SGOTM 06 - Murky Waters

Another case of bad memory :rolleyes:.
Athens will be unhappy at size 4 already w/o lux (40% motherland at peace, 60% at war).
Alex has to die.
 
Sparta has barracks and is producing 5h/turn, so it'll be making CDI archers now, right? Our promoted axes can beat the unpromoted ones still. With the 2 axes and the warrior, before border expansion, maybe we can get Sparta. It will soon get much harder and then we'll have to wait for him to build a settler and leave, right?
If not all the time somebody would trample through the danger zone, he probably would just build a worker.
 
If not all the time somebody would trample through the danger zone, he probably would just build a worker.
Lol. Of course we listen to you...:lol:

How about spreading the axes and warrior out on his :hammers:, then coming in with the other two while waiting for the London axe to capture his worker?
 
From the test game I got:
pop3, 4:mad:
pop4, 6:mad:
pop5, 7:mad:
pop6, 9:mad:
pop7, 11:mad:
Does that sound right?
Sounds right.
(Pop*600*plot_culture_percent/100)/1000
plot_culture_percent is nearly 100 (but we always get 1 culture, so never exactly 100). Confucius helps, but that takes quite some time until the culture percent goes below, the threshold for size 4 (and then it's still the same :mad: for 5).
 
As I'm sick at home currently and don't know how I'll feel in the evening, I think I just play until I either capture Sparta or not.
So, I got it.
I think the settler building is ok and none will finish till then.

In the meantime everybody can think about
To raze or not to raze, that's the question
 
If there's another fish in that fog, it could be a GP farm. Good luck!
That's not really an answer. :p
BTW, I'm in Sparta, no additional seafood. I got there with 3 axes and a warrior on turn 4 and that was just enough (lost 2 axes) against the 2 reg archers.
I'll pause a bit and if I don't hear any more I raze.

Other question. Masonry in.
Judaism is still not founded. Should we go for it for the next city?
We got good gold from Sparta (72), so that's not much of a problem.
 
That's not really an answer. :p
BTW, I'm in Sparta, no additional seafood. I got there with 3 axes and a warrior on turn 4 and that was just enough (lost 2 axes) against the 2 reg archers.
I'll pause a bit and if I don't hear any more I raze.

Other question. Masonry in.
Judaism is still not founded. Should we go for it for the next city?
We got good gold from Sparta (72), so that's not much of a problem.
I guess Org Rel we get Pyramids even cheaper, right? But it's a high maintenance civic (but only 1:commerce: now). But will we have a city by then?

I thnk I prefer to raze Sparta. No gold there.

Any luck with the worker?

Edit: Really nice would be MOno after settling FP CIty. For the wheat.
 
Naturally, I would time it just right, which also means I don't have to decide right away.
No luck with the worker. He escaped with no chance to catch him. I needed the axe for Sparta so couldn't get to him from 2 sides.
 
I think Pottery for granaries is more important than OR for 25% on buildings. Or even maths for +50% chops.
 
Played 10. The save

Summary:
Sparta is no more :D. Hannibals copper is offline and he has no chance to prevent pillaging the horses.
A settler is south of rice and can found either in place or on rice and receive Judaism next turn.

Spoiler upload log :
Here is your Session Turn Log from 1210 BC to 940 BC:

Turn 93, 1210 BC: Confucianism has been founded in Athens!
Turn 93, 1210 BC: You have discovered Code of Laws!
Turn 93, 1210 BC: The revolution has begun!!!
Turn 93, 1210 BC: Churchill adopts Caste System!
Turn 93, 1210 BC: The anarchy is over! Your government is re-established.

Turn 95, 1150 BC: The borders of Athens have expanded!

Turn 96, 1120 BC: Churchill's Axeman (5.00) vs Alexander's Archer (2.88)
Turn 96, 1120 BC: Combat Odds: 95.5%
Turn 96, 1120 BC: (Extra Combat: +10%)
Turn 96, 1120 BC: (Fortify: +10%)
Turn 96, 1120 BC: Alexander's Archer is hit for 24 (56/100HP)
Turn 96, 1120 BC: Alexander's Archer is hit for 24 (32/100HP)
Turn 96, 1120 BC: Churchill's Axeman is hit for 16 (84/100HP)
Turn 96, 1120 BC: Alexander's Archer is hit for 24 (8/100HP)
Turn 96, 1120 BC: Alexander's Archer is hit for 24 (0/100HP)
Turn 96, 1120 BC: Churchill's Axeman has defeated Alexander's Archer!
Turn 96, 1120 BC: You have discovered Masonry!

