GOTM23 Succession Game [PTW]

They don't have Iron connected. I checked the Trade Advisor on the 1525BC save.


Ted
 
There's a visible source NE of one of there cities but it's not connected and not within anyone's boundries (yet). There is also a visible mountain at the edge of FOW, but no iron there. Also the last 2 Persian units we met (about 3 turns ago) were both warriors, so it's unlikely they've got it hooked up yet.

If there was a way to weaken Persia and defend our cities, that's something we should consider. The optimum would be to eliminate Persia with swordsmen and assimilate their cities. With a couple more cites to the south we would then cut the world into 2 pieces East: India, Ottoman & Roman & West: France, Spain, Carthage, Zulu & Egypt, allowing us to control trade routes until Navigation. Also we would be able to work on one side and not have worry about other AI settlers creeping into culture gaps.

We also need to think about sneaking in a temple build in each city to get the culture expansion needed for domination. When I play a domination goal game, I usually decide who the 800lb gorilla is and conquer around him. So far, we don't seem to have one yet.

One more little thing, if we happen to get a Great Leader, what's our best usage for one. An army to allow for Heroic Epic and maybe more leaders, save for a rush built FP, save to and AA wonder (Great Lib for tech or Colossus for sheilds) or a MA wonder (Sun Tzu for barracks or Leo's to save on upgrades).

My thought would be either any army since we expect wars most of the game or GLib to allow for min research/max $$.

Good luck tonight, I'll probably check in around 10pm PDT and see what's up.

:beer:

PS: I may not be available to play all day Saturday and Sunday until noon (relatives visiting), but I'll check in for progress reports. After Sunday PM, my wife and son will be out of town for 9 days, so playing time won't be a problem. Of course, I'm also planning on completing GOTM 24, Medal Play 6-2. :eek:
 
I've always been a fan of using the first leader for an army, but with as dry as this map is, the Pyramids would probably be a superb idea. The tech pace has been relatively slow, so I don't know how useful the Library would be, and if it's built nearby, we can always conquer it.

Republic or Monarchy would be good governments to switch to. Republic is my choice, but as we're Religious, we can easily switch from one to the other if the need arises.
 
Save file: 1275BC.

NOTE: please save at the end of 1000bc turn for comparative scoring with QSC.

1275BC

1525 BC Preturn

Trade check: We have 382g
  • Egypt (polite) has HBR, 1g, we have comm. India, Writing
  • Ottomans (cautious) have comm. Romans, Math, 10g. We have Comm. India
  • France (polite) has nothing, we have Writing, comm. India
  • India (polite) has nothing, we have comm. Egypt, Persia, Zulu, France, Carthage, Ottomans, Spanish; Wheel, Writing, Mysticism
  • Carthage (cautious) has 28g, we have writing, comm. India
  • Zulu (polite) have HBR, 26g, Comm. Romans, we have comm. India
  • Persia (cautious) has Math, Comm. Romans, we have comm. India
  • Spain (cautious) has HBR, Comm. Romans, we have Comm. India
Military:
  • Egypt: we are weak
  • India: average
  • Persia: average
  • Zulu: we are weak
  • France: we are weak
  • Carthage: we are weak
  • Ottomans: we are weak
  • Spain: we are weak
Adjust slider to 30%, Philosophy in 1 turn, 382g, +9gpt.
Barb horseman near Damascus, Pictish camp near Madinah

IBT: Ottomans complain about troops near Iznik.
Carthage takes the barb camp.
Barb approaches Iznik

Philosophy learned, start on Code of Laws (initially 40)
Splash: Ottomans building the Oracle

1500 BC: Turn 1, 391+9gpt 7.3.0 Code of Laws in 40
Science to 90%, +0gpt, CoL in 18.

scout2 SE, SE. Warrior2 E, to expose the black between the
blue and magenta X's on the proposed rcp8 ring.
Worker2 comes up next, check Madinah and see we have excess
food this turn, MM from irrigated floodplain to olives to
get an extra shield. Worker reduced from 4 to 3 turns.
Worker2 starts on road (enough tiles are improved already)
Warrior7 goes to the mountain and takes over escort from warrior6,
who heads toward the dark green site to clear fog.
Scout1 S towards border between Carthage and Zulu.
Scout4 heads deeper into Spain to get resource location info.
Settler N toward dark blue rcp8 site.
Diriyah warrior covers the settler, we have barb horses...
Split up the worker crew at Diriyah, at least if a barb comes
we won't lose both... One will continue the Damascus road, the
other will road the goats.

Trade check:
  • Egypt HBR+1g <> Contact India
  • Ottomans Math+10g+Contact Rome <> Philosophy
  • France has nothing to give
  • India has nothing to give
  • Carthage 53g <> Contact India
  • Zulu 13g+HBR <> Contact India
  • Spain contact Rome + HBr <> Contact India + 29g.
  • Persia Math <> Contact India + 38g

  • Do Zulu trade first, 13g+hbr <> India
  • Carthage now gives us 49g <> India
  • Persia Math <> contact with India, HBR, 33g
  • Net: We gave contact with India for 29g, HBR, Math

End of turn 1, 1500 BC, 420g+0gpt 1.9.0 CoL in 19.

