View Full Version : SGOTM1-Persia Team Slinger


mad-bax
Apr 06, 2004, 02:32 PM
Welcome to your SGOTM1 game thread.


First some procedural stuff.
Although the rules for SGOTM have not been set in stone yet, we will be playing to the rules listed >>HERE<< (http://forums.civfanatics.com/showthread.php?postid=1733966#post1733966)
Please take the time to read them.

Here is a reminder of your start position
http://www.civfanatics.net/uploads7/civ3gotm1b.jpg

Here are the two saves.

SGOTM1-CivIII1.29f (http://www.civfanatics.net/uploads7/SGOTM1NAME-4000BC.SAV)

SGOTM1-PTW1.27f (http://www.civfanatics.net/uploads7/SGOTM1PTWNAME-4000BC.SAV)

IMPORTANT REMINDER
The file naming format that you use to pass the game on must be rigidly adhered to in order to prevent games getting mixed up.

Name your save files like this

SGOTM1TEAMNAME-DATE.SAV

For example - SGOTM1STAFF-3000BC.SAV

Later on it may be possible to submit the saved games through the GOTM server for scoring purposes. Alanh will have special requirements for doing this which will be made clear at that time.

Roster

gozpel
offa
barbslinger
microbe
Solar Knight

The order shown above is not the order you must play. When you have decided on your order of play I will amend the Roster above.

The first player plays to the end of the 3000BC turn (turn 20)
Everyone else plays 10 turns from there. Please try to stick to this. People finishing on the wrong turn is my biggest headache believe it or not.

EDIT: 3000BC is turn 20 of course

barbslinger
Apr 06, 2004, 03:21 PM
Here is the proposed roster order, contact me with any requests:

Gozpel
Offa
Barbslinger
Microbe
Solarknight

This is always war so a couple things to note before getting started but will also have to be verified that other AW are following.
1. We must declare upon meeting another civ. We can make some trades prior but the declaration is next.
2. Exploring initially should be limited to finding city spots close to capital. Delaying contact to get our intial empire up and running is important. The longer we can delay the stronger we will be.

Thoughts on the strategy. Bee-line to IW then chivalry. I think our offense 4 world conquering immortals will be dominant and I'm hoping through the luck of a couple armies we can win this right about the time chivalry comes in or before. Usually math for cats is important but in my tests on similar settings my cats could never keep up nor were they really needed. I finished one game in 1100 AD just rampaging with little MM'ing. Good luck to all and let the immortals rampage the earth.

mad-bax
Apr 06, 2004, 03:29 PM
Barbslinger, the rules I use for AW are a little different to standard, and I apologise for the confusion.

You do not have to declare war on the turn you meet a civ. Instead you must declare war before closing the diplomacy window for the first time with a given civ. This way when you meet a civ you have a choice. Declare war now, or wait a while. If you wait you risk the civ contacting you IBT which may kill your one and only trading opportunity.

I think it was Cartouche Bee who first ran AW games with this rule. The rule is explained in the rules section which is linked in the first post.

gozpel
Apr 06, 2004, 03:36 PM
I'm here and ready to go, somehow I ended up starting the game? That's fine.

But what version are we playing, PTW or Civ3?

Are we playing 5CC always war, then it means we can't keep a city even for a turn, right? Well. not after we have 5 cities anyways.

Where should we move the settler first? And stuff like that. What are your thoughts?

barbslinger
Apr 06, 2004, 03:59 PM
5CC gives a one level bonus above the AW but is the lack of citizenry worth the one level? I don't think so. This is a competition and though it would be fun to attempt it I think that a quick conquest keeping towns and growing rapidly will be the way to go. What does everyone else think?

SolarKnight
Apr 06, 2004, 04:23 PM
Im here guys,

This will be my first serious AW game, but im a fast learner.

Offa
Apr 06, 2004, 06:04 PM
I've just finished GOTM 30 so this game can get my full Civ attention. Will we be up to the challenge of the Persians on Regent?

I did play through this game a couple of years ago, which won't make any difference to my play later on, but would have made me feel uneasy about taking the opening moves, as I have a little "extra" knowledge. Starting with research of iron working is pretty clear though.

This my first SG, and my first go at AW. Presumably we shouldn't explore too much early on as we don't want to meet people until we are ready.

I presumed we are playing AW, not a 5CC. I think we should stick with this. The game should be a blast.

barbslinger
Apr 06, 2004, 06:16 PM
Originally posted by Offa
Starting with research of iron working is pretty clear though.
Offa, do you think we should get a granary going with pottery research out of the hole? I know pottery is the standard gambit in most any game and I'm trying to figure why IW would be first. Without 2-3 towns our research ability will be negligible and we may be looking at 40 turns for IW. If we can get a granary utilizing a forest chop we could get more towns laid down quicker, to increase research ability, and get pottery and IW sooner than we could get IW and pottery.
Another point that just popped in my head is that if we do get IW first do would we have any town big enough to support the building of more expensive immortals?

Offa
Apr 07, 2004, 03:50 AM
As Persians we can research IW straight away. Immortals ( assuming iron is available are quite pricey) but will be overwhelmingly strong against regent opponents, so hopefuuly the AI will build towns for us.

The need for granaries is not straight forward and depends very much on local food resources. Sir Pleb wrote about this in some detail a few months ago and my current practice is based on my imperfect understanding of this. Basically a granary doubles food production in a city, so if the same food excess could be produced in a new city, then you should build a settler not a granary: eg if a town has a food surplus of only 2, then you shouldn't build a granary if any local site could also offer a +2 surplus.

The start is all important here though, so good luck Gozpel. I suppose we should build a warrior first but a barracks early on would be nice. After IW, depending on our situation, we need to consider whether we are going to need boats.

I have a very clear idea about the best initial moves, but am not sure I would do the best thing without prior knowledge so I won't share my thoughts about this any more.

gozpel
Apr 07, 2004, 05:23 PM
Vanilla or PTW?

I'm anxious to get started :)

barbslinger
Apr 07, 2004, 06:08 PM
I can play either. I prefer PTW. Let's see if anyone has any objections on PTW, e.g. no disk.
As for your city placement I would prefer grass over plains. Looks like some forest chops a coming for granary.

gozpel
Apr 07, 2004, 06:36 PM
Ok, I wait.

I will move the worker to the BG to see how the land is around there. Depending on what I see, I probably move the settler to the hill NE or the forest SE. 4 or 5 forests will be enough for granary and barracks chops.

Don't really know about the granary yet though, we might need military fairly soon.

If we want a granary, we have to reseach Pottery of course. Then IW will have to wait for 10-15? turns.

barbslinger
Apr 07, 2004, 07:07 PM
In my experience with AW it is wise to only explore tiles where a possible 2nd city will go. Don't actively seek out contact. As long as no contacts are made we should build granary brax. Optimally we can get 2-4 towns down before first contact with a granary and a brax in capital. Explore the surrounding area where a town can go and bring him home for MP. The longer we can delay contact the better. They will be building infrastructure instead of units which helps us. As soon as war mode kicks in they will be producing military primarily. Since this is regent and we can outproduce them I see this game as a rather quick mugging in the park, IF, we have iron. Once we get immortals building in 4-5 towns we can work on the AI to capture a second core.

barbslinger
Apr 07, 2004, 10:05 PM
The teams in the original signup had "vanilla" posted next to their names to accomodate the vanilla players. I'm pretty sure MB grouped us as PTW.
BTW, microbe is out until the 11th so he will be pushed back in the order until he returns.
Good luck on getting our feet planted Gozpel!

gozpel
Apr 07, 2004, 10:36 PM
Good luck in maybe finishing a granary in my 20 turns?

I'm not that a lousy player, mate! :)

I get on with it then, might be tied up tomorrow.

gozpel
Apr 08, 2004, 12:20 AM
The Save (http://www.civfanatics.net/uploads7/SGOTM1PTW_TeamSlinger_3000BC.SAV)


4000bc - Move worker E to the BG, Not much land that way. Settler goes SE to the forest. I thought of moving to the hill NE, but I want as many workable landtiles as possible for the capital.

3950bc - Persepolis founded -> warrior. Worker road.
Research Pottery at max - 14 turns.

3900bc - ---

3850bc - Road finished, mine.

3800bc - ---

3750bc - ---

3700bc - Persepolis warrior -> barracks. Warrior Bubba goes SW. Worker done mine, move to forest. We have 4 furs nearby, 2 will be in expanded borders, but it seem to be plains under those fur/forest tiles.

3650bc - Worker start chop. Bubba stands next to goodyhut.

3600bc - Erh? Bubba trips the goodyhut and we get a settler! What to do, what to do?
I didn't expect barbs on regent, maybe a tech or maps, but not a settler.
I could join him in Persepolis, but I rather have another city and move him W to the coast.
You can roll me in tar and feathers later.

3550bc - Pasgadae founded -> warrior. Almost renamed the city to Gozpelby, but ah well.

3500bc - The people are happy and lay a new lawn in front of our cave.
Bubba moves SW, he will check out the surrounding area only.

3450bc - IT - We learn Pottery -> IW at max in 20 turns.
P-Polis borders expand.
Switch to granary in P-Polis. Bubba moves S, spots a choke. Is this an island or a funny continent? We may have to go for MapMaking soon. But players ordered IW ASAP, and that's what I do. Follow advice that is :)

3400bc - Worker done chopping, road grass tile.

3350bc - ---

3300bc - Pasgadae warrior -> warrior. New warrior Egg will check out the north a bit.
Worker done roading, move to next forest to chop.

3250bc - Worker starts chopping.

3200bc - ---

3150bc - Bubba spots green borders, should he go and say hello?

3100bc - Persepolis granary -> barracks. Work starts chopping away again.
Bubba walks back in his own footprints. Egg spots a goodyhut, Egg likes that.

3050bc - Pasgadae warrior -> warrior. New warrior to P-Polis for MP duties.

3000bc - Worker done chop, road. Persepolis granary -> barracks.
Egg pops GH and get maps, there are dyes up north!


Well, wasn't this a quick turnset. :)

Worker should chop next forest to get the barracks faster.

We have 9 turns left on IW-research.
We have 13g in the kitty, doing -1 got due to research.

Pasgadae will build another warrior, then we could have use for another worker.
P-Polis will grow next turn to pop 3, so check happiness until warrior arrives, after barracks a settler should be great.
We want a city right on the choke and fortify it well and we want to build a few cities north as well, to grab those dyes.


http://www.civfanatics.net/uploads7/sling1.jpg

gozpel
Apr 08, 2004, 12:23 AM
When I see the map here, block that choke with Bubba and more units. And then build a city there, with a couple of spears. That should be invincible :)

Offa
Apr 08, 2004, 06:13 AM
Well done Gozpel in GOTM 29! You are clearly extremely good at going for the quick kill, even if you don't like it. A quick kill is what we need here.

Sounds like a great start :goodjob:
A settler from the hut: superb.
I see you didn't believe me about going straight to IW, and not needing a granary. Your latent builder tendencies are perhaps resurfacing?

I will aim to play tonight, after midnight if necessary (at work now). I appreciate being able to play my turns before Easter gets going, and quite understand if the game stalls for a while during the holiday.

gozpel
Apr 08, 2004, 06:54 AM
Thank you akots, but it's a watered down ale, when SirPleb and Qitai and others didn't participate. I take a 5th place and cheer, but with the great players I would've been around 10th, I believe.

