SGOTM 16 - U'nu'sual S'us'pec'ts

I was worried there for a moment. :)

Me too.

Green from me.


EDIT: has anyone seen Kakumeika's power graph? They are dealing after barbs, either defensively or offensively.
 
OK, Now let's discuss where to build our Academy with Al-Kindi or do we want to settle him? :mischief:

Should I post the save?
I will post some pictures tomorrow.

Here is how and why I didn't exactly follow the plan:
  • did not Attack Barb city with 5 chariots: waited for 6 and lost 4 of them, captured following turn [i.e. This turn, turn 101] with 7th chariot. IIRC, this is only action I have taken this turn. [odds were 26% and 29% for chariots, one didn't do any damage]
  • did not convert to Buddhism immediately: waited for chariots to be build in Paris and Clams
  • did not road gems and pigs: instead sent him to woods to start chopping library for Commerce (sh we decide that is what we want to do)
  • did not play only 4 turns: needed 5th turn because of turn lost to adoption
also, Brennus has been spreading Buddhism to our cities :D

woody went back to our border, saw the axe/archer there, then headed south when they went west

more hummbaba borders visible (see screenshots or save)

some questions:
do we want to whip something in Production? It doesn't have Buddhism yet and is unhappy.
Do we want to let GPF grow when the whip unhappy is gone? Build what while growing?
I will send the East Fish chariot out to kill the approaching barb warrior.

Here is the BUFFY Log
Spoiler :

Logging by BUFFY 3.19.003 (BtS 3.19)
------------------------------------------------
Turn 96/500 (475 BC) [15-Oct-2012 23:01:33]
Production begins: Chariot (3 turns)
Tech traded to Brennus (Celtia): Writing
Tech traded to Brennus (Celtia): Sailing
Tech acquired (trade, lightbulb, hut, espionage): Polytheism
Tech acquired (trade, lightbulb, hut, espionage): Hunting
A Mine was built near Clams
0% Research: 7 per turn
0% Espionage: 4 per turn
100% Gold: 34 per turn, 5 in the bank

After End Turn:
Paris grows to size 5
Paris's borders expand
Production grows to size 6
Clams grows to size 3

Turn 97/500 (450 BC) [15-Oct-2012 23:05:10]
0% Research: 7 per turn
0% Espionage: 4 per turn
100% Gold: 33 per turn, 39 in the bank

After End Turn:
Paris finishes: Chariot
GP Farm finishes: Worker
Production finishes: Chariot
Commerce grows to size 4
Clams finishes: Chariot

Other Player Actions:
Buddhism has spread: Paris

Turn 98/500 (425 BC) [15-Oct-2012 23:12:12]
Chariot 2 (Paris) promoted: Combat I
Chariot 3 (Paris) promoted: Combat I
Chariot 5 (Paris) promoted: Combat I
GP Farm begins: Settler (15 turns)
Production begins: Spy (4 turns)
Clams begins: Chariot (5 turns)
Paris begins: Chariot (5 turns)
0% Research: 0 per turn
0% Espionage: 0 per turn
100% Gold: 0 per turn, 72 in the bank

After End Turn:

Other Player Actions:
State Religion Change: Louis XIV (France) from 'no State Religion' to 'Buddhism'

Turn 99/500 (400 BC) [15-Oct-2012 23:23:10]
Orleans founded
East Fish begins: Work Boat (30 turns)
0% Research: 7 per turn
0% Espionage: 4 per turn
100% Gold: 25 per turn, 72 in the bank