IBT: Barb horse approaches Baghdad

Turn 2, 1475BC

Warrior6 E, Warrior7+settler onto spices, Spain lets our scout walk
right through Madrid area without complaint. Scout2 continues toward presumed
location of Rome in the SE. Settler and temp escort go N.

CoL jumped down to 14 turns, so check trade again :)
Nobody got it so it must have been population growth.

Wonder check, France building Pyramids, Zulu and Ottomans building Oracle.

End of turn 2, 1475BC, 420g+0gpt, 1.9.0, CoL in 14.

IBT: Ottomans request an audience: Offer is contact Rome <> Philosophy
Thanks, but no thanks, they only have 18g to offer in addition, and
if we're right about where Rome is our scout will get there soon anyway.

Turn 3, 1450BC, 420g+0gpt, 1.9.0, CoL in 13.

A Roman archer has landed within sight of Scout2.
Rome is flat broke with 3 connected wines but no trade route.
We are up Wheel, Mysticism, Math, Philosophy, and contact with
Egypt, India, France, Carthage.

Settler reaches designated site on lake. Riyadh founded on spices,
producing Barracks, due in 40 turns. Scout1 S. Scout4 leaves
Spanish territory before they get a chance to toss us out.

check for trades for the Roman contact
Everyone we could trade it to are dirt poor already...

Score check, we are 3rd with 153, above us are Egypt at 159 and Rome at 199. Surprising that Rome would be that far ahead and behind so far in tech.

  • MM Madinah back to a irrigated floodplain, worker in 1 and a shield overrun
  • MM Diriyah, barracks reduced from 2 turns to 1
  • Baghdad governor was on, can't improve with MM (waste eats the available extra)
  • Riyadh already has 2 corrupted shields
End of Turn 3, 420g+1gpt (MM), CoL in 13.

Turn 4, 1425BC, 421g+1gpt, CoL in 12.

  • Diriyah finishes barracks, starts warrior (3).
  • Jeddah founded on lake site, producing barracks (40)
  • Madinah produces worker, starts worker (5)
  • Scouts scout, find barb camp near Spain, Iron between Ottomans and Rome.

    Sell Carthage contact with rome for 29g.

    End of Turn 4, 450g-1gpt, CoL in 12.

    Turn 5, 1400BC, 449g-1gpt, CoL in 11.

    Scout runs from barb, regular warrior retreats towards Madinah workers

    Turn 6, 1375BC, 448g-1gpt, CoL in 10.

    Mekkah completes settler, starts warrior. Feeling uncomfortable about doing any more settlers without escorts. Detach current warrior and send with settler to the SE, to the cyan rcp5 site.

    Sent a scout through Roman territory to see what is there.

    Found a barb camp near our next settlement spot.

    IBT: Caesar complains, we apologize.

    Turn 7, 1350BC, 447g-1gpt, CoL in 9.
    • Diriyah completes warrior, starts another.
    • Trade check, not much has changed.

    IBT; ottomans do us a favor and knock off 2 of the barbs in the camp

    Turn 8, 1325BC, 446g-1gpt, CoL in 8.
    • Makkah finishes warrior, starts settler.
    • Warrior dies trying to capture the camp :(

    Turn 9, 1300BC, 445g-1gpt, CoL in 6.

    Check trade, did someone get it? No change in trade opportunities.

    Diriyah finishes warrior, starts another. Warrior to Makkah
    for escort duty. Madinah finishes worker, start worker, MM to food.
    New worker goes toward iron to do the 1st tile of connecting it,
    so we'll be ready when the time comes.

    IBT: A persian scout gets whacked by a barb horse, which lands
    one tile from our workers.

    Turn 10, 1275BC, 444g-2gpt, CoL in 5
    • Damascus finishes barracks, starts warrior.
    • Dhahran founded on cyan rcp5 site. Producing warrior, the barb action is heating up.

    End of turn 10, 1275BC, 444g-2gpt, CoL in 4
    • Rome has Map Making, 33g <> We have Philosophy
    • Zulu Map Making <> Philosophy
    • Carthage nothing <> Philosophy
    • India nothing <> Math, Philosophy
    • France nothing <> Philosophy
    • Ottomans Map Making, 32g <> Philosophy
    • Persia Map Making, 33g, 2 workers <> Philosophy
    • Egypt Map Making <> Philosophy
    • Spain Map Making, 11g <> Philosophy

    I saw somewhere that it's customary to leave last turn trades to the next player, so have fun! :D

 
Got it

Playing this evening (+8hrs). Looks OK from the log, I'll post any additional comments before I play.


Ted
 
denyd
DaveShack
TedJackson (UP NOW)
jimmydean (Ondeck)
 
DaveShack@ That was one of the best turn log's I've ever read. Great job recording as well as playing. You guys are doing great.