I'm much more happy with the 2 culture-medals in the last two games. I will never beat the rough dominators by playing Open.
And I very much dislike Predator, so that's my choice.

Gotm30 was fun though, 15 cities by 1000bc gives strength.


Ok, to the game.

That was totally unexpected, to get a settler and kind of threw me off for a second. Should I send him to mix with the Capital or build a new city?

I chose the latter, first for military purposes, second for defense.

P-polis is good as it is.

I want a city on that choke, with lots of military and we have the north for ourselves.

If you wonder about all the raods and no mines, it's all about commerce for research. The mines will be done without movement losses.

What are those rules...first play 20, next play 10?

Play 15-20 if you want Offa, what can MB do?

Disqualify us....rofl!

Offa
Apr 08, 2004, 12:35 PM
I've downloaded the save and will play tonight sometime. Those green borders in the South are disturbing. From the space race screen our rivals are Aztecs, Babs, Zulus, Iro and Americans so the green border must be the Aztecs with their jag warriors. This wouldn't bother me if we weren't playing AW, but a couple of lucky jags could kill Team Slinger at this stage. So well done at avoiding contact.

I would like to swap Persepolis to build a worker to help out our overworked existing chap before I build the barracks. Any objections?

Pasargadae seems to have little hope of growing beyond size 2 so we should probably try to build workers there. A lot better than wasting the settler by joining the capital though. There isn't much food about is there?

It would be nice to avoid war before immortals.

barbslinger
Apr 08, 2004, 02:30 PM
Nice opening. The settler is a boon but the positioning of the town hurts for the placement of other towns. I like offas idea of workers and perhaps it can pump some warriors for upgrade after a rax. I feel that it will have to be disbanded in the future and replaced. I've done a dotmap for you guys to peruse. I agree that the choke should be number one. The dyes need some roading to and will have to wait.
No contact is nice. We should be able to lay some infrastructure until they pop up to meet us. Perseoplis looks like the only real shield producer without water. We are going to need to conquer our way south soon to get some water.

http://www.civfanatics.net/uploads7/sling1a.jpg

gozpel
Apr 08, 2004, 03:39 PM
No reason to think of abandon a town this early!

Pasgadae are building a warrior every 5 turns and will grow to 2, where it will build them every 3 turns. With a couple of chops it will get barracks and produce vets.

Abandon cites when we can afford it.

barbslinger
Apr 08, 2004, 04:07 PM
Originally posted by gozpel
No reason to think of abandon a town this early!

Pasgadae are building a warrior every 5 turns and will grow to 2, where it will build them every 3 turns. With a couple of chops it will get barracks and produce vets.

Abandon cites when we can afford it. I completely agree. Maybe I phrased it wrong. I'm talking after all other spots are filled. I even said to pump some warriors after a rax. Down the line with our limited land AND all other spots are filled we can re-position it. Right now it is all about more towns, getting IW and growth. Get 'em Offa.
BTW I liked your comments on the staff team Gozpel.

gozpel
Apr 08, 2004, 04:47 PM
Ok, then I follow your ideas. "I feel that it will have to be disbanded in the future and replaced." I need to read more carefully before I pop a vein.

I hope there is water somewhere around, then those plains can be useful in the long run.

Heh, I liked your reply as well, that guillotine smiley is hilarious :)

Offa
Apr 08, 2004, 06:03 PM
Here we go. Pretty long winded I'm afraid:


3000 bc: change Persepolis production to worker and hit spacebar.
2950 bc: Move Egg north.Move bubba n to isthmus. The other guy appears to be on a goto to the capital.
Persepolis grows and I almost forget to bump up the lux to 10% despite Gozpel's warning. I didn't forget though.

Sucession game learning point One:
There are only 3 shields in Persepolis' production box! The forest wasn't worked at growth but instead the worthless non bonus grassland. I check the city governor and find that production has not been emphasized. It never occurred to me that the save game would change all my governor settings. This is a learning experience for me in succession games, never having played one before. I always emphasize production normally. I exited the game at this point to check my last saved game from gotm and all my normal settings were working. The new worker is going to take an extra turn to produce because of this.

2900bc I switched the third tile in Persepolis to work the forest last turn, so switch it back now to the grassland where the worker has just completed a road, to avoid wasting any more shields. The unnamed warrior arrives back in Persepolis so lux back down to 0. Our one worker starts mining the square he is on.
Egg heads north again and sees nothing of interest. Bubba heads north as I am afraid of meeting anyone in the south just yet.

2850bc Persepolis worker complete ( a turn late of course) and sent SW to cut the forest and then road the fur. Start a barracks
build again but really mean it this time.
Egg goes north again and Bubba sticks.

Pasargadae ( too hard to spell so changed to Gozpelgrad) builds warrior and switches to worker.
Egg reaches the ice up north. It seems very unlikely he will meet anyone up there but prob ought to come home now.

2750 mine finished and worker sent to mine the other roaded grass sq near Persepolis.
Egg couldn't resist moving one more square up north and spots a coast to the W. This is likely to be an island or another continent. We will probably need mapmaking? Egg starts back home.

2710 nothing.

2670 IW due in 2 moves. I remember to adjust the slider down to 60% science which means we can run a surplus of +2gpt instead of a deficit of -1. Our current treasury is only 6 and I keep getting warned about this every turn.

Persepolis has grown again to size 3 and again the wrong tile is worked at growth. This time I really don't understand why, as the right governor settings were in place. I able exited the game to check the effect of settings but really don't understand this. I have probably stuffed up our reload count as well by doing this, but our game is pure as driven snow.

Mine complete so worker sent to chop down forest in N.

2590 we discover Iron working and there is iron on the hill to the east of Gozpelgrad. Good.
Gozpelgrad builds a worker and he is sent to cut down wood for a barracks. We start on alphabet on min.

I am not sure whether we should build a city next to the iron or just build a colony with a worker which

would be quicker. I suspect that the colony is best but it goes against the grain to sacrifice a worker.

The worker on the fur forst to S of persepolis finishes cutting trees and starts a road.

2550 Persepolis finishes barracks and starts a settler which should be built in 4 with the forest chop. Maybe this should be changed to build a warrior first? I would have liked to send a settler north to the fairly productive squares there, but we really need to get going now with military, and so unless people want to build a colony with a worker on the iron, the next settler should go next to the iron. Not on the iron of course as we may want to occasionally disconnect iron to enable upgradeble warriors to be built. I presume this isn't considered dishonorable. If it is then build on the iron.

I have set science to min so we can have some cash to upgrade warriors when we get the iron connected.
We are very likely to need boats. However, regarding military, if Drazek can dominate in gotm29 on emperor with lousy war chariots, immortals should be all we need on a small map. If of course we can reach everyone.

Try as I might to spin it out, playing 10 turns didn't take that long. I was a bit puzzled about the governor, and I replayed some of these turns afterwards to try to work out what happened. What you get however, is the pure first game with no extra shields on growth. I checked what would have happened if my normal settings had been in place and we would have picked up the two extra shields in 2950bc, but not in 2670. Oh well, I obviously can't change things to do the right thing in retrospect,and it probably doesn't matter that much. My playing time has been ludricrously long (included dinner break), and I have swapped around games a bit in an attempt to work out the governor thing, so our reload count may have taken a bit of a hammering. Sorry about this. I will settle down when I get a bit more used to playing in a succession game.

We still haven't met anyone, which is good and I think things are overall progressing pretty well.



Our score is 73 at 2550bc.



http://www.civfanatics.net/uploads7/slinger.jpg



http://www.civfanatics.net/uploads7/SGOTM1PTW_TeamSlinger_2550BC.SAV

Offa
Apr 08, 2004, 06:08 PM
For what its worth I think we should build at max 2 more cities before attacking full blast, and maybe only the iron city. Immortals will be very potent against regent AI, and we don't want to hang about.

It feels very odd handing a game on. Good luck.

barbslinger
Apr 08, 2004, 08:59 PM
I concur on the attacking with our O4 immortals. they are not a defensive specialist at all. I would also like to get the dyes hooked up sometime. I like the spot in the desert but I'm thinking if we settle on the iron we only have to pillage the NW desert tile instead of the ironhill and not road the two adjacent hills for a while so only one road enters Irontown. Then it is less worker turns when we want to hook up. I really like the spot over by the fish too. The war may not start in my turns so hopefully I can get the barracks up in Gozpelgrad and another settler out or building. I think we have 3 workers so with the chop finishing hopefully I can chop and poprush the barracks (30s) and 5 turns. We'll see, running numbers in my head it sounds like I'll waste a few shields un less I can get the chop going immediately. On research min is fine but we should figure what tech we want from AI trading prior to war declaration. I'm thinking BW if Aztecs have it so we can build some cheaper spears for MP in conquered towns and at home. I'm playing Sling1 - AWE first and then this.

gozpel
Apr 09, 2004, 04:09 AM
This is looking great!

I never worried about that stupid governor, it always let me down when I try to order him to do what I want.

Heh, if I had moved the starting settler S instead of SE, we would have had iron within our borders :)

Ok, 2 more cities and full blast on warriors for a few turns and then upgrade. The earlier the war starts the better for us.

This was your first SG attempt Offa? It's not long winded and the more details you put in, the easier it is for the team to follow your trail of thoughts. I try to type down stuff as the turns move and barbslinger do that as well as I noticed in our last game together.

So great stuff :)

barbslinger, if you ever move Gozpelgrad promise to rename that city after the one you burn down?

Offa
Apr 09, 2004, 04:35 AM
Originally posted by barbslinger
I'm thinking BW if Aztecs have it so we can build some cheaper spears for MP in conquered towns and at home.

What's this thing about spearmen. Don't build them. None. We're the ones who will be attacking and immortals have the same defence anyway.

We already have BW anyway (started with it). Boats is what we need. I was marooned in my last game for far too long :cry:, and can't do it twice in a row .

Offa
Apr 09, 2004, 03:12 PM
I have just had a very quick ( 1 hour ) random map game on similar settings to this one. These settings aren't a spoiler as they were clearly announced before gotm1! A few things were very striking. Even with no effort at careful management the immortals were overwhelming powerful. In fact they suffered almost no defeats, although this was pretty lucky. The problem was getting them in position quickly enough. Next, I conquered the starting continent in about 1050bc and then had no idea where everyone else was. I had about 20+ immortals by then and no boats, and if I could only get to the others I could have conquered very quickly.

In addition, most of the AI towns were size 1 and autorazed. Some were undefended! As a result there was loads of empty space and therefore lots of barb camps. Therefore by farming these there was loads of gold to be had.

I therefore think I have done wrong by reducing research. We should research absolutely full out, as the problem in this game may well turn out to be finding and eliminating any other continents. A great leader, if we ever get one, should be used for the lighthouse.

barbslinger
Apr 09, 2004, 03:18 PM
2250BC – Preturn ready to roll. No one on F4.

