SGOTM 11 - tao

DBear said:
I plan to have worker move to other forest to chop to hurry settler along.
I'm not convinced this is the way to go. We won't reach pop 4 in time and thus our pop will collapse back to 1. I'm more in favor of connecting the gems with the worker and build a warrior or archer before the settler. And the shields from the forrest I would later contribute to a barracks as Zimbabwe grows slow and will have to produce units between settlers/workers. And vet units are very much preferable over reg ones.
 
I just looked at the map. Its a very sorry looking area. It appers that we may be sitting right in the middle of warring clans.

OK it appear that there is water nearby (hopefully fresh) to NW, W and SW at three locations. We should make a priority to get water to the cow. We can have a six turn combo factory.

To do this we need a city on the 2N tile or...Actually if that tile to the NW is not fresh water, we will need bring it from SE. That is not good.

Science: Lets try to get any free tech. So we need to keep our population high to make money. Once we get writing, I say we start on Philo. Hopefully some one else will learn either CoL or Poly. If we get the chance, we should go for Monarchy. I expect us to be in a perpetual war.

Other Govs: By the way I just recently found out that feudalism is not a bad way to go when we only have towns and no cities. Any thoughts? Other option is to stay in despot. We can use rushing as a way to build forces. Also...we need to get some culture buildings. It work well when we capture other cities to prevent flips.

GA: Impies are OK, but I would prefer to use archers, warriors (for sword upgrades) and horses. Hold back on the GA until we are in Middle age when we need a research boost.

Builds: After grainary is complete, we should build a Rax and Archers and Impies. Any shields spent to building rax and grainaries will pay back.
 
Just to say that I have no computer for civ at the moment. (I may need a new hard drive). I'll be back when it's sorted but until then I cannot look at saves etc. Sorry.
 
I've played it out, but my internet connection is hosed right now, so I can't submit the save. Should be back in a day or two. Will let you know.
 
I'm away from tomorrow until Monday 25th. Unfortunaletly I'll be Civ less and possibly even internet less :cry:. Please skip me until I return.

@Tone: It looks like there's going to be another UK CFC meet in London again, date is 16th December. There's a thread in Off Topic. I'll be going again.
 
SGotM 11--Tao:

(1) 2950: Scout 2n to mountain, next to Seoul. Worker starts chop. Scout2 s to mountain, sees decent land, with BG.

(2) 2900: Scout1 nne out of Korean space. Scout2 2sw to BG.

(3) 2850: Ulundi curragh-->worker. Curragh 2sw. Scout1 2nw. Scout2 nnw to mountain, finds coast.

(4) 2800: Curragh ssw. Scout1 nw to hill. Scout2 e, n.

(5) 2750: Worker finishes chop, heads w to gem mountain, spots lake. Scout1 nnw along coast, meets Rooskies. They're up BW, wheel, mystic. Scout2 n. Curragh ssw.

(6) 2710: Scout1 nnw. Scout2 n. Curragh wsw. Worker roads.

(7) 2670: Ulundi delays. Scout1 nnw, finds Russian border. Scout2 nw to forest. Curragh wnw.

(8) 2630: Zimbabwe grainary-->MP. Ulundi worker-->MP. Worker2 nw to road. Scout1 wsw to hill. Scout2 nnw. Curragh 2nw.

(9) 2590: Zimbabwe hits pop 3. Slide happiness to 20% to prevent rioting. Scout1 w. Scout2 2n. Curragh 2n. Worker roads.

(10) 2550: Zimbabwe MP2-->settler. Slide happiness to 0, science back at 100%. Scout1 nnw out of Russian space. Scout2 2ne, lotsa desert. Curragh nne.

Zimbabwe will hit pop 4 in 4 turns, 1 before the settler. Ulundi will pop an MP in 2 turns. If set to worker, will have a 2 turn delay. May want another scout.

Suggest building city n of sheep on chokepoint, making a canal, and building a curragh to explore the north sea.