Originally posted by DaveShack:
I saw somewhere that it's customary to leave last turn trades to the next player
Ahem...could it be you read my post to AlanH in the other thread.:nono: ;)

It's customary to leave the trades so you don't strap the next player with:
  • A twenty turn deal where they wanted to declare war
  • No cash for upgrade/rush/embassy etc.
  • No options to complete their own trading on their turn.

Since you've all agreed on rushing to Republic and there probably aren't any gpt or resource trades available yet, you probably could have done the deals. I just think it's nicer to post what you think should happen, let the team weigh in, and then have the next player do what is agreed upon. If you really feel something is important and don't want to risk a veto, the last turn is still technically your turn and you could make the trade.
 
I've had a chance to look at the save now. Good work DaveShack :thumbsup:

Thoughts and Ideas
Starting at the top and moving around clockwise we have:
Persia to the North with no Iron (yet) - has to be our first target, preferably before they get Iron hooked up.
India is a long way to the Northeast and won't be a factor until MA.
Southeast are the Ottoman - not a real threat until Sipahi but are hogging our Horses and it looks as if we might be able to choke the Romans between Sogut & Iznik.
We have open land to the South. We should claim that ASAP:)
Southwest is Egypt - a little too far away to bother us now but will be a valuable Training ground for our Ansars.
Carthage to the West with Mercs - our first Target when we have our Ansars online.
Northwest is Spain - no threat at all, we can wipe them out at our leisure.

I propose to upgrade the Warriors ASAP and tackle Persia before they get Iron & Immortals. Warming up at Pasagardae (probably autorazed) then straight on to Persepolis which I'll occupy.

Depending on available forces it might be possible to secure the Silks at Susa leaving Persia with just Arbela, which we can take out with our second wave of troops, and the mystery city Northeast of Persepolis.

Then we could turn our attention to the Ottomans :)

I might manage to get the fighting started but it will surely last into the next turns so I wanted to give you all a chance to approve before I start playing.


Comments welcome.


Ted
 
DaveShack: Great set of turns.

TedJackson: I like the idea of getting to Persia before the Immortals are a factor. Getting the silk at Susa would help with happiness when the Republic is formed. I checked and there are also horses SW of Persepolis, but we’d need to bring a settler to build a city near them. That would allow us to leave the Ottoman as a Roman Buffer, in case Caesar gets aggressive. Either Spain or India would then become a viable second target as both are weaker than us and might fall quickly. The Indian ivory would be a nice addition. As for trading, if we expect to stomp on Persia, let’s wait and get Map Making & their workers in the peace treaty. Just a reminder that there are three techs to go (Polytheism, Currency & Construction) before the age change and the barbarian coming out party, so we need to think about cleaning up any nearby camps.

I'll be back with more thoughts at lunch (PDT).

:beer:
 
Pre-flight Checks... OK :goodjob:

Pre-turn
Can cash buy MM from:
Rome - 161gp
Zulu - 165gp
Ottoman - 156gp
Persia - 161gp
Egypt - 156gp
Spain - 156gp
I don't want to buy from Persia or Ottoman for Military reasons, Rome & Zulu are too expensive so that leaves Spain & Egypt both at 156gp.
Spain value their WM at 95gp, Egypt value theirs at 92gp - so it would seem best to go with Egypt.
Adding Philosophy into the deal I cant get WM, TM & MM from Egypt for Philosophy + 48gp while France wants Philosophy + 51gp.

Renegotiating Peace with Egypt:
Sell Peace Treaty & Philosophy to Egypt for WM, TM, MM + 26gp :D
Now to see how much we can get for our WM
Sell WM to Rome for WM, TM + 33gp (broke, no gpt available)
Sell WM to Spain for WM, TM + 11gp (broke, no gpt available)
Sell WM to Persia for WM, TM + 33gp (broke, no gpt available - not that I would have taken it) - Persia have 2 Workers for sale, I might come back for them
Sell WM to Ottoman for WM, TM + 32gp (broke, no gpt available)
Sell WM to India for WM + TM (want to see what's over there)
We have 579gp in the Bank and our monopoly on Philosophy is still intact

Press button...
We get the Forbidden Palace message
Barb Horse appears 2SE of Jeddah, threatening Worker South of Jeddah
Diriyah Warrior - Spear (escort for Swordsmen, saves them having to defend as well as attack)

1 - 1250BC
Worker retreats to Jeddah (best move available, still not good)
Scout4 heads for Damascus to be sacrificed after the current Warrior is completed
Worker (2N Madinah) road
Warrior (Makkah) N (on his way to Diriyah)
2 Workers (Madinah) N to join road party next turn
Warrior2 heads SW ignoring barb (only a 56% chance of a win)
Scout2 S
Warrior fort Diriyah
Hawk WM

IBT
Reg Warrior (Jeddah ) kills barb Horse (1/3) - phew!
The people love me

2 - 1225BC
Worker (Jeddah) S
Scout SE (Damascus) and disbanded for 2 shields (Warrior next turn)
2 Workers (N Madinah) N to join road party
Warrior (N Makkah) moves to E Diriyah where he can either carry on North to Jeddah or West to Diriyah
Scout1 SE, E
Warrior2 SW
Scout2 SW
Hawk WM
Egypt has Philosophy

