors, at least not til we have something else to build :) Someone learned Hinduism, and we reach the coast to our SW. We also know where Cathy is located.
http://forums.civfanatics.com/attachment.php?attachmentid=126596&stc=1&d=1147532380
17)2920 BC - We know who founded Hinduism as Huayna converts to it.
http://forums.civfanatics.com/attachment.php?attachmentid=126601&stc=1&d=1147532380
18)2890 BC - Warrior continues westward.
19)2860 BC - Westward we continue.
20)2830 BC - Thebes finishes warrior -> starts another warrior. We find that we have a potential chokepoint.
http://forums.civfanatics.com/attachment.php?attachmentid=126598&stc=1&d=1147532380


I think we have enough warriors for now. We should consider parking at that chokepoint first, if it really is a chokepoint that is.

And here is the SAVE (http://gotm.civfanatics.net/saves/civ4sgotm1/Realms_Beyond_SG001_BC2830_01.Civ4SavedGame)

Roster:
Zalson
berserks01 {just played}
BeefontheBone {up}
Dantski {on deck}
snaproll
Memphus

Zalson
May 13, 2006, 02:06 PM
Hmmm... I think we definitely have enough warriors, especially since we are on our own penninsula. I say we revise our plan, and attempt to stick our second city to cut off the choke... for it to be a canal city, though, we have to stick it on that desert tile :sad: The grassland city would, with irrigation, be able to solve all of our navy woes.

Ah well.

BeefontheBone
May 13, 2006, 04:27 PM
Building on desert tiles is often a good idea - you turn a dead tile into 2f/1p that way. I was going to point that out for the city east of Thebes, but your dotmap has it on the desert tile anyway.

I'll play 20 tomorrow and try to get a settler at least started; we seem to have trained a lot of warriors here (although it's Epic and we're locked into a war, so that's probably not so bad an idea) and we should try to stop Cathy from snagging any of our land by heading for that isthmus (don'tcha just love that word?)

Snaproll
May 13, 2006, 05:10 PM
Wow I'm gone for two days and look how much I miss! Checking in again, ad I'm ready to go.

EL_OSO
May 13, 2006, 06:06 PM
Hello,

I haven't been to this site for a week or so and didn't realize this started until I saw the news. I hope I'm not too late to jump in. Let me know if it's cool and put me at the end of the turn order in that case.


OSO

Zalson
May 13, 2006, 10:57 PM
Ok.

How's 'bout we stick OSO on the tail end of the roster?

Zalson
berserks01
BeefontheBone
Dantski
Snaproll
Memphus
EL_OSO

Is that fine for everyone?

BeefontheBone
May 14, 2006, 05:34 AM
Fine by me, so long as Alan's OK with it - we've still 2 fewer people than most teams anyway.

AlanH
May 14, 2006, 05:51 AM
I've added EL_OSO to your official team roster.

we've still 2 fewer people than most teams anyway
I'd say you are now in good shape. The distributions are:

4 teams with 6 players, all self-selected
9 teams with 7 players, including Realms Beyond. Realms Beyond is mostly self-selected.
6 teams with 8 players, 5 of which I created arbitrarily.

I'm not including registered, non-playing lurkers.

I may be wrong, but I assume a team that is self-selected has prior experience of playing together, and therefore is more likely to stick together to the end.

Teams that I put together arbitrarily are possibly less stable as they have never played together before, and in most cases the players have no prior experience of SGs. They therefore need an extra player or so to cover possible players Missing In Action

Previous experience with Civ3 SGOTMs indicates that 6 or 7 players is a good size. We'll have to see if this applies to Civ4 as well :)

BeefontheBone
May 14, 2006, 06:20 AM
Looks like we're all set, then. You definitely deserve a cookie for all the work you're doing here Alan :)

About to play the game - apologies in advance for doubleposting :)

BeefontheBone
May 14, 2006, 07:17 AM
Right, here we go. I'm a bit rusty after not playing while my hardware was fried, but I don't think we need 3 warriors sitting in the capital when they could be out busting fog :)

Start the game, remember I've not changed my .ini settings, close it again. Sigh.

OK, starting for real now :)

IHT - 2830 BC:

Move two warriors out of Thebes, one North to bust some fog near the horses and the other West to do some more exploring.

T2 - 2770 BC:

Warrior in the West defeats some lions and promotes to Woodsman I. Thebes is about to grow.

T4 - 2710 BC:

Thebes has grown and finishes another Warrior. Start a Settler and tweak tile use to get it due in 14 turns.

T5 - 2680 BC:

More lions defeated in the north. Buddhism is founded somewhere or other, and our Worker starts the first of what I'm sure will turn out to be many cottages.

Taking a look at the science screen, I wonder at the choice of Writing before Masonry et al. - we've got Stone in the capital's radius, and it's on the way to Monotheism (which I doubt we'll get to first, now).

T6 - 2650 BC:

Cathy adopts Slavery, meaning she's got Bronze Working.

T7 - 2620 BC:

http://img351.imageshack.us/img351/969/settlerpair0za.jpg

Dang, Cathy's got a settler/archer pair headed for the tasty spot on that bottleneck.

T9 - 2560 BC:

http://img351.imageshack.us/img351/6321/stpete8ua.jpg

Not where I would've settled (wastes the clams for a start), but defensible on that hill. Looks like we're stuck on this penninsula until we either get past Cathy or get some boats. I wonder what's beyond those mountains in the East?

T10 - 2530 BC:

Writing comes in, and I plump for Mysticism. In the southwest we find that we can't get past Cathy's territory without Open Borders. Luckily, we just invented Writing. Cathy's happy to agree to open 'em up (despite knowing we're stuck behind her - I often think the AI's a bit too eager to open borders in the early game).

T12 - 2470 BC:

According to Herodotus, we're the least powerful civilisation in the world. Cathy's at number 1, and Huayana and 3.

T14 - 2410 BC:

http://img351.imageshack.us/img351/763/moscow2wk.jpg

We get a good look at the territory around Moscow. A barbarian warrior is spotted in the north near the silver.

T18 - 2290 BC:

Thebes finishes its Settler, and he's dispatched to the North to grab the horses. Work begins on a Library, though I'd be tempted to switch it to another Settler next time the city grows.

T19 - 2260 BC:

Mysticism researched, I begin Masonry. Feel free to change that if you think it's really dumb.

T20 - 2230 BC:

http://img351.imageshack.us/img351/1531/memphis8th.jpg

Memphis is founded in the north, on the tundra tile in accordance with the dotmap. Misses the fish, but gets both cows in and makes use of a tundra tile. I start an obelisk (fairly arbitrarily).

http://img351.imageshack.us/img351/7171/overview9lm.jpg

BeefontheBone
May 14, 2006, 07:22 AM
Save is here:
http://gotm.civfanatics.net/saves/civ4sgotm1/Realms_Beyond_SG001_BC2230_01.Civ4SavedGame

Apparently that was turn 59 I just played, so we've missed a turn somewhere. I fact, I started by playing turn 40, so it was before I got the save. If Dantski plays 21 turns we'll be back on track.

Roster:

Zalson
berserks01
BeefontheBone
Dantski {up}
Snaproll {on deck}
Memphus
EL_OSO

Dantski
May 14, 2006, 08:06 AM
Ok I grabbed the save.

Whats the thinking in regards to where to settle next? I'm thinking we really want to avoid letting Cathy getting anymore of 'our' land. So the next 2 cities would be placed to stop any further Russian settling past St Peters.

Masonry seems fine for the current research, we will want to eradicate Cathy's military advantage ASAP. War Chariots are one of the most useful 'anti-barbarian' units. but at the moment a few Russian spears would be a headache.

EL_OSO
May 14, 2006, 09:43 AM
Well if we're looking for a blocking move to prevent further Russian expansion into our territory I would suggest settling in the following two spots:

126695

I'm curious as to why an obelisk was started in the second city. Hatty is Creative which will automatically expand the borders AFAIK.

Are we going for a Cultural Victory?

BeefontheBone
May 14, 2006, 11:04 AM
Nope, they don't count - Fast Dom / Diplo is the name of the game.
Obelisk was a placeholder - I expect Dantski to change it before he presses enter.

Zalson
May 14, 2006, 03:11 PM
Ummm... We do NOT need to be building a library in thebes, more important now is to get those next two cities up and running before Cathy can poach our land... or we could let her do so.

Considering that Cathy is so close, we definitely should've have built the settler earlier... I still think we can do it (as long as she's not our Always Peace Civ) but we should now focus on building up a military and conquering.

If you want, we could settle 1 more city, and then pump out the war chariots, axes and swords. We need to hit Cathy soon... she's got good land.

But St. Petersburg MUST burn, if not for the sake of our ships.

Zalson
May 14, 2006, 03:27 PM
Forget my warnings of Doom and Gloom. According to the ... place where we post saves Team Realms Beyond is winning, for our current progress in the game!

I never thought I'd say this, but our slope is bigger than yours!

That said, I think we need to put the :hammer: on Cathy. Build up a military, and let HER settle the cities. Then go take Huyana.

All in favor?

AlanH
May 14, 2006, 05:58 PM
I've added EL_OSO to your official team roster.


I'd say you are now in good shape.

Having said all that, one of the Missing In Action players, Mahatmajon, has reappeared looking for a place. He's Monarch level, with no prior SG experience. Hasn't looked at any team threads. Would you like to be eight players?