IT – Worker completes road for fur.
[1] 2510BC – What do I do with him now? Road around the forest or through it to the iron. Or go improve another grassland? I’m going to road through because we can make use of the forest tile and pick up a coin. Just realized the bad call on pop rushing Gozpelgrad. Won’t be growing for a while. Warriors are kinda heading back.
[2] 2470BC – Set capital to grow and complete settler in 5 then I see that another chop will complete it before growth any way so we are going to pop 2. Get some gold off the fur then.
[3] 2430BC – zzzz
[4] 2390BC – Worker completes a chop and settler pops. I’m taking it was the plan to get it this turn. He heads for diron hill. Worker roads grassland while he’s there. Set to warrior.
[5] 2350BC – Chop completes in Gozpelgrad but moving and chopping to finish barracks in 5 wastes a lot of shields. We can chop an immortal to life. I’m going to road the fur. Move other worker to connect towns.
[6] 2310BC –Settler on iron. Once we settle there we only have to road the desert tile. Then it is only 2 turns when we want to turn on the upgrade spigot.
[7] 2270BC – Persepolis- Warrior> Warrior. Irontown founded, set to rax. Aztecs dropped a town under the fog. They will be exploring north.
[8] 2230BC – vet warrior in Gozpelgard for future upgrading towards the front. Workers roading fur.
[9] 2190BC – Persepolis – Warrior> warrior in 2. Worker finishes mine on Persepolis grass. Mves to road to northern town sites towards dyes.
[10] 2150BC – A warrior ran up towards us. It’s a conscript Hittite. There are no Hittites in this game. Moved a couple warrior over towards Irontown in case the barbarian decides that is more appealing.

I left the reg warrior there on the hill so with the hill defensive bonus he should win and maybe a promotion. I think I did poorly on worker usage. Perhaps I should have chopped for the barracks.

SAVE (http://www.civfanatics.net/uploads7/SGOTM1PTW_TeamSlinger_2150BC.SAV)

http://www.civfanatics.net/uploads7/SGOTM1-sling_2150BC.jpg

barbslinger
Apr 09, 2004, 03:51 PM
Originally posted by Offa
I have just had a very quick ( 1 hour ) random map game on similar settings to this one. A few things were very striking. Even with no effort at careful management the immortals were overwhelming powerful. In fact they suffered almost no defeats, although this was pretty lucky. The problem was getting them in position quickly enough. Next, I conquered the starting continent in about 1050bc and then had no idea where everyone else was. I have done the same thing and though it took 4 hours and I didn't finish until 900AD I had no trouble running them over either. I probably waited too long because I ran into plenty of defense. I vote for early as possible domination so I ask? How many more vet immortals before we move? 4 to 6? We should be able to farm a barb camp in the north too. Rape and pillage time!

gozpel
Apr 09, 2004, 04:30 PM
Let's get a couple of Immortals first and fortify them on the choke, on the forest. If we meet anyone they are sitting good there and might promote if attacked. Newly built/upgraded immortals goes there too and when we have a handful we can start to attack.

A worker should start roading the coastline S of Gozpelgrad and down to the choke for quicker troop-movements.

Offa
Apr 09, 2004, 06:22 PM
Originally posted by gozpel
Let's get a couple of Immortals first and fortify them on the choke, on the forest. If we meet anyone they are sitting good there and might promote if attacked.

I suspect you haven't played regent for a while and have developed too much respect for the AI. My trial game was quite an eyeopener in this regard: I didn't see anywhere defended by more than 2 spearmen, and some towns weren't defended at all. The AI are going to be sitting ducks for our immortals and we should attack ASAP, attack with a stack of only 2-3. Attacking cities with a single unit later on may not be unreasonable. Ideally we should aim to wrap this up BC, if only we can find everyone. That would give us a big score. A golden age will enable us to build quite a few immortals.

Please increase science back up. I shouldn't have reduced it.

So far it's all going well. Iron onboard and ready to roll.

Barbslinger, have we still no contact with the Aztecs. If so, and we can see their city, surely that means the city has no defender.

The Hittites are good news: a 25g bonus per barb camp and a chance of promoting an immortal.

barbslinger
Apr 09, 2004, 07:19 PM
The aztec city is under fog where we have uncovered already. You can see the city but not if they have units in it. (See picture above). On GA and building a lot of immortals; NICE POINT. We will popping them like crazy. All cities should just have a rax and then build immortals. Lets get it on!

gozpel
Apr 09, 2004, 09:19 PM
"attack with a stack of only 2-3." :lol:

I guess you're right, I haven't played regent for quite some time :)

mad-bax
Apr 10, 2004, 02:22 AM
I have created a maintenance thread for this game >>HERE<< (http://forums.civfanatics.com/showthread.php?s=&postid=1744816#post1744816).

It will be used for scores and announcements so it might be a good idea to bookmark it.

Offa
Apr 10, 2004, 02:35 AM
The more I think about it, the more important it seems to be to deal with any potential second continent. I think we will have no trouble conquering our continent.

Even though we are conquering then, I think we should maximize science output as much as possible to get maps. The AI are unlikely to help us at all, but obviously we should get what we can from them.

I wonder whether we should start a pre build for the great lighthouse; probably a bit soon? I wouldn't rely on a great leader appearing; based on my trial game there may not even be enough fights to make one likely. I suppose this depends on the size of our landmass about which we have no idea. I failed to get the lighthouse in my last game and it hurt a lot.

Is the iron connected yet? I think we should do so ASAP and build immortals from scratch. Excess money should go into science, not upgrades.

Offa
Apr 10, 2004, 07:23 AM
Originally posted by barbslinger
2250BC – Preturn ready to roll. No one on F4.

I think I did poorly on worker usage. Perhaps I should have chopped for the barracks.



I just looked at the save. Why are 2 workers building a mine on plains fur. Will this help? They only have one turn to go so may as well carry on but then build a road to the iron town which really is important.

If we bounce science up to max we can learn alphabet in 9. I'm feeling guilty about reducing it so please increase it again, if only to humour me.

gozpel
Apr 10, 2004, 09:01 AM
Wea re in despotism, so we won't get any more shields out of the furplains. Tell the workers to quit mining and send them to road so we get iron. Meanwhile change the build in P-Polis to something more expensive, then we get a full-blooded immortal instead of warrior.
When workers are done there, they should start building road south, so we have faster movements.
An immortal or 2 from P-Polis then another settler, that can settler on the choke S

barbslinger
Apr 10, 2004, 06:32 PM
Microbe is on vacation until the 12th I believe so for this round you can swap with him. Have at em. Looks like your turns will be getting a couple more warriors built, hook the iron up and get us ready for our conquest.

EDIT: Microbe is back so disregard.

microbe
Apr 10, 2004, 11:25 PM
I'm back from vacation. One week without CIV was a killer. ;-) I am now reading all over the forums to catch up.

Just someone gives a quick answer: are we playing PTW or vanilla? I don't have PTW, but Conquest installed one for me, is that OK? Do I need any more patches?

This will be my first AW and my only impression with it is that we need a tight build (and delay contact of course).

EDIT: oops looks like I'm up? I'll wait for the answer above first. I'm just back and not in a total civ mode yet. ;) So I'll play tomorrow.

Offa
Apr 11, 2004, 04:08 AM
PTW. I think the conquests version will be OK. My turns were 1.27.

The immediate plan is:

Increase tech back up to 100%: that's my plan anyway. We want to shoot straight to mapmaking ASAP.

We have 3 workers, 2 of which are engaged in the seemingly futile task of mining fur plains. Get those guys to connect irontown and then do other good stuff with them.

Get 2-3 immortals and then bash the AI. You may even be able to see some action in your 10 turns but will have to be pretty lively.

Build immortals none stop, apart from when the towns populations max out, then build a settler in Persepolis and worker in Gozpelgrad.

Happy Easter!

microbe
Apr 11, 2004, 07:21 PM
SGOTM_1750BC (http://www.civfanatics.net/uploads7/SGOTM1PTW_TeamSlinger_1750BC.SAV)

preturn: We don't know anybody although we know Aztec is nearby. Increase sci to 100% and Alphabet due in 9.

Hmm, before I shout "why the hell are we building a reg warrior in our capital" I realize PTW doesn't have rax icon next to cities.

We don't seem to be building settlers. There is no river nearby so that's tough.

IBT Pers war->war.

(1)2110BC: ZZZ
(2)2070BC: move two workers to connect the iron.
IBT Pers war->settler.
(3)2030BC: iron connected.

IBT barbs attack our reg warrior and promote it. Gozpelgrad rax->immortal.
(4)1990BC: lower sci to 80% Alphabet still due in 5.
(5-6)1950BC-1910BC: zzz
IBT Aztec JW clears the bab camp and we see him.
(7)1870BC: I dial him up, he has Wheel, WC and CB, and lacks Masonry and IW. I debated with myself whether to trade IW or not to him, and I decide to do so. With regent there is nothing to fear. Masonry+IW+11g for all 3 techs, and I declare on Aztec. Increase sci to 90% to get Alphabet in 2 turns instead of 3.

(8)1830BC: We find horses just below the northern choke. Lower sci to 10% to get Alphabet next turn.

IBT: Alphabet -> Writing.

(9)1790BC: Arbela founded. We can finish Writing in 13 turns with -3gpt.
(10)1750BC: ZZZ

Next leader: you'll get two immortals in 4 turns. Our next city should be put on the northern choke. Good luck!

SolarKnight
Apr 12, 2004, 02:12 PM
I Got it, ill play as soon as i can.

Ill do my best, this is my first serious AW game.

SolarKnight

barbslinger
Apr 12, 2004, 03:57 PM
Offa and Gozpel can correct me if I'm wrong but I think you're building immortals in Brax towns, Rax in new towns and we are beelining for mapmaking. The only thing to watch is to build a settler when Persopolis gets to pop 6. We will be in a golden age after the first kill so we will be able to build numerous immortals. If you feel secure enough go after the Aztecs. If not, defense on the choke and use units offensively. Good luck.
Another thing to watch for is our north where we should get opportunities for barb camp dispersal for 25g. Sooner or later it would be nice to upgrade the vet warriors. If this was a persanal game I would probably get the GA and turn down science enough to upgrade and once the vets were upgraded science as max sustainable again.

Offa
Apr 12, 2004, 05:32 PM
We now have 2 towns which can't grow above 2 pop (Gozpelgrad and Iron Town) so I suppose we ought to make workers occasionally in these. It will be good to have a road down to the Aztecs as otherwise it will take ages to get there, and if the workers can't find anything better to do they could join a town that can grow. Apart from this just build barracks, then immortals.

As barbslinger says, Persepolis should make settlers whenever its pop maxes out, and maybe before.

Overall this is looking really good, but we ought to start attacking now. A stack of 3 immortals ought to do to start, 5 at most.

At present we look like getting maps before we need them, but I think it will make the rest of the game very easy. After maps we can turn off research, periodically disconnect Iron Town for mass warrior upgrades and go all out war.

SolarKnight
Apr 12, 2004, 05:59 PM
Ok, thanks guys, ill play my turns tomorow afternoon.

SolarKnight
Apr 13, 2004, 09:02 PM
I'm sorry guys, im going to have to ask to be skipped, ive currently got a mountain of coursework to get through and im just too busy to play this time round.

Sorry guys.

barbslinger
Apr 13, 2004, 09:09 PM
Sorry about your priorities being mixed up. ;) j/k. School is extremely important so don't take it wrong from a man who has ditched work to continue an ongoing epic.
barbslinger ----->>> :coughing on phone with boss:

Well, back to the top of the order.

Gozpel - UP and preparing to lay some iron down
Offa - chafing at the bit to tackle some Aztec cities. On deck.
Barbslinger - likewise
Microbe - continuing the onslaught of what is left over.
Solarknight

gozpel
Apr 14, 2004, 04:07 AM
Pfft, SolarKnight didn't want me to fight! Yeah, that's it.

"Erh, I had some fighting in other SG's" someone whispers in my ear. Hmm, I have to agree to that.

