View Full Version : SGOTM 06 - Misfits
ChrisFromLux Jan 06, 2008, 11:20 AM London still working the forrest, not so nice :( Please change it to work the mine for +1 hammers
The warrior East of York is still outside our borders. He is doing us no good there and costing us 1GPT. Use him as MP in York...
True! Didn't pay attention to the warrior ... but working the wrong tile after a worker's action, that normally doesn't happen to me :blush:
The workers of Alex will probably run... but if we move the chariot out of sight (1 SE where it was at my save) they will come to reconnect the roads between Corinth (yet another Holy city we will raze) and Athens.
That's for MoA to see ... the chariot just moved into that position on my last turn ...
I am worried a little about our treasury.
We have 4 cities and once Nothingham is working the gold we are at breakeven at 50%.
Settling 2 more cities will drive that down even more unless we have some way of combatting costs.
At 50% calander is 22 turns away and will gain us 4 coins (2 beakers/2gpt) and 2 happy faces. (spice below York and the Dye)
Also it obsoleets Obelisks, we want I think atleast one Obelisk in A before we obsoleet it.
Currency will add 5 gpt over 5 cities
CoL at the expense of building Courthouses in Horico, Sparta and Nothingham 1.5 2 and 2 = 5.5 costs
All are simular :(, currency is the most expensive tech of the 3 and Calander allready has beakers invested.
Another idea (done without any calculations): maybe, instead of founding cities A and B next, we could found A and J. Of course, J is close to Athens, and needs more protection, and it costs more maintenance than B, and we still wouldn't produce a GS, but it could work 2 Gold-Mines once grown to 4!
Today, I'll leave it up for namliaM to tell me that this is a stupid idea :D
Mastiff_of_Ar Jan 06, 2008, 08:00 PM I'm reading up... I may play tonight if I get enough direction on where we want to go...
EDIT: I had a couple things come up here. I'll post some thoughts from work tomorrow, then play about 14 hours from now, if that's okay.
ChrisFromLux Jan 07, 2008, 01:53 PM Another idea (done without any calculations): maybe, instead of founding cities A and B next, we could found A and J. Of course, J is close to Athens, and needs more protection, and it costs more maintenance than B, and we still wouldn't produce a GS, but it could work 2 Gold-Mines once grown to 4!
Today, I'll leave it up for namliaM to tell me that this is a stupid idea :D
To continue with my own idea: we have the choice between cities B and J, IMHO. Both cities need to border-pop before they can work their important tiles, so they both need a library ... if we use London's settler for this city:
City B
3 turns: finish London's settler
2 turns: move to site B
11 turns: grow to size 2 (gives 11:hammers:: 1 from CC, and working Banana)
12 turns: grow to size 3 (gives 24:hammers:: 1 from CC, 1 from Spices, while working Banana and Spices)
---
28 turns, the city would be @size 3 and we would have 35:hammers: in the library.
We could then start to chop the spices, during 5 turns. This would give us 10:hammers: + 44:hammers: from the chop, = 89:hammers: total after 33 turns. The last 46:hammers: could then be whipped for 1 pop, including the 1:hammers: from CC.
City B would finish its library after 34 turns from now, being @size 2.
City J
3 turns: finish London's settler
4 turns: move to site J (and a worker already ready to farm the wheat!!!)
13 turns: grow to size 2 (gives 26:hammers:: 1 from CC, 1 from Wheat, and working the Wheat)
17 turns: grow to size 3 (gives 34:hammers:: 1 from CC, 1 from Wheat, while working the Wheat and the Grassland)
---
37 turns, the city would be @size 3.
But the library would finish the turn after. 44:hammers: from the chop SW and 29:hammers: from the chop 2W = 73:hammers: from both chops.
The 62:hammers: remaining would be build by the city itself during 31 turns.
City J would finish its library after 38 turns from now, but it would be @ size 3.
To sum up, city J would finish the library (and pop its borders, of course) 4 turns later than city B.
But as soon as these borders pop, it can work 2 gold-mines!
Whereas city B would need to improve the fish and the cows after the borders pop.
So, as we need commerce, city J would cost more maintenance, but it would give us much more commerce. But we still wouldn't have a GP-Farm, of course ...
Mastiff_of_Ar Jan 07, 2008, 03:20 PM Just a general question... well, two:
1) Why are we expanding right now? I'm sure there's a good answer, but if we're about to take out Hannibal, isn't his capitol going to hurt our economy? Or do all the improvements make up for that? (Oh, and since much of his food comes from the ocean, we might want to consider a ship for protection so they don't get pillaged.)
2) What's our present thought for the win? Conquest? If so, we might want to chart our next tech "set" with Astro and Chem at the end for Galleons and Frigates...
namliaM Jan 07, 2008, 03:51 PM 2) Conquest/domination would seem the fastest way to win... tho Domination offcourse is expensive.
1) Capitols are great cities... but I dont think we can afford to keep Carthage at this point. It has no way to pay for itself at current.
Expanding = more pop, more pop = higher Unit support = More units for free = Lower support cost for units. IIRC Roughly every 4 pop adds a free unit to be used.
50% of our cost currently is Units. So I think we want higher pop cities ASAP. Which is A and B I think... Possibly also allowing Nothingham to grow ASAP chopping like crazy for a Granary and Library soon after before working the gold mines to pay for its own upkeep.
But we can take a few days to deliberate this... we are ahead of the pack in our turnsets anyway. So I suggest holding off on playing untill we can make some true to life options.
It is going to be hell to make a mockup of our current game... but... it will teach us/me a few things I think.
To keep expanding ... or capturing cities we need some way of financing our cities by
1) Techs
- Currency
- CoL (FP ! veeeeerrrrrryyyy important here! And its location too)
- Calander
- CS
2) Conquest
Go get cities for their money, which means 2 or 3 catapults and go smash heads/cities razing them to the ground! The second city of Alex will get razed anyway. If we raze that second city of Hannibal I am pretty sure he will rebuild the same spot.
I can try and make a kindoff mockup test game tommorow and see what the options are cost wize. I think we dont actually need A at this time, London can produce more units that we need at current I think. So maybe B and J are an option?
A will target building units, which will end up generating more cost for us.
Mastiff_of_Ar Jan 07, 2008, 04:47 PM Okay, that makes sense. I hate to raze Carthage, though. If we can keep Hannibal in his capitol, he can't tech fast enough to get better units, and we can smash his resources. (And continue to steal workers) If we do that, we can work up to being able to save it... maybe?
Also, I think we have to get IW sooner than later. It's the only other war resource at the moment, and if we know where they are, we can keep them pillaged as well as work our own. It could impact city placement as well. Not only do we want to settle a city with iron, but doesn't it make sense to clear the jungle before we settle? Or at least be able to do it quickly...
Oh, and I'll wait as long as you need to play... you might share the mock up for everyone to mess around with, too.
ArcadicGamer Jan 07, 2008, 11:39 PM We should also take the time to count how many tiles outside our continet would be needed for a DOM. I would imagine we'd be settling 90% of the continent were on anyway, to keep barbs and opponents out.
The current tech path is great, but i would insert IW before CS, as our capitol is already an good producer of units, and getting IW before CS would help the war effort me thinks. (i realize the primary reason for CS is most likely :commerce: not :hammers: but IW is needed for 3 cities to survive pop growth.)
J also has the added benefit of being closer to Alex and busting some more fog for us, and it keeps him from rebuilding whatever city he was putting there. B has the possible disadvatage of meeting that ocean civ and having to protect its fishies with navy.
For the economy, Alex's capitol is the best to take out. He is wonder building, but we could take all them from him fairly easily. I think Capitol pinning Hanny is the best way to approach him, as his capitol dont need to be razed, and we already have him in a pretty bad spot game-wise. We could give a chariot +1 sightrange with the withdraw bonus also, and could always have an eye on his borders from outside them. Possibly two chariots. MM should most likey be last, with his skirmishers and poor cites and military.
More directly, what is our focus for the next 20 turns, as some direction is needed there, obviously CATS should be building, but where are they going once we get 3-4 for a city raid.
ChrisFromLux Jan 08, 2008, 12:10 PM I hate to raze Carthage, though. If we can keep Hannibal in his capitol, he can't tech fast enough to get better units, and we can smash his resources. (And continue to steal workers) If we do that, we can work up to being able to save it... maybe?
Why do you hate to raze Carthage? There's nothing important in that city we would need now. Capturing it now would costs us too much maintenance.
The only interesting thing of Carthage is that it's a Holy City. But we don't need this Holy City, as we're going to keep Timbuktu! That's also a Holy City, and 1 religion is definitely enough for our game. We only need a religion for 1:) and for the culture ...
I would prefer to get rid of Hannibal, leaving us 2 rivals; Alex should be 'exiled' in Athens, and that way, the only AI left on our continent is MM, who prefers to tech instead of building units, and who has a lot of jungle to get rid of before he starts to be dangerous. Beside that, attacking these Skirmishers in cities will be bloody. They have 7:strength: when fortified in normal cities, 9:strength: on hill-cities ... not counting any promotions :eek:
Also, I think we have to get IW sooner than later. It's the only other war resource at the moment, and if we know where they are, we can keep them pillaged as well as work our own. It could impact city placement as well. Not only do we want to settle a city with iron, but doesn't it make sense to clear the jungle before we settle? Or at least be able to do it quickly...
On this, I agree! But not because of the Iron, as we could simply pillage every AI-mine we find, but because of the jungle we have to get rid off for our cities (A and York, as well as Sparta's banana ...)
The current tech path is great, but i would insert IW before CS, as our capitol is already an good producer of units, and getting IW before CS would help the war effort me thinks. (i realize the primary reason for CS is most likely :commerce: not :hammers: but IW is needed for 3 cities to survive pop growth.)
If we speak Techs, I think we should continue researching Calendar.
The other option would be Currency, but this 'only' gives 1 more trade-route per city. Every trade-route would only be 1:commerce:, making a total of 5:commerce: now, 7:commerce: if the next 2 cities are founded and connected.
On the other hand, Calendar would 'directly' give us 4:commerce: from the dye-plantation near London, but it would also add 2:) (Dye and Spices) as well as 1:health: (Banana) in all cities, which allows our cities to grow to higher levels, which of course means more pop = more units supported ...!!!
For the economy, Alex's capitol is the best to take out. He is wonder building, but we could take all them from him fairly easily. I think Capitol pinning Hanny is the best way to approach him, as his capitol dont need to be razed, and we already have him in a pretty bad spot game-wise. We could give a chariot +1 sightrange with the withdraw bonus also, and could always have an eye on his borders from outside them. Possibly two chariots. MM should most likey be last, with his skirmishers and poor cites and military.
More directly, what is our focus for the next 20 turns, as some direction is needed there, obviously CATS should be building, but where are they going once we get 3-4 for a city raid.
I would go and raze Corinth, Utica and Carthage, for the money this gives us. We should leave MM in peace for now, due to his Skirmishers.
In the meantime, we should make sure that Alex is not building another city and disconnect his Bronze from time to time, while capturing the settlers he tries to build. This should allow us to take him out as soon as we can maintain Athens!
namliaM Jan 08, 2008, 12:28 PM We only need a religion for 1:) and for the culture ...
Tho we dont need the holy city, keeping the religion alive would be good. Every religion we can spread is one happy face with FR. On the other hand spreading it is a nightmare, but still...
If we speak Techs, I think we should continue researching Calendar.
The other option would be Currency, but this 'only' gives 1 more trade-route per city. Every trade-route would only be 1:commerce:, making a total of 5:commerce: now, 7:commerce: if the next 2 cities are founded and connected.
On the other hand, Calendar would 'directly' give us 4:commerce: from the dye-plantation near London, but it would also add 2:) (Dye and Spices) as well as 1:health: (Banana) in all cities, which allows our cities to grow to higher levels, which of course means more pop = more units supported ...!!!
There is only one city at its limits, which is one of our problems... We need them to grow and work cottages!
Each cottage Nothingham, Sparta, London and Horico can work = 2 gpt (pretty soon)
With Horico at size 3 instead of the possible 6. This means it can work 3 cottages for 6 GPT which is +33% of our current net.
Add 4 more from Nottingham or even 10... and we are "back in business" but before Nottingham is up and running we have a slight problem even with the gold mines.
I would go and raze Corinth, Utica and Carthage, for the money this gives us. We should leave MM in peace for now, due to his Skirmishers.
In the meantime, we should make sure that Alex is not building another city and disconnect his Bronze from time to time, while capturing the settlers he tries to build. This should allow us to take him out as soon as we can maintain Athens!
Razing Corinth I have NO issue with but Utica and Carthage? What damage can an AI do with 2 cities? In particular if we keep some units around....
I am a little worried at Nottingham and MM showing up with 2 or more Skirmishers than I am of keeping Hannibal around.
Keep the ideas roling guys...
ChrisFromLux Jan 08, 2008, 12:40 PM Quick look at the save...
We have 1.64% of the world at our control.
At 21 tiles => The world consists of rougly 1280 land tiles.
At 64% for domination => 820 tiles for domination victory, which is 40! cities (I will be happy if we make it to 4!)
Well, first, namliaM, we made it to >4 cities!!! ;)
But why did I quote this 'old' post ... I have been counting the tiles we can see so far on our continent. That's ~480 tiles (errors included ;)), so I think we can suggest our continent to have a total of ~500 tiles. If there's no more land east, of course ...
This means a lot of land needed on other continents :(
namliaM Jan 08, 2008, 01:20 PM But why did I quote this 'old' post ... I have been counting the tiles we can see so far on our continent. That's ~480 tiles (errors included ;)), so I think we can suggest our continent to have a total of ~500 tiles. If there's no more land east, of course ...