IBT
Damascus Warrior - Warrior
Baghdad Barracks - Warrior
India starts Oracle
Barb Horse appears 2NW of Jeddah

3 - 1200BC
Scout 1 2SE
Warrior fort Damascus
Warrior (E Diriyah) N to Worker
Worker (S Jeddah) road
Warrior2 SW
Scout2 2SW
Worker (Road Gang) W (Iron mountain) - Bugger! spies Barb horse 1W, 1SW & barb Warrior 1NW, 1W
Research 70% (Col next turn @ +3gpt)
Hawk WM

IBT
We lose our Worker on the Iron mountain to the barb Horse
Reg Warrior at Jeddah kills barb Horse & promotes
Discover CoL - Republic
Makkah Settler - Spear (pop growth needed)
Egypt starts Oracle

4 - 1175BC
The best research rate we can manage is 28 turns @ -4gpt, decide to go 10% @ +21gpt until we have a few more cities
Oops! have a magic mouse moment answering the phone and have to reload from the autosave
The situation is this:

I move the vet Warrior (N of Makkah), the 2 Workers (2SE of Makkah) and the Settler (Makkah) all to S of Makkah. If the Horse atack then it will be across a River and we should be OK
2 Workers (SW Baghdad) road - SE (Spices)
Warrior (S Jeddah) fort Worker (can also garrison Jeddah if the need arises)
Scout1 E, SE
Scout 2 W,
Warrior2 W
Hawk WM
Buy Slave + WM & TM from Persia for WM + 108gp (he still doesn't have Iron)
Slave N

IBT
Barb Horse and Warrior retreat West ???
Diriyah Spear - Warrior
Dhahran Warrior - Barracks

5 - 1150BC
Warrior (Dhahran) W (meet Settler)
Settler S (en-route to Horses
Road Gang (now only 2 Workers but with vet Warrior escort) W
Scout 1 SE, S
Worker (NE Damascus) Mine - SE
Spear fort Diriyah
Warrior2 W
Slave (N Makkah) NW to Goats on Hill
Scout2 W, NW
Hawk WM

IBT
Barb Horse & Warrior reappear
Madinah Worker - Worker
Damascus Warrior - Warrrior

6 - 1125BC
2 Vet Warriors set off from Damascus heading for the barb camp to the SW
Worker (E Damascus) Mine
Worker (NNW Makkah) road
Road Gang W - not particularly keen on this but we need that Iron
Settler moves to SE Madinah
Warrior (W Dhahran) W
Worker (S Jeddah) road - S,SW, S (Warrior escort follows)
Warrior2 W
Worker (Madinah) moves to S of Makkah
Scout1 S, SE
Scout2 W, NW
Hawk WM

IBT
Barb con Sword attacks Road Gang and is killed in the attempt
Barb Horse SE toward Madinah
Diriyah Warrior - Warrior
Baghdad Warrior - Warrior

7 - 1100BC
Warrior (Baghdad) S (protect Workers)
Warrior (E Madinah) W (in case barb Horse attacks)
Settler S, 2SW (weedy move but I don't want to lose him)
Vet Warrior escorting Road Gang fortifies on Iron mountain
2 Workers start roading Iron
Worker (S Makkah) can't move to join Road Gang as that will bring him in range of the barb Horse. He moves 2SE instead (road to Dhahran)
Worker (& escort, 2N Makkah) move to SE Makkah)
Barb Hunting party S
Warrior (Diriyah) moves to N Makkah
Warrior2 W
Scout1 2SE
Scout2 W, N
Hawk WM
Game locks up during Diplo with India
Get an "Unable to allocate drawbuffer: terminating program" when I try to save
Have to use Task Manager to shut it down then I reboot for safety
reload from autosave, replay as above

IBT
Barb Horse is killed while attacking Madinah
Makkah Spear - Settler
Damascus Warrior - Warrior

8 - 1075BC
Spear (Makkah) S - will eventually stand guard over the Iron
Worker (& escort, SE Makkah) SW, W - on their way to the Iron mountain
Worker (2NW of Dhahran) road
Warrior (S Baghdad) fort
Warrior2 SW (Jeddah)
Barb Hunting party SW
Warrior (Madinah) fort (heal)
Warrior (Madinah) SE
Settler SE
Scout2 NW, W
Warrior (Damascus) 3NE
Hawk WM

IBT
Diriyah Warrior - Warrior
Egypt start Colossus

9 - 1050BC
Warrior fort Diriyah (beginnings of our "Persian Assault Force")
Warrior (W Diriyah) E, fort
Vet warrior vs con Warrior in barb camp - victory and promotion (2/5)
We get 25gp from barb dispersal
Worker (2SE Makkah) W (Iron mountain)
Warrior (S Makkah) moves to N Makkah
Spear (S Makkah) - 2SE (joins Worker)
Warrior fort Jeddah
Warrior (SE Madinah) 2S
Settler SE - spots 2 barb Warriors in the hills E, SE
Scout2 2NW
We seem to have lost Scout1 (must have been a barb Horse)
Hawk WM

