SGOTM 09 - Smurkz

I'm far more keen to build more maces than I am to waste time researching MC. ;)

We just started our golden age. Without looking at the save (will do in a few minutes), our capital should be able to build one mace per turn, so we should be able to build a solid defense very quickly.
 
Alright, tentative plan.

Civics: Switch to Representation immediately.

Smurkzaki: Grow in one turn, then run 6 scientists at -1 fpt during the rest of the GA. Generate 2 great people from there, at least one should be a GS. Build a few maces.

Other cities: Emphasize power tiles, build Library and Barracks, and Cats/Maces.

Research: Research Paper->Education, bulb the latter if we get a GS. Continue on Gunpowder if there's time.

Military: Hold off the barbarians. Start sending new maces towards Hammurabi.

Trading: Try to trade for Engineering, and any other techs of course. Feudalism is out there but not tradeable.
 
That all sounds fine by me, if perhaps a little bit short on details. But who needs details? :p
 
When you gonna place, Niklas?! :) Sorry to be quiet--been sick. Where's everybody else? Clearly we have complete confidence in you so you should play right away.

Just one little detail... the "start sending maces toward Hammy" part caught my eye. How about if we have a mace escort a worker or two as they build roads toward Hammy, so that after we've built a decent force including cats and/or trebs we can quickly send them toward Hammy? The only offensive action our maces should consider for the moment is against barbs or possibly to prevent Hammy from settling a dumb location (such as anything east of Akkad) by stealing a settler-->worker. Remember how effective trebs were against Shaka in SGOTM8, and how bogged down we got without enough of them? We must maintain a very high kill ratio, which means concentrating on wiping out city forces after bombarding them, and avoiding combat in the field.
 
Are we seriously going to attack Hammy? Why? What exactly do we have to gain here? His land isn't exactly sparkling and his cities aren't stellar either (see: city settled one tile off coast on copper). So we're going to blow untold amounts of hammers into an offensive force when the objective is to tech to space and leave Earth asap. Right now, I like where we're at tech wise. We''re smoking the other AI at this point and as long as we keep peacefully settling south I see no reason for this not to continue. Invading is going to slow us down big time and detract from our goal. I'm willing to bet the other teams went turtle and teched their way to space without the need for a war. Does someone want to enlighten me as to what he has that we don't that's going to help us down the road? It just seems very contradictory to what we've done so far. Oh, and did I mention wars on quick have the potential to get really out of hand, since units obsolete quick and like worker movements, military movements cost a lot with regards to time?
 
Tsk, tsk. You builders are all alike. ;)

More is better. Yes, Civ IV tries hard to take the fun out of excess, but Hammy's cities are on the same continent so maintenance won't be bad. More cities mean more teching and more production. Babylon and Akkad look to have very good production. His coastal cities will give us more seafood, which may be very useful if we go for Sushi so we can work those marginal tiles (or convert a bunch to workshops for the big final push). And if we don't take him out we'll always have to worry that he may attack us.

Your point about quick speed making wars more costly is certainly true (although perhaps not that costly). Which is why we only want to strike when we're good and ready (and Hammy is not), which means roads where we need them and LOTS of trebs to pound his city defenders before our CR maces march in, protected by a few pikes (if Hammy has horses or phants) and crossbows.
 
Tsk, tsk. You builders are all alike. ;)

I resent that! :p I'll war just as much as the next guy.

More is better. Yes, Civ IV tries hard to take the fun out of excess, but Hammy's cities are on the same continent so maintenance won't be bad.

New cities down south wouldn't be bad for maintenance either. Otherwise Joao is going to fill in, or more likely/worse, Hammy will surround us later.

More cities mean more teching and more production. Babylon and Akkad look to have very good production.

Akkad is settled near/in the ice, and has 2 ice hills to work. Not exactly what I'd call production worthy. And judging by an old screenshot (not near computer with civ atm), Babylon looks food short to be useful for building space ship parts. I like the Iron/cattle/wines/floodplain site much better than I do Babylon to be honest.