This means a lot of land needed on other continents :(
I confirm, there are currently 480 tiles visible (give or take) with all the tiles in the fog and tundra and all all all included, maybe we can get to 550 if extreem, maybe 600 but no where near the 820 needed for a domination victory. This is simply not going to happen on this continent.
Therefor we need to start plannig for Astro + Riffles at least... but first lets get out of this drain of an economy :(
ChrisFromLux Jan 08, 2008, 01:38 PM Tho we dont need the holy city, keeping the religion alive would be good. Every religion we can spread is one happy face with FR. On the other hand spreading it is a nightmare, but still...
True, really not sure we'll have the time to build missionaries if we need units to conquer happily-peacefully-expanding civs on other continents ...
Of course, if someone would build a shrine for us ... :mischief:
Razing Corinth I have NO issue with but Utica and Carthage? What damage can an AI do with 2 cities? In particular if we keep some units around....
Of course, we should be able to keep Hannibal (and Alex) down, if we keep stealing their workers and pillaging their resources.
On the other hand, we have to get rid of some AIs someday ...
Razing these cities means we have to build a settler ourself one day to settle the spot, OK ...
but except that ... I don't think we'll get many buildings surviving the conquest ...
And if Hanni keeps producing units, we'll keep loosing our own units.
So, it's building a settler later against loosing units if he survives. And someday, WW will start to strike our cities as well!
I am a little worried at Nottingham and MM showing up with 2 or more Skirmishers than I am of keeping Hannibal around.
True! Nottingham needs defense ... but we don't have to worry about attacking Skirmishers. 1 WE and 1 Axe should be enough to defend against 2 or 3 Skirmishers, if we attack them in the open field ...
When leaving the cities, they loose all their advantages :)
ArcadicGamer Jan 08, 2008, 06:35 PM Focusing on the next 20 turns, i do think currency is better for getting our enconmy back, as it leads directly to CoL which means CH and FP. Workers are going to be improving our 2 new cites, and building roads to/from them i think, and we are building cats and WE to aid the war effort i assume. I cant get to the save ATM, or i'd do some more specific planning of the next 2 turnsets.
Another reason for taking out Alex is to get his wonders, which currently are the GW and Stonehenge?? i think. He may be building the oracle or pyramids, (or did they get built already, my memory is hazy) GW is the main reason because it free's us from barb busting, and gets us double the defensive GG points. Distance wise, his capitol is very keepable sooner than hanny or MM, especialy with a courthouse on its way.
Mastiff_of_Ar Jan 08, 2008, 10:27 PM Chris wrote:
"I would prefer to get rid of Hannibal, leaving us 2 rivals; Alex should be 'exiled' in Athens, and that way, the only AI left on our continent is MM, who prefers to tech instead of building units, and who has a lot of jungle to get rid of before he starts to be dangerous."
That's one other thing I thought about and fugured I'd mention. MM does love to tech, so we don't want him to a) get to a new war tech so he's harder to take down, and b) meet another AI and trade them any techs... So there is some good reasons to take him down, too.
namliaM Jan 09, 2008, 01:00 AM Another reason for taking out Alex is to get his wonders, which currently are the GW and Stonehenge?? i think. He may be building the oracle or pyramids, (or did they get built already, my memory is hazy) GW is the main reason because it free's us from barb busting, and gets us double the defensive GG points. Distance wise, his capitol is very keepable sooner than hanny or MM, especialy with a courthouse on its way.
Stonehedge, Oracle and The Wall all are in Athens. I am hoping that Alex will build us the Mids... but instead of hoping we could just go out and GET Athens and build it ourselves in Athens...
And while we are at it add the Great lib too ?
ChrisFromLux Jan 09, 2008, 01:05 PM Stonehedge, Oracle and The Wall all are in Athens. I am hoping that Alex will build us the Mids... but instead of hoping we could just go out and GET Athens and build it ourselves in Athens...
And while we are at it add the Great lib too ?
Do you want to get it now? :confused:
Adding a 3rd city to the 2 settlers that will found 2 new cities ... that should worsen our economy even more, by giving us even more maintenance costs???
ChrisFromLux Jan 09, 2008, 01:11 PM Chris wrote:
"I would prefer to get rid of Hannibal, leaving us 2 rivals; Alex should be 'exiled' in Athens, and that way, the only AI left on our continent is MM, who prefers to tech instead of building units, and who has a lot of jungle to get rid of before he starts to be dangerous."
That's one other thing I thought about and fugured I'd mention. MM does love to tech, so we don't want him to a) get to a new war tech so he's harder to take down, and b) meet another AI and trade them any techs... So there is some good reasons to take him down, too.
Hmmm, attacking him with WE vs. Skirmishers will be bloody :cry:
Of course, beating them up with Cats first should make it possible ... but I would still prefer to use our Cats to get defenses down in Corinth and Utica first (and Carthage) ...
namliaM Jan 09, 2008, 02:48 PM I did some calculating, while guestimating that city F will (overall) costs us 6 GPT.
All below is assuming 1 worker at J the turn that is is founded and starts farming the Wheat. Plus a road to J and NO Problems from Alex.
I only chop the one forrest with the one worker... Due to a lack of worker turns before the finish of the Library.
Option 1)
Up to turn 40 it will not be working the mines but some Cottages because we need to build/chop(1) the Lib first to pop the borders, and at that point earn 9gpt (including trade) which in my estimations is just a little better than the total cost for it.
At turn 31 we will have reached our deepest point of 101 GPT net cost, after which cottages start kicking in and then turn 50 Start to work the first gold mine (76 cost, at now +9GPT) Turn 57 Second Gold mine (0 net cost, now +14GPT)
+664 net commerce at turn 100
Option 2)
Build/chop(1) the library but whip it for 1 pop to finish it ASAP. We can work the first gold mine from turn 38 :)
Hitting rock bottom at 105 net cost in turn 29-37 (break even while running at size 3 working the Wheat, Grass Hamlett and Oasis for max growing, starting the mine at size 4)
The second mine at Turn 51 for +1 food overall (working the 2 mines, Oasis, Grass hamlett and Wheat) at 0 net cost and +14GPT
+732 net commerce at turn 100
I cannot load the save at this time, but IIRC we are currently at +19gold with 0% science. Adding F and a total of 6 GPT to our costs will drop us to 13GPT. In effect grinding research to a HALT.
If we can keep London at 14 hammers/turn (Banana+Cows+Copper + Gold + 1 mine) at size 5...
52 hammer Axe => 4 turns (4 overflow)
60 hammer Cat => 5 turns (10 overflow)
90 hammer WE => 7 turns (8 overflow)
Axe => Cat => Cat every 13 turns
Cat => Cat => Cat every 13 turns
WE => WE every 13 turns
Leaving London with 2 pop to work commerce and at +2 food per turn.
We can either put a cottage on the riversides or on the Dye. The dye gives offcourse +1 commerce and would not have to be replaced come Calander. A Town is at minimum as good as a plantation.
2 pop working 2 cottages = 4 gpt. 6 once Hamletts and 7 if we work the Dye => The cost of settling F
If we settle F + B (or maybe a replacement I for Corinth with the FPs and Goldmine), or just 2 cities in general we will have 7 cities. Capturing Athens (see below) will make 8. Currency now makes 8gpt vs 4 for Calander.
Eventho Calander does give +2 happy (for London mainly) the question is when we need it. London can add a Monument (Cheap but temp 1 happy (Edit: also comes with the capture of Athens! ! ! ! ! automatic and FREE)) or a Colloseum. If it only produces units... I think we go bankrupt! anyway. Health will be its most important issue. For this the plantation of the banana might help, but also the Clams of Athens ;) and the Wheat of J
Athens WILL be costly, BUT the Gold is within its initial 9 tiles and it looks like Alex has been nice enough to build cottages for us allready, of which I am hoping some have allready gotten to Hamlett. (we can allready see one SE of Athens)
Without expanding the borders Athens (which WILL happen due to the free Monument) can work Goldmine 8, CC 1, clams 2, traderoute 1, 2 Hamletts (2 each) 4, Cottage 1, total 17GPT at size 5. Even IF it costs a total of 10 GPT which I think it doesnt and at (our current break even point, IIRC) 40% Science (6.8 beakers/10.2 gold) it pays for itself from basicaly turn 1 and adds beakers and hammers and wonders (GPP). Plus it has the Wall => We dont need to be worried about barbs anymore :)
With Hedge and Oracle we can be sure of a Great profit in 20 turns for +5 gold if we choose or a shrine? Worst case we get an engeneer, who can build what ever wonder we like, HE might be an option or The Great Lib or save him for Versailles.
Edit2: With the free monuments... The borders of J will probably pop sooner. Therefor we can start mining the Gold earlier with the worker. This however does NOT change the commerce of J, we want to work the Oasis prior to the Gold mines for more commerce a little later... Rather than more commerce NOW but less later on (about 50 commerce difference in favour of Oasis first, over Goldmine ASAP)
Another alternative may be, we can start with a granary first to stimulate growing over popping the borders with a library.
IF we settle F in 2 turns (to finish the settler) + 6 turns to get there = 8 turns from now. Then capture Athens within 15 turns later (=23 turns from NOW), the borders pop the same time as build/chop(1)/Whip1 option. Except NO whip (+1pop) and Granary present = faster growing.
Making turn 100: +939 net commerce (= 2 commerce/turn due to capturing Athens ;) )
Note: I dont know if we get the Free monument Immediatly upon capture or only after the city comes out of revolt.
Mastiff_of_Ar Jan 09, 2008, 04:09 PM Hmmm, attacking him with WE vs. Skirmishers will be bloody :cry:
Of course, beating them up with Cats first should make it possible ... but I would still prefer to use our Cats to get defenses down in Corinth and Utica first (and Carthage) ...
Well, the cats could head down to Hannyland first, then up to MM to meet new WE's. I think we'll need to send in a cat to wear down the Skimishers, but I don't see it being that bloody. A C2 WE at 8 :strength: should do okay. Besides, what if he gets to Feudalism? Taking down longbows, now THAT would be bloody! :eek:
Mastiff_of_Ar Jan 09, 2008, 06:13 PM Here are the minor stuff:
1) Switch London to work the mine.
2) MP the warrior east of York in York
3) Steal the worker from Alex if possible
Bigger stuff:
1) Chariot & Axe teams for VPP [party] for all the AI's.
2) Build Cats, WEs, and Axes in London
3) Found city J, get a worker there immediately to farm wheat.
I'll edit this post as we all get in our ideas.
I'm not sure I'd settle F just yet. I'd get poised to do it, but let's see where we are once we get J up and running. If we're leaving MM alone for the time being, J makes a good jump off point to kill Alex. Then we use his money for research!
BTW, I think Carthage would be a good spot for the FP.
EDIT:
Distance wise, his capitol is very keepable sooner than hanny or MM, especialy with a courthouse on its way.
MM is 13 spaces away, Alex is 15, and Hanny is 16... Alex is obviously more valuable, though. Unless we want a religion sooner than later. If we can wait for one of them to pop a prophet, do you think either MM or Hanny will build the shrine?
ArcadicGamer Jan 09, 2008, 07:59 PM Athens WILL be costly, BUT the Gold is within its initial 9 tiles and it looks like Alex has been nice enough to build cottages for us allready, of which I am hoping some have allready gotten to Hamlett. (we can allready see one SE of Athens)
Without expanding the borders Athens (which WILL happen due to the free Monument) can work Goldmine 8, CC 1, clams 2, traderoute 1, 2 Hamletts (2 each) 4, Cottage 1, total 17GPT at size 5. Even IF it costs a total of 10 GPT which I think it doesnt and at (our current break even point, IIRC) 40% Science (6.8 beakers/10.2 gold) it pays for itself from basicaly turn 1 and adds beakers and hammers and wonders (GPP). Plus it has the Wall => We dont need to be worried about barbs anymore :)
With Hedge and Oracle we can be sure of a Great profit in 20 turns for +5 gold if we choose or a shrine? Worst case we get an engeneer, who can build what ever wonder we like, HE might be an option or The Great Lib or save him for Versailles.
Note: I dont know if we get the Free monument Immediatly upon capture or only after the city comes out of revolt.
This is basicly what i meant about alex. I am not a cunning linguist so i have trouble expressing my reasons and thoughts, but the above is exactly what i had in mind for Athens. If we are going to target it, the sooner the better for our new cities and before calander for the border pops from the free monuments. WE are going to be pretty worthless against Alex due to his phalanx, so just axes and cats for the invasion? maybe 1-2 spears. Realisticly, i'd think we could take Athens by the end of my turnset, or close after.
EDIT
I've almost never seen the ai pass up the chance to build a shrine, so i'm sure they would.
Mastiff_of_Ar Jan 10, 2008, 12:15 AM Probably a good reason to go and pillage his bronze... (EDIT: Nevermind, it's pillaged!)
So should I forget building the WE's until Alex is gone and set AC up with cats and axes? I can slip in and pillage first, so he can't make more...
Use the VPP on Hanny and MM...
Are we all agreed on settling J next? I'll send a worker for the wheat... any other important worker actions? I figure a road south to J, and eventually mine the gold.
Worker at F (Nottingham), finish gold and chop library?
EDIT:
What about the other settler? F is founded (Nottingham) Wait on him?
We're at 40% research, with calender 28 turns. We need some income!
I think I need to check Hanny's horses, make sure he isn't linking them up. I'd like to send the other axe east to scout the remainder of the island.
I think I need to DL the save more often... seems stuff happens I don't read! :)
EDIT2:
Knock out Corinth directly? Or... Should we wait and keep it. I know we've been plotting it 1W to get the gold, but L is going to be a weak city anyway, but with the cows and horses, it could work the gold easily, no?
EDIT 3:
I've got the save, so anytime I'm ready. I think I can have 3 cats and 3-4 axes on the way for AC to take down Athens when my turn is up.
namliaM Jan 10, 2008, 01:30 AM Probably a good reason to go and pillage his bronze... (EDIT: Nevermind, it's pillaged!)