IBT
A barb Horse appears out of the FoW and kills our Scout
Damascus Warrior - Warrior
The people love me

10 - 1025BC
Warrior fort Damascus
Warrior (N Makkah) moves to Diriyah to train for the Persian Campaign
Worker (Iron mountain) road
Warrior (Iron mountain) fort
Spear (2NW Dhahran) fort Worker
Barb Hunting party E
Warrior joins Settler as escort
Spices (Baghdad) are now hooked up :)
Hawk WM

I decide to take the extra turn to get us to 1000BC. I hope nobody minds :)

IBT
Iron is connected, at last! Yippee!
Diriyah Warrior - Settler (for the Spices NE of Jeddah, can be vetoed)
Baghdad Warrior - Spear

11 - 1000BC
Warrior (Baghdad) SW, 2W (off to join PAF)
Worker (2NW Dhahran) road - SE (with escort)
Road Gang (& escorts) road - SE
Barb Hunting party E
upgrade 5 vet Swords at Diriyah for 200gp
Settler (& escort S)
Slaves (S Baghdad) road - 2N (Olives on hill)
Hawk WM
Rome are down Philosophy
Zulu are down Philosophy & CoL
Carthage are down Philosophy & CoL
India are down Philosophy & CoL
France are down Philosophy
Egypt are down CoL but have discovered Polytheism this turn
Spain are down CoL
Ottoman are down Philosophy & CoL
Persia are down Philosophy & CoL and still don't have any Iron :)

I leave the tech trading for the next player (not that I think we want Polytheism)
.
QSC stats
8 cities
22 citizens
1 Settler
5 Workers
16 Warriors
2 Spears
5 Swordsmen (so far)
All level 2 techs + Phil, CoL, MM & HBR - researching Republic @10%
Second on the Histograph with a score of 230 vs Rome's 276 (probably made of culture)

Notes
I started playing to get to the point where I could declare war. Obviously the barbs showing up when and where they did threw a spanner in the works :(
We are just about ready to march on Persia if the next player so desires. I started to upgrade the Warriors then decided to top and leave it for the next player.
I didn't manage to plant a single city this turn (more barbs to blame for that). I was heading for the Horses to the South and the Settler is back en-route again.
All in all, it wasn't the set of turns I expected to be playing but that's Civ :)

The save is > here <


Ted
 
Looks interesting. I'll see what I can do. We're adding a pair of OC3s at the office tonight, so I likely won't be home until about 04:00 GMT, but I'll play once I do get home.
 
A few more idle thoughts:

If we managed to take out the Persians and still have 8 or more swordsmen left, I propose we send them to take out India. India is sitting on some nice land and would be a nice place for a second production core. They've got a luxury (ivory) and a couple of irons, so they could contribute to our happiness and military growth. If there is a horse source up there somewhere, it would be a great Ansar Warrior development center. And if we could fill with cities from Mekkah to the east coast we'd have over 25% of the map to ourselves already. Of course that would require a GL to build the FP and we'd need some luck to get Persia with light casualties and to get the GL, but so far we've done ok with huts and barbs.

For upcoming city placement:



We should try to:
1. Get a horse site (either dark blue or yellow)
2. Compress Carthage where possible (both dark greens)
3. Complete the southern link (orange)
4. Expand NE (pink & light blue)

As for possible expansions:



Currently, we've got the red space, if we can take out Persia, we'll get the dark blue. Using settlers, we can grab the southern pink area and create an eastern line of cities to the coast (pink lines) and expand NE towards India (the green area) and if we can take India the light blue area will join the empire.

I just love this new toy...I just spent a lunch hour playing with crayons!!! [dance]

I'll check back tonight, best of luck to all.

:beer:

Edit: While I'm writing this Ted's post showed up!!!
 
I just got the chance to review your turns and a nice turn set in spite of the barb hassles.

A couple of items:

1. Why would you trade for both the TM & WM? Wouldn’t the WM contain all the information on the TM?

2. Is there a way to shrink the image sizes? (I’m using MS Paint and saving as .JPG)

3. How much gold do we have in the treasury? Enough for all current warrior upgrades? If not, be sure to upgrade the veterans first.

4. With the iron hooked up, we’ll be building veteran swordsmen (not warriors), should we keep the regular swordsmen home to protect the cities and send the veterans off to combat the Persians?

5. I’d like to put off starting any wonders (or FP) until we’ve completed settling the immediate area (or conquered ones).

6. As to your couple of reloads, I normally have to reload 2-3 times per session. Either a cat / child got to the keyboard while I was looking at a chart / map or I clicked next to the (D) button and ended the turn early. I try to exactly repeat the moves after the reload, so as not to cheat.

7. We’ll probably be acquiring Polytheism soon. That leaves only 2 techs until the barbarian blossoming, let’s not get caught by surprise.

8. It looks like JimmyDean & I will be chopping up some Persian Warriors / Spearmen. I actually hope that Pasagarde autorazes. That location isn’t a good fit for our development. Speaking of locations, is 3 the normal number of rings for RCP or would that continue as the empire grows?