Zalson
May 14, 2006, 06:18 PM
eh... sure. Why not?

AlanH
May 14, 2006, 06:20 PM
OK. Thanks for your quick response. I'll ask him to report to you for orders :)

BeefontheBone
May 15, 2006, 04:57 AM
My apologies, I wasn't very clear what I was doing in Thebes. The idea was to work on the Library until it grew and then switch to another settler (thereby increasing commerce output and getting the settler done quicker, given that we can afford to use at least one more flood plains before we hit the unhealthiness limit - in fact, any chance we get to snag more health resources should be leapt upon. Maybe Memphis should've been 1 tile further west after all...). Re-reading my posts, I see that I completely failed to make that clear; sorry, there's my rustiness showing :)

@Zalson: Yeah, I noticed we were ahead on the graph too. Had to check it several times to make sure :)

berserks01
May 15, 2006, 05:37 AM
I also apologize for the barb spam :p I expected Thebes to grow to at least size 3 before starting any settler build since it would be much quicker and we can use those barbs to clear the fog and to do some exploring in the realms beyond cathy :)

I took a look at that chart and I'd say I don't have the slightest clue with bar is our :p But if Beef and Zalson says we're in the lead, I believe them :)

berserks01
May 15, 2006, 06:54 AM
Of course, by saying barbs I was really saying warriors :D

AlanH
May 15, 2006, 07:04 AM
I took a look at that chart and I'd say I don't have the slightest clue with bar is our :p But if Beef and Zalson says we're in the lead, I believe them :)
I've posted some notes on how to use the charts here. Maybe they'll help?

berserks01
May 15, 2006, 08:20 AM
Great, that helped. Thanks :D

Dantski
May 15, 2006, 08:24 AM
Turn 0

Switch Memphis to a Granary for now, its only working a 3 food tile till it grows so nothing will build fast.

Thebes will continue the Library for 4 turns until it grows, then I will start a settler.

Masonry seems fine, I’ll likely head for Mining after.


Turn 4
War defeats barb war south of Moscow (40% health)

Settler started in Moscow at 13 turns.


Turn 8

Memphis’ borders expand. It reveals a lone fish resource off the coast. It is unreachable unless we planted a city with massive overlap on the coast.


Turn 11

Masonry -> Mining

Horses connected to Memphis, going to get them to Thebes before pasturing Cows.


Turn 12

Judaism FIDL

Novgorod is noticed to the south. This more or less means that Cathy will have no more Barbs to worry herself with.

http://i36.photobucket.com/albums/e42/Dante2585/southerncity.jpg


Turn 13

Barb War sighted SW of Thebes, theres no hills/forests between him and our Rice so I’ll fortify a war and keep another closeby in case he loses.


Turn 14

Barb War runs off. What a pansy boy.


Turn 15

No wonder Cathy has been settling our way, she might have 1 more spot that doesn’t interfere with us, then shes coming our way. I think a double settler build might be a good idea. However I’ll try to get at least one chariot in first.


Turn 17

Settler completes, I’ll sneak in a War Chariot build, then the next player can decide whether they want another settler to seal off Cathy.

Turn 18

Mining -> Bronze Working

Turn 19

Heliopolis founded. I'm pretty sure this is the best spot for the moment.

http://i36.photobucket.com/albums/e42/Dante2585/Helio.jpg

Turn 20

My southern war, sees an archer settler pair. Hope they don’t come to us.:mischief:

http://i36.photobucket.com/albums/e42/Dante2585/archersettler.jpg

Turn 21

The pair are at a crossroads, will they turn left (hopefully) or will they turn right and steal one of our spots?

If Cathy does steal our spot then I guess I'd suggest a big buildup of War Chariots to immediately take it out before it gets cultural bonuses. If she plumps for the 'safe' option (safe from us!) then we can delay a war for a while.

Please be patient, one more screenie and I'll link the save up next!

berserks01
May 15, 2006, 08:26 AM
Well if we're looking for a blocking move to prevent further Russian expansion into our territory I would suggest settling in the following two spots:


EL_OSO's suggested settling spot looks good. I would move the top dot 1S so we grab all those hills and still have the cow in our border. This could be our military city and it's close to the choke point as well.

Dantski
May 15, 2006, 08:33 AM
Sorry you were a bit late to post that, the reason I didn't go 1 south was because it would have 2 sea tiles which would contribute little to the city.

Anyway heres the save.

http://gotm.civfanatics.net/saves/civ4sgotm1/Realms_Beyond_SG001_BC1600_01.Civ4SavedGame

And here's the current map

http://i36.photobucket.com/albums/e42/Dante2585/theworld.jpg

berserks01
May 15, 2006, 10:06 AM
Hey, I just notice that Cathy has a very nice little chokepoint there ... are any of you contemplating what I am contemplating? :D

Zalson
May 15, 2006, 01:41 PM
Umm... yes. I have been contemplating that since she settled. ;)

I like the way your mind works.

Snap is up.
Memphus is on deck.

We need horses, and iron. Copper is nice, but iron is better. :hammer:

Snaproll
May 15, 2006, 03:43 PM
Ok I see it, should be able to play tonight.

Memphus
May 15, 2006, 05:59 PM
Alright Ill be ready when I get it :)

20 Turns...Hmm let's see what I can do with that :evil:

Snaproll
May 15, 2006, 10:33 PM
I didn't get to it tonight, sorry guys. I will take my turns tomorrow. If you want to jump in and finish in the next 24 hours Memphus, feel free! I will play about this time tomorrow night. Sorry for the delay!

Memphus
May 16, 2006, 06:19 AM
Hey dude, life happens, I'll wait for you and play the day after :goodjob:

Snaproll
May 17, 2006, 12:24 AM
Inherited turn. Finally! Ok, lets see... Thebes is on a library, which I am not sure about. Reading back, I see it was a placeholder while we waited for the city to grow, but what really are we shooting for here? If we want to go to war, then I think should build chariots, or if we want to expand into our floodplains then we should get those cities up before getting the library, no? I Looking further (I should have been keeping up all along, I know) I see that there was some talk of getting an early academy. Now that is an interesting plan that I've seen work very well before,although I've never personally done it. I also notice a worker poised on some trees... were we going to chop the library? Well if we weren't, we are now. I want to get another settler out or some more war chariots as soon as I can.

As for the earlier question of if to attack Cathy sooner rather than later, I agree we should press the war chariot advantage. Don't neglect the floodplain city too long though! We can actually make a real nice city back there, with 7 floodplains cottages and enough food to whip the necessary imporvements (library, etc...) there. The earlier we get the cottages up, the better, obviously. Also, we have several of our cities empty. I see the warriors pushing back fog, but when those cities hit the happiness limit I think it's far better to let them grow rater than push fog, so I'll pull those defenders in when that time comes.

Overall things look really good! Here we go!

Turn 1 - Oh, right, we can't chop yet. Well, I really don't feel like a library is the right move this early. We could build another war chariot right now and time that to complete with growth again, at which point I think another worker makes the most sense, timed to pop out with the discovery of bronze. Cathy has 4 archers in St Petersburg but I see that two of them are with the settler that Dantski mentioned, which means that they are indeed headed north of St Petersburg. In fact, since we have open borders, they might be headed to the other side of our empire. How interesting!

Turn 2 - Indeed, Cathy is moving towards our territory. Our chariot picks off a barb warrior.

Turn 3 - It looks like Cathy is going for the sugar. I say we let her settle it, then take it from her. Nice of her to build settlers for us!

http://www.geocities.com/pacerdart/SGs/SGOTM1/session1/01_settler.JPG
Cathy's archer/settler pair going for the sugar

Turn 4 - Memphis finished its Granary, and starts a war chariot, although I'll likely switch to a worker once it grows. I'm feeling worker deprived. Hauyana adopts slavery.

Turn 5 - ...

Turn 6 - Cathy builds Rostov on a hill next to the sugar. The fact that she built it on a hill is bad for us! Archers on a hill will be tough, even for war chariots.

http://www.geocities.com/pacerdart/SGs/SGOTM1/session1/02_rostov.JPG
Rostov

Thebes grows to size 5 and will finish the War Chariot before switching. Memphis grows to size 3 and I start a worker there.

Turn 7 - ...

Tun 8 - Thebes completes our second War Chariot, but really, we are going to need a lot more before we attack. I start Thebes on a third worker. I know three workers seems like a lot, but we really need a lot of worker projects going. This does allow me to micromanage Thebes to get bronze working a turn earlier. After these workers are complete, I plan to build several more war chariots.

Turn 9 - Cathy has a spearman in Moscow, meaning bronze is hooked up.

Turn 10 - Well, we don't have copper, but Cathy's is right outside our borders, meaning it will be easy to pillage. We definately have to go to war with her early.

http://www.geocities.com/pacerdart/SGs/SGOTM1/session1/03_bronze1.JPG
Cathy's copper in easy striking range

Actually, she has another source in the south, ugh. Spearmen are going to make any war against her very difficult with chariots. Curses!

I set research to hunting, with archery next. It would take 21 turns to get iron working, and we need to get the war started earlier than that.

Turn 11 - ...

Turn 12 - Memphis worker --> War Chariot

Turn 13 - ...

Turn 14 - I spy an axeman in St. Petersburg. Memphis War Charior -> War Chariot.

Turn 15 - Thebes Worker -> War Chariot

Turn 16 - ...