The copper was pillaged AGES ago. I cannot imagine Alex hasnt hooked it back up (same with Hannibal and his Horses + Copper)
The income we need, I think, will be currency... not Calander. We dont want to obsoleet the Hedge too soon and not get its use.
I would also like to do a calc on city I, founding it would probably add to our economy too (soon) with the Gold and FPs.
Stealing the worker is not going to be possible. you have to wait/lurk in the shadows of the FOW for a turn or two before the return to compleet the road. We REALLY need those two workers, we only have 4 workers which is NOT enough to do what we need to do. 1 worker per city ATM is the bare minimum!
MM Has just been VPPed, while Hannibal is overdue for one. So take one Chariot/spear/Axe group and go [party]. Use one axe to scout the east coast.
Retreat all non-essential units outside our borders to within our borders to save some $$$
Settling J is going to hurt at the start :( but hopefully we can bounce back real soon.
@AG I agree on the shrine tho I thought Alex had founded Confu before he popped the GP. He used the GP tho to found Christianity instead of building the Shrine... maybe Confu hasnt spread enough? Or he didnt use the Oracle to found Confu and it was a coincidence that Oracle and Confu were founded on the same turn.
Taking Athens > Razing Corinth. Leave it alone for now... we can raze it on our way out. L cannot reach the Gold either but also cannot work it. With only +2 food from the cows. Also moving J one east, takes away the (earlier) possibility to connect farms to that Wheat and irrigate it using that plains tile. We can probably live without L I think (But I also said this with the Dotmap allready)
Important stuff:
- Horico
Work the cottages as they become available.
- York
"needs" a chop of that one forrest
- London
We need to deside, do we cottage the Dye or not?
If we do pick currency for our next research, calander is going to be 70 turns away, in 70 turns this cottage can be 60/90 turns underway to beeing a Town.
- Start cottaging Sparta AND work the cottages!
- Start cottaging Nottingham (connect it first! For free +1 commerce)
- Road to F
I think it would be a good idea to cut research all together at this point and wait for the 3 libraries to be ready. Having J up while Nottingham is still developing, it may not be a good idea to rush and build another city (yet).
Maybe we can insert a catapult in Horico before the Settler (8 turn build). Then finish the settler (5) and start a library (17) for a total of 30 turns.
while London builds 2 Catapults before it finished its settler for J (8 turns) and then finish the Settler (2) for a total of 10 turns. The catapults move to Athens ASAP with some added protection and ADD the 2 CR3 Axemen too that are up north.
3 Catapults, 2 CR3 Axemen 3 Chariots and 1 or 2 "other" Axemen should be enought to tackle Athens shouldnt it?
Mastiff_of_Ar Jan 10, 2008, 04:04 AM Okay... I'm a bit confused. F on the dotmap is founded (Nottingham). Are we founding another city to the north?
I switched from Calender to Currency, but remember we have beakers in Calender!
The dye is two turns from being cottaged...
I switched the two settlers to cats, so AG can finish them up and settle the cities.
I left research at 40%
I'll have the troops ready to march to Athens!
EDIT:
I went to visit Athens... he has his copper back, and a phalanx and archer in the city (4 workers). I didn't think he'd risk sending him out, and went to pillage, but only got a chariot killed. :(
ALSO... Hannibal has an archer and warrior sw of Athens.
The scouting axeman saw this:
http://i89.photobucket.com/albums/k217/mastiffofar/WGOTM130-1.jpg
They're a way off yet, but might be headed for us.
Mastiff_of_Ar Jan 10, 2008, 05:50 AM Nevermind the last report. They stopped, then sent one Skirmisher with a settler. He's now our worker. Aside from the SNAFU with the chariot, all went fairly well. I didn't scout the coast as I hoped, but the units are either in Sparta, or approaching. Here are the logs, I'll add some pics tomorrow. It's almost 4am here, and I have to work in the morning! :mischief:
Turn 150/660 (250 BC) [09-Jan-2008 22:22:33]
Sparta begins: Axeman (7 turns)
Research begun: Currency (40 Turns)
London begins: Catapult (4 turns)
Turn 151/660 (235 BC) [10-Jan-2008 02:00:23]
A Cottage was built near Horico
A Farm was built near London
Horico begins: Catapult (7 turns)
Turn 152/660 (220 BC) [10-Jan-2008 02:12:27]
Chariot promoted: Combat III
While defending in Greek territory at Athens, Chariot loses to: Greek Phalanx (5.00/5) (Prob Victory: 0.1%)
Turn 153/660 (205 BC) [10-Jan-2008 02:18:54]
Sparta finishes: Axeman
Turn 154/660 (190 BC) [10-Jan-2008 02:51:09]
Sparta begins: Axeman (7 turns)
London grows: 7
London finishes: Catapult
Nottingham grows: 2
Turn 155/660 (175 BC) [10-Jan-2008 02:55:19]
London begins: Catapult (4 turns)
Axeman promoted: Combat I
Turn 156/660 (160 BC) [10-Jan-2008 03:02:31]
A Mine was built near Nottingham
While defending in the wild near Nottingham, Warrior defeats (1.68/2): Barbarian Archer (Prob Victory: 87.4%)
Turn 157/660 (145 BC) [10-Jan-2008 03:09:21]
Axeman promoted: Cover
While attacking in English territory at Sparta, Axeman defeats (1.10/5): Greek Archer (Prob Victory: 99.0%)
A Cottage was built near Horico
A Cottage was built near Sparta
Axeman promoted: Combat I
London finishes: Catapult
Turn 158/660 (130 BC) [10-Jan-2008 03:18:30]
Horico finishes: Catapult
Turn 159/660 (115 BC) [10-Jan-2008 03:25:58]
Axeman promoted: Combat I
Axeman promoted: Combat II
While attacking in the wild near Djenne, Axeman defeats (0.20/5): Malinese Skirmisher (Prob Victory: 85.7%)
London finishes: Settler
Turn 160/660 (100 BC) [10-Jan-2008 03:35:14]
London begins: Catapult (4 turns)
Turn 152, 220 BC: Alexander's Phalanx (6.00) vs Churchill's Chariot (2.35)
Turn 152, 220 BC: Combat Odds: 99.9%
Turn 152, 220 BC: (Extra Combat: -20%)
Turn 152, 220 BC: (Extra Combat: +30%)
Turn 152, 220 BC: (Combat: -100%)
Turn 152, 220 BC: Churchill's Chariot is hit for 31 (69/100HP)
Turn 152, 220 BC: Churchill's Chariot is hit for 31 (38/100HP)
Turn 152, 220 BC: Churchill's Chariot is hit for 31 (7/100HP)
Turn 152, 220 BC: Churchill's Chariot is hit for 31 (0/100HP)
Turn 152, 220 BC: Alexander's Phalanx has defeated Churchill's Chariot!
Turn 154, 190 BC: You have trained a Catapult in London. Work has now begun on a Settler.
Turn 156, 160 BC: Barbarian's Archer (3.00) vs Churchill's Warrior (4.50)
Turn 156, 160 BC: Combat Odds: 12.6%
Turn 156, 160 BC: (Barbarian Combat: +5%)
Turn 156, 160 BC: (Plot Defense: +75%)
Turn 156, 160 BC: (Fortify: +25%)
Turn 156, 160 BC: (Feature: +20%)
Turn 156, 160 BC: Churchill's Warrior is hit for 16 (84/100HP)
Turn 156, 160 BC: Barbarian's Archer is hit for 24 (76/100HP)
Turn 156, 160 BC: Barbarian's Archer is hit for 24 (52/100HP)
Turn 156, 160 BC: Barbarian's Archer is hit for 24 (28/100HP)
Turn 156, 160 BC: Barbarian's Archer is hit for 24 (4/100HP)
Turn 156, 160 BC: Barbarian's Archer is hit for 24 (0/100HP)
Turn 156, 160 BC: Churchill's Warrior has defeated Barbarian's Archer!
Turn 157, 145 BC: Churchill's Axeman (5.50) vs Alexander's Archer (2.60)
Turn 157, 145 BC: Combat Odds: 99.0%
Turn 157, 145 BC: (Extra Combat: -10%)
Turn 157, 145 BC: (Extra Combat: +10%)
Turn 157, 145 BC: (Combat: -25%)
Turn 157, 145 BC: Churchill's Axeman is hit for 13 (87/100HP)
Turn 157, 145 BC: Alexander's Archer is hit for 28 (72/100HP)
Turn 157, 145 BC: Alexander's Archer is hit for 28 (44/100HP)
Turn 157, 145 BC: Churchill's Axeman is hit for 13 (74/100HP)
Turn 157, 145 BC: Churchill's Axeman is hit for 13 (61/100HP)
Turn 157, 145 BC: Churchill's Axeman is hit for 13 (48/100HP)
Turn 157, 145 BC: Alexander's Archer is hit for 28 (16/100HP)
Turn 157, 145 BC: Churchill's Axeman is hit for 13 (35/100HP)
Turn 157, 145 BC: Churchill's Axeman is hit for 13 (22/100HP)
Turn 157, 145 BC: Alexander's Archer is hit for 28 (0/100HP)
Turn 157, 145 BC: Churchill's Axeman has defeated Alexander's Archer!
Turn 157, 145 BC: Clearing a Forest has created 44 ? for York.
Turn 157, 145 BC: You have trained a Catapult in London. Work has now begun on a Settler.
Turn 158, 130 BC: You have plundered 4? from the Pasture!
Turn 158, 130 BC: You have trained a Catapult in Horico. Work has now begun on a Settler.
Turn 159, 115 BC: Churchill's Axeman (6.00) vs Mansa Musa's Skirmisher (4.00)
Turn 159, 115 BC: Combat Odds: 85.7%
Turn 159, 115 BC: (Extra Combat: -20%)
Turn 159, 115 BC: Churchill's Axeman is hit for 16 (84/100HP)
Turn 159, 115 BC: Mansa Musa's Skirmisher is hit for 24 (76/100HP)
Turn 159, 115 BC: Mansa Musa's Skirmisher is hit for 24 (52/100HP)
Turn 159, 115 BC: Churchill's Axeman is hit for 16 (68/100HP)
Turn 159, 115 BC: Churchill's Axeman is hit for 16 (52/100HP)
Turn 159, 115 BC: Churchill's Axeman is hit for 16 (36/100HP)
Turn 159, 115 BC: Churchill's Axeman is hit for 16 (20/100HP)
Turn 159, 115 BC: Mansa Musa's Skirmisher is hit for 24 (28/100HP)
Turn 159, 115 BC: Mansa Musa's Skirmisher is hit for 24 (4/100HP)
Turn 159, 115 BC: Churchill's Axeman is hit for 16 (4/100HP)
Turn 159, 115 BC: Mansa Musa's Skirmisher is hit for 24 (0/100HP)
Turn 159, 115 BC: Churchill's Axeman has defeated Mansa Musa's Skirmisher!
Turn 159, 115 BC: Your Axeman has destroyed a Skirmisher!
Turn 159, 115 BC: You have captured a Worker
namliaM Jan 10, 2008, 12:39 PM Okay... I'm a bit confused. F on the dotmap is founded (Nottingham). Are we founding another city to the north?
My bad... J... road to J
I switched from Calender to Currency, but remember we have beakers in Calender!
I left research at 40%
To bad you left research on... If we had been saving the last 10 turns we could have had a few (20 or so) free beakers again... with the Lib about to finish in York.
The dye is two turns from being cottaged... You lost me... you mean you put 4 worker turns into cottaging it?? :confused:
I went to visit Athens... he has his copper back, and a phalanx and archer in the city (4 workers). I didn't think he'd risk sending him out, and went to pillage, but only got a chariot killed. :( Offcourse the Chariot dies... :( To bad tho... But I am pretty sure if we move the chariot to the forrest 3 SE of its current position (outside Alex' view) he will send out the workers to road again. But if they stay in Athens... just as good/bad.... they be ours soon *evil laugh*
Bold move delaying both settlers... but a good one I think... Combat axe (guarding the FP right now) + 2 CR3 Axe + 2 Cats + 2 Chariots ready to move out on Athens. They face a Phalanx and an Archer ??? :lol: Even if he builds 3 more archers or Axemen... :crazyeye:
Just make sure DO NOT attack accross that little river... bombard OK... but not Attack! ! !
Then again... I guess I will get to do the honors of capturing Athens, it is a 10 turn hike from Sparta to Athens. But we should start the march NOW I think together with them CR3 axemen.
The CR3 Axemen HAVE TO march thru Sparta, because of the road that is about to finish due SW of there to save 1 turn...
Mastiff_of_Ar Jan 10, 2008, 01:03 PM My bad... J... road to J
I thought that might be it... I started it right after I built another cottage in Sparta. Probably should have gone road -> cottage -> wheat.
To bad you left research on... If we had been saving the last 10 turns we could have had a few (20 or so) free beakers again... with the Lib about to finish in York.
:blush: I keep forgetting that tactic. Keep reminding me, I'll get it.
You lost me... you mean you put 4 worker turns into cottaging it?? :confused:
No no... It was two turns from completion when I got the save. As soon as the worker finished it, he chopped at York. He's currently making a two tile route to get units south faster.
Offcourse the Chariot dies... :( To bad tho... But I am pretty sure if we move the chariot to the forrest 3 SE of its current position (outside Alex' view) he will send out the workers to road again. But if they stay in Athens... just as good/bad.... they be ours soon *evil laugh*
Well, I thought I was smarter than Alex on that one. And I was wrong... :hide:
Tell me, is the chariot hiding in the woods down near Alex in a position where he could grab workers? I thought it was a clever spot... wrong again?
