SGOTM 15 - Plastic Ducks

Don't think we need anything more than Galleons. The assumption of the requirement of airlifting seems so weird to me, it only makes sense if spaceship victory is enforced. Otherwise. it's nothing more than a very bad design.
 
Played 7 turns

Session Log

Spoiler :

Turn 83, 800 BC: You have constructed a Barracks in Pataliputra. Work has now begun on a Axeman.

Turn 84, 775 BC: You have constructed a Hindu Temple in Vijayanagara. Work has now begun on a Barracks.

Turn 85, 750 BC: Al-Kindi (Great Scientist) has been born in Delhi (Gandhi)!

Turn 87, 700 BC: You have discovered Alphabet!
Turn 87, 700 BC: Tokugawa Ieyasu's Axeman (5.50) vs Gandhi's Axeman 3 (Delhi) (7.25)
Turn 87, 700 BC: Combat Odds: 22.5%
Turn 87, 700 BC: (Extra Combat: -10%)
Turn 87, 700 BC: (Plot Defense: +40%)
Turn 87, 700 BC: (Fortify: +25%)
Turn 87, 700 BC: (City Attack: -20%)
Turn 87, 700 BC: (Combat: -50%)
Turn 87, 700 BC: (Combat: +50%)
Turn 87, 700 BC: Tokugawa Ieyasu's Axeman is hit for 22 (78/100HP)
Turn 87, 700 BC: Tokugawa Ieyasu's Axeman is hit for 22 (56/100HP)
Turn 87, 700 BC: Gandhi's Axeman 3 (Delhi) is hit for 17 (83/100HP)
Turn 87, 700 BC: Gandhi's Axeman 3 (Delhi) is hit for 17 (66/100HP)
Turn 87, 700 BC: Tokugawa Ieyasu's Axeman is hit for 22 (34/100HP)
Turn 87, 700 BC: Tokugawa Ieyasu's Axeman is hit for 22 (12/100HP)
Turn 87, 700 BC: Gandhi's Axeman 3 (Delhi) is hit for 17 (49/100HP)
Turn 87, 700 BC: Tokugawa Ieyasu's Axeman is hit for 22 (0/100HP)
Turn 87, 700 BC: Gandhi's Axeman 3 (Delhi) has defeated Tokugawa Ieyasu's Axeman!
Turn 87, 700 BC: Tokugawa Ieyasu's Axeman (5.50) vs Gandhi's Axeman 4 (Pataliputra) (7.25)
Turn 87, 700 BC: Combat Odds: 22.5%
Turn 87, 700 BC: (Extra Combat: -10%)
Turn 87, 700 BC: (Plot Defense: +40%)
Turn 87, 700 BC: (Fortify: +25%)
Turn 87, 700 BC: (City Attack: -20%)
Turn 87, 700 BC: (Combat: -50%)
Turn 87, 700 BC: (Combat: +50%)
Turn 87, 700 BC: Gandhi's Axeman 4 (Pataliputra) is hit for 17 (83/100HP)
Turn 87, 700 BC: Gandhi's Axeman 4 (Pataliputra) is hit for 17 (66/100HP)
Turn 87, 700 BC: Tokugawa Ieyasu's Axeman is hit for 22 (78/100HP)
Turn 87, 700 BC: Gandhi's Axeman 4 (Pataliputra) is hit for 17 (49/100HP)
Turn 87, 700 BC: Tokugawa Ieyasu's Axeman is hit for 22 (56/100HP)
Turn 87, 700 BC: Gandhi's Axeman 4 (Pataliputra) is hit for 17 (32/100HP)
Turn 87, 700 BC: Tokugawa Ieyasu's Axeman is hit for 22 (34/100HP)
Turn 87, 700 BC: Tokugawa Ieyasu's Axeman is hit for 22 (12/100HP)
Turn 87, 700 BC: Gandhi's Axeman 4 (Pataliputra) is hit for 17 (15/100HP)