9. After we get the southern horses claimed, let’s send 1 more settler due south, then concentrate expansion to the N & NE.

I'll check in again tomorrow morning and see how JD did.

Have a good night all.

:beer:
 
Ted, nice play and great log! :)

Here are a few possibly useless thoughts...

AFAIK there is no diplomatic difference between autorazing and doing it ourselves, so if Parsargdae is in a bad place maybe we should go ahead and raze anyway. We're not aiming for diplomatic, are we? :devil2:

Don't forget we have a renegotiated peace with Egypt, so no war there until the turns run out -- not that it's likely we'll finish off Persia soon enough for the turns with Egypt to matter...

Did I mention in the pregame that I have trouble knowing how big a force to use in offensive war? How many swords should we be trying for? Judging by how well y'all are playing this should be a great learning experience. :)

If we have any units to spare, one way to deal with the barbs is to push back the fog so they pop up out of range of our towns. Maybe use a few regular warriors that way, get them promoted by barb hunting, and then upgrade.
 
Got it, will play shortly.

Looking at the save, Rome is a monster. 11 cities, 2 luxes, 2 iron, horses, and very fertile terrain. They'll very likely be our main competitor once we hit the Middle Ages. France also has nice land, but they have a mere 7 cities.

As for Persia, I'll strike at Pasargadae, and then probably move right on to Persepolis. That would cut them in half, and leave them with nothing but desert towns. If I still have troops left, I'll take Tarsus, which has their one source of iron, and spices. I'll try and capture Arbela from them in a peace treaty, although if we manage to somehow just walk all over them, we could just march in and take it.
 
Inherited turn - 1000BC
MM Makkah to grow in two, to coincide with the settler in two.

9/1/0, 478 gold, +25gpt. Republic due in 33.

I spend 31 gold and establish an embassy with Persia so we can see what they have defending the capital:



Daddy like :D
Interesting bug here. The map shows that they have Silks hooked up, but the city screen shows Ivory.

Hit Enter

IBT - nada


2. 975BC
Madinah builds worker. Starts on Catapult (due in 10).
Damascus builds warrior, starts Swordsman (due in 5).

Persians are building the Pyramids (starting at size 1 with 3 shields per turn, this will take them a looong time. Plus, they aren't building defense :D)

Upgrade 2 veteran warriors.
Send the wounded elite warrior to Damascus to heal.
Start several workers roading, have units fortified on them to protect them.
Start moving several swordsmen toward the Persian frontier.
Start moving a worker towards the Persian frontier to build a road for our troops.

Egypt has Polytheism, 0 gold.
Rome has Currency, 0 gold.
India down Philosophy and Code of Laws, 0 gold.
Persia down Philosophy and Code of Laws, 49 gold and a worker.
Zulu down Philosophy and Code of Laws, 25 gold.
France even, 76 gold.
Carthage down Philosophy and Code of Laws, 0 gold.
Ottomans have Currency, 0 gold.
Spain down Code of Laws, 0 gold.

We could trade for Currency, but with the lack of gold, it's not worth it.
Persia is willing to give us their WM, worker and 15 gold for Code of Laws, so I make the trade.
I trade Code of Laws to the Zulu for their WM and 25 gold.
No other trades possible.

IBT - nada

3. 950BC
Makkah builds settler, starts another settler.

Move newly built settler west towards Carthage.
Upgrade another swordsman.
Southern warrior/settler combo is almost to the horses.

Egypt up Polytheism, 2 gold
Rome up Currency, 0 gold
India down Philosophy, Code of Laws, 0 gold
Persia down Philosophy, 34 gold
Zulu down Philosphy, 0 gold
France even, 76 gold
Carthage down Code of Laws, 0 gold
Ottomans up Currency, 1 gold
Spain down Code of Laws, 0 gold

Again, nothing. As we're preparing for war, and still expanding, Currency is worthless, and Polytheism we only need once we're ready to enter the Middle Ages.

IBT - barb shows up near our southern pair, but they'll plant before he can catch them.


4. 925BC
Southern pair 2 turns from planting, western pair 3 turns.
Move some workers around.
We're up to 7 swordsmen, and we'll have some more in a few turns. I'll wait until we have 10 in Jeddah before declaring war.

Looks like a little AI trading happened.

Egypt up Polytheism, Currency, 5 gold.
Rome up Polytheism, Currency, 0 gold.
India down Philosophy, Code of Laws, 0 gold.
Persia down Philosophy, 34 gold.
Zulu down Philosophy, 0 gold.
France even, 76 gold.
Carthage down Code of Laws, 0 gold.
Ottomans up Currency, 2 gold.
Spain down Code of Laws, 0 gold.

The going rate for Currency is still 200+ gold, and Polytheism is about the same.

IBT - Persia requests an audience to trade maps, I decline.


5. 900BC
Upgrade another vet warrior
Worker actions.
MM Makkah to grow in 1, settler in 3.