Bold move delaying both settlers... but a good one I think... Combat axe (guarding the FP right now) + 2 CR3 Axe + 2 Cats + 2 Chariots ready to move out on Athens. They face a Phalanx and an Archer ??? :lol: Even if he builds 3 more archers or Axemen... :crazyeye:
Just make sure DO NOT attack accross that little river... bombard OK... but not Attack! ! !
Then again... I guess I will get to do the honors of capturing Athens, it is a 10 turn hike from Sparta to Athens. But we should start the march NOW I think together with them CR3 axemen.
The CR3 Axemen HAVE TO march thru Sparta, because of the road that is about to finish due SW of there to save 1 turn...
I don't know! AC seemed to think he was going to get it done! :banana: We shall see! :)
EDIT:
One thing... Hanny looks harmless at the moment, Alex just sent his extra archer to be slaughtered, but MM has four Skirmishers in Djeanne. I have a feeling they might come calling, so if we send the bulk of our units to capture Athens, we should continue making defensive units, especially in Sparta.
ChrisFromLux Jan 10, 2008, 01:23 PM Well, this time it was me who had to do a bit of a read-up ... Good, keep the discussions coming :goodjob:
It seems that Hanni didn't even mine his copper!?! There's no notion of you pillaging it in the logs?
The chariot is not in a good spot to capture workers, as he's in greek territory, which means Alex can see him ... but as namliaM already said, that's no problem as we'll capture them inside Athens :devil:
And sorry for AG, but he won' be able to attack Athens. From Sparta to Athen's gold (without any roads), it's a 9-turn-trip ... and we cannot attack from the gold, as that will be across the river! So you will have to get everything in place for namliaM to pull it off
namliaM Jan 10, 2008, 01:38 PM :blush: I keep forgetting that tactic. Keep reminding me, I'll get it.
It is best usefull when you are about to finish a Lib like in York... but... not a biggy ...
No no... It was two turns from completion when I got the save. As soon as the worker finished it, he chopped at York. He's currently making a two tile route to get units south faster.
Ah you mean the FARM not the Cottage... You must get some sleep ;)
Well, I thought I was smarter than Alex on that one. And I was wrong... :hide:
Tell me, is the chariot hiding in the woods down near Alex in a position where he could grab workers? I thought it was a clever spot... wrong again?
Yes he is... 1 SE of his current position is where I would expect the worker to come.
The Chariot is now VISIBLE and INSIDE alex' borders. Offcourse he is not moving out his workers.
However if the Chariot is INVISIBLE in the FOW (3SE) he should now "feel save" unless the AI has a memory of some kind... or sees units in the FOW.
EDIT:
One thing... Hanny looks harmless at the moment, Alex just sent his extra archer to be slaughtered, but MM has four Skirmishers in Djeanne. I have a feeling they might come calling, so if we send the bulk of our units to capture Athens, we should continue making defensive units, especially in Sparta.
We will continue to build units from London... and we should leave an Axe still healing and anotherone which is still outside our borders that needs to heal. As well as a Chariot IIRC that is hurt. So Spart will be far from defensless.
Mastiff_of_Ar Jan 10, 2008, 03:41 PM Well, this time it was me who had to do a bit of a read-up ... Good, keep the discussions coming :goodjob:
It seems that Hanni didn't even mine his copper!?! There's no notion of you pillaging it in the logs?
Odd... I pillaged his copper and his horses... and his roads... and the VPP is headed west towards his other city. (I didn't get the farm next to the city, after the chariot incident, I wasn't too sure his axe/spear/archers wouldn't come after me... :cringe: )
It was cool I managed to actually win a battle where I was favored 2:1! It kept MM from settling and got us a worker! :p
Ah you mean the FARM not the Cottage... You must get some sleep ;)
Erm yeah... Did I say cottage? Farm, yes. Farm...
The Chariot is now VISIBLE and INSIDE alex' borders. Offcourse he is not moving out his workers.
However if the Chariot is INVISIBLE in the FOW (3SE) he should now "feel save" unless the AI has a memory of some kind... or sees units in the FOW.
Got it. I'm really not used to worker stealing... But I seem to enjoy it!
We will continue to build units from London... and we should leave an Axe still healing and another one which is still outside our borders that needs to heal. As well as a Chariot IIRC that is hurt. So Spart will be far from defensless.
Just making sure. I haven't posted any pics, so I wanted to let everyone know they were there...
namliaM Jan 11, 2008, 01:13 AM Just making sure. I haven't posted any pics, so I wanted to let everyone know they were there...
Roster (update) :
ChrisFromLux
Mastiff_of_Ar => Decently VPP-ed
ArcadicGamer => Up for the hike to Athens
namliaM => On deck for some RNG Fun :)
From now on I will link to The dotmap (http://forums.civfanatics.com/showpost.php?p=6308246&postcount=200) so everyone can find it easy like.
CNWJR => Out of this for a while, Unable to load the save (http://forums.civfanatics.com/showpost.php?p=6258447&postcount=35)
MaroWaker => Out of this till Januari 18th (http://forums.civfanatics.com/showpost.php?p=6247621&postcount=2)
Goals for AGs set:
- Settle J, Farm the Wheat and cottage the grassland, Start granary
- Cottage up London, Nottingham and Sparta a little
- London: Units
- Other cities: Libs/Granaries/Colloseum? Maybe a catapult or 2? (Granary first in Horico and Nottingham?)
- See if we cannot capture some of those workers earlier than we capture Athens
- March to London in a Semi-orderly fashion ;) leaving some (healing) defense at Sparta
ChrisFromLux Jan 11, 2008, 04:02 AM - Other cities: Libs/Granaries/Colloseum? Maybe a catapult or 2? (Granary first in Horico and Nottingham?)
I think all our new cities should build the granary first.
In our 'own', old cities, we only build the library first to get culture growing ... and because libs are more useful than monuments.
But as we don't need to build any culture-buildings, because of Athen's (soon to be) free monuments, the granary is more important: faster growth = more pop = more cottages worked = more :science: than a library in a smaller city
I would mainly build our units in London, but we could insert 1 or 2 Cats in Sparta's building-queue ...
- March to London in a Semi-orderly fashion ;) leaving some (healing) defense at Sparta
I would suggest we march to Athens, no ;)
namliaM Jan 11, 2008, 10:49 AM I would suggest we march to Athens, no ;)
Yes offcourse
namliaM Jan 12, 2008, 03:31 AM Roster (update) :
ChrisFromLux
Mastiff_of_Ar => Decently VPP-ed
ArcadicGamer => Up for the hike to Athens
namliaM => On deck for some RNG Fun :)
From now on I will link to The dotmap (http://forums.civfanatics.com/showpost.php?p=6308246&postcount=200) so everyone can find it easy like.
CNWJR => Out of this for a while, Unable to load the save (http://forums.civfanatics.com/showpost.php?p=6258447&postcount=35)
MaroWaker => Out of this till Januari 18th (http://forums.civfanatics.com/showpost.php?p=6247621&postcount=2)
Goals for AGs set:
- Settle J, Farm the Wheat and cottage the grassland, Start granary
- Cottage up London, Nottingham and Sparta a little
- London: Units
- Other cities: Libs/Granaries/Colloseum? Maybe a catapult or 2? (Granary first in Horico and Nottingham?)
- See if we cannot capture some of those workers earlier than we capture Athens
- March to London in a Semi-orderly fashion ;) leaving some (healing) defense at Sparta
AG, are you picking this up? I can take it sunday if you dont before then...
ArcadicGamer Jan 12, 2008, 03:49 AM i should be able to pick this up later today, but i can definatly get it done before monday.
namliaM Jan 12, 2008, 04:06 AM OK Great, we will wait for you then... Just please let us know, 24/72 and all you know...
@MoA, still waiting on those pics ;) If you can, please add them to your report?
Mastiff_of_Ar Jan 12, 2008, 12:48 PM @MoA, still waiting on those pics ;) If you can, please add them to your report?
Here ya go! Remember, it wasn't a very exciting turnset. :p
Okay, here I am pillaging the copper and horses:
http://i89.photobucket.com/albums/k217/mastiffofar/WGOTM130-2.jpg
You can also see what's in Hannibal's capitol...
Here I am taking out MM's cute little settler. I was tracking his units with the other axeman (Who I had intended to use for scouting), but they disappeared into Dejenne... only to pop back out! It's fortunate they came out when they did, because the chariot and axeman had just enough time to catch them before they settled:
http://i89.photobucket.com/albums/k217/mastiffofar/WGOTM130-3.jpg
There are four skirmishers left in Dejenne, and I have no idea where the warrior went!
namliaM Jan 12, 2008, 03:47 PM I allways love pictures :)
Spear/Axe in Carthage is particular intrest.... Not getting that farm is not a big issue I dont think, but no Cottages yet for Hannibal :( this is not a good thing! Grow those cottages you darned AI! ! !
The skirmishers in Djenne are either for another Settler that is a building or ... they be headed our way soon! Keep that in mind AG!
ArcadicGamer Jan 13, 2008, 01:54 AM ARRRRG! That pretty much sums up this turnset. One axeman of alex took out a chariot and two of our axes @ favorable probability. This slowed the farming of the wheat and the movement of the attack force, which currently consits of 2 axe 3 cats and 1 chariot, with some more moving into position. Settled J as planned, moved horico to granary for my turnset, cottaged the north and moved military to the south. MM has 3 skirmishers and a warrior roaming his and hannys borders, but not moving towards us, as if to stop pillaging.
A few screens: http://img297.imageshack.us/img297/884/axeman0000zf7.th.jpg (http://img297.imageshack.us/my.php?image=axeman0000zf7.jpg)
http://img152.imageshack.us/img152/3927/galley0000qg6.th.jpg (http://img152.imageshack.us/my.php?image=galley0000qg6.jpg)
http://img242.imageshack.us/img242/5472/rng0000wn1.th.jpg (http://img242.imageshack.us/my.php?image=rng0000wn1.jpg)
http://img297.imageshack.us/img297/8192/ok0000xu7.th.jpg (http://img297.imageshack.us/my.php?image=ok0000xu7.jpg)
Turn 162, 70 BC: Alexander's Axeman (6.00) vs Churchill's Chariot (4.40)
Turn 162, 70 BC: Combat Odds: 79.3%
Turn 162, 70 BC: (Extra Combat: -20%)
Turn 162, 70 BC: (Extra Combat: +10%)
Turn 162, 70 BC: Churchill's Chariot is hit for 23 (77/100HP)
Turn 162, 70 BC: Churchill's Chariot is hit for 23 (54/100HP)
Turn 162, 70 BC: Churchill's Chariot is hit for 23 (31/100HP)
Turn 162, 70 BC: Churchill's Chariot is hit for 23 (8/100HP)
Turn 162, 70 BC: Churchill's Chariot is hit for 23 (0/100HP)
Turn 162, 70 BC: Alexander's Axeman has defeated Churchill's Chariot!
Turn 164, 40 BC: Hastings has been founded.
Turn 164, 40 BC: Mansa Musa converts to Judaism!
Turn 165, 25 BC: Alexander's Axeman (6.00) vs Churchill's Axeman (5.50)
Turn 165, 25 BC: Combat Odds: 67.6%
Turn 165, 25 BC: (Extra Combat: -20%)
Turn 165, 25 BC: (Extra Combat: +10%)
Turn 165, 25 BC: (Combat: -50%)
Turn 165, 25 BC: (Combat: +50%)
Turn 165, 25 BC: Churchill's Axeman is hit for 20 (80/100HP)
Turn 165, 25 BC: Churchill's Axeman is hit for 20 (60/100HP)
Turn 165, 25 BC: Alexander's Axeman is hit for 19 (81/100HP)
Turn 165, 25 BC: Churchill's Axeman is hit for 20 (40/100HP)
Turn 165, 25 BC: Alexander's Axeman is hit for 19 (62/100HP)
Turn 165, 25 BC: Alexander's Axeman is hit for 19 (43/100HP)
Turn 165, 25 BC: Churchill's Axeman is hit for 20 (20/100HP)
Turn 165, 25 BC: Churchill's Axeman is hit for 20 (0/100HP)
Turn 165, 25 BC: Alexander's Axeman has defeated Churchill's Axeman!
Turn 165, 25 BC: Alexander converts to Christianity!
Turn 166, 10 BC: Churchill's Axeman (5.00) vs Alexander's Axeman (3.65)
Turn 166, 10 BC: Combat Odds: 88.2%
Turn 166, 10 BC: (Extra Combat: +20%)
Turn 166, 10 BC: (Plot Defense: +50%)
Turn 166, 10 BC: (Combat: -50%)
Turn 166, 10 BC: (Combat: +50%)
Turn 166, 10 BC: Alexander's Axeman is hit for 18 (25/100HP)
Turn 166, 10 BC: Churchill's Axeman is hit for 22 (78/100HP)
Turn 166, 10 BC: Churchill's Axeman is hit for 22 (56/100HP)
Turn 166, 10 BC: Churchill's Axeman is hit for 22 (34/100HP)
Turn 166, 10 BC: Churchill's Axeman is hit for 22 (12/100HP)
Turn 166, 10 BC: Churchill's Axeman is hit for 22 (0/100HP)
Turn 166, 10 BC: Alexander's Axeman has defeated Churchill's Axeman!
Turn 166, 10 BC: Sargon (Great General) has been born in Athens (Alexander)!
Turn 168, 20 AD: The enemy has been spotted near Hastings!
