SGOTM 22 - TTfkapr

I'll play on pulling back some warriors. Pause if barb appears.
 
2 turns in. Barb warrior showed up when western warrior retreated. It didn't attack t1 but attacked on second turn.

TGW is 2 turns off and it's not possible for barbs to reach rome. Already swapped pigs for mine.

Will start a road south of Rome. Will start moving some warriors south for stone city.
 
Persians having monarchy is great. Early, yes but that is something we would need to steal rather early.

The only prerequisite for Monarchy is PH, which the AIs started with. Monarchy was either Darius first or second tech.
 
I really doubt we will bother stealing it if we want mids. Alphabet is a long way off. Need to find them too.

1 turn off great wall. Where to road next?
 
Fair enough. But there's still the wine we can improve, and then trade those resources. There's 4 wine inside 3rd ring of Rome and 2nd ring of fish city. 1 happiness and 3 resources to trade would be fantastic. Since we need to grow Rome to get cities, extra health and happiness would really help that process.
 
TGW done. No barb archers have shown up!!

Arabians grabbed SH same turn. Super charged AI!!!

I have kept our fog buster near horse in place.

Yyeah or Elite are up next.

I suggest pause for strategy thoughts. Plus next city thoughts. I selected warrior as a place holder build.

Spoiler :
Here is your Session Turn Log from 2520 BC to 2320 BC:

Turn 37, 2520 BC: Hannibal adopts Slavery!
Turn 37, 2520 BC: Barbarian's Warrior (2.00) vs Julius Caesar's George (Warrior) (4.40)
Turn 37, 2520 BC: Combat Odds: 0.6%
Turn 37, 2520 BC: (Plot Defense: +50%)
Turn 37, 2520 BC: (Fortify: +25%)
Turn 37, 2520 BC: (Feature Defense: +20%)
Turn 37, 2520 BC: (River Attack: +25%)
Turn 37, 2520 BC: Julius Caesar's George (Warrior) is hit for 13 (87/100HP)
Turn 37, 2520 BC: Barbarian's Warrior is hit for 29 (71/100HP)
Turn 37, 2520 BC: Barbarian's Warrior is hit for 29 (42/100HP)
Turn 37, 2520 BC: Barbarian's Warrior is hit for 29 (13/100HP)
Turn 37, 2520 BC: Julius Caesar's George (Warrior) is hit for 13 (74/100HP)
Turn 37, 2520 BC: Barbarian's Warrior is hit for 29 (0/100HP)
Turn 37, 2520 BC: Julius Caesar's George (Warrior) has defeated Barbarian's Warrior!

Turn 39, 2440 BC: Barbarian's Warrior (2.00) vs Julius Caesar's Paul (Warrior) (3.50)
Turn 39, 2440 BC: Combat Odds: 3.3%
Turn 39, 2440 BC: (Plot Defense: +75%)
Turn 39, 2440 BC: Barbarian's Warrior is hit for 26 (74/100HP)
Turn 39, 2440 BC: Barbarian's Warrior is hit for 26 (48/100HP)
Turn 39, 2440 BC: Barbarian's Warrior is hit for 26 (22/100HP)
Turn 39, 2440 BC: Barbarian's Warrior is hit for 26 (0/100HP)
Turn 39, 2440 BC: Julius Caesar's Paul (Warrior) has defeated Barbarian's Warrior!

Turn 41, 2360 BC: Rome will grow to size 5 on the next turn.
Turn 41, 2360 BC: Julius Caesar has completed The Great Wall!
Turn 41, 2360 BC: Stonehenge has been built in a far away land!

Turn 42, 2320 BC: Rome has grown to size 5.
 
The main issue with getting 7 world wonders will be the AI!!

I am off out in a bit. Back tomorrow. Doesn't stop you play testing or planning ideas/strategies.

Archery might be useful sooner here. we could start replacing warriors sooner.

Overall we played our luck pretty well there. Movement of warriors timed perfectly. Enough drama for one day.
 
i can take it.
My question, i download save from SGOTM Progress -> List of saves ?.
And uploading every turn ?
 
i can take it.
My question, i download save from SGOTM Progress -> List of saves ?.
And uploading every turn ?

Download it from the progress and results page. Click on the date for download.

I try to save at the end of each turn, as well your auto save should be set to 1. This gives you a save at the beginning and end of each turn. I don't upload every turn.

@ Gumbolt Can you update the test game?
 
Need to decide which test save to update.