Turn 97, 1090 BC: Churchill's Axeman (6.00) vs Alexander's Archer (5.25)
Turn 97, 1090 BC: Combat Odds: 64.8%
Turn 97, 1090 BC: (Extra Combat: -20%)
Turn 97, 1090 BC: (Fortify: +25%)
Turn 97, 1090 BC: (City Defense: +50%)
Turn 97, 1090 BC: Churchill's Axeman is hit for 18 (82/100HP)
Turn 97, 1090 BC: Churchill's Axeman is hit for 18 (64/100HP)
Turn 97, 1090 BC: Alexander's Archer is hit for 21 (79/100HP)
Turn 97, 1090 BC: Churchill's Axeman is hit for 18 (46/100HP)
Turn 97, 1090 BC: Alexander's Archer is hit for 21 (58/100HP)
Turn 97, 1090 BC: Churchill's Axeman is hit for 18 (28/100HP)
Turn 97, 1090 BC: Alexander's Archer is hit for 21 (37/100HP)
Turn 97, 1090 BC: Churchill's Axeman is hit for 18 (10/100HP)
Turn 97, 1090 BC: Alexander's Archer is hit for 21 (16/100HP)
Turn 97, 1090 BC: Churchill's Axeman is hit for 18 (0/100HP)
Turn 97, 1090 BC: Alexander's Archer has defeated Churchill's Axeman!
Turn 97, 1090 BC: Churchill's Axeman (5.00) vs Alexander's Archer (5.25)
Turn 97, 1090 BC: Combat Odds: 28.8%
Turn 97, 1090 BC: (Fortify: +25%)
Turn 97, 1090 BC: (City Defense: +50%)
Turn 97, 1090 BC: Churchill's Axeman is hit for 20 (80/100HP)
Turn 97, 1090 BC: Alexander's Archer is hit for 19 (81/100HP)
Turn 97, 1090 BC: Churchill's Axeman is hit for 20 (60/100HP)
Turn 97, 1090 BC: Alexander's Archer is hit for 19 (62/100HP)
Turn 97, 1090 BC: Churchill's Axeman is hit for 20 (40/100HP)
Turn 97, 1090 BC: Churchill's Axeman is hit for 20 (20/100HP)
Turn 97, 1090 BC: Alexander's Archer is hit for 19 (43/100HP)
Turn 97, 1090 BC: Alexander's Archer is hit for 19 (24/100HP)
Turn 97, 1090 BC: Alexander's Archer is hit for 19 (5/100HP)
Turn 97, 1090 BC: Churchill's Axeman is hit for 20 (0/100HP)
Turn 97, 1090 BC: Alexander's Archer has defeated Churchill's Axeman!
Turn 97, 1090 BC: Churchill's Axeman (5.00) vs Alexander's Archer (0.84)
Turn 97, 1090 BC: Combat Odds: 100.0%
Turn 97, 1090 BC: (Fortify: +25%)
Turn 97, 1090 BC: (City Defense: +50%)
Turn 97, 1090 BC: Churchill's Axeman is hit for 15 (85/100HP)
Turn 97, 1090 BC: Alexander's Archer is hit for 25 (0/100HP)
Turn 97, 1090 BC: Churchill's Axeman has defeated Alexander's Archer!
Turn 97, 1090 BC: Churchill's Warrior (2.00) vs Alexander's Archer (0.26)
Turn 97, 1090 BC: Combat Odds: 100.0%
Turn 97, 1090 BC: (Fortify: +25%)
Turn 97, 1090 BC: (City Defense: +50%)
Turn 97, 1090 BC: Alexander's Archer is hit for 17 (0/100HP)
Turn 97, 1090 BC: Churchill's Warrior has defeated Alexander's Archer!
Turn 97, 1090 BC: You have captured Sparta!!!
Turn 97, 1090 BC: The Greek Civilization has been destroyed!!!
Turn 97, 1090 BC: You have destroyed the city of Sparta!!!

Turn 100, 1000 BC: Barbarian's Warrior (2.00) vs Churchill's Warrior (3.00)
Turn 100, 1000 BC: Combat Odds: 9.9%
Turn 100, 1000 BC: (Extra Combat: +20%)
Turn 100, 1000 BC: (Barbarian Combat: +5%)
Turn 100, 1000 BC: (Combat: +25%)
Turn 100, 1000 BC: Churchill's Warrior is hit for 16 (84/100HP)
Turn 100, 1000 BC: Churchill's Warrior is hit for 16 (68/100HP)
Turn 100, 1000 BC: Barbarian's Warrior is hit for 24 (76/100HP)
Turn 100, 1000 BC: Barbarian's Warrior is hit for 24 (52/100HP)
Turn 100, 1000 BC: Churchill's Warrior is hit for 16 (52/100HP)
Turn 100, 1000 BC: Barbarian's Warrior is hit for 24 (28/100HP)
Turn 100, 1000 BC: Churchill's Warrior is hit for 16 (36/100HP)
Turn 100, 1000 BC: Churchill's Warrior is hit for 16 (20/100HP)
Turn 100, 1000 BC: Churchill's Warrior is hit for 16 (4/100HP)
Turn 100, 1000 BC: Churchill's Warrior is hit for 16 (0/100HP)
Turn 100, 1000 BC: Barbarian's Warrior has defeated Churchill's Warrior!