Turn 168, 20 AD: Churchill's Chariot (4.40) vs Alexander's Axeman (1.82)
Turn 168, 20 AD: Combat Odds: 99.9%
Turn 168, 20 AD: (Extra Combat: -10%)
Turn 168, 20 AD: (Extra Combat: +30%)
Turn 168, 20 AD: (Class Attack: -100%)
Turn 168, 20 AD: Churchill's Chariot is hit for 14 (86/100HP)
Turn 168, 20 AD: Churchill's Chariot is hit for 14 (72/100HP)
Turn 168, 20 AD: Alexander's Axeman is hit for 27 (35/100HP)
Turn 168, 20 AD: Alexander's Axeman is hit for 27 (8/100HP)
Turn 168, 20 AD: Alexander's Axeman is hit for 27 (0/100HP)
Turn 168, 20 AD: Churchill's Chariot has defeated Alexander's Axeman!
Turn 168, 20 AD: Your Chariot has destroyed a Axeman!
Turn 169, 35 AD: The borders of York have expanded!
Turn 169, 35 AD: Hannibal adopts Organized Religion!
Things to note: All the AI are different religions! this will help if one gets alpha, but not for long.
Galleys were spotted in a city or two. This could mean the ai is trecking arcross a small portion of water to another landmass, or just as scouts.
My RNG luck was bad.
namliaM Jan 13, 2008, 04:57 AM GMBL Alex got a Great general?? That means we can probably expect him to have joined that General to the units in Athens, making them UGLY !
Turn 162, 70 BC: Alexander's Axeman (6.00) vs Churchill's Chariot (4.40)
Turn 162, 70 BC: Combat Odds: 79.3%
And without a single hit too !
Turn 165, 25 BC: Alexander's Axeman (6.00) vs Churchill's Axeman (5.50)
Turn 165, 25 BC: Combat Odds: 67.6%
2/3, atleast getting some hits... not to bad... but UGH what kind of RNG do you have??? Geez
Didnt you have another Axe/chariot whatever near to finish him this turn?
Turn 166, 10 BC: Churchill's Axeman (5.00) vs Alexander's Axeman (3.65)
Turn 166, 10 BC: Combat Odds: 88.2%
Turn 166, 10 BC: Sargon (Great General) has been born in Athens (Alexander)!
90% And again only one hit... Yeah winning 3 of these unfavourable odds battles in a row really makes the GGPoints stack up!
Turn 168, 20 AD: Churchill's Chariot (4.40) vs Alexander's Axeman (1.82)
Turn 168, 20 AD: Combat Odds: 99.9%
Imagine the axe winning this battle too :( Finaly! he is gone...
For anyone intrested...
Alex has a RNG chance of winning the first 2 battles of 14%
All 3 battles of 0.8% We just saw something that would only happen once in every 100 times :(
The 4-some of MM is definatly roaming around... we have to remember that... Makes me up, I will play this evening or tomorrow evening.
Couple of remarks on the save
- Why do we have a cottage NOT on the riverside in London?
Riverside would have been that much better...
- Why work on a cottage on a plains tile in Horico if there are (forrest) grasslands to cottage?
- Why not finish the settler in Horico? Now hammers are going lost...
- Why keep such a large force near/in Sparta when we have units comming thru there from London => Athens? I can imagine tho keeping a reactionary force like that (2/3 axemen and a chariot maybe) near Nottingham just in case MM desides to head north with some Skirmishers)
- Why not complete the road to Hastings? Lost commerce there :(
- Why cottage the Elephant tile? It is not on the river for one and 2 only 1 food, we dont have much food in Sparta. Improve the grasslands first!
- Why still libs in Nottingham and Hastings? Both a granary?
ChrisFromLux Jan 13, 2008, 06:45 AM ARRRRG! That pretty much sums up this turnset.
Hmmz, we really are not lucky in our combats; not good for an AW-game :(
... the attack force, which currently consits of 2 axe 3 cats and 1 chariot, with some more moving into position.
For now, with 2 Phalanx and 1 Axeman fortified in Athens, our attack force could just be enough, if we get luckier in fighting ...
namliaM will take down their defenses, but maybe, we'll have to wait for me to take out Athens. The units near Sparta will take 8-9 turns to reach the tile S of Athens ...
MM has 3 skirmishers and a warrior roaming his and hannys borders, but not moving towards us, as if to stop pillaging.
We really have to be careful here ... if they move up to Nottingham now, our lone Axeman won't look good :(
GMBL Alex got a Great general?? That means we can probably expect him to have joined that General to the units in Athens, making them UGLY !
At least, there are no Archers in Athens (:confused:), so no CG3-units.
- Why keep such a large force near/in Sparta when we have units comming thru there from London => Athens? I can imagine tho keeping a reactionary force like that (2/3 axemen and a chariot maybe) near Nottingham just in case MM desides to head north with some Skirmishers)
I believe that force just came back from pillaging Hannibal, no? Of course, at the moment, there are too many units near Sparta ...
Mastiff_of_Ar Jan 14, 2008, 05:56 PM So, who's up?
Is Nam going to whack Alex?
ArcadicGamer Jan 14, 2008, 08:05 PM Couple of remarks on the save
- Why do we have a cottage NOT on the riverside in London?
Riverside would have been that much better...
- Why work on a cottage on a plains tile in Horico if there are (forrest) grasslands to cottage?
- Why not finish the settler in Horico? Now hammers are going lost...
- Why keep such a large force near/in Sparta when we have units comming thru there from London => Athens? I can imagine tho keeping a reactionary force like that (2/3 axemen and a chariot maybe) near Nottingham just in case MM desides to head north with some Skirmishers)
- Why not complete the road to Hastings? Lost commerce there :(
- Why cottage the Elephant tile? It is not on the river for one and 2 only 1 food, we dont have much food in Sparta. Improve the grasslands first!
- Why still libs in Nottingham and Hastings? Both a granary?
I'll admit that the losing the 2 axe's got me a bit flustered and i didnt play the workers well at all looking back.
I believe i put one turn into the settler, or if not he's only been sitting for 9 turns and not 10 which he would decay. Honestly, i didnt see any strategy as to where to put him, and didnt think building him at this time would benefit us.
Granaries were build by what i read, especialy the hastings one.
the road was a bit of protection on my part, not knowing where the skirmi stack was and fearing alex's axe RNGing the troops to death.
The troops @ sparta were the VPP from hannies borders, with a 2nd warrior/chariot combo near MM's border with hanny, the plan being a clockwise circle of motion to give hanny some small security comfort, then send the next vpp south to hopefully get a worker or pillage.
Sparta's raid team will get there in time to start bombarding, and 1-2 axe's are on the way also, along with a chariot in the near area. We should have enough to kill him in the next 10 turns, but we may want to wait till turn 11 if the forces arnt enough.
namliaM Jan 15, 2008, 12:33 AM So, who's up?
Is Nam going to whack Alex?
I am up and Yes I am
Mastiff_of_Ar Jan 15, 2008, 11:09 AM I am up and Yes I am
Now it's me liking your attitude! :D
namliaM Jan 15, 2008, 02:34 PM OK I have played... The good news is, we have Currency... the rest will have to wait untill tomorrow's report.... ;)
ChrisFromLux Jan 15, 2008, 03:28 PM Wow, that's great news with 10 turns left to Currency at breaking even before your turns started :p
Mastiff_of_Ar Jan 15, 2008, 04:46 PM But do we own Athens?!
ArcadicGamer Jan 15, 2008, 07:43 PM :please: :please: :please: the suspense is killing me :spear:
namliaM Jan 16, 2008, 01:04 AM OK so it has been atleast 10 turns since we saw Djenne and some surplus Skirmishers... They (we all seem to agree) could/might/will be headed for Nottingham. Djenne => Nottingham is less than 10 turns... so from my POV they can arrive ANYTIME, so I want some D ASAP. London is on its happy cap of 8, .... so...
I start a WE, which I whip for 2 the next turn.... to feel a bit better about Nottingham. Also the Chariot from south of Sparta "flies" to Nottinham and the (new) Axemen just south of London. This makes for 2 Axemen and a WE for 'real' defence and the Chariot will go see what is north of Nottingham.
The nothern warrior goes towards Nottingham too, save a GPT with the wall SOON TO BE OURS ! No more worries about barbs :)
<Or that was the plan starting the turnset :( >
With 8 turns to Currency and 12 turns left on Nottinghams Library... I had rather finish a granary there ASAP. So I insert a Granary there. Sparta is set to build an Axe without a barracks, we have enough troops for now and London can take care of the -reinforcement- units for now I think... A Granary there as well, the worker near Sparta moves to finish the road to Hastings, Just now notice... The road south of Hastings... This should have gone one southeast on the Wheat for the health (once farmed) and/or North of Hastings... but things happen and I will complete the road there. The Axe/Catapult in Hastings join the attack force on Athens.
65 AD The now healed chariot in Hastings too joins in on the party... Yes , making Hastings devoid of Defense for the time beeing. I change Hastings to a Granary over the current library, which remains in que.
Now, what does Alex think he is doing? Looky here, a settler/Archer PAIR
http://img246.imageshack.us/img246/1294/settlerqq8.jpg (http://imageshack.us)
On the hill the odds are to low to strike. But in the dessert I take my chance, rather than wait for the CG1 archer to track back to Athens and we have ourselves an extra Worker. And a medic, this Chariot allready had Combat 1 and has now earned himself the Medic promotion which we would be able to use if any units survive the charge on Athens.
A good look at Carthage after we just pillaged some gold from the horse Pasture, where Hannibal is hiding a Settler and 2 workers. The workers will unfortunatly be quick in reconnecting those horses. And I bet we all know where that settler is going...
http://img246.imageshack.us/img246/552/carthagety5.jpg (http://imageshack.us)
Notice the LACK off promotions on those Carthagian units ....
Then I suppose we should be in the Fortunetelling business, look what shows up...
http://img246.imageshack.us/img246/7417/fortunetellerseu3.jpg (http://imageshack.us)
Fortune has it... The Chariot and in particular the WE will arrive RIGHT on time to defend Nottingham. The Axe is still en-route due Southwest of Horico. So it is Axe/Chariot/WE vs 4 Skirmishers.
Quite some (un-)fortune yet to come tho... but I have to run to work, will finish this post later.
ChrisFromLux Jan 16, 2008, 02:58 AM OK so it has been atleast 10 turns since we saw Djenne and some surplus Skirmishers... They (we all seem to agree) could/might/will be headed for Nottingham.
Then I suppose we should be in the Fortunetelling business, look what shows up...
The Chariot and in particular the WE will arrive RIGHT on time to defend Nottingham. The Axe is still en-route due Southwest of Horico. So it is Axe/Chariot/WE vs 4 Skirmishers.
Good call sending those units to Nottingham :goodjob:
And to continue fortune-telling ... I predict we'll have lost the Gold-Mine and the WE, due to too many defense-fights, but we'll have kept Nottingham! :confused:
65 AD The now healed chariot in Hastings too joins in on the party... Yes , making Hastings devoid of Defense for the time beeing.
:eek: ... and let's hope there's no Barb incoming from the West, or some Alex-unit from Corinth!
Now, what does Alex think he is doing? Looky here, a settler/Archer PAIR. On the hill the odds are to low to strike. But in the dessert I take my chance, rather than wait for the CG1 archer to track back to Athens and we have ourselves an extra Worker. And a medic, this Chariot allready had Combat 1 and has now earned himself the Medic promotion which we would be able to use if any units survive the charge on Athens.
We won the battle at only 86,6% ... unbelievable ... our RNG luck getting better :crazyeye:
A good look at Carthage after we just pillaged some gold from the horse Pasture, where Hannibal is hiding a Settler and 2 workers. The workers will unfortunatly be quick in reconnecting those horses. And I bet we all know where that settler is going...
Notice the LACK off promotions on those Carthagian units ....
How do you want poor-Hanni to build a barracks, if we force him to always build an escorted Settler, by constantly razing his city and pillaging his ressources :D
Quite some (un-)fortune yet to come tho...
Don't want to hear that :(
Mastiff_of_Ar Jan 16, 2008, 11:36 AM Don't want to hear that :(
Yeah, I'm a little nervous now... :twitch:
namliaM Jan 16, 2008, 12:48 PM ... and let's hope there's no Barb incoming from the West, or some Alex-unit from Corinth!
There are units comming thru Hastings, so I am not that worried. I have special plans for Corinth & the Wall was to be ours soon... so... well... Maybe I gambled a little bit... but a risk worth taking (at the time).
The final report to be up soon.
ChrisFromLux Jan 16, 2008, 12:52 PM There are units comming thru Hastings, so I am not that worried.
Good point; this reduces the risk of course ...
I have special plans for Corinth ...
Interesting! Care to share them, maybe? ;)
namliaM Jan 16, 2008, 02:02 PM The plan was to start bombarding Corinth while the seige at Athens takes place, thus pinning the Units in Corinth (AI usually dont wonder Archers around if they are under attack). This offcourse demanded the (full) attention of one Catapult and one Axe and .... well surprising things happen in turnsets and ...
There was this god awfull C3 Phalanx heading the defence of Athens... , well read it and weap... :cry:
This C3 Phalanx really caused a lot of heartship and pain. Costing 3! Catapults to eventually hurt bad enough not to be the defender anymore. Leaving us with only 1 catapult, 2 CR3 Axemen + some assorted Axemen. 2 of whom are still across the river (I was a little to quick to strike I guess)
But then eventually finaly after losing 3 catapults and attacking with just about everything we had... finaly finaly finaly even winning some lower odd battles too (66% on the last catapult, which is now CR3)
http://img136.imageshack.us/img136/8555/athenshz8.jpg (http://imageshack.us)
If you havent looked at the spoiler yet... do... Athens is ours ! And what more...
Alex build the freaking Pyramids! Just the turn before the attack. :goodjob: :eek: :lol:
<edit> Just noticed in the log that Alex popped a Great engineer to finish the Mids... finaly some luck... </edit>
http://img507.imageshack.us/img507/8149/athensbuildingshk0.jpg (http://imageshack.us)
And also the Forge survived the Takeover, which is nice seeing as we dont have MC yet. Guess Alex too MC from the Oracle.