What I was thinking last night.

If we want mids we need to decide how to best settle that city. The route down south is far from safe. We have no archers to protect settler. Warriors may work but on hills will suffer against archers. For now we can move the warrior from gems to the deer and move a 2nd warrior down. The other risk we face is a barb city spawning on the stone.

Another option is to settle another city first. I think Yyeah favoured stone first.

I think we also need to think about exploring map more. Workboat explorer asap. PD does this every game to great use.

Is mids now the best option? The dates for SH and Oracle were both crazy. If Arabians are running out of builds they may just go mids early.
 
My test save is out by about 12-13 beakers. Suggesting a lot of the Ai already have sailing. Hmmm. I can edit up the test game.

Will do more test game work later. Always very tired on a Sunday. Going to be hard to make the Ai anything close to comparable.

We need 130 beakers in sailing. Whatever we do actual science will be out as the Ai probably have more techs than we think.
 
Gumbolt, if you can post the test game from 1 turn before the current turn I can match it up with real game.
 
Finishing off ironing. 2 items left. I can edit up test save will just give more Ai sailing for a few turns before start. Not sure if I had edited in the fact we were 1 turn behind techs.

Okay let me fire up test game again.

Ends up 12 science short. Warriors need moving in WB.
 

Attachments

:dunno:
It's only Monarch.

True. However the rules restricting growth will make it more difficult given conquest or space victory conditions. Will be interesting to see what dates TGW goes in teams that did not build it? Also what help at start the AI actually had. On a normal monarch game I would be suprised to see an Ai with 3 cities by 2320bc.
 
Gumbolt, if you can post the test game from 1 turn before the current turn I can match it up with real game.

Awesome! Some else that can fix test games! I have been the sole test game guy on my last few SGOTMs.
For test games with multiple cities, please help the test game guys and give your test game autosaves for two turns before your final turn. This allows us to temporarily add/remove gold, FPs, iron, etc. to get hammers, food, and research as close to matching our real game.
 
Great that you've been handling it so far! I've been the test game guy in the last few games as well, how nice that someone else took care of it this time. ;)

Here's updated test game.

I compared research bars to real game and found that 2 or 3 AI have Sailing, 4 or 5 have Myst, 4 or 5 have Agri, none or 1 have Writing, all have archery, 5 or 6 have BW and nobody has HBR. It is like this now in test game as well, so we should get the correct research modifier for all techs at the moment. With our current BPT it seems that we can't get exact info, as we apparently get the same research modifier if 4 or 5 AI have the same tech, due to rounding issues. Not sure why BW was different and I got the same result with 5 or 6 AI having it.

Btw. now realized neat trick to increase research. Add calendar commerce resource to mines for one extra commerce without affecting food or hammers, works for small adjustments. For larger commerce adjustments, I recommend adding gold+railroad to get the lost hammer back as well.
 

Attachments

Looks good. Southern warrior should be on the gems.

I would give SH to the Ai too. This may affect mids dates.

Need to add forest 1E of Rome.

So initial testing. Getting to S6 is important as this has slowed me down 1-2 turns.
I considered early archery so we could build an archer before settler? Would provide safe passage against barbs.
I think best here is Stone city then a quick 3rd city before mids and BW. If possible using 1 archer.

One options could be horse city 3rd and build chariots instead of archers?

Tech order. I think we want BW and maybe start writing/archery as next 3 techs. Finish BW to 1 turn. I had my third city 1480bc but had only just started worker no2. I built a workboat in stone city. How to get border pop there??
 
Ah, yes, forgot to check southern warrior. Adding SH is good, but we can't really test AI mids date anyway as we don't know exactly what they have. And we have the wrong AI in the test game. Only thing we can and should test is how soon we can build them, and this requires that no AI builds it first in test game, so I prefer having a test game where the AI doesn't have too much bonuses.

To get some idea of AI mids date, I looked at the general log in some HoF games played on huge/normal speed (huge to give as many AI as possible a chance to build them). Looked at 10 games played with BTS, average date for mids was 225BC (T106). The earliest AI mids date was 675BC (T88) and the latest was 450AD (T133). As we can see the variance is huge and there's no way for us to tell if any given date is safe or not. There is a risk that someone completes them before T90, but it is also possible that they are still available well into the AD's.

In the games I looked at, Stonehenge was built between t42-t62, averaging around t50, so the AI are faster than normal, making t90 mids a bit more risky. But still impossible to tell if we can get them or not.
 
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