Turn 17 - ...

Turn 18 - Heliopolis finally gets its cows pasturized and the other two workers are busily constructing our reinforcement supply road.

Turn 19 - Memphis War Chariot -> War Chariot. Thebes War Chariot -> War Chariot.

Turn 20 - And that's it. Archery is coming in next turn, and in 3 turns we will have 6 War Chariots, which should be enough to kick things off. The military road network is almost complete. Good luck with the war!

I made a little dotmap of our remaining lands. Blue Dot gets fish, clams, and 6 floodplains. Ultimate fishing village, but with all that food can simply whip all the improvements that it needs. With all the floodplains cottaged, it will be a great city. Red dot grabs 5 floodplains but also 4 hills, so an irrigation / mining strategy might work well there!

http://www.geocities.com/pacerdart/SGs/SGOTM1/session1/04_dotmap.JPG
Proposed dotmap

Fun set of turns, but I bet the next set will be more exciting!

http://www.geocities.com/pacerdart/SGs/SGOTM1/session1/05_overview.JPG
Overview of the border area

The Game (I think). (http://gotm.civfanatics.net/saves/civ4sgotm1/Realms_Beyond_SG001_BC1000_01.Civ4SavedGame)

Zalson
May 17, 2006, 12:52 AM
Good job Snap.

Memphus, you should know what to do. we need to hit Cathy, and hit Cathy hard. I think taking away St. Petersburg would be good... then try for Rostov... of course, I'd let it grow first. Then I say we try to get a razing party, down south to the copper.

Where is it, exactly?

Zalson
May 17, 2006, 03:27 AM
Oh, and just for the record...

Team Realms Beyond is now back in 1st place... and soon to be much, much higher.

As for the war, I'd reccomend limiting the expansion to those two cities. And then adding in the suggested dots. Should be good.

berserks01
May 17, 2006, 05:29 AM
Getting those hills mined will definitely help with getting the chariots out faster.

Edit: Good luck, Memphus!!! Show Catty what we're made of :D

Memphus
May 17, 2006, 06:21 AM
Hey Guys I am at work right now but will play afterwards (roughly 8 hours from the timestamp of thsi post)


Now I have 20 turns so Expect the known world to be ours by the end of it
(oh and I'll get our research reved up for Astronomy...very important for domination)

Other thoughts though could be to hold tight on this island and max research for a fast space race?

Either way gettign Astronomy ASAP will be good :goodjob:

Snaproll
May 17, 2006, 07:29 AM
We have to win vs. domination or diplomacy - space race is off the table as per the variant rules. And, we are a LONG way from astronomy, but revving up the research is never a bad idea. I agree that St. Petersburg should be the first target, and St. Petersburg and Rostov are enough for this first war. The two backline cities should be the next priority as well as cottaging up the flood plains.

The southern copper is WAY in the south, on the southern border of Moscow. Our warrior is standing right on top of it now, and My plan was (although I didn't actually say so) is to pillage it as soon as we start the war. This way, we should be able to cut her off from both sources on the first (or second) turn of the war.

berserks01
May 17, 2006, 07:45 AM
Don't we get kicked out of her territory the minute war is declared? How are you able to stay there and pillage that copper mine?

Or am I just really dumb and don't know what I'm talking about :p which is very possible :blush:

Snaproll
May 17, 2006, 07:55 AM
No, you are right of course :) The copper mine is only one square from the border, so when we get kicked out we'll only get moved one square, and we can move back in and pillage. Or, to be safe, we can manually move the turn before we start the war.

I shoulda put in a screenie!

Memphus
May 17, 2006, 11:08 PM
Hey everyone sorry for taking so long..but lots of time investment as there are some big choices :cry: BTW for the most part a great opening set of turns, our demographics are low, but once the island is our we can focus on Infrastructure :goodjob:

I any Event I went to war on the first turn to steal the worker.

I was sad to see no finished Library yet and only one cottage near our capital but that is quickly being resolved (all I ask Is please...please ...please do not off the two specilists when you get the save, until after we get a GS and build an academy)

I am going for Iron Working because hte turn it is doen 3 workers are gona hurry to get a mine built near St.Petersburg = +1 :) )

In any case the reason for my post:

The turn is not done, but I don't know what to do? Should I risk it all? Thoughts Comments I will take it all in and finish tommorow

BeefontheBone
May 18, 2006, 12:25 AM
Don't go for it - you've got feeble odds there. What happened to just taking St Pete and Rostov?

berserks01
May 18, 2006, 05:37 AM
Can you describe the situation a little more? What type of units are fortified there? What strengths are they at? How many units do we have other than those 6? Will we be able to keep our defenses up if this should fail? What are the defenses on Rostov like? Do we have access to iron if we don't take Moscow?

I was wondering the same as Beef when I saw the pic, but cutting Catty at the root (as well as cutting her off from Iron access) would be very beneficial to us in the long run. But we have to weight all our options and look at the situation from all angle before we can decide. Though, at the moment, the odds does not look like it's in our favor.....

Memphus
May 18, 2006, 06:28 AM
Sorry You are right I shoudl describe it better

Cathy is out of Bronze now I cut it off in the south, and in the north as soon as the borders of St.Petersburg expand, we will have copper..

Iron I won't know for a handful of turns yet.

As for the odds, yes they suck, but they also sucked for St.Petersburg sicne there was a fortified Axeman there.

As for Other units there area total of 3 archers. Two fully foritifed, and one at 5% defensive fortification.

Defensively we are fine because St.Petersburg can be made to be a choke point.

furthermore in the event of a win a sue for peace (I.E. a city) could be possible.


As of right now my plan is to sit for a turn or two try to draw out one of the two archers, and when there is only two attack :)

Teh reason I went to Moscow is ebcause Rostov has little signifigance and is only size 2. Takign the Capital Splits all three remaining cities, and mopping up shoudl be easier. :goodjob:

Dantski
May 18, 2006, 07:59 AM
Unless you get insanely good luck, you'll never take Moscow. Just don't try it.

Much better to either head back to Rostov and take that out, or pillage what resources Cathy has left.

berserks01
May 18, 2006, 08:07 AM
If you can get one more archer out I'd say go for it, but if you wait too long chances are more units will appear and then our chances are nil.

But this is just my opinion. Let's wait for the others to weight in their thoughts before proceeding.

Snaproll
May 18, 2006, 08:15 AM
I agree that if we could take Moscow that would be great, but I don't think we can. Better to take Rostov, hook up the copper (and maybe iron), and come back at her for real next time. Glad to see that the copper pillaging plan in the south worked!

Zalson
May 18, 2006, 12:30 PM
Er... how many war chariots do we have? If we have more than... 6, with 1/2 on flanking... I'd be inclined to give it my hand flip of honor. It'll be risky, but sometimes the risks pay off. If we can get iron, we should be able to take out little Miss Pretty.

That Moscow is on a hill makes it so much more difficult. But I think Rostov MUST be taken, for this war to be effective. Then, we can come back with iron units, and mess her up. We need Cathy gone ASAP.

EL_OSO
May 18, 2006, 03:08 PM
I think it looks pretty risky myself but I'll trust your judgement on waiting one or two turns to draw a defender out of the city. I'll check back in a few hours to see if the save is posted as I believe I play next. Depending on what time it is posted I may not be able to play the 20 turns until tomorrow evening after I get home from work.

Good luck!

berserks01
May 18, 2006, 03:17 PM
As we haven't seen this for a couple of pages already:

Roster:

Zalson
berserks01
BeefontheBone
Dantski
Snaproll
Memphus - {playing}
EL_OSO - {on deck}

I think Mahatmajon is suppose to on the list too, but haven't heard anything about it yet.

Zalson
May 18, 2006, 05:26 PM
yeah, he hasn't posted, so I don't think so...

Memphus
May 18, 2006, 11:07 PM
Well I couldn't Draw her out of the Capital :mad: , So I wasn't going to suicide 5 chariots, instead I pillaged all the land and took another city to the West (Yaroslav)

We don't have iron it is in Rostov's Borders, but that city is cut off from all aide and currently has 1 spear :( and 2 archers. But we can build an axe to take out the spear.

As for What is currently beign built ...the boat is to go all the way around to elphantine for the fish.

The settler you can put somewhere to the east (the red dot I believe) as for our captial please trust me and leave those two specialists on, short term pain == long term gain with an academy. In 5 turns the mine will be built on the gems and then every city will get one more :) which is good news for the captial.
Elephataine will become a powerhouse research center if just left to grow and build its library, while a cottage spam takes place.

We are behind hte curve right now in research as Confusinism was jsut founded :eek:

Attached below is some screenies and the save :goodjob:

As For our research I personally think math since then chopping is a go, Alphabet is kinda useless cuase our one neighbour hates us :lol:

Have a good one :salute:

BeefontheBone
May 19, 2006, 12:34 AM
We could use a bit more detail in reports if you don't mind, particularly in a competitive game. Glad you didn't try to take Moscow, that would be suicide without some proper units - good job on Yaroslavl' though. You need to upload the save to the SGOTM page not the thread.

I'd suggest researching sailing - we need to at least scout the east of our island and preferably get the circumnavigation bonus on a map like this; get a galley out ASAP.

Zalson
May 19, 2006, 02:03 AM
I'd agree with the sailing path... Memphus, I was going to upload it for you, but... that wouldn't be right... so if you could do that, I'm sure EL_OSO would appreciate it.