Notice also the Culture from the Monument which is immediatly in place in all our cities. +1 :) everywhere, which I forgot about when I whipped London :sad: but that turned out to be a good thing.
We discover currency and MM has 160gold while Hannibal has 120. No mention of how much gold Alex has/had lying around.
Oh and then there was this matter of some roaming Skirmishers... They didnt attack Nottingham at all, tho they did pillage the gold. Then wondered over to the Rice paddy, where... there is now... a little more ... fluids... as in blood :dance:
http://img136.imageshack.us/img136/2391/skirmishercleanupwh3.jpg (http://imageshack.us)
Down side to this tho, we lost ANOTHER battle at 85% (are we counting these battles or what? 15 out of 100 we should lose... )
And I promoted all them axes to Combat 2 in order to get the best odds (I hate cover) where I would have prefered them to go CR... but ... yeah those are the breaks :sad:
So where does it leave us? We are at 0% research rate ATM with Iron Working selected, which has all of 6 beakers towards it so we can easily switch to CoL should we deside to.
Corinth is bombarded to 0% (that plan worked nicely) , with 2 CG1 and one C1 archer protecting it on the Hill. A FULL HEALTH CR3 Axe has a mear 30% chance of success :( fighting these lowly archers on the hill...
I selected IW, because it enables our 4 Greek workers to chop the Jungles of York. 1 worker is just running there (just south of Hastings at the moment, with NO standing orders), the other 3 I have roading towards the Cow of Hastings ("Road to" command actually so stop them before hitting enter <sorry>), tho probably we should run one or even 2 of them to York to help chop and cottage. Also we want a worker to start clearing the Jungles for A.
The settler I killed, that worker is allready farming the rice of York. Get York to work the Rice ASAP, so it can start growing and work those Cottages.
4 Grass hills and the Gold mine require 6 food, while the Rice and CC give only 5. So we need ONE more farm in York (to the eastside on the river I think) and all the rest (including hills!) can be cottaged. Maybe we borrow the Banana from London some time to help it grow ASAP, but first Cottages.
Then finaly we want a surplus worker near Hastings to start improving I soon (replacement for Corinth). So keep 1 worker near Hastings I think.
Also dont chop any woods before they are inside our borders (13 turns) to increase their yield.
The save is here (http://gotm.civfanatics.net/saves/civ4sgotm6/Misfits_SG006_AD0200_01.CivWarlordsSave)
Turn 170/660 (50 AD) [15-Jan-2008 20:28:59]
London begins: War Elephant (6 turns)
Nottingham begins: Granary (30 turns)
Sparta begins: Granary (15 turns)
Horico finishes: Granary
Nottingham grows: 3
IBT:
Attitude Change: Alexander(Greece) towards Hannibal(Carthage), from 'Friendly' to 'Pleased'
Turn 171/660 (65 AD) [15-Jan-2008 20:47:58]
Hastings begins: Granary (45 turns)
London finishes: War Elephant
IBT:
Attitude Change: Alexander(Greece) towards Hannibal(Carthage), from 'Pleased' to 'Friendly'
Turn 172/660 (80 AD) [15-Jan-2008 20:52:44]
London begins: Catapult (5 turns)
London begins: Axeman (4 turns)
IBT:
Civics Change: Alexander(Greece) from 'Despotism' to 'Hereditary Rule'
Turn 173/660 (95 AD) [15-Jan-2008 20:56:16]
A Cottage was built near Horico
A Farm was built near Hastings
While attacking in Greek territory near Corinth, Chariot defeats (2.08/4): Greek Archer (Prob Victory: 86.6%)
London finishes: Axeman
IBT:
Turn 174/660 (110 AD) [15-Jan-2008 20:58:56]
Chariot promoted: Medic I
Horico finishes: Settler
IBT:
Turn 175/660 (125 AD) [15-Jan-2008 21:03:50]
Horico begins: Library (15 turns)
A Cottage was built near London
IBT:
Turn 176/660 (140 AD) [15-Jan-2008 21:12:11]
War Elephant promoted: Combat I
War Elephant promoted: Combat II
Hastings grows: 2
IBT:
A Mine was destroyed near Nottingham
Turn 177/660 (155 AD) [15-Jan-2008 21:15:50]
London grows: 7
London finishes: Catapult
IBT:
Turn 178/660 (170 AD) [15-Jan-2008 21:17:51]
London begins: Catapult (4 turns)
While attacking in Greek territory at Athens, Catapult loses to: Greek Phalanx (5.00/5) (Prob Victory: 0.8%)
Catapult promoted: City Raider I
Catapult promoted: City Raider II
While attacking in Greek territory at Athens, Catapult loses to: Greek Phalanx (3.50/5) (Prob Victory: 4.4%)
Catapult promoted: City Raider I
Catapult promoted: City Raider II
While attacking in Greek territory at Athens, Catapult loses to: Greek Phalanx (3.15/5) (Prob Victory: 39.0%)
Catapult promoted: City Raider I
Catapult promoted: City Raider II
While attacking in Greek territory at Athens, Catapult defeats (1.70/5): Greek Phalanx (Prob Victory: 66.1%)
While attacking in Greek territory at Athens, Axeman defeats (2.60/5): Greek Axeman (Prob Victory: 99.0%)
While attacking in Greek territory at Athens, Axeman defeats (5.00/5): Greek Axeman (Prob Victory: 99.4%)
While attacking in Greek territory at Athens, Axeman defeats (2.00/5): Greek Axeman (Prob Victory: 74.5%)
While attacking in Greek territory at Athens, Axeman defeats (3.00/5): Greek Phalanx (Prob Victory: 87.4%)
Christianity has spread: Athens
Captured Athens (Alexander)
Athens begins: Library (135 turns)
Tech learned: Currency
IBT:
Attitude Change: Mansa Musa(Mali) towards Alexander(Greece), from 'Annoyed' to 'Cautious'
Turn 179/660 (185 AD) [15-Jan-2008 21:24:27]
Research begun: Iron Working (9 Turns)
Catapult promoted: City Raider III
Axeman promoted: City Raider I
IBT:
Turn 180/660 (200 AD) [15-Jan-2008 21:29:23]
While attacking in English territory at Nottingham, War Elephant defeats (2.80/8): Malinese Skirmisher (Prob Victory: 99.3%)
Axeman promoted: Combat I
Axeman promoted: Combat II
While attacking in English territory at Nottingham, Axeman defeats (1.00/5): Malinese Skirmisher (Prob Victory: 85.7%)
Axeman promoted: Combat I
Axeman promoted: Combat II
While attacking in English territory near Nottingham, Axeman loses to: Malinese Skirmisher (0.16/4) (Prob Victory: 85.7%)
While attacking in English territory at Nottingham, Axeman defeats (4.15/5): Malinese Skirmisher (Prob Victory: 67.1%)
While attacking in English territory at Nottingham, Chariot defeats (2.88/4): Malinese Warrior (Prob Victory: 99.1%)
While attacking in English territory at Nottingham, Warrior defeats (1.60/2): Malinese Skirmisher (Prob Victory: 99.9%)
Turn 170, 50 AD: You have constructed a Granary in Horico. Work has now begun on a Settler.
Turn 171, 65 AD: You have trained a War Elephant in London. Work has now begun on a Axeman.
Turn 172, 80 AD: Alexander adopts Hereditary Rule!
Turn 173, 95 AD: Churchill's Chariot (4.40) vs Alexander's Archer (3.00)
Turn 173, 95 AD: Combat Odds: 86.6%
Turn 173, 95 AD: (Extra Combat: -10%)
Turn 173, 95 AD: Alexander's Archer is hit for 24 (76/100HP)
Turn 173, 95 AD: Churchill's Chariot is hit for 16 (84/100HP)
Turn 173, 95 AD: Churchill's Chariot is hit for 16 (68/100HP)
Turn 173, 95 AD: Alexander's Archer is hit for 24 (52/100HP)
Turn 173, 95 AD: Alexander's Archer is hit for 24 (28/100HP)
Turn 173, 95 AD: Churchill's Chariot is hit for 16 (52/100HP)
Turn 173, 95 AD: Alexander's Archer is hit for 24 (4/100HP)
Turn 173, 95 AD: Alexander's Archer is hit for 24 (0/100HP)
Turn 173, 95 AD: Churchill's Chariot has defeated Alexander's Archer!
Turn 173, 95 AD: You have trained a Axeman in London. Work has now begun on a Catapult.
Turn 174, 110 AD: George Washington Goethals (Great Engineer) has been born in Athens (Alexander)!
Turn 175, 125 AD: Alexander has completed The Pyramids!
Turn 176, 140 AD: London will grow to size 7 on the next turn
Turn 177, 155 AD: The enemy has been spotted near Nottingham!
Turn 177, 155 AD: Your Catapult has reduced the defenses of Corinth to 10%!
Turn 178, 170 AD: The enemy has been spotted near Nottingham!
Turn 178, 170 AD: Churchill's Catapult (5.00) vs Alexander's Phalanx (10.25)
Turn 178, 170 AD: Combat Odds: 0.8%
Turn 178, 170 AD: (Extra Combat: +30%)
Turn 178, 170 AD: (Plot Defense: +25%)
Turn 178, 170 AD: (Fortify: +25%)
Turn 178, 170 AD: (Hills: +25%)
Turn 178, 170 AD: Your Catapult has caused collateral damage! (4 Units)
Turn 178, 170 AD: Churchill's Catapult is hit for 28 (72/100HP)
Turn 178, 170 AD: Churchill's Catapult is hit for 28 (44/100HP)
Turn 178, 170 AD: Churchill's Catapult is hit for 28 (16/100HP)
Turn 178, 170 AD: Churchill's Catapult is hit for 28 (0/100HP)
Turn 178, 170 AD: Alexander's Phalanx has defeated Churchill's Catapult!
Turn 178, 170 AD: Your Catapult has died trying to attack a Phalanx!
Turn 178, 170 AD: Churchill's Catapult (5.00) vs Alexander's Phalanx (8.00)
Turn 178, 170 AD: Combat Odds: 4.4%
Turn 178, 170 AD: (Extra Combat: +30%)
Turn 178, 170 AD: (Plot Defense: +25%)
Turn 178, 170 AD: (Fortify: +25%)
Turn 178, 170 AD: (Hills: +25%)
Turn 178, 170 AD: (City Attack: -45%)
Turn 178, 170 AD: Your Catapult has caused collateral damage! (4 Units)
Turn 178, 170 AD: Churchill's Catapult is hit for 25 (75/100HP)
Turn 178, 170 AD: Churchill's Catapult is hit for 25 (50/100HP)
Turn 178, 170 AD: Alexander's Phalanx is hit for 15 (85/100HP)
Turn 178, 170 AD: Churchill's Catapult is hit for 25 (25/100HP)
Turn 178, 170 AD: Alexander's Phalanx is hit for 15 (70/100HP)
Turn 178, 170 AD: Churchill's Catapult is hit for 25 (0/100HP)
Turn 178, 170 AD: Alexander's Phalanx has defeated Churchill's Catapult!
Turn 178, 170 AD: Your Catapult has died trying to attack a Phalanx!
Turn 178, 170 AD: Churchill's Catapult (5.00) vs Alexander's Phalanx (6.00)
Turn 178, 170 AD: Combat Odds: 39.0%
Turn 178, 170 AD: (Extra Combat: +20%)
Turn 178, 170 AD: (Plot Defense: +25%)
Turn 178, 170 AD: (Fortify: +25%)
Turn 178, 170 AD: (Hills: +25%)
Turn 178, 170 AD: (City Attack: -45%)
Turn 178, 170 AD: Your Catapult has caused collateral damage! (4 Units)
Turn 178, 170 AD: Churchill's Catapult is hit for 23 (77/100HP)
Turn 178, 170 AD: Alexander's Phalanx is hit for 17 (63/100HP)
Turn 178, 170 AD: Churchill's Catapult is hit for 23 (54/100HP)
Turn 178, 170 AD: Churchill's Catapult is hit for 23 (31/100HP)
Turn 178, 170 AD: Churchill's Catapult is hit for 23 (8/100HP)
Turn 178, 170 AD: Churchill's Catapult is hit for 23 (0/100HP)
Turn 178, 170 AD: Alexander's Phalanx has defeated Churchill's Catapult!
Turn 178, 170 AD: Your Catapult has died trying to attack a Phalanx!
Turn 178, 170 AD: Churchill's Catapult (5.00) vs Alexander's Phalanx (4.80)
Turn 178, 170 AD: Combat Odds: 66.1%
Turn 178, 170 AD: (Extra Combat: +30%)
Turn 178, 170 AD: (Plot Defense: +25%)
Turn 178, 170 AD: (Fortify: +25%)
Turn 178, 170 AD: (Hills: +25%)
Turn 178, 170 AD: (City Attack: -45%)
Turn 178, 170 AD: Your Catapult has caused collateral damage! (4 Units)
Turn 178, 170 AD: Churchill's Catapult is hit for 22 (78/100HP)
Turn 178, 170 AD: Alexander's Phalanx is hit for 17 (43/100HP)
Turn 178, 170 AD: Alexander's Phalanx is hit for 17 (26/100HP)
Turn 178, 170 AD: Churchill's Catapult is hit for 22 (56/100HP)
Turn 178, 170 AD: Churchill's Catapult is hit for 22 (34/100HP)
Turn 178, 170 AD: Alexander's Phalanx is hit for 17 (9/100HP)
Turn 178, 170 AD: Alexander's Phalanx is hit for 17 (0/100HP)
Turn 178, 170 AD: Churchill's Catapult has defeated Alexander's Phalanx!
Turn 178, 170 AD: Your Catapult has destroyed a Phalanx!
