K-mod Deity Fun -- Collaboration of SGOTM teams

Played as planned.

Met our close neighbors, Darius from north, I focus the EP on Darius as he is more likely a tech leader, and Sury from South.

The surrounding area is not bad, which includes a gold right down the south. Unfortunately, we don't have horse nearby and that gold is near the south pole, where barbarians would be a headache. We need to research archery, or find and connect a copper to be able to claim the gold.

Spoiler :




The interesting thing is that no religion has been founded until now.

Roster

Duckweed -- Just Played
kossin -- Up
Tachywaxon -- On Deck
Mitchum
soundjata
pomthom
Folket
 

Attachments

Duckweed, although Soundjata seemed to jest about it, unless K-mod changed it (which I don't thikn), making a wall of units will do the same job against barbarians without needing to tech Archery asap. Now, what about the south? Is it connected to the icelands, we need to find out.

EDIT: Roland? Is that a french name?
 
^I WBed a game to quickly test the warrior wall trick, those barbarians just broke the wall fearlessly. I might be wrong, others could give another test.;) Plus, we are expecting smart AIs, I am glad to see that. Since Sury's scout came from South, a large icy area should be expected.
 
I sense the second city, when it will be the time to settle it, would be having the jungled pig, fish and corn within the city first radius. That way, it may allow a smaller filler city having the sugar, 2 cows and corn.
 
^I WBed a game to quickly test the warrior wall trick, those barbarians just broke the wall fearlessly. I might be wrong, others could give another test.;) Plus, we are expecting smart AIs, I am glad to see that. Since Sury's scout came from South, a large icy area should be expected.

Of course, if the barb unit ends by a unit when during the period of roaming (Patrolling I think), it will attack.
I'll see later in the code if it was changed. That way, it will settle the issue.

Those smart AI's will be a pain if they don't attack the city. Per experience, it's annoying to defend against a stack of archers when roaming indefinitely without attack because the odds aren't sufficient. IIRC, though, the comparison doesn't consider that much the promos, meaning the trick of a super unit archer would be a huge bait without loss on our side. I tried that it was nice.
 
After having a reliable defense. If we aim for GLH, gold site comes 1st.

In my test, those barbarians came after I settled the 2nd city.
 
After having a reliable defense. If we aim for GLH, gold site comes 1st.

In my test, those barbarians came after I settled the 2nd city.

Makes sense as we want to breeze through the techs until Masonry asap. And it's quite justifiable because the GLH is definitely the strongest move given all cities will be coastal.
 
My instinct would have dictated Fish/Corn/(Pigs) as city 2 for a good production site to support the cap (marvellous future NE spot that can support 7 specialists at size 10 BTW :yumyum:)

I understand the immediate research benefits of Gold as city 2 but won't it sandbag a bit our expansion? To get GLH, our cap also needs some production breathing room and I fear settling Gold first will stress the cap with 1/2 extra Worker/Settler to get out... :dunno:
 
Got it. I can play Tuesday night at earliest.

Darius is nice as neighbour if we ever need to resort to espionage...

I agree with Tachy, let's figure out if the south connects to more land or ends there. It makes a big difference for barbs.

Warrior wall doesn't work, the barb units get the mission to attack your city and gun straight for you. We should technically get another resource in BFC but I don't know if Maze script grants 3 resources for starts... Bronze Working is ~15 turns with the workboat and then we still need The Wheel. Leading to T41~42 hooked copper... really not safe.

Tech:
So, Hunting>Archery it is.

First warrior:
Keep zig-zag exploration, but only if it leaves on defensive tiles.

Second warrior:
Check out the gold and possible icy connection.

Worker:
Finish pasture, farm+cancel riverside grass, mine grass hill then PH. We'll have great production this way: 3F14H @5.

Beijing:
WB>warrior (to 3 pop)>settler while waiting for Archery.
 
The warrior to south would be better to scout conservatively, climbing up the gold hill should be enough. Otherwise, it is going to die easily.

Met our close neighbors, Darius from north, I focus the EP on Darius as he is more likely a tech leader, and Sury from South.

I saw Sury's scout, There's no doubt a large icy area south.

As the capital grows quite slow, worker turns will be more than enough to finish the farm, so that it does not need to come back.