And I'm quite happy to use a few turns for buildup only :)

See you in next turnset SolarKnight, I should do what you're doing now. But I'm way over the average in intelligence, so I will fix those Chemistry pracs and the Renewable energy assignments without even looking at it beforehand.

Yes, I am an idiot. I have to do it over the weekend, since I'm overdue with the GOTM middle ages already. I completed 5-6 SG turnsets in 2 days.

I got it.

Offa
Apr 14, 2004, 05:34 AM
Originally posted by gozpel


I will fix those Chemistry pracs and the Renewable energy assignments

Ugh? These techs sound much too far in the future to worry about now.;)

SolarKnight
Apr 14, 2004, 11:53 AM
Thanks guys, sorry to let you down, but this is university coursework, im a second year computing science student.

Ill play next time round, if there is much left.

barbslinger
Apr 14, 2004, 12:09 PM
Originally posted by gozpel
Yes, I am an idiot. I have to do it over the weekend, since I'm overdue with the GOTM middle ages already. I completed 5-6 SG turnsets in 2 days.

I got it. Are you saying you'll have to do this turnset over the weekend or some type of study in school? If you are, I'll swap with you and then Offa can play his normal position and you can play after Offa.

gozpel
Apr 14, 2004, 05:28 PM
No worries, I play my turns. What I said was that I did finish my turns in 5-6 SG's in the last couple of days, so it has been pretty hectic :)

The Save (http://www.civfanatics.net/uploads7/SGOTM1PTW_TeamSlinger_1500BC.SAV)


Pre-turn - Workers still trying to get more shields from fur-plains by mining? Good luck!
4 vet warriors are twiddling their thumbs in Gozpelgrad, I want them upgraded before full steam on research, so I turn off reseach completely.
BarbSlinger is our first immortal. Egg moves N from Arbela to hunt barbs.

1725bc - Irontown barracks -> immortals
Workers done mining, split them up. One starts mining plain, the other to forest to chop.

1700bc - Arbela's worker done roading, start another mine.
Egg finds a barb.

1675bc - Egg defends against barb.
Persepolis immortal -> immortal. Offa runs to the choke to join the ranks.
Aztec warrior move to choke, will attack Bubba next turn.

1650bc - Bubba defends without taking a hit.
Gozpelgrad immortal -> immortal. Microbe is eager to join the fight.
SolarKnight is trained for 40g.
Egg finds a barbhut.

1625bc - Egg kills a barb.

1600bc - Egg kills another barb, still one in the camp.

1575bc - Finally, Egg disperse the barbcamp and we get 25g.
Gozpel is trained to immortal for 40g.
Research back to 90% - Writing in 10 turns at -3 gpt. We have 27g in the bank.

Reg Archer moves up to Bubba, who kills the archer losing 3hp, but promotes to elite.

1550bc - P-Polis immortal -> immortal

1525bc - Gozpelgrad and Irontown immortals -> immortals

1500bc - A force of 8 immortals are sitting on the choke plus warrior Bubba who needs 2 turns of healing. He is elite and can be useful in the coming assault.

I turned off research to upgrade some immortals and we only lost 5 turns of Writing, but gained a stronger force.

After some thinking, I changed the immortal-build in P-Polis to settler in 2 turns, by using the fur-plain and less food. An extra city will be good in the GA. Send this settler to the forest N of the horse, please.

Have fun!:hammer:

Our score is 104


http://www.civfanatics.net/uploads7/x-man1550bc.jpg

Offa
Apr 14, 2004, 05:42 PM
I've got it. It's too late to play now so I'll play tommorrow night.
An impressive army assembled, and I hope not to lose them all in the next 10 turns.

barbslinger
Apr 14, 2004, 05:58 PM
Originally posted by Offa
An impressive army assembled, and I hope not to lose them all in the next 10 turns. Lose them all! It should be enough to take out 3-4 cities. Get em' Offa!
The GA should allow us to get/capture 3-5 cities. Would probably be nice to get an FP down there somwhere with a leader. Looks like better lands. The great lighthouse is in the running for leader usage too. Hopefully there is water down south to drag up to our core.

gozpel
Apr 14, 2004, 06:09 PM
8 immortals and an elite warrior should be too much for the Aztecs at this stage.

What about some chariots when we have taken out the Aztecs?
I like faster movements.

Arbela is 6 turns from barracks, we might squeeze a settler from that city before building more troops. So we can grab the dyes.

barbslinger
Apr 14, 2004, 10:04 PM
If each happy face scores 2pts each turn would it be to our advantage to use lux slider / MP to make sure we have as many happys as possible each turn. I'm trying to figure out if this would be a viable option since we are hoping to only have to research to mapmaking and then shut it down. Map making is the next tech up so we could slightly slow down research to get a few extra happys each turn. I would think some temples down the line would help. A worker farm somewhere in newly captured land to pump up captured city population would probably aid our high score quest too.

gozpel
Apr 15, 2004, 01:19 AM
Happy faces will count when we have 6+ cities, it doesn't matter with one or two extra happy citizens in small towns.

Run through the research of MM and then we can talk about it.

Don't be so score-oriented, we'll get there in due time.

gozpel
Apr 15, 2004, 01:24 AM
And another thing!

I read in another game-thread - they took out Aztecs early, by pure simple luck...a warrior whacked the jag sitting in Teno and won. That gives more score than any happy citizens.

What we have now is an army of power and I'm not the least worried about Offa's turns. He will provide a good score-bump.

Offa
Apr 15, 2004, 04:03 AM
Re score: almost all the score in our game should be for an early finish bonus, and we have to play with that in mind.

Hopefully we can catch up the team who managed a very early warrior gambit. They still have to reach everyone else, same as us.

I have developed a nearly uncontrollable urge to start a great lighthouse pre build. I suspect 10 more immortals would be better than the lighthouse, but...

Actually, I think with 8 immortals we should erase the Aztecs altogether, and then look onwards for new lands to conquer.

microbe
Apr 15, 2004, 11:37 AM
This is PTW, so MGL could rush wonders, right?

Offa
Apr 15, 2004, 05:32 PM
The War Commences.

1500 Move Offa, Barbslinger, Solar Knight and Microbe south.

1475 A jag warrior comes towards our chaps in the south. I wonder if he will be friendly.
We have a worker on the hill by Gozpelgrad. I am not sure what his plan was but I send him south to build a road to the Aztecs. Egg goes N and the immortal troops head S.

1450 Persepolis settler finished, starts an immortal. As planned the settler is sent S.
Bubba is feeling himself again and is sent S. The jag warrior obviously didn't like the look of us much and went S out of view, but we move further S ourselves.

1425 Egg sees more barbs up North. He kills one right at the northern tip but new ones have appeared to the W.
The advance troops in S land on hill by Tlatelolco

1400 Treasury is very low so have to reduce science. Gozpelgrad Immortal finished and starts another.

Offa attacks Tlatelolco and is redlined killing the single reg spearman defender. The town autorazes and so mercifully I won't have to spell it again. GOLDEN AGE.
Leave the other 3 immortals in the advance guard to wait a turn for the rest to catch up.

Spot that the mined furs to plain are now yielding 3 shields because of the golden age bonus. Good play chaps!

Persepolis is losing a shield due to corruption, which seems a bit harsh.

1375 MM Persepolis to produce an immortal this turn instead of next by working a fur plain. Iron Town immortal complete and sent S.
Antioch built in choke. It seems a waste of a forest but I am just obeying...

In N Bubba kills another barb. In S the immortals advance into Aztecs lands but can't see any units or towns.

1350 worker set to mine fur plain near Persepolis!
Still no sight of towns in Aztec land despite being 2 squares into their territory.

Discover writing and start on maps, due in 11.

1325 Finally locate Aztec capital, hiding behind a hill. Size 5, first defender is a reg spear.

1300 Attack:
Gozpel kills reg spear, 2 hp left.
Cortez kills reg spear, unharmed.
Barbslinger kills reg spear, 2 hp left.
Solar knight kills archer, losing 1 hp., and Tenochtitlan is ours. Pop 4, all resistors. None of our immortals are promoted.
Borders of two further Aztecs towns seen in S and W.

Flush with this success Bubba (elite warrior) attacks an unfortified. reg archer (on jungle) and DIES, promoting it. I made it that Bubba had a 67% chance of winning this, so this is disappointing, but I suppose I should have waited for a better chance.

Egg has wandered right to the end of the western peninsula and can see land in the W.

1275 Despite having 4 immortals in the captured town we have only cleared one resistor.
Immortal kills off archer that killed Bubba last turn. 2 more immortals kill archers to SW of Tenochtitlan. No promotions.

The lack of promotions is disturbing me. Furthermore Persepolis is about to waste 8 shields in making the next immortal so I switch it to a prebuild for the lighthouse. If we do get a Great leader he can build a forbidden Palace instead.
1250 Immortal kills 4/5 archer on hill, losing 2hp.

Microbe discovers new Aztec capital Teothuacan on Pacific Coast and 3 other immortals go over to investigate. There is land to the N of this area but at least 2 more Aztec towns borders are seen in the S. They grew pretty quickly for regent AI. Still no water seen.
Egg on his way home spots another barb camp north of Arbela.

Battle stats:
One vet warrior Egg killed two conscript barbs.
Elite warrior Bubba lost to reg archer.
9 immortal battles, all wins: killed four reg spears in towns, one reg archer in town, one 2/4 archer on jungle, one 4/5 archer on hill and two reg 3/3 archers on flat ground.

That’s 11 wins and one loss with no promotions.


I don’t suppose the pre build in Persepolis will be popular. I think it would be good though if we could use a great leader for the forbidden palace instead of the lighthouse, and leaders always seem very unreliable to me.

Mapmaking is due in 5, probably before we will be able to use it much, as we can’t spare much production for boats now that I have tied up the capital. At least we can find any other lands and report back. I don’t think we should trade MM as the AI escaping to a one tile island would be so irritating.


Once we have MM we can go to zero science and disconnect Iron Town to allow warrior upgrades so getting more troops shouldn’t be too hard.

Our score: 119.

http://www.civfanatics.net/uploads7/1250.jpg

http://www.civfanatics.net/uploads7/SGOTM1PTW_TeamSlinger_1250BC.SAV

barbslinger
Apr 15, 2004, 05:46 PM
Looks like the spacing between the cities is what is slowing us down. The towns don't look to developed either.

Well, it looks like I have 2 Aztec cities to acquire and some promotions to get. If the towns are not size 2 at least I will probably leave them be and look for towns we can take. They will be building archers and I'm not too afraid of an archer or two. Will take immortals in groups of 4-5 to see. Need some reinforcements to hold down Teno whilst I go rampaging. I hope the GL can finish soon but with out that production it may hold our conquesting on our continent back. I'll continue the GL build and then when production allows, we can pop out 2-3 ships, load em' with immmortals and go on a seek and destroy mission.

GOT IT!

microbe
Apr 15, 2004, 06:02 PM
Originally posted by Offa
Microbe discovers new Aztec capital Teothuacan on Pacific Coast and 3 other immortals go over to investigate.

This is the only mention of me. I am a discoverer not a fighter. :cry:

microbe
Apr 15, 2004, 06:04 PM
Originally posted by barbslinger

Well, it looks like I have 2 Aztec cities to acquire and some promotions to get. If the towns are not size 2 at least I will probably leave them be and look for towns we can take. They will be building archers and I'm not too afraid of an archer or two.