After End Turn:
Whip anger has decreased in Commerce

Turn 100/500 (375 BC) [15-Oct-2012 23:29:07]
While attacking in Barbarian territory at Teoihuacan, Chariot 2 (Paris) loses to Barbarian Archer (0.30/3) (Prob Victory: 22.0%)
While attacking in Barbarian territory at Teoihuacan, Chariot 3 (Paris) loses to Barbarian Archer (1.38/3) (Prob Victory: 22.0%)
While attacking in Barbarian territory at Teoihuacan, Chariot 5 (Paris) loses to Barbarian Archer (3.00/3) (Prob Victory: 22.0%)
While attacking in Barbarian territory at Teoihuacan, Chariot 4 (Production) loses to Barbarian Archer (0.96/3) (Prob Victory: 17.8%)
While attacking in Barbarian territory at Teoihuacan, Chariot 6 (Production) (0.20/4) defeats Barbarian Archer (Prob Victory: 94.9%)
While attacking in Barbarian territory at Teoihuacan, Chariot 8 (Production) (2.56/4) defeats Barbarian Archer (Prob Victory: 99.5%)
A Mine was built near Production
0% Research: 7 per turn
0% Espionage: 4 per turn
100% Gold: 30 per turn, 97 in the bank

After End Turn:
Paris grows to size 6
Al-Kindi (Great Scientist) born in GP Farm
Production finishes: Spy
Commerce grows to size 5

Turn 101/500 (350 BC) [15-Oct-2012 23:33:49]
Chariot 7 (Paris) promoted: Combat I
While attacking in Barbarian territory at Teoihuacan, Chariot 7 (Paris) (4.00/4) defeats Barbarian Archer (Prob Victory: 99.7%)
Captured Teoihuacan (Barbarian)
 
Oooh, that is lucky. A GS, at low odds.

Paris Academy for me. :)

Well done on the barb city, losing 4 chariots is surely bad luck, but not when you note that you waited until you had 6. Great job.

Need screenies or the save to better comment. :)

edit: Is Brennus still cautious?
 
OK, I uploaded the save.

http://gotm.civfanatics.net/download.php?file=Unusual_Suspects_SG016_BC0350_01.CivBeyondSwordSave

here's the log
Spoiler :
Here is your Session Turn Log from 475 BC to 350 BC:

Turn 96, 475 BC: You have discovered Polytheism!
Turn 96, 475 BC: You have discovered Hunting!
Turn 96, 475 BC: The borders of Paris have expanded!

Turn 97, 450 BC: Buddhism has spread in Paris.

Turn 98, 425 BC: The revolution has begun!!!
Turn 98, 425 BC: Louis XIV converts to Buddhism!
Turn 98, 425 BC: The anarchy is over! Your government is re-established.
Turn 98, 425 BC: Buddhism has spread in Camulodunum.

Turn 99, 400 BC: Paris has become happy.
Turn 99, 400 BC: Paris can hurry Chariot for 2⇴ with 17ℤ overflow and +1⇤ for 23 turns.
Turn 99, 400 BC: Production can hurry Spy for 2⇴ with 18ℤ overflow and +1⇤ for 13 turns.
Turn 99, 400 BC: East Fish has been founded.