Some other info:
Darius's archer is heading to our capital, a free guard for our north:D
There's a barbarian warrior around our warrior NW, be careful.
 
Missed the south part :D

Cap has 6F surplus with clams+2 cows @3.
7F @4 with farm (but +1C) .... or 6F+2H with grass hill.

Going over numbers in my head quickly, farm results in 1T slower first Archer I think. But we gain 2.5 worker turns in exchange.

Please vote: finish river grass farm or grass mine ASAP.

My vote: farm
Archery should be a safe decision for barbs such that 1T delay on Archer would not be fatal. Extra commerce and worker turns more crucial.
 
Missed the south part :D

Cap has 6F surplus with clams+2 cows @3.
7F @4 with farm (but +1C) .... or 6F+2H with grass hill.

Going over numbers in my head quickly, farm results in 1T slower first Archer I think. But we gain 2.5 worker turns in exchange.

Please vote: finish river grass farm or grass mine ASAP.

My vote: farm
Archery should be a safe decision for barbs such that 1T delay on Archer would not be fatal. Extra commerce and worker turns more crucial.

City @size 3 could work clam + 2 Cow and produce a settler before completing Archery (takes at least 12 turns), then it will take 4~5 turns to grow to size 4 to work on farm or GH, 17+ turns in total. Improving Cow + farm + GH only takes 12 turns. Unless you want to work on GH rather than the clam, I don't see the problem.
 
I agree with Duckweed regarding farm.

As for our next city. I prefer fish, pigs, corns. I do not see that gold will shave of many turns from sailing.
 
I prefer farm before mine as well. Plus, if we plan to settle near the gold next, our worker will be heading the right direction.

Regarding the gold mine, we're currently getting 10 :science:/turn from our capital. It will go up to 12:science:/turn when we're working the clams. So adding 7 :science:/turn from working the gold mine will surely speed up our research...
 
Yes, it will, but will it be decisive. How many turn will we have left to GLH when we settle gold?
 
Please vote: finish river grass farm or grass mine ASAP.

My vote: farm

As the capital grows quite slow, worker turns will be more than enough to finish the farm, so that it does not need to come back.
Looking back, why did you call a vote?;) There's no disagreement.

Regarding the gold mine, we're currently getting 10 :science:/turn from our capital. It will go up to 12:science:/turn when we're working the clams. So adding 7 :science:/turn from working the gold mine will surely speed up our research...

Adding above, if we settle the gold site on the left coast, we also get 2C trade route income after having sailing, while the north city won't until connected by road. Basically ~60% more beakers. We should be able to start GLH by 4~5 turns earlier from faster Sailing + Masonry. There are more advantages from settling gold city 1st. Faster to other important techs like TW, BW, and Writing. The +1 happiness from gold will allow capital grow to size 6 to work clam + 5 production tiles.
 
My first thought was for extra safety.

Then once you suggested to complete farm, I changed my mind that 1T sooner Archer wasn't critical. But there were only 2 votes (yours, mine). Since I can only play tomorrow, I figured best to get teammates involved :)
 
Regarding the gold mine, we're currently getting 10 :science:/turn from our capital. It will go up to 12:science:/turn when we're working the clams. So adding 7 :science:/turn from working the gold mine will surely speed up our research...

Adding above, if we settle the gold site on the left coast, we also get 2C trade route income after having sailing, while the north city won't until connected by road. Basically ~60% more beakers. We should be able to start GLH by 4~5 turns earlier from faster Sailing + Masonry. There are more advantages from settling gold city 1st. Faster to other important techs like TW, BW, and Writing. The +1 happiness from gold will allow capital grow to size 6 to work clam + 5 production tiles.
These are very clear benefits from settling the gold mine first. But are we certain commerce is really our first priority? It's fine to start GLH 4/5 turns sooner, but if it means getting a 2nd settler out 10/15 turns later (pulling these figures out of nowhere, but bear with me :crazyeye:), is it really worth it?

My point is this: by settling Fish/Corn first we are able to shift our expansion production to a second city while cap builds GLH - then gold as city 3 for commerce. If we settle gold first, we get earlier beakers but we still rely entirely on our cap for expansion while still wanting to build GLH.

Settling gold first feels like a :science: gambit... am I talking nonsense? :dunno:
 
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