I think we should leave size-1 towns alone. Let them produce archers for some leader fishing.

gozpel
Apr 15, 2004, 06:06 PM
Continue the Lighthouse and pray for promotions :) We still have 3 cities building immortals.

The fun has begun! :)

microbe
Apr 15, 2004, 06:11 PM
Do we want to build it? I don't see anyone mentioned it.

gozpel
Apr 15, 2004, 06:21 PM
Not on regent, we want the game to be over before we would need any fancy techs :)

barbslinger
Apr 15, 2004, 06:24 PM
Just saw that team Akots finished in 370BC. That's 38 turns away. The GL is 300s vs the 200s for collossus so if we are probably looking at 16-17 turns until it completes. That gives us about 20 turns to finish off the world after GL completes. It may behoove us to settle in the north to get another productive town building immortals. By the time it is up and running we should be just finishing the GL and finishing off our continent. At some point we will have to break off sending immortals south and use the force of, I praying, a Teno FP to build the balance of immortals for southern conquest.
We have our work cut out for us.

microbe
Apr 15, 2004, 06:55 PM
we also need to start building boats. how many do we need?

barbslinger
Apr 15, 2004, 07:48 PM
Originally posted by microbe
we also need to start building boats. how many do we need? I would love too. However I think our production capacity is limited. 3 cities on immortals, our capital on GL and another on rax(new town). Once the GL time gets down I'm thinking if the war in the south is going well we definitely want a prebuild for 3 ships to fill with immortals. Until then, during my turns, I'll be MM'ing immortal production and trying to cleanse the continent.

BTW, this game is shaping up to look like a 5CC may have worked out too.

Offa
Apr 16, 2004, 01:27 AM
Originally posted by barbslinger
Just saw that team Akots finished in 370BC. That's 38 turns away.

Crumbs, that is quick. I didn't realize we had so little time left. We probably should abandon the lighthouse build as we need boats and troops urgently. You will only lose 2 turns of production in Persepolis so it won't hurt that much.

The city building barracks is a galley pre build.

If we are to beat team Akots finish date, this means that I will not get to play any more turns, so good luck chaps.

I agree that playing as a 5CC might not have made much difference.

barbslinger
Apr 16, 2004, 01:35 AM
Saw Offa's coment to abandon lighthouse when I came to post. It could still pay off with speed to our next targets.

1250BC – Preturn ready to roll. Only Aztecs on F4. Looks like we have Teo at size 2 and ready to attack in 2 turns. Another 3 + 2 injured in Teno can head south in a few to meet up with Teo victors to converge. I don’t see any real MM opportunities except that my mining the fur blunder is making another shield for now and I was wishing the other one SW of Gozpelgrad was mined right now. Ah Antioch was working coast and switching to plains gets 2 shields lowering the barracks time to 18 but not hurting economy.

IT – An archer comes up from one of the fogged cities. Arbela and Irontown both produce Immortals and do the same. 1 barb moves towards our warrior in the tundra. Time to get that camp.

[1] 1225BC – Egg goes elite attacking. Argh, Teo pop rushed a unit down to size 1. Probably an archer. Moving on. Gozpel and Slinger are healed so move them out of Teno to head towards southern cities.

IT – Archer moves onto the flats. Dumass.

[2] 1200BC – Egg busts the barb camp. Cortez busts up 1 Teo spear to hope for promotion and I’m leary of busting up the other one. I would have thought they would have attacked had it been an archer they rushed. It must have been a spear. Slinger kills the archer. No promo. With the extra cash I bump lux up to get 2 more happy faces. Maybe I’m :smoking: but I can’t resist and it’s only 2g. I moved the others off the Teo hill south and left Cortez exposed.

IT – Resistance ends in Teno with 2 pop remaining. Another archer comes out from SE town right in front of me.

[3] 1175BC – Tlaxcala is 1 pop also. Offa kills the archer that came out. No promo. Moving on. Incense spotted in SE fogged city and another city is down there between the 2.

IT – An Impi shows his face.

[4] 1150BC - That other border is Babylon. I dial them up to give them some ugly news. Zulu have Myst and HBR, no trades available. Babylon has myst which he’ll trade for writing. I do the deal and deliver the news they won’t be seeing AD. Microbe knocks off an archer on a hill and 3 other immortals follow him there. No promo. Looks like a nice hill/forest path to the cities. Offa and another vet destroy Tlaxcala. That town wouldn’t grow very well anyhow. No promos. MM next turn but no sci-sli movement possible.

IT – MM is in and it’s Poly in 8 at 100%, -5gpt. What would we do with the gold? Can’t rush anything until Monarchy.

[5] 1125BC – We move into forest overlooking Texcoco and it is also 1 pop. Move troops around. Egg sits down to rest up north again. Renamed him Golden Egg. Lighthouse in 17 :eek: that’s a lot of immortals.

IT – Iron town and Arbela pop immortals again. Another archer pops out from Teo.

[6] 1100BC – We kill the Teo archer, no scratch, No promo. “No promo.” Is buffered so I can CTRL-V. :sad: . Alighting on the Ur hill to attack next turn we see 2 pop!

IT – zzz

[7] 1075BC – Ur attack! Gozpel gets first crack on a 4/4 spear and wins losing 3hp. No promo. Solarknight dies taking him down to 1hp and then promoting him to vet 2/4. That is the last spear though. Microbe takes the city losing 2hp and Ur is set to worker. Just noticed the Teno foodbox won’t fill in time so I swap to Rax. I’m wondering how long cowtown Teo will take to grow? Hoping this next turn. Also swapped Antioch to galley due in 6.

IT – We get the FP message! Teo expands! A Baby lon settler pair are sighted! To top off that great set the Zulu break ranks and give me a shot at the archer.

[8] 1050BC – The road to Teno is open for business! Bring up the leader who is 4/5 There are 4 to attack Teno next turn. Kill the archer. No promo. Move 2 others to cover on the hill 2 tiles from Impi alone on a hill. Put a single immortal on mountain looking down at settler pair with a bowman. We’re a 90% if he attacks and 84% when I get him. Rename another immortal Solar2. Rename Ur to Microbia.

IT – Gozpelgrad makes an immortal. Settler take to the forest. What he doesn’t see me here! No respect for the uniform!!!

[9] 1025BC – The bowman dies without scratching us. Fortify the workers. Golden Egg spots another barb camp. Will the barb leave camp to go for our unattended town before they make another? How fast do they make them? I send the Gozpelgrad immortal north just in case. Now for what we have all been waiting for, the attack on Teo. Cortez kills the first spear, no leader. SK2 goes elite and takes the town. [party] The others stay fortified on the hill except for 1. Renamed it to Solarview and Teno to Offa.

IT – An archer pops out from Texcoco. Dead meat! There is already another barb in the camp.

[10] 1000BC – Offa kills the archer. No promo. Cover him. Start bringing the workers back to Solarview and Offa area. Golden Egg kills a barb and will frag the camp next turn. Poly in 3 at –3gpt and 19 in the bank. Started a chop in Offa to help the barracks. GL in 10.

Notes: My plan right now is to take a force to the mountain next to Texcoco and post up there to wait for suckers to come through and wait 4 turns for the new palace to expand it. Then remove it to hook up incense. I moved Elite SK2 to the hill to go after the Impi with a gang. He would be an 82% favorite to win. Then the interior will be clear and we hopefully get an FP The fog in the desert SE of Offa is bound to spring some barbs so keep some immortals around there. I might even swing the one coming down off the road over for a pretty sure 25g. Looks like Babylons last city is in view and then no more bowmen. Take the mountain and wait for expansion and then take Texcoco.

The Save (http://www.civfanatics.net/uploads7/SGOTM1PTW_TeamSlinger_1000BC.SAV)

http://www.civfanatics.net/uploads7/SGOTM1-sling_1000BC.jpg

microbe
Apr 16, 2004, 01:49 AM
The fact that another team finished so fast makes me wonder whether Great Lighthouse is needed. I see we have 3 CIVs on our island, and there is another island just in sight 2 tiles away. Maybe that's it.

Anyway, let's stick to our plan. They were fast because they took gambles. To me I don't really care about the competition, just have some fun.

EDIT: Looks like I'm up? I got it.

Offa
Apr 16, 2004, 01:55 AM
Well I guess we will be building the Lighthouse then.

Why are we researching? I thought we wanted to disconnect iron and use cash for warrior upgrades.

Looking at the power graphs the Aztecs were stronger than the Zulu and the Babs, so our existing force of immortals should be able to deal with them. We have to concentrate on finding the remaining Civs.

microbe
Apr 16, 2004, 01:59 AM
Notes: My plan right now is to take a force to the mountain next to Texcoco and post up there to wait for suckers to come through and wait 4 turns for the new palace to expand it. Then remove it to hook up incense.

I'll play tomorrow night. I have a question: why do you want to wait for it to expand? Is it the necessary condition not to autoraze? I thought as long as you have some culture (even < 10) it wouldn't autoraze.

Offa
Apr 16, 2004, 02:46 AM
Originally posted by microbe
Is it the necessary condition not to autoraze? I thought as long as you have some culture (even < 10) it wouldn't autoraze.

I thought so too. Anyway you can find out by taking it. Our guys haven't got time to hang around.

barbslinger
Apr 16, 2004, 03:01 AM
It will autoraze if it is either size 1 or no culture expansion.
I think at this point we can build 3 more galleys and keep all the immortals built near or core. If it is feasable to disconnect iron we should do so. the force in the south is enough to handle the rest I think. I want to keep the towns for scoring. It really does not matter if we take them out now or a little before we finish off the others. If we can keep all the towns it will give us a better base score before the victory! Let Texcoco sit and send archers out to go for leaders. Offa said we haven't got all day but until we find the others we do. Lets fish for leaders. Get a second core. Tehn cash rush out of monarchy.

gozpel
Apr 16, 2004, 05:19 AM
Why even think of switching gov? If we get 5-6 turns of useless anarchy, how will that compare to faster finish?

Offa
Apr 16, 2004, 05:29 AM
Originally posted by gozpel
Why even think of switching gov? If we get 5-6 turns of useless anarchy, how will that compare to faster finish?

I concur. Despotism is the way to go.

"A boat, a boat, my kingdom for a boat."

microbe
Apr 16, 2004, 07:01 AM
OK, so I'll shut off research!

barbslinger
Apr 16, 2004, 11:00 AM
After doing much thinkinglaying in bed, not sleeping due to this (what kind of life is this that I'm enjoying?), I realized the anarchy problem that I now see you guys posted. I have to concur on the
reasearch shut down if it is coupled with iron road pillaging. I am still for leaving Texcoco until it expands and moving the rest of the troops after Babs ands Zulu towns. The trickle of an archer every so often for a leader shot coupled with getting the town instead of auto razing convinces me of this. go after the zulu capital and the Babs capital right now with 4 immortals left on the mountain. 1 to kill any archer and 3 to guauratee city wipeout. The others can go after Babylon when it expands or is pop 2. Any other immortals created after road pillage should wait for boats after GL comes in.

gozpel
Apr 16, 2004, 03:38 PM
Heh, if we got a leader I would rush a galley with him and explore!

barbslinger
Apr 16, 2004, 04:07 PM
Originally posted by gozpel
Heh, if we got a leader I would rush a galley with him and explore! I'm thinking army 1st and pyramids for score. An army would pummel the other continent even if they had swords.

microbe
Apr 16, 2004, 11:29 PM
preturn: Looking good. We have 17 immortals.