Turn 178, 170 AD: Churchill's Axeman (5.00) vs Alexander's Axeman (2.60)
Turn 178, 170 AD: Combat Odds: 99.0%
Turn 178, 170 AD: (Extra Combat: +10%)
Turn 178, 170 AD: (Plot Defense: +25%)
Turn 178, 170 AD: (Fortify: +25%)
Turn 178, 170 AD: (City Attack: -75%)
Turn 178, 170 AD: (Combat: -50%)
Turn 178, 170 AD: (Combat: +50%)
Turn 178, 170 AD: Churchill's Axeman is hit for 16 (84/100HP)
Turn 178, 170 AD: Alexander's Axeman is hit for 23 (37/100HP)
Turn 178, 170 AD: Churchill's Axeman is hit for 16 (68/100HP)
Turn 178, 170 AD: Churchill's Axeman is hit for 16 (52/100HP)
Turn 178, 170 AD: Alexander's Axeman is hit for 23 (14/100HP)
Turn 178, 170 AD: Alexander's Axeman is hit for 23 (0/100HP)
Turn 178, 170 AD: Churchill's Axeman has defeated Alexander's Axeman!
Turn 178, 170 AD: Your Axeman has destroyed a Axeman!
Turn 178, 170 AD: Churchill's Axeman (5.00) vs Alexander's Axeman (2.30)
Turn 178, 170 AD: Combat Odds: 99.4%
Turn 178, 170 AD: (Extra Combat: +20%)
Turn 178, 170 AD: (Plot Defense: +25%)
Turn 178, 170 AD: (City Attack: -75%)
Turn 178, 170 AD: (Combat: -50%)
Turn 178, 170 AD: (Combat: +50%)
Turn 178, 170 AD: Alexander's Axeman is hit for 25 (35/100HP)
Turn 178, 170 AD: Alexander's Axeman is hit for 25 (10/100HP)
Turn 178, 170 AD: Alexander's Axeman is hit for 25 (0/100HP)
Turn 178, 170 AD: Churchill's Axeman has defeated Alexander's Axeman!
Turn 178, 170 AD: Your Axeman has destroyed a Axeman!
Turn 178, 170 AD: Churchill's Axeman (5.00) vs Alexander's Axeman (4.05)
Turn 178, 170 AD: Combat Odds: 74.5%
Turn 178, 170 AD: (Extra Combat: +10%)
Turn 178, 170 AD: (Plot Defense: +25%)
Turn 178, 170 AD: (Combat: -50%)
Turn 178, 170 AD: (Combat: +50%)
Turn 178, 170 AD: Churchill's Axeman is hit for 20 (80/100HP)
Turn 178, 170 AD: Alexander's Axeman is hit for 19 (41/100HP)
Turn 178, 170 AD: Alexander's Axeman is hit for 19 (22/100HP)
Turn 178, 170 AD: Churchill's Axeman is hit for 20 (60/100HP)
Turn 178, 170 AD: Churchill's Axeman is hit for 20 (40/100HP)
Turn 178, 170 AD: Alexander's Axeman is hit for 19 (3/100HP)
Turn 178, 170 AD: Alexander's Axeman is hit for 19 (0/100HP)
Turn 178, 170 AD: Churchill's Axeman has defeated Alexander's Axeman!
Turn 178, 170 AD: Your Axeman has destroyed a Axeman!
Turn 178, 170 AD: Churchill's Axeman (6.00) vs Alexander's Phalanx (4.50)
Turn 178, 170 AD: Combat Odds: 87.4%
Turn 178, 170 AD: (Extra Combat: -20%)
Turn 178, 170 AD: (Extra Combat: +20%)
Turn 178, 170 AD: (Plot Defense: +25%)
Turn 178, 170 AD: (Fortify: +25%)
Turn 178, 170 AD: (Hills: +25%)
Turn 178, 170 AD: (Combat: -50%)
Turn 178, 170 AD: (River Attack: +25%)
Turn 178, 170 AD: Alexander's Phalanx is hit for 19 (34/100HP)
Turn 178, 170 AD: Churchill's Axeman is hit for 20 (80/100HP)
Turn 178, 170 AD: Churchill's Axeman is hit for 20 (60/100HP)
Turn 178, 170 AD: Alexander's Phalanx is hit for 19 (15/100HP)
Turn 178, 170 AD: Alexander's Phalanx is hit for 19 (0/100HP)
Turn 178, 170 AD: Churchill's Axeman has defeated Alexander's Phalanx!
Turn 178, 170 AD: Your Axeman has destroyed a Phalanx!
Turn 178, 170 AD: You have captured a Worker
Turn 178, 170 AD: You have captured a Worker
Turn 178, 170 AD: You have captured a Worker
Turn 178, 170 AD: You have captured a Worker
Turn 178, 170 AD: You have captured Athens!!!
Turn 178, 170 AD: Your Catapult has reduced the defenses of Corinth to 4%!
Turn 178, 170 AD: You have discovered Currency!
Turn 179, 185 AD: The enemy has been spotted near Nottingham!
Turn 179, 185 AD: Mansa Musa has 160 gold available for trade
Turn 179, 185 AD: Hannibal has 120 gold available for trade
Turn 179, 185 AD: Your Catapult has reduced the defenses of Corinth to 0%!
Turn 179, 185 AD: The Temple of Artemis has been built in a far away land!
Turn 179, 185 AD: A Forest has grown near Horico!
Turn 180, 200 AD: The enemy has been spotted near Horico!
Turn 180, 200 AD: Churchill's War Elephant (9.60) vs Mansa Musa's Skirmisher (4.00)
Turn 180, 200 AD: Combat Odds: 99.3%
Turn 180, 200 AD: (Extra Combat: -20%)
Turn 180, 200 AD: Churchill's War Elephant is hit for 13 (87/100HP)
Turn 180, 200 AD: Mansa Musa's Skirmisher is hit for 30 (70/100HP)
Turn 180, 200 AD: Churchill's War Elephant is hit for 13 (74/100HP)
Turn 180, 200 AD: Mansa Musa's Skirmisher is hit for 30 (40/100HP)
Turn 180, 200 AD: Churchill's War Elephant is hit for 13 (61/100HP)
Turn 180, 200 AD: Churchill's War Elephant is hit for 13 (48/100HP)
Turn 180, 200 AD: Churchill's War Elephant is hit for 13 (35/100HP)
Turn 180, 200 AD: Mansa Musa's Skirmisher is hit for 30 (10/100HP)
Turn 180, 200 AD: Mansa Musa's Skirmisher is hit for 30 (0/100HP)
Turn 180, 200 AD: Churchill's War Elephant has defeated Mansa Musa's Skirmisher!
Turn 180, 200 AD: Your War Elephant has destroyed a Skirmisher!
Turn 180, 200 AD: Churchill's Axeman (6.00) vs Mansa Musa's Skirmisher (4.00)
Turn 180, 200 AD: Combat Odds: 85.7%
Turn 180, 200 AD: (Extra Combat: -20%)
Turn 180, 200 AD: Churchill's Axeman is hit for 16 (84/100HP)
Turn 180, 200 AD: Churchill's Axeman is hit for 16 (68/100HP)
Turn 180, 200 AD: Mansa Musa's Skirmisher is hit for 24 (76/100HP)
Turn 180, 200 AD: Mansa Musa's Skirmisher is hit for 24 (52/100HP)
Turn 180, 200 AD: Churchill's Axeman is hit for 16 (52/100HP)
Turn 180, 200 AD: Churchill's Axeman is hit for 16 (36/100HP)
Turn 180, 200 AD: Mansa Musa's Skirmisher is hit for 24 (28/100HP)
Turn 180, 200 AD: Mansa Musa's Skirmisher is hit for 24 (4/100HP)
Turn 180, 200 AD: Churchill's Axeman is hit for 16 (20/100HP)
Turn 180, 200 AD: Mansa Musa's Skirmisher is hit for 24 (0/100HP)
Turn 180, 200 AD: Churchill's Axeman has defeated Mansa Musa's Skirmisher!
Turn 180, 200 AD: Your Axeman has destroyed a Skirmisher!
Turn 180, 200 AD: Churchill's Axeman (6.00) vs Mansa Musa's Skirmisher (4.00)
Turn 180, 200 AD: Combat Odds: 85.7%
Turn 180, 200 AD: (Extra Combat: -20%)
Turn 180, 200 AD: Churchill's Axeman is hit for 16 (84/100HP)
Turn 180, 200 AD: Churchill's Axeman is hit for 16 (68/100HP)
Turn 180, 200 AD: Churchill's Axeman is hit for 16 (52/100HP)
Turn 180, 200 AD: Mansa Musa's Skirmisher is hit for 24 (76/100HP)
Turn 180, 200 AD: Mansa Musa's Skirmisher is hit for 24 (52/100HP)
Turn 180, 200 AD: Churchill's Axeman is hit for 16 (36/100HP)
Turn 180, 200 AD: Churchill's Axeman is hit for 16 (20/100HP)
Turn 180, 200 AD: Mansa Musa's Skirmisher is hit for 24 (28/100HP)
Turn 180, 200 AD: Churchill's Axeman is hit for 16 (4/100HP)
Turn 180, 200 AD: Mansa Musa's Skirmisher is hit for 24 (4/100HP)
Turn 180, 200 AD: Churchill's Axeman is hit for 16 (0/100HP)
Turn 180, 200 AD: Mansa Musa's Skirmisher has defeated Churchill's Axeman!
Turn 180, 200 AD: Your Axeman has died trying to attack a Skirmisher!
Turn 180, 200 AD: Churchill's Axeman (5.00) vs Mansa Musa's Skirmisher (4.00)
Turn 180, 200 AD: Combat Odds: 67.1%
Turn 180, 200 AD: Mansa Musa's Skirmisher is hit for 22 (78/100HP)
Turn 180, 200 AD: Churchill's Axeman is hit for 17 (83/100HP)
Turn 180, 200 AD: Mansa Musa's Skirmisher is hit for 22 (56/100HP)
Turn 180, 200 AD: Mansa Musa's Skirmisher is hit for 22 (34/100HP)
Turn 180, 200 AD: Mansa Musa's Skirmisher is hit for 22 (12/100HP)
Turn 180, 200 AD: Mansa Musa's Skirmisher is hit for 22 (0/100HP)
Turn 180, 200 AD: Churchill's Axeman has defeated Mansa Musa's Skirmisher!
Turn 180, 200 AD: Your Axeman has destroyed a Skirmisher!
Turn 180, 200 AD: Churchill's Chariot (4.00) vs Mansa Musa's Warrior (2.00)
Turn 180, 200 AD: Combat Odds: 99.1%
Turn 180, 200 AD: Churchill's Chariot is hit for 14 (86/100HP)
Turn 180, 200 AD: Mansa Musa's Warrior is hit for 28 (72/100HP)
Turn 180, 200 AD: Churchill's Chariot is hit for 14 (72/100HP)
Turn 180, 200 AD: Mansa Musa's Warrior is hit for 28 (44/100HP)
Turn 180, 200 AD: Mansa Musa's Warrior is hit for 28 (16/100HP)
Turn 180, 200 AD: Mansa Musa's Warrior is hit for 28 (0/100HP)
Turn 180, 200 AD: Churchill's Chariot has defeated Mansa Musa's Warrior!
Turn 180, 200 AD: Your Chariot has destroyed a Warrior!
Turn 180, 200 AD: Churchill's Warrior (2.00) vs Mansa Musa's Skirmisher (0.16)
Turn 180, 200 AD: Combat Odds: 99.9%
Turn 180, 200 AD: Churchill's Warrior is hit for 20 (80/100HP)
Turn 180, 200 AD: Mansa Musa's Skirmisher is hit for 19 (0/100HP)
Turn 180, 200 AD: Churchill's Warrior has defeated Mansa Musa's Skirmisher!
Turn 180, 200 AD: Your Warrior has destroyed a Skirmisher!
Roster (update) :
ChrisFromLux => UP
Mastiff_of_Ar => On deck for economy work (maybe insert Marowaker?)
ArcadicGamer
namliaM => Captured Athens
From now on I will link to The dotmap (http://forums.civfanatics.com/showpost.php?p=6308246&postcount=200) so everyone can find it easy like.
CNWJR => Out of this for a while, Unable to load the save (http://forums.civfanatics.com/showpost.php?p=6258447&postcount=35)
MaroWaker => Out of this till Januari 18th (http://forums.civfanatics.com/showpost.php?p=6247621&postcount=2) Should soon be joining us :)
ChrisFromLux Jan 16, 2008, 02:33 PM Wow, great turns! :goodjob:
Captured Athens, including the Pyramids :crazyeye: Unbelievable :D
Prepared Corinth, destroyed MM's Skirmishers, Good Job!
... and losing (too many) battles at over 85% ... well ... we're used to that, aren't we :mischief:
Mastiff_of_Ar Jan 16, 2008, 05:49 PM So, do we need a massive cottage spam now?
Also, when is Hanny due for his demise. I think he's next, and needs to go fairly quickly. I don't want his UU after us. We need to keep him pillaged, and go get him. In fact, clearing the island might be the best strategy, keeping only MM's capitol.
Have we selected our city for the GP farm? A few scientists could really help our research!
Oh, and what civic are we choosing? HR or Rep?
EDIT: Another interesting thing... since the barbs can't attack us, it'll be interesting to see where they settle. They might do us some favors, too!
marowaker Jan 17, 2008, 02:13 AM Well, I am now officially able to play the save but do allow some time for my turns since I have not played all the time. I have lurked the thread every now and again but haven't looked at the save yet.
Alex built ALL 4 of the early wonders for us?!? Wow......
ChrisFromLux Jan 17, 2008, 04:47 AM Hi marowaker, Welcome (back) :thumbsup:
Alex built ALL 4 of the early wonders for us?!? Wow......
yes, Alex is a nice guy,isn't he?!? :D
Mastiff_of_Ar Jan 17, 2008, 10:56 AM Well, I am now officially able to play the save but do allow some time for my turns since I have not played all the time. I have lurked the thread every now and again but haven't looked at the save yet.
