SGOTM 22 - TTfkapr

Sorry, my plant has had an auditor the last 2 days, so I've been busy with that whole thing.

Here's the plan til masonry is in:
Worker pasture pigs, mine riverside grass hills.

Warriors:
Continue to explore in a clockwise fashion. Hopefully find an AI or two. Try to move via forests for extra defense. Attack Wolves. Fortify or head to a forest for lions and panthers. Run from bears.

Tech - Masonry

Stopping Points
Stop if weirdness noted.
Stop if a warrior dies

Do we still want screenies of demographics?
 
The southern one on my test game I explored the coast and then headed back to the gem spot to fog bust. Do we risk that here??

John I would keep to forest. On test game I explored coast 1 south. You need to think where the bear might head. I would not risk this warrior going further east out on plains.

George need healing?? Head towards the green grassland further east? 3-4 turns?

I would be tempted to explore further with Paul. NW? 3-4 turns??

The main issue I see here is whatever direction we send those 2 exploring it is ultimately leading to forest and jungle. We want all 4 warriors alive pending a disaster.

It would be useful to report back each 3 turns. Do not risk combat with bears!! Also have a look at what Shulec said about where the barb animals are at end of his turn.

Hmmm Riverside grass hill or do the southern one first? Guess the commerce out weighs the lost worker turn? So clockwise mining pattern. E SE SW then 1-2 turn hop to other mine.

Are we happy with EP on Darius? I think we have to stick with this to see his research.
 
EP on Darius is okay.

Yes please for demographics.

Mining riverside hills after pigs seems best. Start with the western hill.
 
Slow day on here. Has no one any opinions on packers plan? One thought I did have was for the warrior near bear to try to circle bear to get back inside our borders to help fog bust. Will the bear just go away??
 
If the Ai are all on islands we need workboats asap. BSP suggested this was an adapted pangea. So if we don't see any archers soon we will soon know. On this basis rushing to IW may not be best. TGW seems a no brainer really. Far too much land to fogbust with a few cities. Then perhaps beeline astronomy and use galleons? Hmmmm. Galleys might also work but lot of land on this map.

Ultimately in next 3-4 turns of exploring we should know if any Ai are present on our land mass. There are too many questions right now for us to really define our game strategy here.

What we do know is on first turn most of the Ai did not have coastal starts. It could be we are the only player on the island. On which basis after we lay mines we should think about some farms. How do we plan to deal with happiness here?? Hmmmm. Answers on a post card.

Do we still feel TGW first is best strategy or can we somehow beeline Oracle and fog bust well? Try to grab monarchy from oracle? Hmmm.
3 coastal AI

Also, are we doing a spreadsheet for worker and turn micro for the early game?
 
At this stage we have not. The micro could be done later. At this stage we want the pig followed by several mines. Izuul or Elite used to do them for us. I don't have excel here.
 
I use OpenOffice for spreadsheets, which anyone can download and use if you want to make them. But at this stage it doesn't seem necessary, quite straight forward. Only thing to decide is the order of building mines, but I think starting with western riverside, then other riverside is best. Then there's also the question of working 1f2h forest or 2f1c riverside grassland with pop that can't work mines. My intuition says maximizing growth is best, but this can be tested. I don't have time for that now, unfortunately.
 
I use OpenOffice for spreadsheets, which anyone can download and use if you want to make them. But at this stage it doesn't seem necessary, quite straight forward. Only thing to decide is the order of building mines, but I think starting with western riverside, then other riverside is best. Then there's also the question of working 1f2h forest or 2f1c riverside grassland with pop that can't work mines. My intuition says maximizing growth is best, but this can be tested. I don't have time for that now, unfortunately.

That makes the most sense to me. Green for Packers to play some turns.
 
Not sure where Packers has got to? Hopefully he can play some turns today. We are crawling along here.
 
Still confused why mountain in west first. It takes 2 turns to reach the next mountain. Where east commerce mountain first has no wait for mountain. Unless the 1 commerce is key.

Gazing east! The mountain range in the fog is clearly not normal. It almost feels like a block between us and an AI.

I think John could pause for one turn or head 1S. Ideally I would like to unfog the entire horse/corn site in case we find fish nearby. Pends what the bear does. Another option is to send him 1NE and back around. As long as he fogbusts it's not an issue as long as he fogbusts and stays alive. Ideally having him on a forest hill north would be better.
 
I played up to one turn before Masonry. I stopped so we can decide the most efficient thing to do with the worker, since Gum has doubts about western hill. John and Ringo were recently attacked by wolves and are healing. George just got attacked by a panther and is ready for a promo, probably woody I.