I shut off research again.

IBT Irontown immortal->immortal. Albela immortal->immportal.

(1)975BC: The worker on the hill next to Persepolis starts mining.

immortal kills impi on the hill but redlines. immortal and two workers get onto mountain next to Texcoco.

Golden Egg clears the barb camp and gets 25g.

Aztecs want to talk, I decline.

What, 1-pop Solarview riots? Oh well..set to taxman.

(2)950BC: More immortals move on mountain. I realize the previous immortal should have escorted the workers away from the mountain, oh well..but my excuse is if I didn't move it there the impi might have. So one immortal and 2 workers leave the mountain.

IBT Antioch Galley->Galley.

(3)925BC: immortal kills a barb and impi. Microbe kills archer losing 2-hp.

IBT Aztec archer leaves Texcoco.

(4)900BC: two immortals get onto the galley to explore the other continent. Barbslinger kills the Aztec archer, loses 1-hp and promotes!

IBT our GA ended. :(

(5)875BC: Offa kills Zulu archer taking no loss. Clear a barb camp and get 25g. I start pillaging the road to iron.

IBT Albela immortal->immortal.

(6)850BC: Solarview now could work the cattle tile.

(7)825BC: iron disconnected. Start warrior. But irontown has to keep building immortal.

Hill mined and Great Lighthouse now due in 7 instead of 8.

Microbia grows too slow that worker is built faster than pop grows. I change it to warrior.

IBT Gozpel warrior->warrior. Arbela warrior->warrior. Microbia warrior->worker.

(8)800BC: we now have 1 unit support cost.

IBT bowman attacks our just elite Barbslinger, and we get our first leader! Barb promotes our new warrior.

http://www.civfanatics.net/uploads7/SGOTM1_800BC.jpg

(9)775BC: We sit next to Babylon.

(10)750BC: Notice Texcoco expanded already, so we capture Texcoco, Aztec is eliminated. We kill two spear and one bowman in babylon and Babylon is history. It has ivory. 2 immortals attack and Bapedi is autorazed. Somehow I made no progress in all previous turns and in one single turn we destroyed 2 civs and razed 1 city.

I switch Arbela to galley due in 6. We need more boats than immortals.

To next player:

We have a great leader in Texcoco.

Our galley hasn't found any more contacts. The land east to Persepolis is actually a very small island. The galley (with 2 immortals) should be sent to south of that island - there is another land.

I think we've had enough immortals to take out Zulu so some of them should be brought back and we should start building galleys instead of warriors/immortals.

We have 368g in bank and are making 23gpt.

Score: 162.

>>SAVE<< (http://www.civfanatics.net/uploads7/SGOTM1PTW_TeamSlinger_750BC.SAV)

gozpel
Apr 17, 2004, 12:35 AM
Pyramids sounds good for pop and score.

We need a bunch of galleys as well.

Good job, microbe :)

Offa
Apr 17, 2004, 04:48 AM
A leader! Handbuilding the lighthouse was a mistake then. Sorry.

Forbidden Palace would be an obvious option, but may not be in business long enough to pay off. Pyramids would prob help score more, but most of the productive towns have max population already.

We need a lot more ships. We could pop rush galleys in corrupt captured towns. There are loads of captured workers to join to them to enable this. Irontown prob ought to make galleys as clearly it can't be disconnected from iron.

This is all going very well. Matching a 390 bc finish will take some doing and a fair bit of luck, but we should still do well.

barbslinger
Apr 17, 2004, 06:10 AM
Quote - Somehow I made no progress in all previous turns and in one single turn we destroyed 2 civs and razed 1 city. :rofl:

Really liked that one!

Well lets bring the troops back after the Zulu are gone, 6 max should do the job, and build galleys deluxe. It really sucks ancient age people did not use any currency because we have it and trading is futile at this point.

Can we blow the cash on a kegger! Haven't done that in 15-20 yrs but this game is shaping up well. Nice score in 750BC 162.

I'm thinking army!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! !!!!!!!!!!
Can I convince you! I'm a little hammered right now. :giggling about how a little and hammered were used: An army should make quick mincemeat out of the other continent when we find it. Load it correctly. I'm not sure on galley loading but once you land you can add the 3rd unit. Then barrage of 6 offensive power. Thats cav strength boys. 4+4+4/6=2+4=6. Wooooo Hoooo! Giddy Up.

Offa
Apr 17, 2004, 07:58 AM
I perferred Gozpel's suggestion of rushing a galley to building an army.

Edit: Please note everyone that I now denounce this remark. It was not meant entirely seriously, although we are a bit short on boats. Perhaps Akots team could loan us some?;)

barbslinger
Apr 17, 2004, 08:46 AM
Originally posted by Offa
"rushing a galley Though I agree a galley will be nice to have, a leader, Lets hear it again, a leader, would be IMO embarrassed to become a galley that we could probably have in 4 turns. An army would lay the enemy to shreds in minimal time. According to Microbes post we have "a galley" already. There is not much left of our continental adversaries so the only thing left to do is post a warrior in each claimed city to guard for barbs and perhaps an immortal or 4 to roam taking camps. The balance can come home after the continental victory dance to jump a freighter to wherever the other continent is. It is a small map so it can't be far. We have 17 immortals and 28 turns. An army, once on dry land, will take a city every time it encounters one. How in the world can we justify building one extra galley when we can have a 6 offense army.
Offa, I am confused as to your line of thinking. Please explain to the team how a rushed galley is better than an army, or as Gozpel and myself mentioned, possibly the pyramids. I am not one of the greatest players here and your work in GOTM speaks for itself. I have admired all of the top players and was indeed extremely gratified in your acceptance of my invitation. I look forward to many games with your imprint on them. I now can not figure to myself how a leader should be used for rusing a galley. Help me here.

Offa
Apr 17, 2004, 10:19 AM
Sorry Barbslinger, that was a bit flippant, as I assumed Gozpel's initial suggestion had been. I agree with you that using a leader to rush a galley would be absurd. I don't think an army is needed though, as our immortals seem very effective as single units, and galley space is very expensive for us at the moment.

microbe
Apr 17, 2004, 12:01 PM
I don't know how army works in PTW. Does it get one more movement? If so, it's still valueble. Rushing a galley indeed looks very absurd..

Agree on switching irontown to galley. Every town should on galley if possible.

We should have expected a leader so we should have built galleys instead of Great Lighthouse - that would be a lot of galleys! ;) Another mistake was we should have built some curraghs for upgrade..

Note we don't know where the other AIs are yet. We are exploring in the east, but could they be in the west??

akots
Apr 17, 2004, 02:02 PM
Originally posted by barbslinger
... I now can not figure to myself how a leader should be used for rusing a galley. Help me here.

Sorry for spamming here but we're finished. Re leader and galley: It all depends on the amount of beer on the inside and on the outside. When balance does not match, you have to rush a galley with a leader to help you sail through the beer ocean to survive. Just a working hypothesis. :)

Offa
Apr 17, 2004, 02:09 PM
Originally posted by microbe

We should have expected a leader so we should have built galleys instead of Great Lighthouse - that would be a lot of galleys! ;) Another mistake was we should have built some curraghs for upgrade..

Note we don't know where the other AIs are yet. We are exploring in the east, but could they be in the west??

Thanks Microbe. I normally don't get leaders very reliably but agree that the odds weren't bad here.
Curraghs, as I suspect you know, are a unit in Conquests. I have also read that armies were beefed up a fair bit for conquests.

Please note everyone that there was no way Persepolis could use all its production for warriors/ immortals and galleys so the total waste is a bit less than 300 shields :cry:

Clearly finding the remaining 2 civs ASAP is vital. They should not have to struggle on without the enlightened leadership of the X-man for a moment too long. Where can they be?

gozpel
Apr 17, 2004, 03:19 PM
To rush a galley was obviously a joke :) Or at least half a joke, since we should have been out exploring already with a galley.

Pyramids or army? If the score diff is only very slight, just build that army, load it with one immortal only, then send it to whereever we are going.

Who's up?

microbe
Apr 17, 2004, 03:31 PM
It should be Solarknight, but he was just skipped 3 days ago, so I suggest you take it if he doesn't do so by tonight (24h limit).

Offa
Apr 17, 2004, 04:05 PM
I have been thinking about this and an army may not be quite as bad as I thought initially. If this game really has only a short time to go, then Pyramids and Forbidden Palace may not pay off in time. If Persepolis wasn't quite so close to the Lighthouse then it might make sense to swap it to something else a bit cheaper (eg Collosus) and use the Leader to build the lighthouse. However, this seems pointless now, and the Colossus would be a waste of time, gaining us 6gpt which we don't need.


I rarely build armies as Wonders are so much better normally.
Therefore I don't understand Barbslingers:

"Then barrage of 6 offensive power. Thats cav strength boys. 4+4+4/6=2+4=6."

What does this mean and are you sure this applies to PTW and not Conquests? I know SirPleb mentioned something like this in his Sid game, but I thought it was Conquest specific. Armies certainly sound very strong in Conquests, and as MGLs can't rush wonders in Conquests that is just as well.

Solar Knight, you ought to join in with this game, it's great fun, and the next 10 moves are pivotal!

SolarKnight
Apr 17, 2004, 06:43 PM
I got it, time to kick some ass.

Offa
Apr 19, 2004, 04:37 AM
Originally posted by SolarKnight
I got it, time to kick some ass.

Absolutely. But I think some very accurate play is needed here if you are to wrap this up before I am due to play again.

Offa
Apr 19, 2004, 09:41 AM
How about this for a zany but possible way of using the leader:
Rush the lighthouse with the leader and switch Persepolis to a galley. This seems daft but isn't as bad as it initially appears if you really want to try to beat a 390bc finish. You will effectively get 2 galleys and an earlier lighthouse. There are only 18 turns left, and we still don't know where the last two Civs are. Therefore any unit produced will take at least 2 moves (prob several more) before it can attack them. Therefore only production achieved in the next 13-16 moves is of any value to us.


Of course if you don't believe we can finish so quickly then Pyramids or Forbidden Palace or ????army would be better.
I don't fancy reading the "do you want to waste 260 shields" screen in Persepolis much either."

microbe
Apr 19, 2004, 11:03 AM
I don't think we can beat 18 turns. It took 30 turns to eliminate two civs, and I expect Zulu to be gone in next few turns.

We also need more galleys. Rushing one doesn't look like change much. I'd rather rush an army instead if you want a quicker conquest (again, does army have extra movement in PTW?). But I've no strong objection either if the team decide to go this way.

I expect we can finish in 30-40 turns.

EDIT: SolarKnight, what's the status? Almost 2 days now.

SolarKnight
Apr 19, 2004, 02:29 PM
Playing my turns now.

SolarKnight
Apr 19, 2004, 02:41 PM
just a question:

Is it worth rushing the lighthouse with only 4 turns to go?

by the looks of things, by the time the leader gets to the capital, the lighthouse will be finished bar maybe 1 turn anyway.

Edit: probably a silly question i know, i could just rush it in another city, i just thought that with there only being 4 turns left till completion, maybe finish off zulu first?

microbe
Apr 19, 2004, 02:45 PM
Absolutely not.

Even if you want to rush lighthouse, rush it in a new city and switch the lighthouse to something else (which is probably a galley :lol: ). But I'm more inclined to create an army (and DONT fill it until it's transported to the AI's island!).