I'd like to get Makkah into a 4 turn settler pump. We can do that by working the following tiles:
Needed -- +5fpt, +7.25spt average.
City tile +2fpt, +1spt
Irrigated flood plains x2, +4fpt, +1spt
Irrigated wool, +5fpt, +3spt
Work the hill goats, +5fpt, +5spt
Work irrigated plains, +5fpt, +6spt.
This is with a population of 5. Upon growth to size 6, the worker will default to the mined plains, which gives us an extra shield.
Move worker to irrigated plains for +5fpt, +7spt.
Upon growth to size 7, the worker will default to the mined plains again, giving us the extra shields to pop the settler that turn.

After turn 1, 5 food and 6 shields collected
After turn 2, 5 food and 8 shields collected
After turn 3, 5 food and 7 shields collected
After turn 4, 5 food and 9 shields collected

IF I've done my math correctly, this will give us the required 20 food and 30 shields to produce a settler every 4 turns. If there is any corruption, we'll lose a shield and this won't work.

I'd really like to get this implemented, but I think that it'll have to wait for the next player.

Egypt up Polytheism, Currency, 6 gold.
Rome up Polytheism, Currency, 1 gold.
India down Code of Laws, Philosophy, 0 gold.
Persia down Philosophy, 34 gold.
Zulu down Philosophy, 0 gold.
France even, 76 gold.
Carthage down Code of Laws, 0 gold.
Ottomans up Currency, 3 gold.
Spain down Code of Laws, 0 gold.

We have two civs that only need a single tech to reach the Middle Ages. Upon two civs entering, the barb camps pop. I'm sending warriors out to scout for them, but hopefully we don't have any near us. With luck, the Indians, French and Zulu will be overrun by them.
There IS a camp down south though, so it's entirely possible that we have a SoD of barbs come north.

IBT - Nothing, not even barb movement. It's quiet... too quiet ;)


6. 875BC
Workers start irrigating the second flood plain at Makkah.

Found Najran. I put it on the horses instead of next to them. My thinking is that it guarantees us access to the horses, it brings in the spices, and we work two hills instead of two desert. Plus, it's on the other side of the river from the Ottomans, so if that town is attacked, they have to attack over the river.
Najran starts warrior. Due in 10, growth in 10. We will want a Temple here before long, so that we can claim all of the nice land around it. Also, once it grows, we have 2 bonus grassland that it can work.

Trading:
Egypt +1 gold to 7
Rome +1 gold to 2
India same
Persia -5 gold to 29, now even
Zulu same
France same
Carthage +5 gold to 5, now even
Ottomans +1 gold to 4
Spain same

IBT - nothing


7. 850BC
The French are building the Oracle

Diriyah completes settler, starts spearman, due in 5.
Damascus completes swordman, starts swordman, due in 5.
Baghdad completes spearman, starts temple, due in 8

Settler/spearman from Diriyah heads north to poach the Spices near Persia. I will found it on the river hill just northwest of the spices for defensive purposes. I'll take a swordsman with him.

Kufah founded west of the mountain range on the proposed spot. Starts temple, due in 15.

Egypt +1 gold to 8
Rome +1 gold to 3
India +25 gold to 25
Persia same
Zulu same
France same
Carthage same
Ottomans +1 gold to 5
Spain same

IBT - Barb horseman shows up east of Jeddah. I notice there is a camp there, so I'll divert troops that way.
Barb warrior appears again near Najran.

8. 825BC

Troop movement.
Persian spice poacher 3 turns from settlement on the river hill.

Egypt +26 gold to 34
Rome +1 gold to 4
India same
Persia same
Zulu learn Construction --- WARNING! Middle Ages could come any time now. Still down Philosophy. They want everything we have for it, so hopefully it won't be traded yet.
France +2 gold to 78
Carthage same
Ottomans +1 gold to 6
Spain same

IBT - Barb horseman dies against a spearman (3/4).
barb warrior and horse spotted just south of Medinah.


9. 800BC
Makkah completes settler, starts temple (we need the happiness if it's going to be size 5-7. Due in 6.

Vet warrior kills barb warrior, 3/4. Roman warrior spotted south east of Medinah.

Settler moves east, will pickup escort in Baghdad and head to the northside of the lake east of Baghdad.

Egypt +2 gold to 36
Rome +1 gold to 5
India same
Persia same
Zulu same
France +2 gold to 80
Carthage +25 gold to 30
Ottomans +1 gold to 7
Spain same

IBT - Barb warrior dies without hurting 3/3 warrior in Najran.

10. 775BC
Rush temple in Baghdad (20 shields left, 1 pop killed).

Settler ready to be planted next turn near Pasargadae.

We have very little military actually ready for use. 7 swordsman and one elite warrior. We'll have a swordsman, spearman and catapult built in 2.

Egypt +136 gold to 172. Still up Polytheism and Currency.
Rome +0 gold at 5. Up Polytheism and Currency.
India +0 gold at 0. Up Polytheism, researched this turn. Still down Code of Laws and Philosophy.
Persia +0 gold at 29. Even techs.
Zulu +0 gold at 0. Up Construction, down Philosophy.
France -80 gold to 0. Up Polytheism.
Carthage +0 gold at 30. Even techs.
Ottomans +1 gold to 8. Up Currency.
Spain +0 gold at 0. Down Code of Laws.