Thanks :goodjob:

And btw, a very nice jorb. I mean job.

berserks01
May 19, 2006, 05:58 AM
Good job taking those cities Memphus.

If the iron by Rostov is the only iron on "our" island, we should take it after the 10 turn peach agreement to get it away from Catty.

Memphus
May 19, 2006, 06:29 AM
Good job taking those cities Memphus.

If the iron by Rostov is the only iron on "our" island, we should take it after the 10 turn peach agreement to get it away from Catty.

Yeah for sure, There are 4 chariots in Yaroslav and one right near Rostov, a couple of axemen would ensure victory and securing the iron at which point then the focus can be put on Moscow.

If someoen could download the save and upload it for me that would be greatly appreciated :goodjob: (I am at work now and company policy doesn't allow for .zip :mad: )

So whoever has a chance if they could do that for me, sorry :sad:

As for a More detailed Report with Screen shots...I can do that tonigtht (the pictures part)

But the basic flow was as follows:

Research Fishing then Bronze.

Finish the two Chariots and then in our Northern city build a settler followed by anotehr settler.==> Reason, it had two turns to grow, growing by one more size would only give a :mad: face, but once we have gems that won't be an issue, so in the interim build the two settlers required. (Also the sooner the settlers are built, the faster those cities become research powerhouses.)

As for our Capital: After the chariot I wanted to finish the Library but had to change to a chariot as Cathy had an advancing Archer of which I didn't like out single warriors chances :blush:

Other than that, I think I mentioned it in the other post. Oh as for the postion of Elphantine on the hill a couple of reason
1. Get fresh water bonus from river which is big sicne there are so many floodplains
2. Immediately connected to trade routes
3. Could use one cottage right away as our capital has 2 specialists forced
4. Cities rarely grow to full size, thus a little over lap is ok.
5. it makes a useless deset hill into usefull terrain
6. We coudl get greedy and sneak another city in the south there as a coastal port.
7. The city could be built one turn sooner


As for the rest of the game play, that iscovered in those pics as it pretty much involved takign thsoe two cities (Did I mentioned I love how chariots retreat ;) )

Word of the wise our first attacker always has << odds to win so I opt for the chariot with +2 flanking (%50 withdrawl chance) he hurts the tunits then we actually have a chance to win :goodjob:

So like I said mroe pics will coem tonight, but we need more cottages and mroe research (academy) because this game is on Monarch and we are falling behind the curve

Dantski
May 19, 2006, 07:41 AM
I'm a little surprised no-one else has asked this yet, is Yaroslavl a viable city at the moment? Or does Moscow completely overwhelm it?

berserks01
May 19, 2006, 08:16 AM
With Hatty being creative, I didn't think this would be a problem....

Dantski
May 19, 2006, 01:56 PM
But so is Cathy and with a few thousand years to build her culture...

berserks01
May 19, 2006, 02:25 PM
Well then, there's only one viable solution for this dilemma .... Cathy must burn :devil:

EL_OSO
May 19, 2006, 03:19 PM
Am I supposed to download the save from the thread here or the results page? The dates in the file names are different and I don't want to screw anything up with the administrative end.

Mahatmajon
May 19, 2006, 03:25 PM
:banana: Hi all,

Thanks for letting me come in around page 3 or so. I ended up going on a business trip for 2 days this week that I didn't know was coming so I've been pretty busy. I'm also off again on the 31st for 10 days so I'm going to just lurk and cheerlead for the team. I still want to do SG's but I need to have a little more time.

Go team go! :banana:

berserks01
May 19, 2006, 03:49 PM
EL, the save has to be posted to the submission page before you can download your start.

Mahatmajon, welcome :)

EL_OSO
May 19, 2006, 05:13 PM
Alright then I'll check back then and grab it when it is available.

berserks01
May 19, 2006, 05:17 PM
Here, I have uploaded the saved file for Memphus.

EL_OSO, you can download it HERE (http://gotm.civfanatics.net/saves/civ4sgotm1/Realms_Beyond_SG001_BC0700_01.Civ4SavedGame).

Here's the log from his session if anyone is interested:

Turn 100, 1000 BC: You have declared war on Catherine!
Turn 100, 1000 BC: You have discovered Archery!
Turn 102, 970 BC: Realms Beyond's War Chariot (5.00) vs Catherine's Archer (4.50)
Turn 102, 970 BC: Combat Odds: 68.5%
Turn 102, 970 BC: Realms Beyond's War Chariot has defeated Catherine's Archer!
Turn 102, 970 BC: You have trained a War Chariot in Thebes. Work has now begun on a Library.

Turn 103, 955 BC: Realms Beyond's Warrior (2.00) vs Catherine's Scout (1.10)
Turn 103, 955 BC: Combat Odds: 98.7%
Turn 103, 955 BC: Realms Beyond's Warrior has defeated Catherine's Scout!
Turn 104, 940 BC: Realms Beyond's War Chariot (5.00) vs Catherine's Axeman (8.50)
Turn 104, 940 BC: Combat Odds: 3.6%
Turn 104, 940 BC: Catherine's Axeman has defeated Realms Beyond's War Chariot!
Turn 104, 940 BC: Realms Beyond's War Chariot (5.00) vs Catherine's Archer (7.35)
Turn 104, 940 BC: Combat Odds: 10.4%
Turn 104, 940 BC: Catherine's Archer has defeated Realms Beyond's War Chariot!
Turn 104, 940 BC: Realms Beyond's War Chariot (5.00) vs Catherine's Axeman (5.95)
Turn 104, 940 BC: Combat Odds: 39.3%
Turn 104, 940 BC: Realms Beyond's War Chariot has defeated Catherine's Axeman!
Turn 104, 940 BC: Realms Beyond's War Chariot (5.00) vs Catherine's Archer (4.99)
Turn 104, 940 BC: Combat Odds: 63.7%
Turn 104, 940 BC: Realms Beyond's War Chariot has defeated Catherine's Archer!
Turn 104, 940 BC: You have captured St. Petersburg!!!

Turn 105, 925 BC: You have discovered Fishing!

Turn 109, 865 BC: Realms Beyond's War Chariot (5.00) vs Catherine's Archer (3.00)
Turn 109, 865 BC: Combat Odds: 96.2%
Turn 109, 865 BC: Realms Beyond's War Chariot has defeated Catherine's Archer!
Turn 109, 865 BC: The Pyramids has been built in a far away land!

Turn 110, 850 BC: Heliopolis can no longer work on The Pyramids. The lost $ is converted into 114!

Turn 111, 835 BC: Realms Beyond's War Chariot (5.50) vs Catherine's Archer (3.00)
Turn 111, 835 BC: Combat Odds: 98.7%
Turn 111, 835 BC: Realms Beyond's War Chariot has defeated Catherine's Archer!

Turn 113, 805 BC: Realms Beyond's War Chariot (5.00) vs Catherine's Spearman (10.80)
Turn 113, 805 BC: Combat Odds: 0.6%
Turn 113, 805 BC: Realms Beyond's War Chariot is hit for 28 (16/100HP)
Turn 113, 805 BC: Realms Beyond's War Chariot (5.00) vs Catherine's Spearman (9.39)
Turn 113, 805 BC: Combat Odds: 2.5%
Turn 113, 805 BC: Catherine's Spearman is hit for 14 (45/100HP)
Turn 113, 805 BC: Realms Beyond's War Chariot is hit for 28 (16/100HP)
Turn 113, 805 BC: Catherine's Spearman is hit for 14 (3/100HP)
Turn 113, 805 BC: Realms Beyond's War Chariot (5.00) vs Catherine's Archer (7.35)
Turn 113, 805 BC: Combat Odds: 10.4%
Turn 113, 805 BC: Catherine's Archer has defeated Realms Beyond's War Chariot!
Turn 113, 805 BC: Realms Beyond's War Chariot (4.23) vs Catherine's Archer (3.82)
Turn 113, 805 BC: Combat Odds: 70.2%
Turn 113, 805 BC: Realms Beyond's War Chariot has defeated Catherine's Archer!
Turn 113, 805 BC: Realms Beyond's Warrior (2.00) vs Catherine's Spearman (0.20)
Turn 113, 805 BC: Combat Odds: 100.0%
Turn 113, 805 BC: Realms Beyond's Warrior has defeated Catherine's Spearman!
Turn 113, 805 BC: You have captured Yaroslavl'!!!
Turn 113, 805 BC: The Parthenon has been built in a far away land!

Turn 114, 790 BC: Realms Beyond's War Chariot (5.00) vs Catherine's Archer (3.00)
Turn 114, 790 BC: Combat Odds: 96.2%
Turn 114, 790 BC: Realms Beyond's War Chariot has defeated Catherine's Archer!
Turn 114, 790 BC: You have trained a War Chariot in Thebes. Work has now begun on a Library.
Turn 114, 790 BC: The borders of St. Petersburg have expanded!

Turn 115, 775 BC: Elephantine has been founded.
Turn 115, 775 BC: Realms Beyond's War Chariot (5.00) vs Catherine's Archer (3.00)
Turn 115, 775 BC: Combat Odds: 96.2%
Turn 115, 775 BC: Realms Beyond's War Chariot has defeated Catherine's Archer!
Turn 115, 775 BC: You have made peace with Catherine!

Turn 117, 745 BC: Confucianism has been founded in a distant land!
Turn 117, 745 BC: The Oracle has been built in a far away land!