Read the discussion and use your best judgement as there is no conclusion.

SolarKnight
Apr 19, 2004, 02:50 PM
The only thing persepolis will build without any shields being wasted are the oracle or the pyramids, barbslinger said something about building the pyramids for score, but i think the army may be more benificial if we are going for conquest.

Those were just my thoughts

microbe
Apr 19, 2004, 02:56 PM
Originally posted by SolarKnight
The only thing persepolis will build without any shields being wasted are the oracle or the pyramids, barbslinger said something about building the pyramids for score, but i think the army may be more benificial if we are going for conquest.

Those were just my thoughts

We don't need oracle. Seriously, have we built any temples? We have enough immortals already and what we need is galleys. We don't need more happiness.

If you don't know what to build, build an army, no one would blame you for that! :) Or you can postpone it until you have another chance of getting a MGL.

barbslinger
Apr 19, 2004, 03:14 PM
That is from conquests. My bad. I'm thinking that perhaps an FP would help too in the south. Then the lower cities could perhaps build a few galleys too. Whatever SK does, army, FP, pyramids it will still be extremely tough to beat that 370BC time. I'm feeling there is no wrong or right choice on the leader. The GL is a definate must have to get to the other continent quicker and hopefully we can get a gaggle of immortals there soon. As soon as the Zulu are vanquished I would move every immortal but 1 in each town to hold against barbs.
Good luck Solar!

Offa
Apr 19, 2004, 04:04 PM
Although I actually quite like the idea of rushing the lighthouse and switching persepolis to galley, it probably won't hurt to rush a Forbidden palace. To get worthwhile production from it won't be easy but you could join captured workers to towns to beef them up a bit. I'd rush it in the Aztec town on the coast and build galleys non stop. BTW I think Offa is making barracks or something, and could sensibly swap to a settler to build on the coast by some trees which could be chopped down to get a galley. There is no point in making more barracks now.

Whatever the leader does, he ought to do it straight away; don't send him all the way home.

SolarKnight
Apr 19, 2004, 09:18 PM
Just over halfway through my turns, i have found another civ with purple borders, checking f10, it looks like the iroqouis as the americans normally have blue borders.

SolarKnight
Apr 19, 2004, 10:10 PM
pre turn: check production in all cities,
Hit enter

IBT: we get a zulu archer moving towards us.

Turn 1 730 BC: Gozpelgrad: Warrior -> Galley.
Solarview: Worker -> Warrior
Palace expands and we get a front door :)
Worker moves to cow to build mine.

Workers near Texcoco build Mine.
Shuffle warriors round a little for defense.
Kill barb camp to north.
(not sure if thats good or bad but we will see, sorry if it was inteded to stay).
Move gally round to south eastern side of small island.
Build army with our leader, will not load him until he is nearer the enemy.

Begin to advance our immortals down towards the zulu.
Finish off the archer that appeaer redlining our immortal.
Move worker onto hill next to Offa to mine and increase productivity.
Workers build mine for antioch.

Turn 2 710 BC: Arbela: Warrior -> Galley.
IronTown: Immortals -> Immortals
Our galley reaches another continent.

Turn 3 690 BC: Offa changed to spear for defence against barbs (it has no iron)

Turn 4: 670 BC: I was too slow to stop a barb horseman from estroying the work on spearman in offa, but an immortal will be in place by the time a barb warrior gets too close.

Great Lighthouse completes. GO GALLEYS!! [party]
Persepolis: Lighthouse -> Galley.
Continue exploring the coast of the new island, nothing so far.
Continue our push into the zulu territory.
Kill a barb warrior.

Turn 5 650 BC: Attack Ulundi with a vet immortal and kill a reg Impi razing the city and promoting him to elite :)
We also get a worker and 5 gold.
Whip a galley in Arbela to investigate the lands to our west.
Kill a bard horse making another immortal elite.

Turn 6 630 BC: Arbela: Galley -> Immortals.
Move our galley in the east and we find a purple border, hello iroqouis!!
Upgrade a warrior to immortal.

Turn 7 610 BC: Destroy another barb camp.
kill a zulu settler/impi pair and get two slaves :)
should have contact with haiwatha next turn, its definately the iros as the city i found was grand river.

Turn 8 590 BC: Persepolis: Galley -> Immortals.
Lose an immortal attacking holblane.
Move galley to contact the iros and make the following trade before declaring war:

HBR, 7 gold and Contact with america for Contact with the zulu, our world map and mapmaking.

Contact america and make the following deal before declaring war: Worldmap and 20 gold for communications with the zulu.

On this continent, the americans have 3 cities and the americans 4, bring forth the immortals and let these people fall:hammer:

Turn 9 570 BC: Gozpelgrad: Galley -> immortals.
Irontown: immortals -> immortals.
Microbia: worker -> Warrior.

Turn 10 550 BC: Zimbabwe is ours after using two immortals to kill the impis, only one zulu city remains.

I have landed some immortals (2) onto the other continent, and we are in a good position to eliminate the zulus by the end of the next players turn.

Sorry about the delays, Good luck next player.

SolarKnight.

barbslinger
Apr 19, 2004, 10:28 PM
Looks like some great progress SK! Zulu are on the ropes and we know where our target is. Will look at the save tonight unless Gozpel comes in and finishes them off. Is the army over there already and ready to load upon landing? If it isn't I might retreat them to the sea where they will be safe until the army arrives. An army should be able to knock off, with other units, a city every couple turns.
Thanks for completing your turns. Is there a chance you can edit your log to include the score?

microbe
Apr 19, 2004, 10:54 PM
Good turns SK.

Now the question is how to get our troops to the AI.

We should switch all towns to galleys, and pop rush if possible, and we can even disband some units to speed it up! Getting main troops onto the island probably would take 10+ turns though.

The army should start moving to meet the galleys. Load one immortal into the army - just in case some barb horses show up! Currently it's unescorted, and get it onto the island to load the other two.

SK you should name the save according to the same convention. See mad-box's post.

Contact america and make the following deal before declaring war: Worldmap and 20 gold for communications with the zulu.
Hmm, I see we are still at peace with America. We are violating the AW rule. :(

Next player make sure to declare on America!

Our score is 189. I loaded this save with C3C though.

Offa
Apr 20, 2004, 03:50 AM
Did we really let the Iroquois into the secrets of mapmaking? They are not ready for such knowledge. We better make sure they never get to build any ships. An escaped settler building on a one tile island would be bad, very bad. I think we are likely to kill them in time though.

mad-bax
Apr 20, 2004, 06:52 AM
You have played 2 turns essentially outside the AW rules. I don't want to appear heavy handed, but another team has already fallen foul of this and they are no longer playing AW. It was obviously a mistake, and I'm a really nice guy :) so if Solar Knight can find his auto-save from 590BC: and replays the last couple of turns with the correct war declaration - I'll let you off. Otherwise I will have to dream up a suitable punishment in compensation... Like gifting America everything you have before declaring war - gold, tech and maps. Sound fair?

Offa
Apr 20, 2004, 07:07 AM
Originally posted by mad-bax
You have played 2 turns essentially outside the AW rules. if Solar Knight can find his auto-save from 590BC: and replays the last couple of turns with the correct war declaration - I'll let you off. Otherwise I will have to dream up a suitable punishment in compensation... Like gifting America everything you have before declaring war - gold, tech and maps. Sound fair?

Lets hope Solar Knight can find the autosave and replay. The Americans can have our maps and tech but giving them a load of gold for upgrades would be annoying. If we can't replay we ought to reduce our treasury as much as possible first.
The AW bonus is pretty big and not to be missed. In fact the bonuses in this game for AW and 5CC are ridiculous, as neither make more than a trivial difference to the game. The only team who do deserve a bonus are the chaps trying an AW 1CC.

mad-bax
Apr 20, 2004, 07:47 AM
I don't know what you would have me do Offa. If another team hadn't been in this situation I could have just wagged my finger, and let it go. After all, in this particular instance it makes no difference to your game, and I recognise that. Unfortunately, another team did a similar thing with a neighbouring civ and I had to take the AW bonus away from them. So what is fair? Should I allow you to pay a penalty, or should I just enforce the rules verbatim? If the auto=save cannot be retreived then why don't you decide on your own punishment as a team?

The bonuses are ridiculous for this map, I agree. Let's wait and see if this is the case in general. One of the awards is for base Jason anyway, which is a clear indication of how well a game is played.

Offa
Apr 20, 2004, 07:57 AM
mad-bax, don't misunderstand, I really think you are being very generous in allowing us to forfeit a fairly trivial penalty (ie techs, maps and all our gold). It seems unlikely to delay us by more than 1-2 turns, and possibly not at all.

SolarKnight
Apr 20, 2004, 08:17 AM
Sorry, will look for that autosave now, thats what i get for playing in the early hours.

EDIT: found it.

will re - post the turns played as soon as they are done, the map making thing was just to try and get HBR from them.

microbe
Apr 20, 2004, 11:34 AM
mad-bax, thanks for allowing us to correct the mistake. I personally wouldn't have complaints if you just took the bonus away. ;)

SK, don't feel bad. I know you are new to the game (I saw you were in the Monarch training game). We all make mistakes. Hope you learn something in the game as I do (it's my first AW as well). For example, although generally trading is good, in this game trading MM for HBR isn't.

microbe
Apr 21, 2004, 12:10 PM
Any update, SolarKnight?

SolarKnight
Apr 21, 2004, 12:19 PM
Will post the update in about two hours, just finishing some coursework

microbe
Apr 21, 2004, 01:04 PM
No problem, take your time. ;)

SolarKnight
Apr 21, 2004, 06:46 PM
Here is the Updated turnset:

590 BC: Would you believe that instead of losing to the impi in holblane, i won and razed the city :lol:

The deal with haiwatha is now HBR and contact with the americans for Contact with zulu and our world map.

Bankrupt abe by our world map for their world map, territory map and all 37 of their gold.

Ensure that war is fully declared on both civs.
Our Galley with immortals is ready to land on their island whenever you give the command.

570 C: Turn 9 570 BC: Gozpelgrad: Galley -> immortals.
Irontown: immortals -> immortals.
Microbia: worker -> Warrior.

IBT: SolarView gets ransacked, sorry my :smoke:, we lose 63 gold.

550 BC: Sink a barb galley, redlining ours.

Attack the zulu with two elite immortals and their last city falls, they are dead. [party] :hammer:

microbe
Apr 21, 2004, 09:54 PM
Gozpel you are up

Offa
Apr 22, 2004, 01:18 AM
We should be able to wrap this up fairlt quickly now.

From the save I see we still have just 4 galleys. As we have had mapmaking now for 25 turns, this is disappointing. We have a lot of troops to move.

A number of cities are building immortals which should make galleys instead, or failing this, warriors. Texcoco in the south is building a barracks which has zero chance of ever preducing a veteran unit before the game ends. It could produce a galley with some forestry. The army in Texcoco is undefended, which is worrying given the number of barbs. Offa is making a spearman! I almost never build those guys.

Many of our workers seem to have been forced into pointless hard labour. 2 poor guys for example are making mines on the mountain outside Texcoco. They should chop wood instead.

Edit: I was a bit tired when I wrote this so it sounds a bit negative. Sorry about that. I think we are doing pretty well still, although Gozpel is going to have to work hard to transport all our troops to the other island for a quick kill.

gozpel
Apr 22, 2004, 05:25 AM
Disappointing yes, who made the call for the Lighthouse? ;)

I got it.