India will trade WM + Polytheism for Code of Laws, Philosophy, WM and 11 gold. I recommend that the next player makes this trade, as he'll probably trade for them next turn.
After making that trade, you could see if we can get Currency from the Ottomans for Poly+gold. Also trade to Carthage and Persia for 30 gold and 29 gold respectively.

We're on the brink of having the Middle Ages start, and having barbs pop everywhere. It doesn't look like there is anything we can do about it, as there is a camp south somewhere popping out horses and warriors, so we'll eat it on that one.

No wars started during my turns, but we're getting close.

If possible, please try the 4 turn settlers in Makkah. It needs to start with an empty food/shield bin at size 5, and then with micromanagement when it grows to size 6 and when it drops to size 5, it should produce a settler every 4 turns.

Pictures:

Our land

Persia
Notice the barb camp next to their city.

Rome

World Ranking
Rome is starting to pull away.



The Save
 
Originally posted by denyd

1. Why would you trade for both the TM & WM? Wouldn't the WM contain all the information on the TM?
It's one of those things I've been meaning to check ever since I started playing but have never got round to :)

So, to be on the safe side, I always get both.

Originally posted by denyd
2. Is there a way to shrink the image sizes? (I'm using MS Paint and saving as .JPG)
Select All (Edit menu) then Stretch & Skew (Image menu).

Originally posted by denyd
3. How much gold do we have in the treasury? Enough for all current warrior upgrades? If not, be sure to upgrade the veterans first.
Enough to cover our needs :)

Originally posted by denyd
4. With the iron hooked up, we'll be building veteran swordsmen (not warriors), should we keep the regular swordsmen home to protect the cities and send the veterans off to combat the Persians?
This is about the point where I normally start building Spears to allow the vet Swords to go and bash some heads. Training up the reg Swords on barbs also works quite well.

Originally posted by denyd
5. I'd like to put off starting any wonders (or FP) until we've completed settling the immediate area (or conquered ones).
I quite agree. If we need them we'll capture them.

Originally posted by denyd
6. As to your couple of reloads, I normally have to reload 2-3 times per session. Either a cat / child got to the keyboard while I was looking at a chart / map or I clicked next to the (D) button and ended the turn early. I try to exactly repeat the moves after the reload, so as not to cheat.
This is the first time this new install has had problems but that's life (& Civ) :)

Originally posted by denyd
7. We'll probably be acquiring Polytheism soon. That leaves only 2 techs until the barbarian blossoming, let's not get caught by surprise.
IIRC the uprisings come when two Civs make it to the next era so we might have a breathing space.

Originally posted by denyd
8. It looks like JimmyDean & I will be chopping up some Persian Warriors / Spearmen. I actually hope that Pasagarde autorazes. That location isn't a good fit for our development. Speaking of locations, is 3 the normal number of rings for RCP or would that continue as the empire grows?
In my experience (have a look at Tark1) RCP can extend as far out as land will allow.

Originally posted by denyd
9. After we get the southern horses claimed, let's send 1 more settler due south, then concentrate expansion to the N & NE.
My thoughts exactly.


Ted
 
Originally posted by DaveShack
AFAIK there is no diplomatic difference between autorazing and doing it ourselves, so if Parsargdae is in a bad place maybe we should go ahead and raze anyway. We're not aiming for diplomatic, are we? :devil2:
I think you're right but PAsagadae has had a chance to grow now so probably won't autoraze.

Originally posted by DaveShack
Don't forget we have a renegotiated peace with Egypt, so no war there until the turns run out -- not that it's likely we'll finish off Persia soon enough for the turns with Egypt to matter...
I thought carefully before doing this but my assessment was that the treaty would expire long before we could turn our attention to Egypt.

Originally posted by DaveShack
Did I mention in the pregame that I have trouble knowing how big a force to use in offensive war? How many swords should we be trying for? Judging by how well y'all are playing this should be a great learning experience. :)
It's always difficult to judge but I would think 10 Swords & 2 or 3 Spears should get us to Perespolis taking Pasagadae on the way.

Originally posted by DaveShack
If we have any units to spare, one way to deal with the barbs is to push back the fog so they pop up out of range of our towns. Maybe use a few regular warriors that way, get them promoted by barb hunting, and then upgrade.
Agreed.


Ted
 
@jimmydean
Good play again :thumbsup:

I think Rome might be tweaked not to build Wonders so they appear bigger than normal.

They won't stand a chance against our Ansars anyway :)


Ted
p.s. sorry for posting 3 consecutive messages but wanted to deal with denyd & DaveShack's points separately
 
denyd (UP NOW)
DaveShack (Ondeck)
TedJackson
jimmydean

You guys are making a great team. Good job spotting the setter factory potential jimmydean. Many people missed that potential in the actual GOTM23 (myself not included;) )

It's going to be fun watching Persia fall!:hammer:
 
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