Htadus (up next)
Tone
tao
DBear (just played)
Furiey (requested skip)
 
It looks like good progress, also when compared to the other teams. But I would have improved the bg first as we don't need a connection from Ulundi to Zimbabwe for happiness reasons yet. For the near furure, I would suggest as follows:
  1. Settle west between the oysters and the lake: this is a high commerce (i.e. research supporting) site and it will be connected by road when the settler is build and it can share the cow with Zimbabwe on some turns.
  2. IMHO the chokepoint city can wait, as it is quite some distance from the other civs.
  3. The mountain goats should be roaded after the Ulundi worker has improved the bg. And a mine would improve the tile to 3 shields, but at the expense of many worker turns. Later, I suppose.
  4. Putting a city on the hill north of Zimbabwe will allow us to irrigate our cow. IMHO the priority 2 location for a town.
  5. If we can buy writing, we should do it
  6. What to research after writing? I would suggest literature, as we are most likely among all techs researchable to get a monopoly on it.
 
I will play tonight when I get home.

I prefer to build the city on the hill to the north to bring water to the cow. That will speed up our expansion. Then settle west between the oysters and the lake to share the Cow. The city on the hill can be used to build military units.

Agree with points 2, 3 and 5.

We should go for Philo after writing. Any freebee is better than nothing. I think we can get it. To do that we need to keep Cap at 4-6 or 5-7 population.

I think we need to decide on a government type. CivAssist2 will tell us it is not the best to establish either a Monarchy or a Republic due to unit support and not having enough Cities. I think we should stay in despotism. Any thoughts?
 
Htadus said:
I prefer to build the city on the hill to the north to bring water to the cow. That will speed up our expansion. Then settle west between the oysters and the lake to share the Cow. The city on the hill can be used to build military units.
I would go for the oysters first, because our worker will be busy finishing the road, cut the forrest, bring irrigation to the hill and by then, we should have the next settler ready to build the "canal" town. And what about just abandoning it in a settler once it served its purpose?

I think we need to decide on a government type. CivAssist2 will tell us it is not the best to establish either a Monarchy or a Republic due to unit support and not having enough Cities. I think we should stay in despotism. Any thoughts?
I don't like despotism at all. And with the irrigated cow, we should be able to build quite a lot of cities. And we only have "enemy borders" in the north. Thus let's see whether monarchy or republic are best for us.
 
My comments are of limited value as I am still without a computer at home and so I'm unable to look at the saves.

Do other civs have Writing? If so I agree with going for Phil. If not, are you sure that it's not possible to do the Rep slingshot? Writing is often not a popular tech with the AI.

I can't comment on settling locations except that anything that lets us get water to that cow is a Good Idea.

On government types, CAII will tell us about our current situation but in the early game, our position will change every time we build a new town or build a road so use it only as a rough guide. Revolting early will mean less time in anarchy as part of the revolution time is down to our size. I agree on an early decision but I cannot make any useful suggestion without looking at a save so I'm afraid I cannot have an opinion. I know that Despotism sucks though!

I suggest that you don't wait around for me to say 'got it' when my turn comes up. I've had no news about my computer and I have very little time to access to the internet when at work (It's Sunday today so it's an exception) so if I come up and you don't hear from me that day, skip me.
 
Tone said:
Do other civs have Writing? If so I agree with going for Phil. If not, are you sure that it's not possible to do the Rep slingshot? Writing is often not a popular tech with the AI.
We know of no other civ with writing.

Alphabet is starting tech for commercial and seafaring civs. Of those we have in the game (known via F10):

Korean, Indian, French, English, Vikings.

We have contact with Korea and India and currently 84 beakers researched, 156 left in currently 27 turns. But that will change of course.

AIs know all 1st tier techs plus mysticism. We lack bronze and and wheel. Thus maybe the AIs are also working in writing (IMHO more likely than math or polytheism). Maybe we know more in 10 turns.
 
Summary: We founded another city by the lake. No one has learned writing yet. The warrior north of Bapedi is heading to get some gold from the barb camp. There is a barb 2 tiles north of the warrior. The scout is running away. The archer is for camp clearing. I recommend roading before mining. Also I think we met all the cives on our continent. So we should send the current curragh on the suicide mission too.:)

2550 BC (Turn 0): MM Cap to grow in 3 turns: we should still get a settler in 5.

IBT: ZZzz

2510 BC (Turn 1): Scouts and Curragh explore.

IBT: ZZzz

2470 BC (Turn 2): Ulundi:War>war. Scouts and Curragh explore. Scout to NE see a yellow border.

IBT: ZZzz

2430 BC (Turn 3): Meet Ottoman. We have nothing to trade they know BW and Myst. Scout to NW find a goats. Increase happiness to 10%. Moving the warrior from Ulundi.