Turn 87, 700 BC: Gandhi's Axeman 4 (Pataliputra) is hit for 17 (0/100HP)
Turn 87, 700 BC: Tokugawa Ieyasu's Axeman has defeated Gandhi's Axeman 4 (Pataliputra)!
Turn 87, 700 BC: Tokugawa Ieyasu's Axeman (6.00) vs Gandhi's Axeman 5 (Vijayanagara) (8.25)
Turn 87, 700 BC: Combat Odds: 20.5%
Turn 87, 700 BC: (Extra Combat: -20%)
Turn 87, 700 BC: (Plot Defense: +40%)
Turn 87, 700 BC: (Fortify: +25%)
Turn 87, 700 BC: (Combat: -50%)
Turn 87, 700 BC: (Combat: +50%)
Turn 87, 700 BC: Gandhi's Axeman 5 (Vijayanagara) is hit for 17 (83/100HP)
Turn 87, 700 BC: Tokugawa Ieyasu's Axeman is hit for 23 (77/100HP)
Turn 87, 700 BC: Gandhi's Axeman 5 (Vijayanagara) is hit for 17 (66/100HP)
Turn 87, 700 BC: Tokugawa Ieyasu's Axeman is hit for 23 (54/100HP)
Turn 87, 700 BC: Gandhi's Axeman 5 (Vijayanagara) is hit for 17 (49/100HP)
Turn 87, 700 BC: Gandhi's Axeman 5 (Vijayanagara) is hit for 17 (32/100HP)
Turn 87, 700 BC: Tokugawa Ieyasu's Axeman is hit for 23 (31/100HP)
Turn 87, 700 BC: Tokugawa Ieyasu's Axeman is hit for 23 (8/100HP)
Turn 87, 700 BC: Tokugawa Ieyasu's Axeman is hit for 23 (0/100HP)
Turn 87, 700 BC: Gandhi's Axeman 5 (Vijayanagara) has defeated Tokugawa Ieyasu's Axeman!
Turn 87, 700 BC: Tokugawa Ieyasu's Spearman (4.80) vs Gandhi's Axeman 2 (Delhi) (10.25)
Turn 87, 700 BC: Combat Odds: 0.7%
Turn 87, 700 BC: (Extra Combat: -20%)
Turn 87, 700 BC: (Plot Defense: +40%)
Turn 87, 700 BC: (Fortify: +15%)
Turn 87, 700 BC: (Combat: +50%)
Turn 87, 700 BC: Tokugawa Ieyasu's Spearman is hit for 28 (72/100HP)
Turn 87, 700 BC: Tokugawa Ieyasu's Spearman is hit for 28 (44/100HP)
Turn 87, 700 BC: Tokugawa Ieyasu's Spearman is hit for 28 (16/100HP)
Turn 87, 700 BC: Tokugawa Ieyasu's Spearman is hit for 28 (0/100HP)
Turn 87, 700 BC: Gandhi's Axeman 2 (Delhi) has defeated Tokugawa Ieyasu's Spearman!
Turn 87, 700 BC: Tokugawa Ieyasu's Spearman (4.80) vs Gandhi's Axeman 2 (Delhi) (10.25)
Turn 87, 700 BC: Combat Odds: 0.7%
Turn 87, 700 BC: (Extra Combat: -20%)
Turn 87, 700 BC: (Plot Defense: +40%)
Turn 87, 700 BC: (Fortify: +15%)
Turn 87, 700 BC: (Combat: +50%)
Turn 87, 700 BC: Tokugawa Ieyasu's Spearman is hit for 28 (72/100HP)
Turn 87, 700 BC: Gandhi's Axeman 2 (Delhi) is hit for 13 (87/100HP)
Turn 87, 700 BC: Tokugawa Ieyasu's Spearman is hit for 28 (44/100HP)
Turn 87, 700 BC: Tokugawa Ieyasu's Spearman is hit for 28 (16/100HP)
Turn 87, 700 BC: Tokugawa Ieyasu's Spearman is hit for 28 (0/100HP)
Turn 87, 700 BC: Gandhi's Axeman 2 (Delhi) has defeated Tokugawa Ieyasu's Spearman!