Turn 100, 375 BC: Paris will become unhappy on the next turn.
Turn 100, 375 BC: Clams can hurry Chariot for 1⇴ with 19ℤ overflow and +1⇤ for 12 turns.
Turn 100, 375 BC: Louis XIV's Chariot 2 (Paris) (4.40) vs Barbarian's Archer (5.25)
Turn 100, 375 BC: Combat Odds: 22.0%
Turn 100, 375 BC: (Extra Combat: -10%)
Turn 100, 375 BC: (Fortify: +25%)
Turn 100, 375 BC: (City Defense: +50%)
Turn 100, 375 BC: Louis XIV's Chariot 2 (Paris) is hit for 21 (79/100HP)
Turn 100, 375 BC: Barbarian's Archer is hit for 18 (82/100HP)
Turn 100, 375 BC: Barbarian's Archer is hit for 18 (64/100HP)
Turn 100, 375 BC: Barbarian's Archer is hit for 18 (46/100HP)
Turn 100, 375 BC: Louis XIV's Chariot 2 (Paris) is hit for 21 (58/100HP)
Turn 100, 375 BC: Barbarian's Archer is hit for 18 (28/100HP)
Turn 100, 375 BC: Louis XIV's Chariot 2 (Paris) is hit for 21 (37/100HP)
Turn 100, 375 BC: Louis XIV's Chariot 2 (Paris) is hit for 21 (16/100HP)
Turn 100, 375 BC: Barbarian's Archer is hit for 18 (10/100HP)
Turn 100, 375 BC: Louis XIV's Chariot 2 (Paris) is hit for 21 (0/100HP)
Turn 100, 375 BC: Barbarian's Archer has defeated Louis XIV's Chariot 2 (Paris)!
Turn 100, 375 BC: Your Chariot 2 (Paris) has died trying to attack a Archer!
Turn 100, 375 BC: Louis XIV's Chariot 3 (Paris) (4.40) vs Barbarian's Archer (5.25)
Turn 100, 375 BC: Combat Odds: 22.0%
Turn 100, 375 BC: (Extra Combat: -10%)
Turn 100, 375 BC: (Fortify: +25%)
Turn 100, 375 BC: (City Defense: +50%)
Turn 100, 375 BC: Barbarian's Archer is hit for 18 (82/100HP)
Turn 100, 375 BC: Louis XIV's Chariot 3 (Paris) is hit for 21 (79/100HP)
Turn 100, 375 BC: Barbarian's Archer is hit for 18 (64/100HP)
Turn 100, 375 BC: Louis XIV's Chariot 3 (Paris) is hit for 21 (58/100HP)
Turn 100, 375 BC: Louis XIV's Chariot 3 (Paris) is hit for 21 (37/100HP)
Turn 100, 375 BC: Barbarian's Archer is hit for 18 (46/100HP)
Turn 100, 375 BC: Louis XIV's Chariot 3 (Paris) is hit for 21 (16/100HP)
Turn 100, 375 BC: Louis XIV's Chariot 3 (Paris) is hit for 21 (0/100HP)
Turn 100, 375 BC: Barbarian's Archer has defeated Louis XIV's Chariot 3 (Paris)!
Turn 100, 375 BC: Your Chariot 3 (Paris) has died trying to attack a Archer!
Turn 100, 375 BC: Louis XIV's Chariot 5 (Paris) (4.40) vs Barbarian's Archer (5.25)
Turn 100, 375 BC: Combat Odds: 22.0%
Turn 100, 375 BC: (Extra Combat: -10%)
Turn 100, 375 BC: (Fortify: +25%)
Turn 100, 375 BC: (City Defense: +50%)
Turn 100, 375 BC: Louis XIV's Chariot 5 (Paris) is hit for 21 (79/100HP)
Turn 100, 375 BC: Louis XIV's Chariot 5 (Paris) is hit for 21 (58/100HP)
Turn 100, 375 BC: Louis XIV's Chariot 5 (Paris) is hit for 21 (37/100HP)
Turn 100, 375 BC: Louis XIV's Chariot 5 (Paris) is hit for 21 (16/100HP)
Turn 100, 375 BC: Louis XIV's Chariot 5 (Paris) is hit for 21 (0/100HP)
Turn 100, 375 BC: Barbarian's Archer has defeated Louis XIV's Chariot 5 (Paris)!