IBT: Osman asked out to get out.

2390 BC (Turn 4): Scouts and Curragh explore.

IBT: We connect gems.

2350 BC (turn 5): Cap:Settler>Rax. War from Ulundi escort the settler to oyster site. Worker to chop forrest.

IBT: ZZzz

2310 BC (Turn 6): Founded Bapedi by the lake. Ulundi:War>Worker. Koreans know Math. Curragh just saw a sea tile to the west of northern desset peninsula. Switching Worker build in Ulundi to Curragh for suicide mission. There is a barb camp to the north.

IBT:Cap grows.

2270 BC (Turn 7): MM cap for fast growth. Rax in 2.

IBT: Ottomans start the Oracle.

2230 BC (Turn 8): More exploring. Meet Cleo. She is up BW, Myst and The wheel. All have these 3 techs and Korea has Math too.

IBT: ZZzzz

2190 BC (Turn 9): Cap:Rax>Archer. The scout is blocked by the barb camp in the deserts to the north. So bringing him to the south.

IBT: Worker chop forrest.

2150 BC (Turn10): Worker move to grassland to start mining and roading. Recommend roading first since we need the gold.

Tone (up next)
tao
DBear
Furiey (requested skip)
Htadus (just played)

http://gotm.civfanatics.net/saves/sgotm11/tao_SG011_BC2150_01.SAV
 
Tao, perhaps you should play the next turn.

By the way, what is our war strategy?

I guess if we DOW on one civ, we have to take on all their buddies. What happen when we sue for peace with one and not with all? Do the one we sued for peace redeclare on us again immidiately?
 
Summary: We learned writing (not as monopoly) but could make some nice trades out of it. Our suicide galley found land in the west. We declared war on Arabia and allied with Korea.

My plans for this turnset: build N town to bring irrigation to the cow; send new suicide galley west; send existing galley on a clockwise tour around the continent to explore the north; send scout southeast to explore territory; hope for a writing monopoly.

0: 2150bc
everything is fine, hit return

1: 2110bc
Zimbabwe b archer s settler; mm to coast for commerce; Ulundi b curragh s barracks; switch Bapedi to worker
scout and curraghs move

2: 2070bc
zzzzzz

3: 2030bc
zzzzz

4: 1990bc
start irrigating towards hill

IBT scout meets Japanese warrior - it really is crowded. Japan is on AI tech level, i.e. no trade possible. Japan is in alliance with China, Korea, and India. (The other block is Russia, Arabia, Egypt, and Ottomans.)
I guess Japan is in the southeast, as the area north of the landbridge has the Arabs, I suppose.

5: 1950bc
zzzzz

IBT our archer, warrior barb raiding party is attacked by 2 barbs and the archer elitizes

6: 1910bc
Ulundi b barracks s archer, Bapedi b worker s curragh
scout finds Mecca; some mm; writing will come in next turn

7: 1870bc
learn writing, start philosophy
Zimbabwe b settler s archer; scout and galley explore, suicide galley goes west and sees sea beyond the ocean tiles - let's hope it survives; settler goes north, hunting party also.

Now comes the interesting part: lets look at technology:
Rusia and Arabia learned writing same turns as us. :(
Korea has math monopoly, but all our assets can't buy it. :(

China gives bronze, 78g for writing.
Change archer builds to impis for barb hunting.
We learn that everybody but Ottomans have iron working.

Japan gives iron working, 21g for writing.
Establish embassy in Seoul for 43g. Declare war on Arabia (we don't want to fight their Ansars later).
Form alliance with Korea getting wheel, giving writing, 47g, 1gpt.
Ottomans give mysticism, 25g for writing.
India gives 43g for writing.

We have 2 horses and 3 iron mountains "accessible".