Turn 88, 675 BC: The enemy has been spotted near Vijayanagara!
Turn 88, 675 BC: The enemy has been spotted near Vijayanagara!
Turn 88, 675 BC: Vijayanagara has grown to size 8.
Turn 88, 675 BC: Gandhi's Axeman 1 (Delhi) (5.00) vs Tokugawa Ieyasu's Spearman (2.85)
Turn 88, 675 BC: Combat Odds: 96.8%
Turn 88, 675 BC: (Extra Combat: +10%)
Turn 88, 675 BC: (Combat: -50%)
Turn 88, 675 BC: Tokugawa Ieyasu's Spearman is hit for 26 (74/100HP)
Turn 88, 675 BC: Tokugawa Ieyasu's Spearman is hit for 26 (48/100HP)
Turn 88, 675 BC: Tokugawa Ieyasu's Spearman is hit for 26 (22/100HP)
Turn 88, 675 BC: Tokugawa Ieyasu's Spearman is hit for 26 (0/100HP)
Turn 88, 675 BC: Gandhi's Axeman 1 (Delhi) has defeated Tokugawa Ieyasu's Spearman!
Turn 88, 675 BC: Your Axeman 1 (Delhi) has destroyed a Spearman!
Turn 88, 675 BC: Gandhi's Axeman 5 (Vijayanagara) (2.60) vs Tokugawa Ieyasu's Axeman (0.81)
Turn 88, 675 BC: Combat Odds: 98.7%
Turn 88, 675 BC: (Extra Combat: +10%)
Turn 88, 675 BC: (Plot Defense: +25%)
Turn 88, 675 BC: (Combat: -50%)
Turn 88, 675 BC: (Combat: +50%)
Turn 88, 675 BC: Tokugawa Ieyasu's Axeman is hit for 20 (0/100HP)
Turn 88, 675 BC: Gandhi's Axeman 5 (Vijayanagara) has defeated Tokugawa Ieyasu's Axeman!
Turn 88, 675 BC: Lysander (Great General) has been born in Pataliputra (Gandhi)!
Turn 88, 675 BC: Your Axeman 5 (Vijayanagara) has destroyed a Axeman!
Turn 88, 675 BC: Gandhi adopts Slavery!
Turn 88, 675 BC: Bombay will grow to size 5 on the next turn.
Turn 88, 675 BC: Varanasi will grow to size 5 on the next turn.
Turn 88, 675 BC: You have constructed a Barracks in Vijayanagara. Work has now begun on a Axeman.

Turn 89, 650 BC: The enemy has been spotted near Vijayanagara!
Turn 89, 650 BC: Delhi can hurry National Epic for 3⇴ with 34ℤ overflow and +1⇤ for 14 turns.
Turn 89, 650 BC: Bombay has grown to size 5.
Turn 89, 650 BC: Bombay can hurry Barracks for 1⇴ with 6ℤ overflow and +1⇤ for 13 turns.
Turn 89, 650 BC: Vijayanagara can hurry Axeman for 1⇴ with 22ℤ overflow and +1⇤ for 19 turns.
Turn 89, 650 BC: Pataliputra can hurry Hindu Temple for 2⇴ with 36ℤ overflow and +1⇤ for 10 turns.
Turn 89, 650 BC: Varanasi has grown to size 5.
Turn 89, 650 BC: Varanasi has become unhappy.
Turn 89, 650 BC: Varanasi can hurry Spy for 2⇴ with 26ℤ overflow and +1⇤ for 14 turns.
Turn 89, 650 BC: Vijayanagara will grow to size 7 on the next turn.
Turn 89, 650 BC: You have trained a Spy in Vijayanagara. Work has now begun on a Axeman.
Turn 89, 650 BC: You have trained a Spy in Varanasi. Work has now begun on a Axeman.
Turn 89, 650 BC: Hatsegawa adopts Hereditary Rule!