Turn 100, 375 BC: Your Chariot 5 (Paris) has died trying to attack a Archer!
Turn 100, 375 BC: Louis XIV's Chariot 4 (Production) (4.00) vs Barbarian's Archer (5.25)
Turn 100, 375 BC: Combat Odds: 17.8%
Turn 100, 375 BC: (Fortify: +25%)
Turn 100, 375 BC: (City Defense: +50%)
Turn 100, 375 BC: Barbarian's Archer is hit for 17 (83/100HP)
Turn 100, 375 BC: Louis XIV's Chariot 4 (Production) is hit for 22 (78/100HP)
Turn 100, 375 BC: Louis XIV's Chariot 4 (Production) is hit for 22 (56/100HP)
Turn 100, 375 BC: Barbarian's Archer is hit for 17 (66/100HP)
Turn 100, 375 BC: Barbarian's Archer is hit for 17 (49/100HP)
Turn 100, 375 BC: Louis XIV's Chariot 4 (Production) is hit for 22 (34/100HP)
Turn 100, 375 BC: Barbarian's Archer is hit for 17 (32/100HP)
Turn 100, 375 BC: Louis XIV's Chariot 4 (Production) is hit for 22 (12/100HP)
Turn 100, 375 BC: Louis XIV's Chariot 4 (Production) is hit for 22 (0/100HP)
Turn 100, 375 BC: Barbarian's Archer has defeated Louis XIV's Chariot 4 (Production)!
Turn 100, 375 BC: Your Chariot 4 (Production) has died trying to attack a Archer!
Turn 100, 375 BC: Louis XIV's Chariot 6 (Production) (4.00) vs Barbarian's Archer (2.41)
Turn 100, 375 BC: Combat Odds: 94.9%
Turn 100, 375 BC: (Fortify: +25%)
Turn 100, 375 BC: (City Defense: +50%)
Turn 100, 375 BC: Louis XIV's Chariot 6 (Production) is hit for 19 (81/100HP)
Turn 100, 375 BC: Barbarian's Archer is hit for 20 (26/100HP)
Turn 100, 375 BC: Louis XIV's Chariot 6 (Production) is hit for 19 (62/100HP)
Turn 100, 375 BC: Louis XIV's Chariot 6 (Production) is hit for 19 (43/100HP)
Turn 100, 375 BC: Louis XIV's Chariot 6 (Production) is hit for 19 (24/100HP)
Turn 100, 375 BC: Barbarian's Archer is hit for 20 (6/100HP)
Turn 100, 375 BC: Louis XIV's Chariot 6 (Production) is hit for 19 (5/100HP)
Turn 100, 375 BC: Barbarian's Archer is hit for 20 (0/100HP)
Turn 100, 375 BC: Louis XIV's Chariot 6 (Production) has defeated Barbarian's Archer!
Turn 100, 375 BC: Your Chariot 6 (Production) has destroyed a Archer!
Turn 100, 375 BC: Louis XIV's Chariot 8 (Production) (4.00) vs Barbarian's Archer (1.68)
Turn 100, 375 BC: Combat Odds: 99.5%
Turn 100, 375 BC: (Fortify: +25%)
Turn 100, 375 BC: (City Defense: +50%)
Turn 100, 375 BC: Louis XIV's Chariot 8 (Production) is hit for 18 (82/100HP)
Turn 100, 375 BC: Louis XIV's Chariot 8 (Production) is hit for 18 (64/100HP)
Turn 100, 375 BC: Barbarian's Archer is hit for 21 (11/100HP)
Turn 100, 375 BC: Barbarian's Archer is hit for 21 (0/100HP)
Turn 100, 375 BC: Louis XIV's Chariot 8 (Production) has defeated Barbarian's Archer!
Turn 100, 375 BC: Your Chariot 8 (Production) has destroyed a Archer!
Turn 100, 375 BC: Clearing a Forest has created 20 ℤ for Production.
Turn 100, 375 BC: Al-Kindi (Great Scientist) has been born in GP Farm (Louis XIV)!