Turn 119, 715 BC: You have discovered Iron Working!

EL_OSO
May 19, 2006, 05:57 PM
Alright I got the save and I'm gonna take a look at it and see if I can get it finished tonight. I'm assuming that the Acadamey is a high priority and getting some axes ready to take Rostov from Cathy as well.

EL_OSO
May 19, 2006, 07:35 PM
I managed to finish my turns tonight and hope I didn't muck it up too much.

700 BC - Turn Received
685 BC -
670 BC -
655 BC - Memphis built a Settler (moved it to the original cyan dot map location). Heliopolis built a workboat and sent that to the fish resource by Elephantine. Both cities set to build Axeman.
640 BC - Alexandria founded. Started on a Library.

http://eloso.3dretreat.com/civ/sgotm01/Beyond01.jpg

625 BC - Gems Secured!
610 BC -
595 BC - Memphis built Axeman. Started on Barracks.
580 BC -
565 BC -
550 BC - Heliopolis built Axeman. Started on Archer
535 BC - Thebes built a worker. St. Pete's built Library Started another worker in Thebes and an Archer in St. Pete's.
520 BC -
505 BC -
490 BC - Yarsolev built an Archer. Memphis completed the Barracks. Yarsolev set to build another Archer. Memphis set to build an Axe.
475 BC - Heliopolis and St. Pete's built Archers. Started a worker in Heliopolis and an Axeman in St. Pete's


http://eloso.3dretreat.com/civ/sgotm01/Beyond02.jpg

460 BC- Finished Axeman in Memphis (hurried) Started Chariot. Declared war on Russia. Captured a Russian worker on the iron resource outside of Rostov.

http://eloso.3dretreat.com/civ/sgotm01/Beyond03.jpg


http://eloso.3dretreat.com/civ/sgotm01/Beyond04.jpg

445 BC - Captured Rostov. Lost an Axeman. Hurried Chariot in Memphis and started another Chariot.

http://eloso.3dretreat.com/civ/sgotm01/Beyond05.jpg

430 BC - Finished Mathematics. Started on Sailing. Memphis finished a Chariot and started on an Axeman.

415 BC - Hurried Worker in Heliopolis. Looked over cities for tile optimization by citizens. Saved game.

http://eloso.3dretreat.com/civ/sgotm01/Beyond06.jpg

Moscow looks heavily defended so I decided against attacking.

I hurried a lot of stuff towards the end of my cycle. Not sure if this is the best thing to do but I felt that waiting would give Cathy too much time to react. That worker that was hurried is intended to secure the Iron resource outside of Rostov ASAP. 2 more turns until we have a Great Scientist.

Save:

http://gotm.civfanatics.net/saves/civ4sgotm1/Realms_Beyond_SG001_BC0415_01.Civ4SavedGame

Duh! I took all these notes and then copied them here without realizing that I could have used the submission form. :mad:

berserks01
May 19, 2006, 07:44 PM
Good set of turns EL. It's up the Mahatmajon to see if we have enough to take Moscow now.

Roster:

Zalson - {up}
berserks01 - {sharpening axes} :)
BeefontheBone
Dantski
Snaproll
Memphus
EL_OSO - {just played}

EL_OSO
May 19, 2006, 09:41 PM
Good set of turns EL. It's up the Mahatmajon to see if we have enough to take Moscow now.

Roster:

Zalson - {on deck}
berserks01 - {sharpening axes} :)
BeefontheBone
Dantski
Snaproll
Memphus
EL_OSO - {just played}
Mahatmajon - {up}

I don't think Mahatmajon is playing from what he indicates in his post above.

BeefontheBone
May 20, 2006, 05:08 PM
Must be zal again then. Good going, guys :)

10 turns a go from now on?

Dantski
May 20, 2006, 05:58 PM
10 seems best to me!

Memphus
May 20, 2006, 08:36 PM
Good Set of turns!

Great work Team

BTW if any of you want a really prolonged Version of a SGTOM, come join my MTDG, Epsilon Team!

Currently we are doing well ;) and it is really great chance to play with some top end players such as DaveMcW and Kylearan who really know the game.

Anyways the link to sign up is here: The Most Fun I have ever Had Playing Civilization (http://forums.civfanatics.com/showthread.php?t=158025)

Our team is quite structured but we have alot of fun :D

Sorry I forogt to not clutter thsi thread if you have any questions please PM me and I will answer them to my best ability.

In the MeanTime GO Team!!!! (For the SGOTM) :)

Zalson
May 21, 2006, 03:13 PM
Hey guys, I'll tonight. Sorry for being incommunicado.

Zalson
May 21, 2006, 08:14 PM
Oh, and I figure we'll play 10 a apiece from here. Be warned, the turns might come later tonight. Have we sufficient forces in the mix, etc to take Moscow?

EL_OSO
May 21, 2006, 09:14 PM
I have two chariots a turn or two away from St. Pete's There should also be some axemen in production. I hurried the worker in heliopolis to be used to hook up the iron outside of Rostov.

You may not have enough in place to actually take moscow during a 10 turn run. IMO 6 Chariots won't be enough against 4 archers defending a city on a hill.

Zalson
May 21, 2006, 09:24 PM
Ok. Playing now. Gots an idea on how to... knock Moscow down a peg. ;)

Zalson
May 21, 2006, 10:46 PM
So I return from my sojurn down to the southland to the REalms Beond team, in the SGOTM. I open up the save and am more than slightly dissappointed.

Some notes on the weed here people. Elephantine and Alexandria should be building granaries... I did not switch them, as we will need the scientists soon with our abysmal science rate, but c'mon guys. All cities that can be whipped (both have at least one seafood resource... Elephantine has 2) must build and whip a granary first. This will allow the other whips to be much better; faster regrowth means that they can produce infrastructure well.

Also, please do not whip Memphis or Heliopolis... and never, ever whip workers, except when we really really need them (which is not really the case now... we have almost enough, including the one being built in Thebes). Those are both excellent production cities, and will do more for us if we keep them humming along at size five, and working their mines.

Also, please don't whip cities within the same turnset, unless it is absolutely imperative! It creates residual anger which we don't have the resources to combat right now. So please keep that in mind, and restrain the whip.

http://img130.imageshack.us/img130/8983/rbsgotm1400bcmemphis5wg.jpg (http://imageshack.us)
This is not good!

Memphis and Heliopolis stayed unhapopy during my turns. But, we cannot afford anymore cities. We were wearing cutoffs without pockets, when it comes to cash situation.

Finally, I start my turn... set from 400 to 250 BC (just so's that I remember)... I won't put down exact turn numbers, but I'll remember when things generally happen.

415- I write the above commentary.

400- An archer attacks the 4 chariot army outside Moscow. It dies, naturally.

Next turn (385), we get our scientist. I MM thebes to work the maximum tiles for hammers and fud (can still grow on). Forget what I started it on, think it was a war chariot. Someone else also got a great scientist.

I also, for some reason, spot this!

http://img139.imageshack.us/img139/4225/rbsgotm1400bcelephantine4id.jpg (http://imageshack.us)

WHY IS ELEPHANTINE HERE? One south, it would have been THE commercial and scientific powerhouse. It also would have had clams and Fish. Think of the possibilites! Come on people! What is up with this :smoke:

Also, I thought my instructions, "RAZE ST. PETERSBURG TO THE GROUND!" were explicit enough. :rolleyes: Guys, we could have fit in an extra city down there, had a nice canal with clams... argh.

I didn't even know when Elephantine was founded. Clearer reports, at least in this regard, would be very nice.

Instead of sticking the academy in Elephantine (where I intended it to go), I put it in Thebes. Argh! That made me so mad, that I alt-tabbed out, to post something on here.

I also being scouting to the south, remembering about that annoying copper mine.

http://img108.imageshack.us/img108/4750/rbsgotm1400bcscouting9ir.jpg (http://imageshack.us)

Cathy has a farily large amount of dudes here. I'll take Moscow during my turn, and then leave the discussion of peace to the group.

355, I send us after the all-important construction. We'll need the Collessiums (sic), methinks.

In between turns, we meet Cyrus. We're not at permanent peace with him. Oh well, we're beating him in score.

310, Christianity is founded, and the Great Lighthouse is built.

I sent a group of a couple chariots down to pillage the iron, but Cathy managed to whip out a spear in Moscow, in response to our bronze blitz. So there was a spear in Moscow, that terrorized us for a while. I think it managed to kill a couple chariots I was trying to use to pillage.

In regards to the economy, I think the libraries (hmmm, that doesn't look right, librarys? no... nevermind) were a remarkable institue of foresight. We'll need to support our economy with scientist specialists, I think. At one point during my turn, we dropped to 10% science (don't worry, we were still at +4, or so). We're losing a LOT to city maintenence.

But methinks a solution will present itself :mischief:

As my turnset draws to a close, I grouped halfadozen chariots (I think there were three injured ones), three axeman and an archer outside of Moscow. Figuring I had one turn before I had to give the game away, and that we were already suffering war weariness in Alexandria (acutally a nice city, but it needs a workboat and granary, even though it is currently on a library).

Wait, I mean Elephantine :mad:

So, as I prepared to mock both Hitler and Napoleon and take Moscow, a friendly bald man shows up. Please take a moment to compare:

http://img119.imageshack.us/img119/1125/rbsgotm1cygan6wv.jpg (http://imageshack.us)

Notice anything... not similiar?