Turn 90, 625 BC: The enemy has been spotted near Vijayanagara!
Turn 90, 625 BC: Vijayanagara has grown to size 7.
Turn 90, 625 BC: Vijayanagara can hurry Axeman for 1⇴ with 28ℤ overflow and +1⇤ for 18 turns.
Turn 90, 625 BC: Pataliputra will become unhappy on the next turn.
Turn 90, 625 BC: Varanasi has become happy.



Report


Toku brought another stack

Spoiler :

Civ4ScreenShot0010-2.jpg



This time he did better, we lost 1 Axe in defense, our conter attack killed a lonely spear and an wounded Axe, this gave us a GG.

Spoiler :

Civ4ScreenShot0011-1.jpg



I have to stop now, as the GG is waiting for your command. Also as you can see from the screenshot, Toku is ~8 turns to Math. Our EPPs is 334 atm. We need 1 turn of 100% EP slider to steal both Math and IW.

Spoiler :

Civ4ScreenShot0012.jpg



Tech screen show that Toku also got IW from trade, likely from Hammy with Alpha.

Spoiler :

Civ4ScreenShot0013.jpg



Issues next

1. What to do with the GG, this is not much a problem as attaching is the only way to unlock HE atm, and what kind of promotion do you want?

2. Tech order? I'm going to pull the game all way to Engineering (~T102) next if everything goes well.

3. Do you want to produce a couple of HMs for Bombay and Var when we learn Mono?

Updated test game attached.
 

Attachments

1. GG Medic for swift war?

2. CoL (CHs, Caste) > Construction... unless we want to try Currency. We might get some gpt from it.

3. Sure, 60% is paid right off from producing Forge.
 
1. GG Medic for swift war?

2. CoL (CHs, Caste) > Construction... unless we want to try Currency. We might get some gpt from it.

3. Sure, 60% is paid right off from producing Forge.

1. GG seems the logical choice. If we choose that, there's a woodsman warrior near Pata that can get Medic I + Woodsman III.
2. We probably want to be able to bulb Engineering ASAP, so I don't think we have time to fit Currency before Construction and before the 3rd GS arrives (if all goes well that is).
I'm not sure we need CoL urgently, since the first 3 GS will come out early enough as it is.
So I'd rather go Construction right away, followed by CoL.
3. Yes.
 
1. GG
Usually I am not to keen on making a supermedic when I don't have units to heal...
Not too sure about the alternatives though. Would a settled GG + barracks allow level 3 units? If yes, that's what I would do. (city raider II, accuracy)

2. Agree with Bebe. I am quite sure we will have the 3 scientists some turns before construction is in. If tech stealing allows COL and construction before we're ready to bulb Engineering, go for it ofc.

3. Yes please, spread Shiva love :]

edit: X posted with Kossin.
 
1. As I said, attaching is the only way the unlock HE immediately and Vij is very ready to start HE. For the promotion, I'd like Woodman III, it will bring us some workers without problem. OTOH, it only has 22 exp, which is not enough to get Medic I unfortunately, but another unit with Medic I will do the same job.

2. Mono->Archery(which is necessary to produce xBow)->Construction With overflow from archery in IBT+8 (100% science slider when we can steal Math), we needs at least 4 turns 100% slider to complete Construction. Plus 1 turn of 100% EP slider. Our cash is quite tense to support all those. Our next immediate tech would be Fishing and Sailing, which enable the galley so that we can settle the western island for inter-continent trade routes.

3. Good to see agreement here. In the future, we need more for every city captured. With NO CITY RAZING, we have to slow down the war pace to stabilize economy.
 
@Duckweed

1. ? Heals on different units don't stack, we'll be stuck at 15% heal from WIII. Not sure I understood what you said however.

2. Good point about XBows, had forgotten. Archery it is then.
 
I don't like to be pessimistic but
NO IRON NO CROSSBOW.

Tech archery still?
 
@Duckweed

1. ? Heals on different units don't stack, we'll be stuck at 15% heal from WIII. Not sure I understood what you said however.