Turn 101, 350 BC: Paris has grown to size 6.
Turn 101, 350 BC: Paris has become unhappy.
Turn 101, 350 BC: Commerce has grown to size 5.
Turn 101, 350 BC: Louis XIV's Chariot 7 (Paris) (4.40) vs Barbarian's Archer (1.57)
Turn 101, 350 BC: Combat Odds: 99.7%
Turn 101, 350 BC: (Extra Combat: -10%)
Turn 101, 350 BC: (Fortify: +25%)
Turn 101, 350 BC: (City Defense: +50%)
Turn 101, 350 BC: Barbarian's Archer is hit for 22 (8/100HP)
Turn 101, 350 BC: Barbarian's Archer is hit for 22 (0/100HP)
Turn 101, 350 BC: Louis XIV's Chariot 7 (Paris) has defeated Barbarian's Archer!
Turn 101, 350 BC: Your Chariot 7 (Paris) has destroyed a Archer!
Turn 101, 350 BC: You have captured a Worker
Turn 101, 350 BC: You have captured a Worker
Turn 101, 350 BC: You have captured Teoihuacan!!!

Brennus is +3 cautious
Ramesses is -1 cautious
 
Well done Deckhand! :goodjob:

It doesn't completely surprise me that we lost that many chariots. Chariots versus fortified archers aren't the best odds (well, they are 22% odds, apparently).

A GS? Now how can we have the "What to do with the GM?" argument? :cry:

OK, I uploaded the save.

Thanks, but the save you uploaded is at the point where we need to decide the next build for Production. I assume assigning a build is a reversible move, so it should be OK, but I'm not sure. Any chances you could upload some screenshots? (Edit: Did you upload an autosave?)
 
I assume assigning a build is a reversible move, so it should be OK, but I'm not sure.

Yes, changing build orders, tech order, sliders, checking what trades are available without attempting any are all OK.
 
Had a look at the save, we are going nicely.

Thoughts:
- assign cottage to Paris so it can work it rather than ocean
- time for a Lib (and Academy) in Paris.
- Put 1 turn on anything, warrior perhaps, in GP Farm so it grows to pop 5 nxt turn, then back to Settlers.
- If/When Brennus gets to Pleased/Friendly, beg Archery.
- Cottage the 2 FP's in Teo
- Spy to Camelodiumiummmumumm, wait 5 turns, steal Mono. Rinse & repeat for IW.
- Ramesses has IW, woot! We could even use 100% slider on him for 2 turns to get enough points on him (assuming spy waits 5 turns) that is.
- Settler in Production, or Colossus? Hmmm, I think Settler first.
- the ice city seems way to obvious, and easy to find, its probably a red herring. In the words of Admiral Ackbar 'Its a trap!'.
- No direct connection to Ramesses, should be even easier to claim the land.
 
- assign cottage to Paris so it can work it rather than ocean
- time for a Lib (and Academy) in Paris.
- Put 1 turn on anything, warrior perhaps, in GP Farm so it grows to pop 5 nxt turn, then back to Settlers.
- If/When Brennus gets to Pleased/Friendly, beg Archery.

Agreed.

- Cottage the 2 FP's in Teo

Why spend worker turns doing this now? Let Teo grow using the flood plains first. Commerce needs another worker for its cottages. We have health problems in several cities and haven't hooked up the pigs yet. Let's do that ASAP.

- Spy to Camelodiumiummmumumm, wait 5 turns, steal Mono. Rinse & repeat for IW.
- Ramesses has IW, woot! We could even use 100% slider on him for 2 turns to get enough points on him (assuming spy waits 5 turns) that is.

Steal Iron Working from Brennus or Ramesses II? You're proposing doing both. I expect that we can get it from Brennus.

Do we need a second spy?

- Settler in Production, or Colossus? Hmmm, I think Settler first.

Agreed. We actually aren't working that many water tiles, and don't plan to do so. No lakes. Where to put the new city? On one of the mini islands, or over by the jungle sugar?
 
1) Agree with Chris and Neil on stuff

2) I like the name of the bay. :)

3) It looks like Brennus is going to give Production Buddhism in a few turns. I say we convert then since I want the extra happy in our cities.

4) We should probably decide on our legendary cities and get them temples and monasteries asap. Remember after 1000 years (regardless of turns) the culture doubles.

5) I'd feel a lot more comfortable with more exploration. We have the tiny islands, northern tundra, copper island to the southeast, sheep island to the southwest, current workboat going to the northwest. I say we build a trireme or two since barb galleys are going to appear soon.