Yessir folks, Gandhi is our future Permanent Alliance ally and peaceful civ. It really doesn't hurt that he also has a 200 point lead :crazyeye:.

Anyway, I attacked Moscow, after trading some sort of resource we had a lot of (cows, I think) to Gandhi for another healt resource. I also converted to Judaism (ran into ... Yaroslavl')... I think we need to give Gandhi everything he ever wants, stay his religion, and never attack his friends... ever. Until we can get to communism and get a Permanent Alliance (ok, so maybe we can afford to go to war once or twice against his friends) *ahem* Cyrus*

The results went...

1st F2 Chariot- WINS!!!! GETS 6 XP~ 12 XP! I was so excited that I forgot that I was going to document the battle, that I was going to take a shot of us getting 110 gold for capturing Moscow... Which I did not raze...

That concludes it, guys. I think we should try to... um... keep our economy afloat now. Cathy is all but neutralized... spayed even... We need to build up our protective military, get our economy to recover (hopefully someone gets alphabet soon)... I expect to not see cities founded or kept in strange places.

I think we need more discussion beyond "Great Turnset!" We did well, but I know we can do so much better :thumbsup:

Here it is... do well berserks01! Get our economy out of the drink! End this war with Catherine! Build up both our military and our relationship with Gandhi.

Please, no more wars. We can't handle it for a while:

http://gotm.civfanatics.net/saves/civ4sgotm1/Realms_Beyond_SG001_BC0250_01.Civ4SavedGame

Memphus
May 21, 2006, 11:07 PM
Well the only thing that made you really mad was the placement of Elephantine :mischief: which was my doing, however I did give a reasoning for that...(one of which it would be suffering the same consequence of Alexandria right now all the :unhealthy:, the plus 2 health makes a large difference) If you look at the terrain possiblities and my initial explanation you will see why.

As for the whip. I have never actually converted to slavery, so it actually never needs to be used ;) and you can still win effectively.


As for razing St.Petersburg? Again not my style I don't like to raze cities, although you mentioned we cold haev squeezed anotehr city in, but right now we need less cities and more science.

As for the Academy it should 99% of the tiem go in the captial, because that way when combined with Civil Service (which we could theorectically have by 1000 B.C. on Monarch, but no matter when we get it it will be good :) ) makes for the powerhouse Reasearch you are looking for.

One final Note At soem point we need a city in the north, not because it will eb an effective city but because it will let all of our otehr cities grow one more (two if they have a forge), if I remeber correctly that is silver up there :)

But in any event Good set of Turns :goodjob:

Zalson
May 22, 2006, 12:47 AM
The idea with st. petersburg was to convert a useless desert square into ... well, a NOT useless desert square. In addition, it would grab the extra clam, I think and, most importantly, it would be a canal city. I mean... well, it's done and over with, no point in getting mad about it now.

As for Elephantine... I really don't think the +2 health would have made a difference. It would have already a +2 from health resources, and a few fp's could be farmed. This, combined with the two sea food resources would be producing 17 food! at size 4. That's a surplus of +8. We'd be able to whip every improvement we needed (a very, very powerful tool).

In addition, there would be no overlap with the capitol (or minimal, I think... yeah, there would be overlap) and I really don't think the health difference would have been that bad... let me do the math.

7 FP's- 2.8 unhealthy. Wow. Ummm. Wow. However, it would balance out... I'm not quite sure what the Monarch health bonus is but I think that might, or might not make us unhealthy at 1. Which is bad. However, the use of Flood Plain Farms would more than make up for that loss of 1 food. Grab the fish and clams and you have +2 leeway. Grab the... wheat and the cows, +4. Healthy at size 5 with a granary, which is as far as we'd want it right now.

Wow. That was quite a bit of analysis on my part :eek:

I hope this doesn't come out as a personal attack. I think this is just an example of difference in playstyles. I'm trying to use the whip more (especially in high food situations), where it is the most effective thing since tupperware. As it would appear, you enjoy using the cottage spam technique. Both techniques have their merits... and both can be combined to with the SGOTM1! *cue evil laugh*

BeefontheBone
May 22, 2006, 02:31 AM
Gah! I was assuming there was some reason for leaving St Pete's where it is and letting that one go, but Elephantine is definitely in the wrong place. This is a team game, guys - I know some of you are new to SGs, but I would say that following the explicit instructions which come out of the discussions in this thread is pretty obviously a key part of playing one. If you do decide to ignore the rest of the team, we'd appreciate a lot of explanation or even pausing your turns to discuss it. At this stage of the game, for example, the exact location of cities shouldn't be a surprise to anyone opening the save...

Have we got a Galley in production yet? We need mor einformation about the world!

berserks01
May 22, 2006, 05:32 AM
Got it. Will play tonite. Let's see if I can end this war temporarily, build up some infra, and get a galley out there to do a little exploring (I think I notice some land in the fog on the south peninsula of Cathy's.

So what are we planning on building for infra? I only ever build courthouses, rax, and sometimes libs, monasteries, granaries. If no one has other ideas, courthouses rax and libs will be all I build.

Memphus
May 22, 2006, 10:03 AM
Alright yeah by no means is anythign a personal attack, I alkways take it as constructive critisism on how to improve my game :) .

In any event alright I guess that Is why I couldn't rationalize elphantine is I don't understand the whipping dynamics. :cry:

As for St.Petersburg I neevr really made a good reason on why to keep it, but I have one. WE had no settler read yor even clsoe to ready to fill the void. The result, we go the Copper right away, because St.Petersburg was kept which ultimately allowed us to build axemen and Take Rostov, So I guess everythign has pros and cons. :)

I wonder if there is some way we could standardize our posting (I.E. in Italics, Underlined) for moves wich you are "ordering" our other teammates to do. Suggestions could jsut be kept in regular type.

That way if two players don't see eye to eye there cold be a discussion about the choice.

For Example Zalson at the end of your last turn I would consider Orders:

Do not Go To War
Do not Whip Memphis or Heliopolis... and never, ever whip workers
don't whip cities within the same turnset

Something I would consider a Suggestion:

Get our Economy going :crazyeye: :lol:

So I don't know it's just a suggestions but it would make things alot clearer for everyone to have bulleted Italic "orders" :)

Mahatmajon
May 22, 2006, 11:49 AM
Go team Go :clap:

All in all I think the Elephantine location will work out fine. I'm just looking at screenshots (at work) but there's now room for a city SE of Thebes that will have clams, floodplain, floodplain (shared with Eleph.), cows (shared with Thebes), river grassland, plains hill, & 11 water tiles. Good enough to support itself & contribute.

If these are the problems then this teams gonna be just fine. Not yet 1AD and we have a good friend in the lead and an island (soon to be) to ourselves. This is a good experience for first time SGers like me (even if I am a non-playing cheerleader on this one).

Keep it up!

Zalson
May 22, 2006, 01:26 PM
Get our Economy going :crazyeye: :lol:



:rotfl: :lol: I heartily concur!

As for not whipping workers and cities... sometimes it is ok, and necessary. In several games, I've been forced to whip settlers to get the prime city locations. I don't think it's that big of a deal, but I do agree that going over what exactly you accomplished in your turnset and etc. would be good.

It took me a long time to learn how to use the whip... and I still am. Pretty much, it involves getting a few high food tiles, a a granary, and prompt patience (I apologize for the irony and oxymoronic value of that last statement). Crack the :whipped: every 11-15, with fud!

EDIT:

The infra we need is: Granaries, then Libraries, then Courthouses, Markets, etc... but we really don't have the ability to build the last three :sad: We should prolli end up running scientist specialists in every city, just so's we can keep our research afloat. Check the whip anger at the beginning of your turnset, and then use it accordingly!

Do good! Or gooder! Berserks01, lead us to victory!!1!!one!1

EL_OSO
May 22, 2006, 04:33 PM
First,

I don't know what difficulty level the rest of you guys normally play at. I normally play at noble level on large maps with numerous civs and raging barbs. I have ventured into the prince level occasionally but found monarch a little too much for my skill level at this time.

Second,

I'm not really clear who is in charge here and making the critical decisions. I left the libraries in Elephantine and started one in Alexandria because I was under the impression that we were going to use them for science powerhouses. Apparently that wasn't the case and they were going to be used for whip houses. It would be nice if whoever was in charge of these sorts of critical issues would take the time to put it in writing into the forum. I'm not a mind reader and by no means am I an expert at Civ IV.

Thirdly,

I whipped all that stuff not really sure of the consequences. One thing for certain was that both Memphis and Heliopolis were already unhappy and still growing at a nice rate when I whipped them. I usually whip to manage happiness issues. I know the double whip that I pulled is probably the most damaging but in the end I stick by my decision to get those axeman for the assault on Moscow by saving roughly 8 turns in production in the process.

berserks01
May 22, 2006, 05:51 PM
Sorry guys, can't play tonite. Will play tomorrow morning.

Anyway, I looked at the screens and was thinking of taking Yekaterinburg to completely cut off Cathy from metal. Let me know if you're for or against this, if I don't hear anything by tomorrow morning, I'll make the decision on my own.

But, having said that, I will be getting a galley out asap, and building up infra in all other cities.

Zalson
May 22, 2006, 06:02 PM
Nah, we don't have enough troops, and we've gottan economy in the drink. Better to wait until we get some more and better troops.