Ah, right, so it will need 2~4 battles to gain Medic I promotion. So free workers vs 10% more healing. The difference of healing is 10% neutral + 15% = 25% vs 35%. With new cities to be founded and a lots of forests to be chopped, I lean toward Woodman III still.

I don't like to be pessimistic but
NO IRON NO CROSSBOW.

Tech archery still?

I have never seen a SGOTM map without IRON. This map is of hostile environment, I'm 99% sure IRON is available and already inside our culture border.
 
^^
I doubt the mapmaker would have left us with only copper against those neighbours (unless our only source of iron is on the western island?)
Even if we have no iron, then we'll have to defend with LBs so Archery won't be wasted. (EDIT : XPost with Duckweed)

~~

I may be mistaken, but I think Medic I and Woodsman III do stack because they're different promotion lines.

~~

Good point about no city razing and managing the economy, one other game setting that we haven't discussed much is "City flip after conquest".
Tbh, I'm not even sure how that works. Is it any different from cities revolting because of enemy culture? Does it mean that a city can return to its original owner just like that, without warning?
Does that affect our war plans in any way?
 
Good point about no city razing and managing the economy, one other game setting that we haven't discussed much is "City flip after conquest".
Tbh, I'm not even sure how that works. Is it any different from cities revolting because of enemy culture? Does it mean that a city can return to its original owner just like that, without warning?
Does that affect our war plans in any way?

The captured city will never return to its original owner without the setting of "City flip after conquest". This setting gives players headache when stopping war without completely wiping out nearby cities, which we will probably do since we will always want to twist some techs from peace treaty.
 
Ok, so if I understand correctly, the only difference with a regular game is that a city revolt may (will?) return the city back to its owner, right?
If that's so, then it means we need even more units stationary in cities as MP, or capture the cities with most culture first (which we would probably do anyway since those are usually the biggest cities with the most strategic value)
 
PPP to Engineering

Tech -- Monotheism->Archery->Steal Math->Construction, Steal IW->bulb MC->Machinery, ->Engineering

Military

GG attaches to the warrior, promote to Woodman III, go worker hunting
Others defend

Worker movement

Delhi -- 1 worker will lay down 2 cottages (pre-improved previously) and 1 farm
Vij -- 1 worker mines and irrigates
Var -- 1 worker finishes quarry and then prechops
Bombay -- finishes the last cottage and then goes to Pat
Pat -- will have 2 workers for irrigating, mining, and pre-chopping

City management

Delhi -- NE->Barrack->Starts a HM when Mono is learned->Starts Forge and whip it when MC is bulbed
Vij -- HE->finish Axe->Forge->Whip it when it goes to unhappiness (size 9)
Var -- Spy->finish Axe->Research->Starts an xbow and whip it when Machinery is bulbed
Bombay -- Barrack->Settler at size 6
Pat ->HT ->HM->Forge and whip it->Finish Axe

All 3 spies will be sent to Osaka for stealing techs, if necessary, I will produce more from Vij/Var

This is a determinative set, the GP type and tech stealing both need some luck.:please:
 
can we spare another spy scouting the north?

Edit (after reading Bebe 2 posts below)

Green light on the PPP!
 
can we spare another spy scouting the north?
When the spies return from their tech stealing mission, they'll be available for scouting.
Better to delay scouting for another couple of turns rather than building too many of them, I think.
No spy stacking I'm assuming?
Why would you assume that? Quite the contrary, the "All 3 spies will be sent to Osaka" part suggests stacking.
It's true that stacking increases the odds of detection though, so maybe leaving one of them 1 tile behind as back up would be better.

@Duckweed
I didn't have time this morning to run the PPP through the test game, but everything seems just fine, so if you have an opportunity, you have my green light.
Only one question : where do you intend to send the 5th settler?
Wheat city? But it would seem that Hammy is about to get this.
Banana+Crabs (or is it Clams?) ?
Western island ? (my personal preference right now)
 
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