SGOTM 22 - TTfkapr

Here is a test game. I made it try to recreate spontaneous barb spawning.

Spawn bust pic
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City Screenshots:
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Thanks, with growth in 6 turns we should get GW in 7 turns, I like that option.

Barbs are not spawning yet. If they spawn in test game with only 3 AI at 2 cities, then maybe there's less AI in the game.

With the current fogbusting setup, there's very few tiles that could spawn barbs that can hurt us within 3-4 turns from spawning. We should be pretty safe. Keep in mind that GW completes at end of turn when production bar is full and barbs are kicked out off our territory before they have a chance to act between turns.
 
You want to starve 4 turns to get GW 1 turn faster ? :eek:
Why ?
I allso more like option to grow faster.
Warriors setup look to be fine, does southern and western warrior have promotion ?
 
Well yea i know sry for this question Shulec but we have good fogbust.
I understand that you want to play as safe as possible but starving at this point of game its allmoust never worth it especialy 4 turns, barbs to be thread, had to spaw next to our borders and enter it like right now, so i think we are safe becosue of good fogbust and we dont have to overreact.
Black scenario even if we loose 1 mine and 1 warrior its better then deleying 2nd city,3th city, grenary and like everything else by more then time spend on rebulding mine and warrior.

Edit in my test.
When we starve settler at size 4 takes 7 turns i think instand of 5, grenary takes much longer too i belive about 2 turns as well, only growing from 5 to 6 will be a bit faster since we have granary allrdy. We can allso make some changes at size 4 and work 2f1c tile instand of mine but i dont knwo is it rly worth it. Overall i would take a risk and grow instand of starve.

When i look at our position from bigger perspective elemets starts to fitting with each otehr i meen if we go for mids grenary will be priceless becouse we will want to grow to 8 asap so going pottery was rly good move :goodjob:.
 
On Shulec's test game at 2600bc we have 10-11 mixture of archers and warriors in world builder. So it is not a case of 1 per turn. They arrive in mass and they arrive before the 4th Ai has settled their city. Oh I have tested this previously and barbs spawned with 3 Ai on 2 cities. Not an exact science. One major issue is we have no barb animals nearby. Nothing fog busting beyond our rim.

Fog busting wise. We are far from perfect. The biggest risk is from the North East or North West. On one test game I had a barb archer arrive SW into our northern borders.

If the team are happy to take a risk then I will go with this. If things go badly it's a big risk. We would probably be safe but I can't say for sure. We could easily improve our fog busting ring. Far from perfect.

On latest test game there were no scares using full food. Although the barb pattern was exactly the same on both runs.

Fog busting - Our western unit ideally should be 1 further north.
 
Actually testing shrinking we lose about 9-10 turns of growth. Huge sacrifice for 1 turn. Maybe we should just risk it. 9 turns growth is a big loss. If RNG if favourable we will be fine.

I didn't realise we would be slowed down so much.

I think I will join the revolt and say no to forest plan. Do or die like a Phoenix!!! haha. You got your revolt Shulec!!
 
So thoughts on improving the fog busting? Bringing the northern warrior in 1 south after 2-3 turns may be good. Western warrior would be better 1N? Eastern warrior is fine.

2Nw for the other warrior on move in our borders.

1 turn of all mines.
 
W warrior is fine, for me eventually 1NE, we will have bad odds on non forested hill if we gonna have to fight.
 
On Shulec's test game at 2600bc we have 10-11 mixture of archers and warriors in world builder. So it is not a case of 1 per turn. They arrive in mass and they arrive before the 4th Ai has settled their city. Oh I have tested this previously and barbs spawned with 3 Ai on 2 cities. Not an exact science. One major issue is we have no barb animals nearby. Nothing fog busting beyond our rim.
The code is exact science... but if they really do spawn after the 3rd AI settles a city in a game with 7 civs, then this must be one of those famous rounding down issues. >=10.5 is not 11 or more, it's 10 or more, which is kind of counter-intuitive...

Nobody ever said they spawn at a rate of 1/turn, the link you provided earlier clearly state a bunch are created immediately. But animals are killed off at a rate of 1/turn and more barb units are spawned to replace these as the game continues.

Anyway, seems we agree not to shrink it anyway. With 5 warriors and GW in 7 turns we are safe. Eastern and western fogbusters can even in two turns start retreating towards own lands to defend mines and city, in case someone is coming from NE. East and West should be safe if no barbs show up in two turns.
 
Yep agree on not shrinking. So plan for t42 TGW.

Do we play on turn by turn now or wait for Shulec? (Who is likely in bed.)
 
Sorry been a funny old day here. I will play on 1-2 turns. Pause if any barbs arrive.

I will leave western warrior in place for now.
 
First barb warrior has appeared. 2520bc. Uploading save.


Updating post still!!! Picture to follow.

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2520bc%20barb%20warrior0000_zpsfv6grz1e.jpg


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Here is your Session Turn Log from 2600 BC to 2520 BC:

Turn 35, 2600 BC: Brennus is the worst enemy of Saladin.
Turn 35, 2600 BC: Darius I is the worst enemy of Gilgamesh.
Turn 35, 2600 BC: Saladin is the worst enemy of Brennus.
Turn 35, 2600 BC: Brennus is the worst enemy of Saladin.
Turn 35, 2600 BC: Darius I is the worst enemy of Gilgamesh.
Turn 35, 2600 BC: Saladin is the worst enemy of Brennus.
Turn 35, 2600 BC: Brennus adopts Slavery!
 
I think pull in the eastern warrior 1 tile this turn or next. Western one too maybe. 5 turns.

Biggest threat is from NE or NW. The barb warrior up north actually fogbusts too. Will it suicide on warrior???
 
Back from the chip shop. Can play on in a bit.

I think I have city details now on.

Will play on a turn in a bit. Will hold all other units in place for now.
 
Barb warrior died attacking ours. No more units appeared. I think play on.

We could pull in our warriors.

We will need to decide what to do with worker soon. Road or cottage. Road for settler or cottage?

A forest has grown in BFC. West <-- of Rome

Arabians have 3 cities now! They are also running HR. Persians have Monarchy!!

Zara and Darius lack slavery.
 
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