6) Make sure to time in such that a worker gets to Barb Cities pigs as soon as its borders pop. (I think turn 111, maybe 112)

7) It looks like Brennus doesn't have a stack getting ready on the northern border. I find this promising.

8) I think cities 1SW of the of the southern jungle sugar, 1W2S of Barb city's pigs (on the plains hill), and on the desert below "1/3 of a road" are both good ideas.

9) We need more cities. I think we should aim for 5 more cities in the next ten turns or so. Paris and Production can both put out two pretty quickly and should do so.

10) We'll need another galley to settle the islands and shuttle the new chariots.
 
Thanks, but the save you uploaded is at the point where we need to decide the next build for Production. I assume assigning a build is a reversible move, so it should be OK, but I'm not sure. Any chances you could upload some screenshots? (Edit: Did you upload an autosave?)
Go into your options and select "Minimize Pop-Ups".
Then you won't be prompted to make build decisions at the begining of your turn.
You will still be prompted at the end if there are any open builds. Waiting until end does have some downsides, so try not to do so.

Yes, I uploaded the autosave on exit. BUFFY autosaves when I exit and I always use that one to continue games.

Sometime in the next 16 hours I will post the promised pictures and a new PPP.
 
I think it's technically against the rules to upload an autosave, though it doesn't seem to have a functional impact in this case.
OK,I won't do it again.
It doesn't come up in xOTM because that save is made after game end and BUFFY doesn't autosave on exit.
Thinking about it, they are two different kinds of autosave. The one the game does IBT and the one BUFFY does upon exit during a turn. The issue came up because of the minimize popup feature that I have enabled.
 
That is a very interesting barb city...

Some issues with our game:
We are nearing 1AD, but we still have a really low happy cap. Ideally, we should have a nice two digit capital by this time (I guess the dates are a bit later because the AI are slow on Emp).

Is building the colossus worth it? It is fairly cheap but the problem is that since we are prioritising Astronomy, it expires fairly quickly. (However, denial could also help although we do want our AI's to research fast after all without running away). It will definitely pay off though.

Perhaps the Colossus could be an argument for researching CoL? CoL means we get caste so can run a bunch of great people in GP farm to get GS's to bulb our way through to Astro. I think we would need to research upto PP before going back to Astro. However, bulbing speeds up the process a lot. Also gives us a religion (Phil). Colossus doesn't expire as fast meaning we get more use of it and we'll probably have to do some maths to see whether delaying Astro by X turns can be offset by founding Phil, having Bur and Caste whilst still having strong research via Colossus.

Also to bear in mind is that Colossus suits our empire more than GLH trade routes because we have done lots and lots of horizontal expansion. Our vertical expansion is quite weak and TR's are best with large cities.

Also, agree with most of what Ben says, especially point 4! :) We should be building temples in most cities anyway because there is nothing set in stone about our culture cities! They may change as the game progresses, so better safe than sorry.

Also agree about the 5 cities! Will be a great addition to our empire. Perhaps we could use whip overflow from settlers in GP Farm to get it into Colossus?
 
One other thing to note: because Deckhand played to turn 101, we have completed one of the Decathlon objectives. :woohoo:

Congratulations! :clap:

Of course, technically speaking, no objective is counted as accomplished if you don't win the game. ;)
 
Is building the colossus worth it? It is fairly cheap but the problem is that since we are prioritising Astronomy, it expires fairly quickly.

Colossus doesn't expire and we'll probably have to do some maths to see whether delaying Astro by X turns can be offset by founding Phil, having Bur and Caste whilst still having strong research via Colossus.

So, does Colossus expire, or doesn't it? :)

I'm away from my Windows workstation, so I can't check...
 
So, does Colossus expire, or doesn't it? :)

I'm away from my Windows workstation, so I can't check...

It doesn't expire for quite some time if we don't actively pursue Astro :)

I personally think it is the stronger move because of our horizontal expansion AND because it puts us towards the lib path.
 
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