His coastal cities will give us more seafood, which may be very useful if we go for Sushi so we can work those marginal tiles (or convert a bunch to workshops for the big final push).

Best case scenario is 5 extra seafood, which comes to 2.5 extra food/city. Good for two/three plains workshop tiles. While it's nothing to sneeze at, it's a long ways off. To me, it comes down to this: Will the extra hammers we net from Sushi down the road after a war make up for the slower research we experience during the war? We'll start building the parts sooner without the war, so would the extra hammers we get later make up for the fact we're starting the parts later? I'm assuming we continue to expand aggressively south so we're still adding commerce and research from adding new cities.

And if we don't take him out we'll always have to worry that he may attack us.

Very true, but I think at this point we can play the appeasement card a little longer. If he does attack though, I wouldn't have a problem with him coming after us anyway. We're going to keep a tech advantage over him and since we'll have an army anyway to deal with the barbs I'm not terribly worried Hammy will muster anything significant. As I've said before, his cities aren't that good.

Your point about quick speed making wars more costly is certainly true (although perhaps not that costly). Which is why we only want to strike when we're good and ready (and Hammy is not), which means roads where we need them and LOTS of trebs to pound his city defenders before our CR maces march in, protected by a few pikes (if Hammy has horses or phants) and crossbows.

Sorry to be so blunt, but could we be any more contradictory? Lots of trebs, CR promoted maces, pikes, and crossbows. All from three cities, before he's ready? (Not counting Athens since it's still having culture issues) On Quick? Oh yea, and we're still making settlers to expand south, right? And Triremes once we get MC to blockade Atlantis (or was that shot down already (hope so, because that's another useless endeavor trying to blockade the barb super-city. But that's another discussion)). That's a huge hammer investment for a war that imo still offers us nothing we don't already have/can easily get anyway. So, why exactly are we invading him again? :p
 
Hye, Niklas started this with his "send maces toward Hammy" line! :D In my response to that (post 864) you'll see I was urging caution, although I was implicitly agreeing with the idea that we needed to expand violently. My response was incomplete, though, since I didn't mention anything about expanding south. Though as you'll recall, I've been pushing for quite awhile for the isthmus site :). I'd love to expand down there (and want to prioritize that way before warring), but I'm afraid that Joao will beat us to it and/or the barbs will make it too difficult.

Admittedly, my perspective wrt war is probably distorted by usually playing on Immortal, where I'm always behind in tech and warring is almost always the only advantage/option I have. This is Monarch and we're doing very well on techs, so warring isn't nearly as necessary to win. That doesn't mean it isn't just as desirable given that we want to win ASAP via Space Race, though. OK, the Sushi bit was weak, but more land and cities means more beakers and hammers--eventually. I don't know for sure if warring now will pay off by the time we need to win. But the point about us not having enough production to build an ideal war machine because we have so few cities is exactly the reason we need to get more cities, so we can build a space machine. I absolutely agree that we need to try to expand south, but I'm not sure how far we'll get. In that respect, I agree we should prioritize that over whatever near-term mace action Niklas was (?) contemplating against Hammy. (It would be nice to hear more about that from the guy with save, eh? ;))

BTW, I haven't looked at the save recently, but Akkad has (or at least had) lots of forests, which we'd be able to use because of all the food around there. Babylon also has lots of forests and even if they got chopped, we could make a few farms (don't forget Bio) to support lots of workshops. Isn't it also on a river (for levees)?

Now as for what to do about the barbs, I have very serious doubts about being able to build enough maces or whatever to post everywhere along our coast to defend our land. Bonanza can't grow very far without irrigation, but we'll need a long vulnerable irrigation chain to do that. One barb (or spy) sneaks by and pillages a key farm and the whole chain collapses. Without a large defense effort, anything on the coast is vulnerable to pillaging and/or attack and we'll be bled dry. Atlantis has 20 sea hammers plus iron. With a [Edit: Heroic Epic, Military Academy, and forge--Rolo's list now linked from the Reference section] they can crank out a LOT of units. We must blockade Atlantis--triremes are cheaper than maces or crossbows and a heck of a lot more effective in cutting Atlantis down to size. How many maces will we need to defend everywhere we need to? 3 or 4 triremes should be more than enough, and once we have even a partial blockade it'll cut their production way down. (Or am I wrong about how barbarian production works?)