Turn 102, 970 BC: The enemy has been spotted near Athens!
Turn 102, 970 BC: Churchill's Axeman (5.50) vs Barbarian's Warrior (1.21)
Turn 102, 970 BC: Combat Odds: 100.0%
Turn 102, 970 BC: (Extra Combat: -10%)
Turn 102, 970 BC: (Extra Combat: +20%)
Turn 102, 970 BC: (Barbarian Combat: -5%)
Turn 102, 970 BC: (Combat: -50%)
Turn 102, 970 BC: Barbarian's Warrior is hit for 37 (45/100HP)
Turn 102, 970 BC: Barbarian's Warrior is hit for 37 (8/100HP)
Turn 102, 970 BC: Barbarian's Warrior is hit for 37 (0/100HP)
Turn 102, 970 BC: Churchill's Axeman has defeated Barbarian's Warrior!
Turn 102, 970 BC: Your Axeman has destroyed a Warrior!
Turn 102, 970 BC: You have trained a Settler in London. Work has now begun on a Axeman.

Turn 103, 955 BC: You have trained a Axeman in London. Work has now begun on a Axeman.


Spoiler my log :

Turn 0:
Revolt to caste.
Move a few units.

Turn 1:
Timbuktu puts one turn in axe for emergency purposes.
These hammers will crumble away during settler build, but better save than sorry.

Turn 2:
Athens out of revolt. 2 artists for a turn for immediate expansion.
Timbuktu and London go to settler.
Enter Sparta danger zone again with 3 axes and a warrior. Still 2 archers.
Archer and worker are still where last seen.
BTW there is marble in the SW tundra.

Turn 3:
Now the worker is away, but the warrior is there.
Kill the archer.
Sparta still 2 archers.

Turn 4:
Masonry completes.
Battle of Sparta:
2 Axes lose, but then axe and warrior win.
Raze.
Set research to mono, which will be just in time (or a bit early) for s of rice.


Turn 5:
Nothing really to do.
Our defenses are paper thin everywhere, as 2 axes and warrior move towards Carthage.

Turn 6:
Still nothing.
Athens works gold now, so I switch to math to not get mono too early.

Turn 7:
A barb warrior kills our early schock warrior at less than 10% chance

Not much more.

Turn 8:
An axe avenges our warrior.

Turn 9:
I'm on Hannibals copper. No chariots to be seen. 3 archers.
Settler completes in London.
Work boat in Athens. Decide to move the long way sw first.

Turn 10:
pillage road on Hannibals copper.
Axes move to horses.

Settler can found this turn either south of rice or on rice.
Cancel the pre-chopping workers to be on the save side.

Monotheism to complete next turn.
Settler in Timbuktu in 2. 2 axes fog bust ahead.


Spoiler autolog :
Timbuktu begins: Axeman (52 turns)
Civics Change: Churchill(England) from 'Slavery' to 'Caste System'

Turn 94/660 (1180 BC) [10-Jan-2008 16:04:46]
A Mine was built near London
London begins: Settler (11 turns)
London begins: Axeman (4 turns)

Turn 95/660 (1150 BC) [10-Jan-2008 16:09:58]
A Mine was built near Timbuktu
London begins: Settler (10 turns)
Timbuktu begins: Settler (15 turns)
Athens's borders expand

Turn 96/660 (1120 BC) [10-Jan-2008 16:18:47]
While attacking in the wild, Axeman defeats (4.20/5): Greek Archer (Prob Victory: 95.5%)
Tech learned: Masonry

Turn 97/660 (1090 BC) [10-Jan-2008 16:23:51]
Research begun: Mathematics (15 Turns)
Axeman promoted: Combat II
While attacking in Greek territory at Sparta, Axeman loses to: Greek Archer (0.48/3) (Prob Victory: 64.8%)
While attacking in Greek territory at Sparta, Axeman loses to: Greek Archer (0.15/3) (Prob Victory: 28.8%)
While attacking in Greek territory at Sparta, Axeman defeats (4.25/5): Greek Archer (Prob Victory: 100.0%)
While attacking in Greek territory at Sparta, Warrior defeats (2.00/2): Greek Archer (Prob Victory: 100.0%)
Captured Sparta (Alexander)
Greek Empire has been eliminated
Razed Sparta
Sparta lost
Research begun: Monotheism (7 Turns)