Offa
Apr 22, 2004, 05:53 AM
Originally posted by gozpel
Disappointing yes, who made the call for the Lighthouse? ;)



I can't remember. I wish I had the lighthouse in gotm30 though (hopefully that is not too much of a spoiler this late in the month).

Who built our second town in a spot where it couldn't grow?

All things considered, we are doing very well.

gozpel
Apr 22, 2004, 06:16 AM
Hehehe, you're as gracious in your wins as you are gracious in defeats :)

Btw, I think we got at least 5-6 immortals from that "improductive" town.

Where are the galleys?

Let's blame madbax for it all!

Offa
Apr 22, 2004, 07:44 AM
OK everyone. Just so as there is no misunderstanding. I accept we could have won this quicker without hand building the Lighthouse in Persepolis, and it was my idea.

Just blame me then. I agree that the few citizens of Gozpelgrad and Iron town have worked very hard on good stuff, while the more numerous people of Persepolis enjoyed themselves on some glamour project for too long.

Overall, I suspect that if we had played as a 5CC, we would have done better. We probably would have put a colony on the iron, built all our towns near grass and not hand built the Lighthouse. It all goes to show that you can do pretty well while making a few tiny itsy bitsy misjudgements.

I of course have much more practice at being gracious following defeats than wins.

I think our team is great, and if we don't win, we was robbed.

gozpel
Apr 22, 2004, 08:20 AM
Ah, shut up Offa! Did we hear any clear complains about the Lighthouse?
No.
But we are a team now and will do better next time :)

So we got what we got and we didn't win. I tried my best but we were to slow.


Pre-turn - What a funny country we own!
We have a few warriors that can be upgraded, so I change builds to galleys in a couple of towns. Move stuff around so I can use the whip.

Whip a galley in Arbela for 12 shields.
Change P-Polis to galley
Upgrade a couple of warriors to the real deal
Whip a spear in Offa
Move the army to pickup point
2 workers are uselessly mining a mountain next to Texcoco, move them into the city and rush a galley for the cost of one citizen


530bc - Offa spear -> immortal
Antioch galley -> immortals
Texcoco galley -> spear
Arbela galley -> galley

Rush galley in Irontown for 20 shields, move in useless worker to pop up town again
Upgrade 2 warriors
load 2 immortals to galley

Disband immortal and worker in Zimbabwe and poprush galley

luxtax 10% after I moved all troops out of P-Polis

510bc - Zimbabwe galley -> galley
P-Polis galley -> immortals
Irontown galley -> galley
Upgrade elite Golden Egg plus a couple more

Disband 5 immortals in Zimbabwe to make another galley

another 6 galleys with immortals are on their way

490bc - Nothing much really, just movements
No I land 2 immortals by Grand River

470bc - Whip stuff and kill some barbs, lots of horsebarbs around

450bc - Land immortals on the other island
2 immortals kills 2 spears at Grand River without getting hurt

430bc - P-Polis riots, my bad

Attack Allegheny, kill 2 spears...fill up with 2 more reg immortals
Attack Grand River, kill warrior and archer and destroy the city, got 4 workers
Attack Washington, kill 2 spears and take the city

410bc - Attack on Salamanca, kill 3 spears, lose an immortal and take the city
Attack on Allegheny, lose 2 immortals against warriors????? Take the city
Attack on Niagara Falls, kill 2 spears, have to wait
Kill warrior with settler

390bc - Take Niagara Falls, losing an immortal

370bc - movements

350bc - Attack on boston with 1 immortal, kill spear, still a warrior inside

330bc - Take Boston. Who the hell gave away MapMaking?????????????? Now there's a city on an island closeby.

290bc - I take the silly city, we are alone at last


Funny, GOTM has screwed up some of my files enough to tell me I can't win? aztecs_happy...something

Can anyone take the save from 290bc and give us some screenies?

The Save (http://www.civfanatics.net/uploads7/sgotm-1slinger290bc.sav)

Offa
Apr 22, 2004, 10:36 AM
:goodjob:

Nice moves. Very fast kill. You did particularly well to stamp down on that town on the new island. That could have been a real problem.

I think we did very well this time. We will struggle to improve. 290bc is pretty quick.

I thought the game was great fun. Thanks team mates.

microbe
Apr 22, 2004, 10:42 AM
Thanks Gozpel for the quick finish!

I think we did very well. We could have done better, but I'm already satisfied!

EDIT: someone please post the result in the main thread.

Offa
Apr 22, 2004, 10:42 AM
Screenshots:
The second continent:
http://www.civfanatics.net/uploads7/slingend.jpg

and the American escape attempt:
http://www.civfanatics.net/uploads7/slingend1.jpg

Our score: 7193. Not bad ehh?

Offa
Apr 22, 2004, 10:48 AM
Originally posted by gozpel
Ah, shut up Offa!

Disband 5 immortals in Zimbabwe to make another galley




Shut up?

I just spotted this brilliancy in your write up. Clearly you also take galleys seriously.

scoutsout
Apr 22, 2004, 02:01 PM
/delurk

@ all: Congrats! It'll be interesting to see what your score is after MB calculates your Jason. (Spoiler: prepare for an eye-popping score with the AW bonus.)

Best regards all...

/relurk

mad-bax
Apr 22, 2004, 02:01 PM
Congrats guys [party]

I am only just home from aday on the road so forgive me if I post your final scores tomorrow evening.

barbslinger
Apr 22, 2004, 02:40 PM
This game was a real thrill in that it was demolish the opponent at every turn. The only thing that holds you back is getting to them. I think the lighthouse was probably a good idea to expedite transportation over to other island. I think this was an excellent finish and if the other team would not have had the luck some one spoke of we may have indeed one this thing. The only problem I see with this SGOTM is that it did not last long enough and that in turn causes a race to the finish line. This was a 50 meter dash. I think I would have preferred a mile long race where luck is set aside a bit and play will prevail.
Thanks again Offa, Microbe, Gozpel and SolarKnight. Hope to see you all soon.

Offa
Apr 22, 2004, 03:06 PM
A big thanks to mad-bax for arranging this. :goodjob:

This game was of course pretty simple in concept. Persians, regent, :hammer:.

mad-bax
Apr 22, 2004, 03:27 PM
Well, now maybe the people that took the plunge this month because they felt comfortable with regent, will play again next time when the difficulty may possibly be something other than regent. ;)

The previous two games have been deity and demi-god remember and only attracted 3 teams.

Slowly slowly catchy monkey :)

SolarKnight
Apr 22, 2004, 04:58 PM
Well done Gozpel, a resounding victory [dance] :hammer:

gozpel
Apr 23, 2004, 05:00 AM
Originally posted by Offa

I just spotted this brilliancy in your write up. Clearly you also take galleys seriously.

Absolutely! And as I mentioned in the GOTM thread, I like archipelagos a lot and got a great deal of training in that type of game :)

Ah well, I am looking forward to the next game. I wouldn't mind to play with the same team again, but madbax mumbled something that he could place anyone anywhere, if it fit the purposes (e.g. Samildanach)

IF we can play again with this team, are you game?

This was great fun, thanks team. :)

Offa
Apr 23, 2004, 03:31 PM
Largely because I played so few turns in the real game I couldn't resist replaying the last moves (from the 750bc save) to see what happens if you abandon the Lighthouse build in Persepolis swapping it for a galley, and use Microbes' leader to rush the lighthouse in Texcoco. This does involve answering yes to the hideous " do you really want to waste 240 shields screen" and would be very tough to do the first time through. Anyway, it all went pretty well until the end when I had some desperate RNG luck in Boston and that wretched Iroquois hill town which cost 2-3 turns and delayed the conquest to 350bc. Curiously the Americans still escaped with a settler in a galley in my replay, and I also had to hunt that down. I didn't teach them about mapmaking, so they must have learnt it themselves.

Reading team Akots account, it seems they were a little fortunate to find the second continent lightly guarded following a war between the americans and the Iroquois.

I hope we can keep the team together for subsequent outings. This game has whetted my appetite for SGs. I see we would have come 2nd in the original gotm1, but that is probably a bit flattering as most people had only just got Civ3 at the time and were probably still playing as if it was Civ 2. I certainly was back then, building all sorts of unnecessary improvements ;).

@Gozpel: Can you give a synopsis of your 1CC game? (Edit: I tried this myself now, see below. Great fun.)

Offa
Apr 23, 2004, 07:15 PM
I know I am now fairly wildly off topic now but I just tried to play this as a 1CC AW. What a great game. It could easily go wrong.


http://www.civfanatics.net/uploads7/sling.jpg

barbslinger
Apr 23, 2004, 07:28 PM
Little over 3 hours. That would make it a good game and a six-pack combination. Wonder how that would score out in the charts. Any RBCiv prohibited tactics used? What was the score?

microbe
Apr 24, 2004, 02:59 AM
It seems many people already know the map if it's the same as GOTM1? Or it's a completely different map but just similar concept?

Spoiler information makes the game easier to handle as you already know the direction. Even for us. For example, even the little fact that we knew another team finished it in 370BC helped us, because we knew it was doable and the AI couldn't be strong. This has pointed a very clear road to us.

Offa
Apr 24, 2004, 06:36 AM
Originally posted by microbe
It seems many people already know the map if it's the same as GOTM1? Or it's a completely different map but just similar concept?

Spoiler information makes the game easier to handle as you already know the direction. Even for us. For example, even the little fact that we knew another team finished it in 370BC helped us, because we knew it was doable and the AI couldn't be strong. This has pointed a very clear road to us.

This is true to an extent. I agree that knowing the other team finished so early could have concentrated our efforts a fair bit, effectively making us play better. I guess I would never have thought of abandoning the lighthouse build if we hadn't been in such a rush, but we didn't do this anyway. I think that the only other spoiler info which would have been available was the map. I admitted at the start to having played the game before, but I was very careful not to indicate which direction to explore. It seems we were very lucky here, as were some of the others, as there are a lot of islands. This is an archipelago map, although it plays as a continents one. I think however, that even if you didn't know this, it is possible right at the start to work out that the key things to research are iron working and maps, as these are the key to a quick conquest.

This game is really very clearcut; which makes it probably the simplest of all the gotms I have tried, and one of the most fun.

Offa
Apr 24, 2004, 06:50 AM
Originally posted by barbslinger
Little over 3 hours. That would make it a good game and a six-pack combination. Wonder how that would score out in the charts. Any RBCiv prohibited tactics used? What was the score?

Played in one session at a pretty good pace. I am amazed that Drazek can play the whole of GOTM so well in just 3 times this time.

Score 3765. I didn't conceal from myself the knowledge of the map in this replay, but apart from saving a bit of exploration time I don't think it mattered much. It might even have helped to explore a bit more (huts). Once I forgot to raze a town immediately so I abandoned it as soon as I opened the city window. A couple of times I exited the diplo screen having forgotten to declare war, so I reopened it and declared straight away. The lack of diplo makes this variant very much a race, as you fall behind on science. It took a long time to develop maps.

The home continent was actually fairly easy to conquer, in around 300-400 bc. The second continent (and a couple of outliers) were much more awkward. Unit support with a size 6 city is tough too: I used a leader for the Colosuss and of course there were a lot of barb camps.

It will be interesting to see how team Anka get on.

samildanach
Apr 28, 2004, 11:50 AM
Well done Barbies!:goodjob: No laddered tights or broken nails ?
This was way to easy for you lovely ladies :groucho: :)