Alex built ALL 4 of the early wonders for us?!? Wow......
It's way different than our first game, eh MW? We actually discuss and decide stuff before we play our turns! :lol: We did okay last time, but never made a dotmap or anything...
So, no comments on my questions?
ArcadicGamer Jan 17, 2008, 12:32 PM So, do we need a massive cottage spam now?
Have we selected our city for the GP farm? A few scientists could really help our research!
Oh, and what civic are we choosing? HR or Rep?
EDIT: Another interesting thing... since the barbs can't attack us, it'll be interesting to see where they settle. They might do us some favors, too!
Cottaging everything is most likely a better economy for our lands...
B is the GP farm and should have a settler coming, and it would make a decent one till irrigation.
HR might be better from a WW standpoint, and we have about 0 specialists right now. Then again, the military one might be the best till we kill our continent.
marowaker Jan 17, 2008, 01:17 PM Double post, look at message below.
marowaker Jan 17, 2008, 01:29 PM I have looked at the save, and the only comment right now is that there is a fogbusting warrior south of London that can be removed since we just stole the GW. Also our finances are in a terrible shape (but you didn't need me to figure that out).
And where should I go on the roster?
It's way different than our first game, eh MW? We actually discuss and decide stuff before we play our turns! We did okay last time, but never made a dotmap or anything...
Definetly. BTW, I do not recognise MW immediatly so try not to use that. How about maro?
Mastiff_of_Ar Jan 17, 2008, 01:57 PM B is the GP farm and should have a settler coming, and it would make a decent one till irrigation.
We'll probably find something we can farm like crazy over by MM for later...
Still, with Rep we get +3 happy in five cities, right? I like that better than +1 per unit, because we'll rarely have more than one or two per city.
Couple other things we might want to consider. Now that we have Athens, are we going to build more wonders? Since we have the stone, HG, CI, ND, & AW are all available soon. (Is the Colossus built yet?)
Also, any thoughts yet on where the national wonders might go?
namliaM Jan 17, 2008, 02:22 PM Representation and HR will both take care of happyness issues we might have... HR is the cheaper of the 2 given the fact we have economic problems + (near) no specialists, makes HR much better of a choice than Rep.
Policestate at this point is not needed. It only gives +25% to military which we are only building from London ATM, it would help if we had massive WW or were massbuilding units. So I think HR and revolt before Athens comes out of revolt?
GP Farm IMHO would be ATHENS. We had planned on B beeing just that (to get the scientist we want for an Academy or 2) BUT Athens is allready going to be pumping out 7 GPP from Mids, Wall, Hedge and Oracle. We maybe want to add GL to it? If so making Athens into a monster GPP and give a chance for that GS. Tho it makes Literature just that little bit more important, we also want it for the Heroic Epic.
I think we are going on a cottage spam right now, actually we are allready doing just that. Except we are just starting, every grassy field/hill should get a cottage I think, ONE exception beeing the one tile in York that is on the river... this should get a farm. And offcourse A beeing our intended unit pump, mines and farms there... NO cottages.
Looking at The dotmap (http://forums.civfanatics.com/showpost.php?p=6308246&postcount=200) from a while ago...
B. I am not so sure we want it now... Is it worth settling that?
I. We want ASAP (there is a settler 'gaurding' Hastings atm)
A. We want ASAP (as soon as we can remove a bit of that jungle)
We can do one of 2 things:
1) Get the FP into Athens and "minimize" the cities on our continent
2) Get the FP into H or Carthage and make a second center there.
There is a lot of jungle out east that needs chopping, so there is merrit for both. But first we have to take care of the 2 remaining AI, tho how/when we do it is depending on above options.
Also we want to get to 50% breakeven ASAP (-16 GPT atm)
With a few cottages and the Gold of Nottingham, Hastings and I getting online we should be there in no time. Even better if we add Courthouses.
Nottingham can do with a courthouse, so lets see when those builds are finished. Thats 2 chops (basicaly)
- 3 turns on the current one (finishing the Granary)
- 10 turns to mine the gold (1 to move and 9 to mine)
- 11 turns to cottage the forrest (1 to move and 10 to cottage)
So ideally we should have CoL in 24 turns? But that is way to fast even if you count in the 100+gold we should get from Corinth somewhere in that time frame.
Same goes for just about every city we have, courthouses can really help but they need hammers.... IW will allow us to chop down York's jungles (we settled York to early maybe? Or delayed IW to long?).
York should work the Rice when the farm is done. Will grow to size 2 to work the mine again in 7 turns.
Leaving it at +3 food/turn, with a granary size 3 is only 39-21 = 21/3 = 7 turns away and it can work a cottage.
Size 4 => 42-19=23/3 = another 8 turns away, another cottage
Size 5 => 45-21=24/3= 8 turns to another cottage
Courthouses in
Horico saves 2 gpt
Nottingham saves 2.5 gpt
York saves 1 gpt
Sparta 2.5
Hastings 2
Athens 3?
On average one hamlett (someplace) = Courthouse same place. So if we can get York to size 8 working hamletts = Courthouses allround with no hammers needed.
Tho courthouses will help tremendously, I think getting York to size 8 is much easier and faster than building Courthouses allround (some cities have real low hammer counts besides chops), maybe we should try and prepare some chops for when we get CoL (=> Be REAL carefull with the workers)?
So I think tech priorities:
IW
CoL
Literature
CS
Astronomy
In that order?
Horico is currently working the horses and spice, which I think should be the 2 cottages now?? To make $$$ over hammers (and grow slightly faster for more unit support)
Make sure London works the cottages too?
Sparta, cottages and make sure to get the banana chopped and farmed for food pretty soon after IW.
@Marowaker
I think a good place to slide into the roster would be either now if you feel up for the task ahead (cottaging and prepare for Corinths demise I think). Or slide in after Chris (next set) where I think you get to sack Corinth.
Depends on when Chris can take it and how ready you feel.
Mastiff_of_Ar Jan 17, 2008, 02:37 PM Definetly. BTW, I do not recognise MW immediatly so try not to use that. How about maro?
Works for me! They've been calling me MoA, just in case you missed it... :crazyeye:
EDIT:
GP Farm IMHO would be ATHENS. We had planned on B beeing just that (to get the scientist we want for an Academy or 2) BUT Athens is allready going to be pumping out 7 GPP from Mids, Wall, Hedge and Oracle. We maybe want to add GL to it? If so making Athens into a monster GPP and give a chance for that GS. Tho it makes Literature just that little bit more important, we also want it for the Heroic Epic.
So you think we should skip more wonders? At times, I'll build them and take the $$$ if the AI beats me to them. (Let's hope the other continent is Monty, Izzy, and JC, and they've been doing nothing but fighting!)
Oh, and you mean National Epic, right? I'd put HE in our unit pump...
marowaker Jan 17, 2008, 02:39 PM @Marowaker
I think a good place to slide into the roster would be either now if you feel up for the task ahead (cottaging and prepare for Corinths demise I think). Or slide in after Chris (next set) where I think you get to sack Corinth.
Depends on when Chris can take it and how ready you feel.
I don't feel ready yet and I want to steal from all of you the pride of eliminating Alex (unless there is another Greek city that we haven't seen yet) so I will go in after Chris.
EDIT:Cross post wit MoA :crazyeye:
namliaM Jan 17, 2008, 02:46 PM Now that we have Athens, are we going to build more wonders? Since we have the stone, HG, CI, ND, & AW are all available soon. (Is the Colossus built yet?)
Also, any thoughts yet on where the national wonders might go?
I actually have to look up some of these initials...
Nationals
HE (Heroic Epic) => A
NE (National Epic) => Athens? If we get the time and place
Maybe:
HG (Hanging Gardens) => Maybe... but needs an Aqueduct first
ND (Notre Dame) => +1 :) on the continent, may help battling WW
UoS (University of Sankor) => +2 beakers for state religion buildings
SM (Spiral Minaret) => +2 gold for state religion buildings (detour to Devine right)
Non intresing
Colossus => No way, we are going to be working like 10 water tiles... No way, we need this (capture it maybe, but build? Waste of hammers)
CI (Chicken Pizza) => No need, useless wonder anyway
AW (Ankor Kwatsch) => +1 hammer/priest :sad: Nah ! Another waste of hammers I think.
It offcourse also depends on the eventual victory we have in mind. I think conquest/domination will beat out any other victory option. So we should go for that. Space may be the easiest.
Assuming Conquest/Domination, this would ideally be done with Catapults/Macemen/Knights/XBows + Astronomy. Maybe pick up Steel for Grenandiers and Cannons.
IF we skip over CS and Meditation and research Optics we can burn a GS on getting Astronomy (See the techtree in my sig) maybe even 2 GS as one will give roughly 2500 beakers and Astro is 4290.
Then beeline Chemistry and steel going thru Guilds, Gunpowder, Engineering, Chemistry and Steel.
While delaying CS we can stockpile Xbows and Axemen ready for upgrades.
Kill research and upgrade all our Old units to fight at the front.
For HR we can make one city someplace not connect to the road network. City G maybe, this can the stomp out Warriors like there is no tomorrow for MP happiness if needed. (at the cost of 2 gpt) It has 3 hills and the Rice for 10 hammers/turn = 5 warriors every 12 turns. => 15 warriors = Representation, with the added flexibility of moving them around.
namliaM Jan 17, 2008, 02:52 PM I don't feel ready yet and I want to steal from all of you the pride of eliminating Alex
I might have misjudged the elimination of Alex slightly.
There are 3 Axemen and a Catapult at Corinth in 3 turns, but a CR3 Axe only has 30% chance. So with 3 Archers in Corinth I think we need more reinforcements from Athens.
Those units need 2 turns to heal. Then 5 to get to Corinth ready to attack. So maybe in 7-8 turns allready Alex is gone :lol:
I hope no one minds the Initials...
Oh and I forget Calander someplace in the techorder...
marowaker Jan 17, 2008, 03:23 PM Let's hope the other continent is Monty, Izzy, and JC, and they've been doing nothing but fighting!
I doubt that unfortunatly. Unless the other continent is all islands(Unlikely) they are all the same religion(the one at COL) so unless Monty is killing them early, I wouldn't bet on it.
So maybe in 7-8 turns allready Alex is gone :lol:
Thanks a lot.
Maybe instead I should go now because I am the person who has had the least number of turns to play(0).
ChrisFromLux Jan 17, 2008, 04:20 PM I've checked out the save a bit:
1) Athens will cost us 7,55 maintenance (5,31:gold: for distance, and another 2,24:gold: for number of cities), once it gets out of revolt :eek:
Of course, it can also work the gold and 3 cottages, so most of its income goes directly into its maintenance ... :(
2) Looking at the demographics, I saw that we are only Number2 in soldiers :eek: I think this confirms the presence of at least one aggressive guy on another continent (Monty? Or was that Ragnar's culture I spotted W of London?)
3) The only wonders we didn't ... ahem ... "build" ... are the Temple of Artemis and the Great Lighthouse ... nothing special we missed, IMHO
4) Nottingham's worker should rebuild the gold-mine, as soon as he finishes the cottage (in 3 turns)
5) In Horico, I would at least switch the spices to 1 cottage. This will only delay the library by 1 turn. Even switching the horses to another cottage 'only' delays the library by another 10 turns ... making Horico finish it in 21 turns, instead of 10 turns ATM ... Not too bad, as it isn't producing much commerce yet. I prefer to get these cottages to grow (they all need 15 turns til 'Hamlet'), instead of finishing that library faster!
6) The next player ... well, I am ready (of course :p), but I won't be able to play tomorrow. I could play on Saturday morning though (roughly 36 hours from now). But if maroWaker can make it earlier, I have no problem switching him in before me ...
7) @marowaker: just don't rush anything in Corinth, only to be the one that maybe eliminated Alex, please ;)
But looking at our army, and leaving the chariot in Athens as MP, we should have 6 Axes and 4 Cats in Corinth (+ another new unit from London after the Cat is is building) vs. (ATM) 3 CG1-Archers on a hill!
Using ~3 Cats to weaken the defenders first, we should probably be able to RAZE(!!!) it, though ...
8) I agree on revolting to HR ... it is 2:gold: cheaper ATMt, and as we don't have many specialists, Rep. really isn't worth it ...
P.S.: I love Hastings 'defender' :D
Mastiff_of_Ar Jan 17, 2008, 04:34 PM Yeah, a couple more cats and Alex is toast. I really don't see a reason not to push forward and take out the AI. Does building new units when others get killed have some harmful effect I don't know about?
EDIT:
We have 4 cats? That should take him out. If we keep replacing cats from London, can we just keep marching on?
marowaker Jan 17, 2008, 04:58 PM I've checked out the save a bit:
1)Well, what did you expect?:lol:
2)Power is very misleading but their could very well be another aggresive guy on the other continent. Remember this is a (modified) Big and Small map so they could all be on islands.
3)Well, we got lucky since when stealing wonders, what you take is what you get.
4)Seems simple enough
5)Well at 0% Science, the Library only gives us specialists but with our economy it seems like a good idea
6)I can play almost whenever anyone wants me to so I will play ASAP
7)I think we can take it and the dotmap clearly states to raze it, so I will.
8)Also makes sense, but it will double science specialists which we could really use right now.
P.S)Correct, everyone fear the settler. BTW, should I settle him in A,I or not in my turn?
Does building new units when others get killed have some harmful effect I don't know about?
Well, we won't have highly promoted units but other then that, no.
Mastiff_of_Ar Jan 17, 2008, 05:37 PM P.S)Correct, everyone fear the settler. BTW, should I settle him in A,I or not in my turn?
Well, we won't have highly promoted units but other then that, no.
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