The problem, of course, is that only Athens can build triremes (once we get MC) where we need them--is it up to the task hammer-wise? If not, we'll need help from Sparta and will need 2 forts to bypass the ice floes. I think this must be our second priority (after building a settler for the south with a mace or two for protection).

So for now, I agree that settling the south (which I think will require blockading Atlantis to be effective) should take high precedence over war preparation, apart from building triremes once we can. After we've settled as much as we can (or want) then we can talk about whether or not we need to go to war.
 
I just wanted to go after Hammy to appease the blood thirsty savages on the team. I'm very happy to just keep expanding.

And I'm also happy to build a few triremes - as soon as someone cranks out MC for us to trade for...

I'll play later today.
 
Don't forget about the eastern island, too--Hammy can get there.
 
Sorry team, I haven't had the time to sit down and play today as I hoped. Tomorrow is all flexible though, so I will probably try to play in the early afternoon.
 
Although you probably won't be able to build 2 (or even 1) triremes during this next turnset, I'd urge that we not engage the barbs (either offensively or defensively) until we have 2 ships. If we only have 1 and it loses, the barb ship lives and we're down net 1. If we have 2 then we're pretty much guaranteed no net loss or a net gain of 1 (assuming the barbs don't double up as well) because our second ship can either clean up or protect a weakened first ship. I'm not explaining well but you probably already know what I'm trying to say.

Playing soon? :) Good luck!
 
Flexible unfortunately didn't last so long. I haven't had time to look at anything at all before now, and I have some other things I need to do before I can start on this. I hope I can do it later tonight, otherwise it will be delayed yet again. :sad:

If whoever is up after me wants to play first, speak up.
 
Who's playing after Niklas? (And I think we're all quite content to wait for you. :))Methos comes next, but we skipped CommandoBob. Haven't heard much from either for awhile. Are you guys warmed up and ready to roll? If not, then I guess I'd be next.
 
I can't be sure, but I'd guess it's you, XCal. But I'm also fine waiting for Niklas.

I'll be away from the computer until late Wednesday. See you.
 
Who's playing after Niklas? (And I think we're all quite content to wait for you. :))Methos comes next, but we skipped CommandoBob. Haven't heard much from either for awhile. Are you guys warmed up and ready to roll? If not, then I guess I'd be next.
I am not up to speed. I'm still trying to make the jump from Civ3 to Civ4 and the learning/unlearning curve has been steeper than I expected.
 
I played 5 turns, will continue tomorrow. Highlights:

* Barbarians are reduced to a nuisance, to the point where I started building some infra to avoid raising unit costs further through the roof.
* We have trade routes with Hammy and João, and know where the latter is.
* We know Paper, and could get Edu in 2-3 turns with a bulb. We just got a GS, next one coming in 4 turns.
* I'm planning to settle Greenland as well as the fish site.
* Wang has Engineering. Let's keep our fingers crossed we can get it before we want to start on Chem.
 

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I played 5 turns, will continue tomorrow. Highlights:

* Barbarians are reduced to a nuisance...

Excellent. Please continue. Are you sure we don't want to grab more land down south before settling that no-worries northern fish site? Delenda est Atlanto.
 
Settle land south first. Settle island later. In my experience AI don't start sending out settlers on galleys until all of the easily settleable land is taken first. Block Hammy in, then grab Greenland. I really want the Iron site asap. The fish/rice and the northern fish/forest site can wait for the time being.

((Sorry I haven't been as active lately as before, my massive landscaping project fixing our disastrous front yard has taken quite a bit of my time)).
 
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