Demos:
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Turn 13
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Turn 14
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[URL=http://s1357.photobucket.com/user/Packers5280/media/15%20demos_zpsrcmswage.jpg.html]

TUrn 15
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Turn 16
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Turn 17
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Turn 18
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Top 5 cities turn 15:
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End of the jungle, and double stone:
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More food around horses:
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Spoiler :
Here is your Session Turn Log from 3520 BC to 3240 BC:


Turn 17, 3320 BC: Julius Caesar's Ringo (Warrior) (2.00) vs Barbarian's Wolf (0.83)
Turn 17, 3320 BC: Combat Odds: 99.6%
Turn 17, 3320 BC: (Animal Combat: -20%)
Turn 17, 3320 BC: Julius Caesar's Ringo (Warrior) is hit for 13 (87/100HP)
Turn 17, 3320 BC: Barbarian's Wolf is hit for 30 (70/100HP)
Turn 17, 3320 BC: Julius Caesar's Ringo (Warrior) is hit for 13 (74/100HP)
Turn 17, 3320 BC: Barbarian's Wolf is hit for 30 (40/100HP)
Turn 17, 3320 BC: Barbarian's Wolf is hit for 30 (10/100HP)
Turn 17, 3320 BC: Julius Caesar's Ringo (Warrior) is hit for 13 (61/100HP)
Turn 17, 3320 BC: Barbarian's Wolf is hit for 30 (0/100HP)
Turn 17, 3320 BC: Julius Caesar's Ringo (Warrior) has defeated Barbarian's Wolf!
Turn 17, 3320 BC: Your Ringo has destroyed a Wolf!
Turn 17, 3320 BC: Buddhism has been founded in a distant land!
Turn 17, 3320 BC: Barbarian's Wolf (1.00) vs Julius Caesar's John (Warrior) (3.40)
Turn 17, 3320 BC: Combat Odds: 0.0%
Turn 17, 3320 BC: (Animal Combat: +20%)
Turn 17, 3320 BC: (Plot Defense: +50%)
Turn 17, 3320 BC: Julius Caesar's John (Warrior) is hit for 11 (89/100HP)
Turn 17, 3320 BC: Julius Caesar's John (Warrior) is hit for 11 (78/100HP)
Turn 17, 3320 BC: Barbarian's Wolf is hit for 35 (65/100HP)
Turn 17, 3320 BC: Barbarian's Wolf is hit for 35 (30/100HP)
Turn 17, 3320 BC: Julius Caesar's John (Warrior) is hit for 11 (67/100HP)
Turn 17, 3320 BC: Julius Caesar's John (Warrior) is hit for 11 (56/100HP)
Turn 17, 3320 BC: Barbarian's Wolf is hit for 35 (0/100HP)
Turn 17, 3320 BC: Julius Caesar's John (Warrior) has defeated Barbarian's Wolf!
Turn 17, 3320 BC: While defending, your John has killed a Barbarian Wolf!

Turn 18, 3280 BC: Brennus converts to Buddhism!
Turn 18, 3280 BC: Barbarian's Panther (2.00) vs Julius Caesar's George (Warrior) (3.40)
Turn 18, 3280 BC: Combat Odds: 3.6%
Turn 18, 3280 BC: (Animal Combat: +20%)
Turn 18, 3280 BC: (Plot Defense: +50%)
Turn 18, 3280 BC: Barbarian's Panther is hit for 25 (75/100HP)
Turn 18, 3280 BC: Julius Caesar's George (Warrior) is hit for 15 (85/100HP)
Turn 18, 3280 BC: Julius Caesar's George (Warrior) is hit for 15 (70/100HP)
Turn 18, 3280 BC: Barbarian's Panther is hit for 25 (50/100HP)
Turn 18, 3280 BC: Barbarian's Panther is hit for 25 (25/100HP)
Turn 18, 3280 BC: Barbarian's Panther is hit for 25 (0/100HP)
Turn 18, 3280 BC: Julius Caesar's George (Warrior) has defeated Barbarian's Panther!
Turn 18, 3280 BC: While defending, your George has killed a Barbarian Panther!

Turn 19, 3240 BC: Brennus is the worst enemy of Saladin.
 
We do need to return these warriors alive!!! I wouldn't of sent John out into an area surrounded by plains!! We have 10-15 turns to return him safely. Looks like he should travel north and return by forest hill. Still a close call on getting him near a fog busting position and healthy by 2400bc.

I think it's time to start send 2-3 of them homewards??? 3/4 needs 3-4 turns healing too. This is going to be very close.
 
Still confused why mountain in west first. It takes 2 turns to reach the next mountain. Where east commerce mountain first has no wait for mountain. Unless the 1 commerce is key.
1st and 3rd mine are up on the same turns anyway, only difference going east first is that you get 2nd mine 1 turn earlier. Non-riverside mine is 1f3h, we have option to work 1f2h forest instead that one turn, so the most we win by going east first is one:hammers:. However, going east first delays 2nd riverside mine by 5 turns, costing us 5:commerce:.

Packers, do you crop the demographics screenshots, or just play with such small resolution that they fill the screen? If possible post those screenshots with scoreboard also visible, like Shulec did. Good the follow the development on scoreboard as well.

Woody I for george, yes.