Turn 98/660 (1060 BC) [10-Jan-2008 16:52:37]
Axeman promoted: Combat I

Turn 99/660 (1030 BC) [10-Jan-2008 16:59:24]
Athens grows: 4

Turn 100/660 (1000 BC) [10-Jan-2008 17:02:57]
A Mine was built near Athens
Research begun: Mathematics (13 Turns)
Axeman promoted: Combat I
While defending in the wild near Athens, Warrior loses to: Barbarian Warrior (0.56/2) (Prob Victory: 90.1%)
Turn 101/660 (985 BC) [10-Jan-2008 17:08:56]
Research begun: Monotheism (3 Turns)
A Farm was built near Timbuktu

Turn 102/660 (970 BC) [10-Jan-2008 17:14:28]
While attacking in English territory at Athens, Axeman defeats (5.00/5): Barbarian Warrior (Prob Victory: 100.0%)
London finishes: Settler
Athens finishes: Work Boat

Turn 103/660 (955 BC) [10-Jan-2008 17:19:11]
Athens begins: Work Boat (5 turns)
Research begun: Mathematics (11 Turns)
London finishes: Axeman

Turn 104/660 (940 BC) [10-Jan-2008 17:27:35]
Research begun: Monotheism (1 Turns)

 
How many buildings are we planning to build?
Well, I think granaries and libraries everywhere should come on the Agenda (maybe not in the now to be built city). Barracks in London and Athens. Lighthouse in Athens.
But currently we are really a bit thin on defenses after Erkon and me. So I really think to get math in, still with the help of a few scientists, then do confucius, slavery, org rel (a lot of revolt) to rush things in Athens with overflow in pyramids. The city built with Timbuktu settler should get Confucius to slave/chop granary and a few missionaries. Then pyramids complete and we revolt again - don't know if we keep org rel then. If we keep the org rel phase short, Timbuktu and London will not profit as they will not have confucius.
 
Looks really good. With Confucius and Pyramids, our cities will already be at 10:). We should grow Timbuktu and Athens asap and we'll be able to lightbulb Astronomy for fast galleons. Who cares if we "need" it. I don't se why we should leave Org Rel for a long time, if ever. Waste of a turn. And switch to it as soon as any city is ready to build missionaries. Not sure we want slavery before Astronomy. Just fly up the tech chart.

With Alex gone, barbs may be ready to invade our cities. Chariots would be a nice defense against barb axes. I think we should get Maths asap, but also continue making settlers, escorts and workers. At least a couple more cities, one coastal, one inland. Finances shouldn't be a problem too much. We can always capture another Hannibal city for some cash.

We're 3pts to a Great General! What do we do with it?

If I'm not mistaken, using a couple warriors and the axes, we can have the settler go straight on through to FP City. That top axe can go on hill ahead, and the next axe can go two hills (SES) ahead, can't they?
 
Whoa! Played so soon? I thought there was supposed to be some minimum time between turnsets? :confused:

I have a bunch of arguments against researching Monotheism and going OrgRel, but I see that the research part of it is already too late. :(


<rant mode on> Why waste 10 turns of research (at the current sustainable research rate) on a dead-end tech like Monotheism when it is Maths that is the most important technology now? And we don't need the culture since we can run artists. :gripe: <rant mode off>


Anyway, skip Organized religion. We will definitely not benefit from a turn of anarchy, and I don't think the production bonus is very useful. Sure, we gain 75 hammers for the Pyramids and something similar in Athens. But there is no point at all in building missionaries. A missionary costs 60 hammers, so we would need to complete 300 hammers worth of buildings in the target town to break even. Much more than that if we take into account the risk of failure in spreading the religion. Will we ever have the need to invest more than 3-400 hammers into buildings in any of our cities? I don't think so...


Btw, nicely executed turnset, klarius! :goodjob: (It is the strategy I don't agree with, the play was flawless)
 
<rant mode on> Why waste 10 turns of research (at the current sustainable research rate) on a dead-end tech like Monotheism when it is Maths that is the most important technology now? And we don't need the culture since we can run artists. :gripe: <rant mode off>
We will get math before enough trees are pre-chopped.

Anyway, skip Organized religion. We will definitely not benefit from a turn of anarchy, and I don't think the production bonus is very useful. Sure, we gain 75 hammers for the Pyramids and something similar in Athens. But there is no point at all in building missionaries. A missionary costs 60 hammers, so we would need to complete 300 hammers worth of buildings in the target town to break even. Much more than that if we take into account the risk of failure in spreading the religion. Will we ever have the need to invest more than 3-400 hammers into buildings in any of our cities? I don't think so...


Btw, nicely executed turnset, klarius! :goodjob: (It is the strategy I don't agree with, the play was flawless)

Always only hammers, hammers, hammers. That's not all. We were going for a strategy with very big cities (maybe not any more :confused:). Happiness is in short supply.
The other thing is speed. Get things up faster.
 
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