8: 1830bc
Our suicide galley has survived and now is in safe water again. Thus Bapedi switches to granary. Ulund worker has to withdraw, because barb appears.

9: 1790bc
zzzzzzzz

10: 1750bc
Korea, China know horseback riding.

Post-turn:
There are Korean and Arabian units north(west) of our scout. There are barbarians south of Ulundi. IMHO a granary in Bapedi is good, because it will on some turns shre the cow and we will always need more settlers and workers. Shields will come from gem mountains.

As the other neareast block civs did not declare on us, I suppose the locked alliance works just like an mpp.

You know, that once learning philosophy it is possible to do trades from the "Big Picture", before our free technology comes in, do you?!

DBear (up next)
Furiey (requested skip)
Htadus
Tone (requested skip)
tao (just played)

http://gotm.civfanatics.net/saves/sgotm11/tao_SG011_BC1750_01.SAV
 
Guys, we need to slow this down. The last two plays have had almost no discussion, and our team thread has by far the fewest posts. We need to talk this out, I'll download the save tonight and look at it in CivAssistII.

And just how do I get to the "Big Picture" to do trades before the free philo tech comes in? Assuming it even works...
 
DBear said:
Guys, we need to slow this down. The last two plays have had almost no discussion, and our team thread has by far the fewest posts. We need to talk this out, I'll download the save tonight and look at it in CivAssistII.

And just how do I get to the "Big Picture" to do trades before the free philo tech comes in? Assuming it even works...
I would be very happy with more discussion. For the moment, Furiey is travelling and Tone's computer is hosed. Thus we are only 3 fully functional players ....

"Big Picture":
Once you learn philosophy, you are asked which tech to research next. Choose "big picture" and you are shown the tech tree with the advisors on the left.

Select the Foreign Advisor and you can trade. Trade as much as you want. (Consulting CivAssist eases the task.) Once you did all trades, return to the Scientific Advisor and select the next tech, which you get for free if you were the first to philosophy. And it works. :)
 
DBear,

It work just like Tao said. But we do need to talk about what techs we should aim to aquire through trades.

Government tech would be the best but here are a few options.

1. If we want a republic--> see if any one has learned CoL and trade for it so we can select Republic as our next tech.

2. If we want a Monarchy--> see if any one has learned Poly and trade for it so we can select Monarchy as our next tech. (my choice)

If neither is a possibility...

3. We should trade Philo for Math and go for Construction (my choice since it is the next most expensive tech) or Currency.

And remember to trade for all other available techs and gold before ending the turn.

I think it will be either 1 or 3.

Oh if we do get a free tech, what should we study next?
 
So what about them govs...

I prefer that we go after Monarchy or Feudalism.

.....................Monarchy....Feudalism....Republic
Hurry Method.....Pay............Forced.........Pay
MP's..................3.................3................0
Unit cost............1gpt............3gpt............2gpt
Free units Per:
Town ................2................5.................1
City...................4................2.................2
Metro.................8................1.................4
WW................Happy...........Low............Low

If we want to keep pop rushing, then Feud is the way to go.
Else I would prefer Monarchy to constantly cause wars between other civs and get war happiness.
BTW, we do want the tech pace to be slow.......right?
 
On Governments:

What do we need to conquer the off-continent civs? The Great Lighthouse? Then we might want to start a pre-build now! Or do we need to reseach on to navigation? The we want research power, i.e. republic.

From the current look at the AIs on our continent, I am not at all worried about being heavily hit with war weariness. We will be by far(?) the strongest civ, if we play with alliances. As such, it will be possible to get peace deals relatively fast. And I think we want to keep quite a number of conquered cities (if they flip, we just take them back; we will have knights at least.), helping in upkeep.

As the other continent(s?) seem to out of reach without suicide rides, we might make some cash from them also.

In other words: I am in favor of republic.
 
Think again, stupid. :wallbash: This is Conquests and there is a Great Wonder Temple of Artemis (giving a free temple in every city on continent). And it becomes obsolet by education.

Thus we want to capture the city with this Wonder. Hopefully it is on our continent. But we also want it, if it is on the other continent.

May I conclude, that we want The Great Lighthouse? :goodjob:
 
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