@ OSO:
It is correct that Elephantine and Alexandria will be science megapolises in the future. However, in most games, I build a granary off the bat, especially if they have food resources. Don't feel bad, you didn't do anything wrong. We will need those scientists, very, very soon (as we can only make $ at 10% science), it's just that the whip is very much more effective with a granary, because it allows the city grow back so much faster. Don't worry, you'll learn. I know, I did. Try also playing some of the RBCiv things and reading some of the games posted by some of the better players; it'll do wonders for helping you out.

As for the whipping issue... I very much understand using it to manage happiness. But, you've gotta be careful, because if the city grows like a weed, you'll find yourself kneedeep in the dead and angry of the city, because whipping penalties add up. If I going to use it like that, I make sure that you use it on very expensive buildings, to make sure that the city can rebuild its pop in the meantime, and recover the happiness.

Don't worry about it, again.

The point of an SG is discussion of strategy, and then sticking to it. That's everyone's fault, and most of all mine. I was gone for the weekend, and didn't let you guys know. I'm sorry.

I like Memphus's idea about listing objectives... we should try to finalize what we're are doing, before an individual plays. I think that would be a great idea!

We're doing very well guys, check out the score graph. But we could be doing worlds better. One of the benefits of an SG is the ability to doublecheck with eachother. Also, if you have a question, don't worry about stopping to ask.

Dantski
May 22, 2006, 07:03 PM
So our main priority at the moment is to improve our economy. Grow the cottages if we afford to (I wouldn't recommend letting AI emphasise commerce, do it yourself!).

Cathy is some way behind us in production now, I don't believe she has access to any more land either so we don't need to rush into another war until our Civ can handle the economic repercussions.

Peace is good!

berserks01
May 23, 2006, 06:23 AM
Pre-flight-(250 BC): Switched (St. Petersburg, Rostov, Elephantine, and Alexandria) to granary. Switched Memphis to galley, and made peace with Cathy. Lowered science to 30% (Yikes!!!) still with some negative income but more manageable, and micro all cities to get more commerce, more production, and still grow if they're not angry. Whew, that was a horrible 5 minutes of my life, I've never had so many people angry at me at the same time before :sad: . I hit enter.

1-(235 BC). Some dude named Gibbon says we're 3rd largest civ ... we'll see about that soon enough. Ghandi wants fish for wheat, we agreed.

2-(220 BC). Ghandi wants open border ... sure, why not. Thebes finishes archer, continues granary. The only piece of land we see to the south has just been settled by Cyrus :sad:
http://forums.civfanatics.com/attachment.php?attachmentid=127624&stc=1&d=1148386630

3-(205 BC). Angry peons congregating in town square.

4-(190 BC). Moscow finally comes out of rivolt, ordered up a worker (we're so low on workers). Hielopolis attains serenity (it's just a nice way of saying those peons finally stop being angry at me!!!).

5-(175 BC). Tempted some peons to get back to work with ... ummm ... kind words and sharp torturing devices ;)

6-(160 BC). We've got our first galley at Memphis, Memphis continued with whatever was in the queue (archer and war chariot at 1 turn each). Galley makes it merry little way to the land down south.

7-(145 BC). Memphis finishes archer, continues with war chariot.

8-(130 BC). Memphis finishes war chariot, ordered up a library.

9-(115 BC). We're finally out of the red and into the green on income. Micro around to stop some city from growing because we're at our happiness limit.

10-(100 BC). Thebes finishes granary, ordered up a rax.

And I'm done. We should have iron hooked up in 2 turns. Moscow will expand next turn to grab the cow, and that worker standing there is to be used to connect Moscow to our network. Please check the cities before switching the workers around cuz most of them have reached their happiness limit. The galley is heading towards the only piece of land outside our island. We need more worker to improve our land, and build more roads.

We should consider getting a settler down to that cow, or Cyrus's border will take it.

And here's the SAVE (http://gotm.civfanatics.net/saves/civ4sgotm1/Realms_Beyond_SG001_BC0100_01.Civ4SavedGame) .

Zalson
May 23, 2006, 01:46 PM
Argh. I just wrote a bit on what we needed to do... and then forgot that when you go back, it doesn't save your words :rollseyes:

Good turnset. It looks like Yaroslavl' is ripe for whipping. I'd like each of our cities to have a couple archers, and then an axeman in them.

What are our relations with Gandhi? Should be at plus 5000! Or at least close.

Beef's up, Dantski's on deck.

berserks01
May 23, 2006, 03:13 PM
Ghandi's only pleased with us at the moment, but I expect it to change soon. I personally prefer an archer, an axeman, and a spear instead. One for all types of opponent.

EL_OSO
May 23, 2006, 05:49 PM
@Zalson:

Alright we're cool then. I just wanted you to know that I'm not trying to intentionally screw things up. I do use that thing above my shoulders occasionally and I'm here to pick up tips to improve my game. I can play emperor on Civ 3 so there isn't any reason why I can't get the hang of things in this version. I already micromanage and have stopped building wonders which are the key things to success at this game IMO.

Before I do my next turn set I'll wait at least 24 hours and check back here to see if there is anything you other guys have for suggestions. However, with that said I'm not the type of guy that is unsure of any of the decisions I make which means I'll do my ten turns without stopping the game to come ask for advise.

Later,

OSO

BeefontheBone
May 24, 2006, 01:50 PM
OK, here we go. Forgot to post a got it the other day - sorry.

IHT - 100BC:

Not a lot going on. We'll not finish researching Construction during my turns, but I'd like to recommend Calendar be done soon - we could use the extra luxuries. Come to think of it, why didn't we do Currency? That's the ultimate drag-your-economy-out-of-the-gutter tech :)

Delete a sign in the SW since Cyrus has nicked the spot.

T1 - 85 BC:

St Pete's finishes its Granary, continues the Barracks for a couple of turns.

T2 - 70 BC:

Yaroslavl' and Heliopolis finish a Granary and a Library respectively and start lighthouses. Iron is attached.

T4 - 40BC:

St Pete's starts Lighthouse. Zzzz.

T6 - 10 BC:

Something happens! We find Gandhi's land to the west.

http://img420.imageshack.us/img420/8303/iviewcapturedate24052003qv.jpg

T7 - 5 AD:

Hire a couple of Scientists in Thebes and start an aqueduct - not a lot else to do, and we've produced NO GPPs so far by my reckoning. Rostov finishes its Granary. I whip the lighthouse in Yaroslavl'

T8 - 20 AD:

Start Library in Yaroslavl' and Aqueduct in Memphis, Lighthouse in Rostov.

T9 - 35 AD:

Turns out Construction did come in in my turns (I shaved a turn off by adjusting the slider at some point, and we're generating more flasks). Start Currency - Gandhi already has Calendar (but refuses to trade it for the same-cost, his UU-enabling Construction - what kind of friend is he?) and we need the cash. I'd love to get the Colossus if we can, it's so powerful on this sort of map - Metal Casting should be high on the list next!

Switch Memphis to Colosseum (it's unhappy) and whip the library in Elephantine (just eating unhappy citizens anyway) - it'll do a Colosseum next.

Moscow finishes worker, starts Granary. Catapult started in Heliopolis.

T10 - 50AD: Church of the Nativity is built somewhere, fairly early - bit worrying, that.

Not a lot going on, but the infrastructure's getting better. I'd recommend the next player get a few more catapults going, add some colosseums and keep whipping whenever it's relevant - we'r elow on hammers and high on food here. Finishing off Cathy can wait until after we get currency, but not a long while after that - we need that land :)

save (http://gotm.civfanatics.net/saves/civ4sgotm1/Realms_Beyond_SG001_AD0050_01.Civ4SavedGame)

Zalson
May 24, 2006, 05:55 PM
That makes Danstki up. Play well,'n' get us some Cats, some kind of monetary system and infrastructure.

Dantski
May 24, 2006, 06:26 PM
Sure thing! Feel free to debate everything for a bit since I'll be picking this up tomorrow.

berserks01
May 25, 2006, 05:42 AM
Not much to do at the moment. I think we're in the "infrastructure" building phase of the game and some exploring to decide our best route for domination.

On a side note, y'all should know that within a week or 2, I'll be dropping off the face of the earth for about a week due to my wife giving birth. And since this could be very unexpected, if I don't do a "got it" email when my turn comes y'all know'll to skip me.

Dantski
May 25, 2006, 09:20 AM
Ok in 10 turns I have to....build infrastructure, get a monetary system and construct instruments that hurl large rocks!

Turn 0

Some quick MM manages us to run an extra 10% science (40 now) at a loss of only 4 per turn.
Currency goes from 18 turns to 13.


Turn 2

I start chopping a few forests. I notice we’ll need to farm over the cottages in Heliopolis later in order to be able to run the mines. While our production is clearly ahead on the graphs, our manic cottage working and lack of happiness means it'll suffer down the line if its improved fast.


Turn 3

Trade Gandhi some Gems for Dye. At the time I wasn't sure we'd get the +1 bonus without having Calender yet but thankfully we do. This means a bunch of cities can grow! :)


Turn 5

Cathy converts to Christianity. Not exciting news, but all that’s happening is the Galley sailing around India’s northern shores.



Turn 6
Yawn, not much is happening, a Colloseum is built this turn, I’m waiting for whipping penalties to wear off before I use it.


Turn 9

Gandhis offers Alphabet for Construction, not sure whether to take it or not, so I decline for now. He still won’t give us an equal beaker swap for Calender.