No visible AI culture yet, an early rush seems quite unlikely here. Possible we are alone. Might be we need to aim for teching further down the tree. The only way it would make sense to require either conquest or space, and make them even remotely competitive, is if some AI is reachable only by paratroopers.
 
We need to think about our next tech. Pottery? BW? Tw? My gut is expand to 3 cities before bw. We could really use a Trojan city. The ai might even improve tiles and build worker for us to steal.

Alphabet for spies will help exploration.

@ Elite - I like your logic on the commerce vs hammers.
 
The clocks must go backwards in Green Bay so that their clockwise is the same as everybody else's counterclockwise.:lol:

I don't like the horse city site. Again, I don't like chariots against barb archers. I do not want to lose any units to barbs.

I am OK waiting on BW. Obviously, it looks like the best city sites will be the fish and horses. We may have a good city site 2E1N of the cow.

I think the Wheel is our next tech.

To make a "Trojan Horse" city for stealing, we need to found a religion to cash in. It must also be settled before the gift AI has 4 cities, or he will not take it.
 
We need a plan. Happy to take over.

Tech - TW.
Science 100%.
EP. Stay on Persians. Many turns from see his techs.
Worker -Mine western riverside mine for extra commerce.

Rome at S2 work 2f1C or 1f2H. Pends how quickly we want the warrior or faster growth. Faster growth will allow more mines sooner.

Are we happy with principle of healing/returning the warriors??

George - Heal or use promo for woody? Head SE towards the fog. Plan to defog the cows. Eventually return to capital. Hope that panther is gone.
Ringo heal for 2-3 turns. Could be risky return home.
Paul SE back to Rome. In theory barbs arrive 3360bc or so. Could it try exploring more?
John - Risk across plains once healed or head onto mountain and back via forest. He is much further east than I would have risked.

Obviously stop if we lose a warrior.
 
IF we want to settle fish site i dont think we need wheel we should get 2nd border pop after GW right ? ( i can be wrong)

I think we ned to decide where to settle 1st then we can talk about tech.

Do we need another worker ?
If yes horses site is much better becouse we bulid pasture there, and this city is usefull right away if we dont need another worker maybe this fish site but ...
I dont know we deleing 2nd city beocuse of GW, and if we settle fish, this city needs workboat to be somekind of usefull and probably we need BW too becouse theres no producion.

In other hand horse city needs wheel and agriculture at some point. But can be usefull right away and we got horses.

Imagine that we are settleing fish techin BW and theres no copper.
We need to tech archery and bulid 6 archers to settle another site thats very risky, and slow us down even more.

Allso we can think about duble expansion just bulid 2 warriors instand of 1, tech maybe wheel mistycyzm or pottery then BW.

We will grow to :mad: anyway wihtout monarchy.

So settling 2 sites and go for BW is allso option.


Overall i think i would try for Oracle :D
 
Gumbolt, can you use turn numbers, not dates? In my test game they didn't show up before T40. I don't know what turn 3360 BC is, but surely it it well before T40. Does anyone know the code on what switched barbs from animals to warriors/archers?
 
Firstly I would of settled fish site 1NE of fish to share the mine with Rome. Agree it would take 8 turns for workboat. Quicker with a chop. 3 turns.

We do face a puzzle for 2nd/3rd city. Firstly as the land is so poor here. We can see full circle of the capital and the best sites are really quite poor. Which suggests we either randomly place cities where we find decent locations. Or play as the map maker intended with few cities.

Horse city is not great but provides coast access and a strong mine tile. The food resource is poor. We also have a stone site down south.

The cow city provides food and some hammers. Downside is no early workboat that I feel could be key this game with raging barbs.

Isolated Oracle is an interesting choice but could be very random if we get it. Especially going for GW first. Big lottery with all Ai starting with PH. See what team thinks. If we fail = game over. If we got it hurrah but GPriest points.

Alternative. For happiness we do still have the stone/mids option. (160hammers from forest. plus 340 from production using 30 hammers a turn (15-16x2=30-32 hammers). 12-14 or so turns? On this map it could be interesting and offers a small chance of a GE. Lot of hammers for a low food map. This gives us HR or Rep without monarchy. Then we use stone city as a trojan horse city?? Need to test how easy it is to connect stone to the capital.

TW will speed up the second city for the settler. It does not offer a building if we want the third city before BW.

Pottery offers granary and faster growth. Myst offers monuments and cheap 3rd building. Hmmmm. Myst will work well if we want stone/mids quickly. Long strek without a galley for the settler.

We would need sailing for trade routes for stone to get mids in capital??

Workers.....Probably need a second worker at some point. Rome with 4-5 mines can build one in 4-5 turns. If we plan for stone we will definately want a second one quick with TW asap to speed up settler.

So crazy plan could be stone city 3rd??? Or do we really have a chance at Oracle??

Alternative is to build neither and do another approach??? Cottages and science?

@ Shulec - I have never worked by turn numbers. I can try and work out the turns. You posted the barb data in a previous team thread. First page. I forget the exact dates they spawn.

Lots to think about here and my brain is numb from this cold.
 
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