SM1 - Sid challenge

Smart

King
Joined
Nov 30, 2005
Messages
909
Location
Fortress of Stupidity
Ok, I will start now my first SG, and it will be on SID level :crazyeye:

Settings

Version: [c3c] v1.22
Variant: Always War :hammer:
Difficulty: SID :eek:
Civilization: Sumeria

Landmass: Tiny 70% Continents
Climate: Normal, Temperate, 4 Billion
Barbarians: Random
Opponents: Random


Rules

Six players roster, 24h for "got it" and 48h for play.
When you meet civ, you can trade, and then must declare war on the same turn. No peace treaties or gpt deals are allowed.
Don't use any exploits.

Starting position:

00000213.jpg


Roster:

Smart
Beorn-eL-Feared
Own
nerovats
zerksees
Whomp
 
:salute:

Holy crap, to move or not to move :wow:

I'd try moving 1NW, if nothing better than a lone cow shows, start mining on the spot. It saves a BG, costs a forest, puts us on river for more commerce.
 
I´d join. Seems like the water could be a lake. Am not to fond of moving. City won´t grow over 6 for a long time anyway.
 
Geez man you dont want an easy game do you?? Sid AND AW, good luck I'd actually sign up... if i had C3C... :rolleyes:
 
Sid always war? Sid is hard enough as it is. Always war is hard enough as it is. Tiny map means there is a chance to be on your own continent though - so I guess there is a chance.

Sign me up for this one, and I recommend that we do not move the settler. The starting spot is good and there is no time for that. I think the UU is the enkidu warrior right? 10 shields and defends at two. I think we will need a lot of those, catapults, barracks.

How are we going to avoid the initial stack of 24 warriors from the first AI? What techs to start with - probably mathematics and warrior code.

Don't bother building workers until we know we're alone.
 
There is BG under settler, and I'd like to save it.
After moving worker to cow, I saw this:

Start_sid.JPG


I think we should move settler NE to grab 5 BG's and cow. Also hut will be poped immediatly, and we cant get barbs from it.
After cultural expanding, city will get 2 river tiles, so it will grow to size 7 or higher.
I'd suggest to research Masonry first fot early Walls, they will help alot, because we have very cheap defenders - Enkidu warrior (1.2.1) costs 10 shields.
 
@zerksees
Tiny map means that there is only one AI in our continent. If we are alone, I'll roll new start, because it will be too easy ;)
"Space advisor" said, that our opponents are Persians, Americans and Germans. If we are unlucky to start with Germans on our continent, we will have higher chances to lose, because they have free archers

Roster:
Smart
Beorn-eL-Feared
nerovats
zerksees
Open
 
How big will this city get? The forest will provide shields if we need them and you will still have 4 BG. I am thinking that early survival is the most important and a turn wasted moving may cost us. Use the worker to pop the hut before going to work. There won't be any techs but maybe a map or gold.

Masonry is a good idea. I think you need that for mathematics anyway.

Have you beaten Sid before?

Also random comment: If all 3 AI are on the same continent tech pace will move really fast - not so sure that would be "too easy".
 
Have you beaten Sid before?
No, it's my first Sid game :crazyeye:. I hadn't time for Sid-COTM19 yet, but i will play it later. Did somebody here had won it?
If all 3 AI are on the same continent tech pace will move really fast - not so sure that would be "too easy"
Using some tricks like building city on AI continent with army, or landing many muskets or riflemans to mountain, we can win even if AI have infantry and tanks, and we only cavlary armyes.
 
Holy cow Smart. Simple Sid is rough enough.
I've been itching to play C3C again so why not join this one with the father of all comebacks Zerksees on our team!

We should spam enkidus the to absorb the attacks with archers underneath.

However is there any way to win AW Sid without the Glib?
 
Seeing those BG's seriously makes me think about moving NE indeed. We should "select" CB, hope the hut gives us WC, and start on masonry right after in full. We'll need catapults, archers, and TGL. Swordsmen are too long a research trek, we can't afford them right now, esp. since we have spears.

IMHO the BG's are well worth the move turn. I wouldn't mine the cow right away though, it's just one tile from being irrigated. Road it though, at any rate.
 
Smart said:
Also hut will be poped immediatly, and we cant get barbs from it.

Lurker:I don't think you can get barbs from a hut if you pop it with your worker, before any military. And if you have settled your first city and the Sid ai have 2 or 3 cities, you might get a settler.
 
X-post, disregard, and thanks for the chart :)
 
As much as I hate to plant on a BG the extra movement against the Sid AI could be deathly.

As far as the hut goes we don't need to pop it with a worker since it will pop on border expansion without barbs. Maps and a warrior are the outcomes IIRC.
 
it will pop on border expansion without barbs.
It will give barbs if we will have at least one city and one military unit. First warrior will be completed before border expancion (10 turns) anyway.
We should lose two worker moves and BG, or one settler move :rolleyes:
 
Hey I was forgetting: if we move anywhere but NW we lose a very precious food every turn. So let's just sit on that BG, irrigate the cow, chop a barracks and wait 10 turns for Enkidus. Starting by the barracks removes the barb problematics.
 
Smart said:
After cultural expanding, city will get 2 river tiles, so it will grow to size 7 or higher.

I thought that a city had to actually be ON a river to not need an aqueduct?
 
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