It occurs to me at this point that Meditation would be very useful to us right now. We’re short of happiness and we get double speed temples, I’d like to see us make use of that soon. Maybe see if we can get that with Alphabet for Construction?


Turn 10

Finally I have the chance to whip something, a Library gets the treatment in Yaroslavl. :p For a short time it'll have a -2 penalty but its fine for now. Also our first catapult arrives in Moscow.


Only screenshot worth showing is of a little exploration to the west.

http://i36.photobucket.com/albums/e42/Dante2585/Indianlands.jpg

Nothing of note in Indias cities, just the archer or two with a spear for company in most.


At the moment we have only 1 catapult built with 2 in production. Currency comes in 2-3 turns and we should be running at a profit at 40% science and maybe a small deficit at 50%. Most cities should have their whipping penalties wear off soon so you can use that to get our science going.

And the save...

http://gotm.civfanatics.net/saves/civ4sgotm1/Realms_Beyond_SG001_AD0200_01.Civ4SavedGame

Zalson
May 25, 2006, 12:51 PM
Snap's up, Memphus's us on deck, OSO's in the hole and I've got work to do...

I'd like to see us w/ CoL and Currency afore we finish off cathy. Then we should attempt to 'get medieval' on everyone's arses.

EL_OSO
May 25, 2006, 03:27 PM
I'd like to see us w/ CoL and Currency afore we finish off cathy. Then we should attempt to 'get medieval' on everyone's arses.

Does this mean you only want the research completed or have markets and courthouses in most key places?

EDIT: Also I was wondering if we should consider going for Optics soon after we get CoL and Currency. What are our main research priorities? Medieval warmongering or explorative? It might be to our advantage to start thinking about upgrading our outdated chariots to something "medieval" like knights. Are we still planning on keeping Ghandi around for a while?

I'm asking this now since CoL should be finished or close to being finished by the time I am up.

Dantski
May 25, 2006, 05:35 PM
EL OSO remember we are planning to keep Gandhi arround since he's our permanent ally!

Cyrus gets along fine with us too due to sharing religion. We need to look southwest to see if we can find Huayna.

EL_OSO
May 25, 2006, 07:35 PM
EL OSO remember we are planning to keep Gandhi arround since he's our permanent ally!


I still think his head would look good at the end of a pole. I must be thick because I didn't notice that before. :p

Zalson
May 25, 2006, 11:31 PM
I'd like our economy on the 'getting out of the drink' phase. :goodjob:

berserks01
May 26, 2006, 06:53 AM
If we can get our science going at 60% without redlining our gpt, we're golden for domination.

BeefontheBone
May 26, 2006, 12:53 PM
That'd be dead easy with one city, though. 60% of 100 is a lot less than 30% of 450 - the percentage isn't important, it's the total flasks per turn that we need to worry about.

EDIT: That sounded a bit short. Obviously it's better to have the slider higher for a given empire.

BeefontheBone
May 27, 2006, 10:52 AM
Snap? You here?

Memphus
May 27, 2006, 11:42 AM
Snap? You here?

I havn't seen him online in a while, wanna give it until Sunday and then if no word him and I can switch spots?

Zalson
May 27, 2006, 02:13 PM
Or, if you want, you could swap with him, if you REALLY want to play. It has been 24.

BeefontheBone
May 27, 2006, 02:13 PM
I'll PM him here and at RB.

berserks01
May 28, 2006, 11:12 AM
I think we should skip Snap and get the game rolling. He can let us know when he's back to pick up his turns.

Memphus
May 28, 2006, 11:43 AM
I think we should skip Snap and get the game rolling. He can let us know when he's back to pick up his turns.

Ok I'll Grab it and post back in about an hour or two when I am done

Memphus
May 28, 2006, 01:56 PM
Ok Run Down Of what I did:

200 A.D. Shifted around cities to maximize more science and growth :goodjob:, Traded for Alphabet with Catherine, then Delcared war on her :rolleyes: :lol: She was getting ahead in tech.

215 A.D. Started a Settler in the north. Reason? to get the silver = +1 happy in every city :), 1 turn away currency.

230A.D. Got Currency put science up to 70% ;) (yes it can be done) to get metal castign before my turn set is over. Why? So that is can be traded to Ghandi he has lots to trade for :evil: Set Up a Trade with Cyrus for +2gp for cows (we have 6) so an extra 2gp is good.

245A.D.
Just fortified outside Cathy capital bombarding it down.
Workers are chopping, Hanging Gradens will be done before the end of my play set (which is another reason I went to war so that her cities would get the +1 growth, same with the city to be built in the north)

260A.D. --

275 A.D. --

290 A.D. Go for it all, Capture Novogard., Only lost one Unit :) Two Screen shots are attached, Because I am at a dilema here... I know I could take that last city and our economy is ok, but Units are injured right now.

Normally I would sue for peace but she can't offer anything :(


So I'll wait about 5 hours or so and see what everyone has to say and then I probably just finish her off anyways. :evil:

But I promise when I hand off the game we wil be running 50% science with little to no deficit :goodjob:

Memphus
May 28, 2006, 01:59 PM
Ok here are the screenies at the end of my seesion ( 4 more turns, I will post a map of the whole area)

Oh yeah I also traded for Calendar and Meditation, (for Construction with Cyrus)

EL_OSO
May 28, 2006, 02:33 PM
I'll save the comments for the Group leader. :lol:

I only have two questions.

How soon until we have Code of Laws?

Am I up after Memphus or are we going to wait on Snap?

Memphus
May 28, 2006, 02:48 PM
I'll save the comments for the Group leader. :lol:

I only have two questions.

How soon until we have Code of Laws?

Am I up after Memphus or are we going to wait on Snap?


If you play next then we have code of laws by the end of your turn. (assuming you choose to reasearch it ;) )

I went for Metal working first because:

1. Forge in a city = +25% production., also because silver will be hooked up in the middle of your (snap's) turn, it will give each city with one an extra :)

2. The Colosus is a very viable wonder for us with numerous coastal cities and that extra :gold: on every coast square is very helpful.

A full detox of my last 4 turns are comming soon .... jsut waiting for more comments :)

berserks01
May 28, 2006, 04:02 PM
What kind of troops are fortified in Yaketerinburg?
You can fortify several units next to it while your injured troops heal.

BeefontheBone
May 28, 2006, 04:03 PM
If we can take that last city, go for it - it doesn't matter too much if we lose a few units at this stage since she's the last one on the continent and finishing her off will help the economy and happiness greatly. Is there room for another city on the southeastern tip of the island?

Memphus
May 28, 2006, 04:08 PM
If we can take that last city, go for it - it doesn't matter too much if we lose a few units at this stage since she's the last one on the continent and finishing her off will help the economy and happiness greatly. Is there room for another city on the southeastern tip of the island?

Well yes and no. There is room on the desert plains but I wouldn't build one there are our focus should be getting off our Island and attacking Cyrus once our economy can handle it.

Memphus
May 28, 2006, 04:15 PM
Ok Here we go: I did take that last city and only lost 2 units which isn't bad since now cathy is dead and our island is secure.

Below are 5 screen shots of the state of our union. As you can see most of our cities are less than 10 turns away from completing a market place :goodjob:

Other notables, I did complete The hanging gardens in under 10 turns and other wonders can also be built if focused upon.

Furthermore we now have priesthood and can build temples to increase :) if we need to.

Memphus
May 28, 2006, 04:19 PM
Alright I now need to post the save but need to figure out how to do that :blush:

Also attached is one last screen shot our segway into our next victim, Cyrus. Now by all means those two units I dropped off Were solely to explore the island initially. Ideally All of our remaining units should be convoyed over, (while we still have open borders) through the passage in the screen shot. (once the second galley who is going around the horn gets there it will become faster).

Once units are on the island then a full out attack can comence ideally taking 2 cities on the first pass and then suing for peace (which can be done with our current unit strength)

Memphus
May 28, 2006, 04:41 PM
Ok I think I figured it out.... And if we can keep our current increase going we will be in great shape (based on the graph)

350 AD (http://gotm.civfanatics.net/saves/civ4sgotm1/Realms_Beyond_SG001_AD0350_01.Civ4SavedGame)

If it doesn't work let me know :blush:

Ok "Orders"

1. Next turn we discover Metal Casting. Trade it to ghandi for whatever he will offer. (should be worth 2 techs + money, but i don't think he will let go of drama yet) which will help us put our research up. Right now it is at 40% but increase it at your leisure as marketplaces are on thier way and getting COL is important.

2. In the north When one worker finishes the road, start helping on the mine.

3. Have Fun

"Strong Suggestions"

1. On your first turn in Novogard (City to the SE) change production from a granary to forge. Once that is done start on the Colosus. The key to this are those 5-6 forests down there which will need to be clear cutted. Note two of them are almost done chopping and those 60 :hammers: will be worth over 1/3 of the forge. Use another 2 chops on the forge and it should be done. (with the hammers in between) that leaves you with 2 forests (which will each net 30 * 100% (copper) * 25% (forge) for a total of 75 Hammers a chop :eek: Now two chops = 150 hammers (and with the builf of the city you will get the Colussus in 11 turns) The pattern of the workers can be seen in the screen shot as
"Red" ==> "Blue" ==> "Teal" with production being
Forge==>Colousus

2. Don't ever chop forest on tundra, it