SGOTM 16 - U'nu'sual S'us'pec'ts

Yes indeed, Xcal, stay well out of the sgotm 12 T'dr thread if you want to hold your illusion
 
OK, starting to play now......
 
Sorry, just read the last page now! Thanks for all the wishes guys!!! I had a great day!!! :D

Sorry to hear you're dropping out Brian, but I sure hope to see you still lurking around. :)
 
t109
-Trade Alpha for Mono/Archery - no affect on relations
-Revolt to OR - Brennus is now pleased!!!!
-Spy moves into Tolosa

t110
-Microed GP Farm to work mines.
-Paris starts forge
-Production starts Spy
-Clams starts Worker
-Commerce whips temple (only 6 overflow, but it is already unhappy, and growing)
-Barb City whips granary (16 of, was working 2 unimproved tiles)
-Woodie 2 moves next to Archer and waits for an attack
-Tolosa has only 1 Archer in it, last turn it also had an Axe & Chariot. Move our Chariot in Clams to the border to see if his stack is there. IT ISN'T.

t111
-Woodie 2 survived Archer, now 7/10 xp.
-Commerce finishes temple, starts forge
-Barb City finishes granary, starts library
-Whip settler in GP Farm for 29 of

t112
-GP Farm finishes Settler, starts Great Library
-Paris whips forge for 27 of

t113
-Paris finishes forge, starts Research (I know, but it shaves 1 turn from Currency, which will give us ~16 extra raw commerce)

t114
-Production finishes WB, starts Trireme
-We STEAL IW!!!!!!! (only 40% discount, but worker had finished roading Gems and was waiting)
-NO IRON in our cultural borders. There is one to the north, another by the Sugar/Clams, another by the river (can be used by city getting wheat), and another on the Sheep island.


I'm going to pause now, to discuss settling options. Pictures will be uploaded soon. I will also upload the save.

edit: BTW, I found Brennus' stack, and it is rapidly approaching Ramesses' borders
 
-We STEAL IW!!!!!!! (only 40% discount, but worker had finished roading Gems and was waiting)
:goodjob:
-NO IRON in our cultural borders. There is one to the north, another by the Sugar/Clams, another by the river (can be used by city getting wheat), and another on the Sheep island.
:(

edit: BTW, I found Brennus' stack, and it is rapidly approaching Ramesses' borders
:goodjob::goodjob::goodjob::goodjob:

Very well done.
Any Begging??

Need to keep these two fighting while we head to Astro.
 
Upload log
Spoiler :
Turn 109, 150 BC: Louis XIV's Chariot 13 (Production) (4.00) vs Barbarian's Archer (5.25)
Turn 109, 150 BC: Combat Odds: 17.8%
Turn 109, 150 BC: (Fortify: +25%)
Turn 109, 150 BC: (City Defense: +50%)
Turn 109, 150 BC: Louis XIV's Chariot 13 (Production) is hit for 22 (78/100HP)
Turn 109, 150 BC: Louis XIV's Chariot 13 (Production) is hit for 22 (56/100HP)
Turn 109, 150 BC: Barbarian's Archer is hit for 17 (83/100HP)
Turn 109, 150 BC: Barbarian's Archer is hit for 17 (66/100HP)
Turn 109, 150 BC: Barbarian's Archer is hit for 17 (49/100HP)
Turn 109, 150 BC: Louis XIV's Chariot 13 (Production) is hit for 22 (34/100HP)
Turn 109, 150 BC: Louis XIV's Chariot 13 (Production) is hit for 22 (12/100HP)
Turn 109, 150 BC: Louis XIV's Chariot 13 (Production) is hit for 22 (0/100HP)
Turn 109, 150 BC: Barbarian's Archer has defeated Louis XIV's Chariot 13 (Production)!
Turn 109, 150 BC: Louis XIV's Chariot 11 (Clams) (4.00) vs Barbarian's Archer (5.25)
Turn 109, 150 BC: Combat Odds: 17.8%
Turn 109, 150 BC: (Fortify: +25%)
Turn 109, 150 BC: (City Defense: +50%)
Turn 109, 150 BC: Barbarian's Archer is hit for 17 (83/100HP)
Turn 109, 150 BC: Louis XIV's Chariot 11 (Clams) is hit for 22 (78/100HP)
Turn 109, 150 BC: Barbarian's Archer is hit for 17 (66/100HP)
Turn 109, 150 BC: Barbarian's Archer is hit for 17 (49/100HP)
Turn 109, 150 BC: Barbarian's Archer is hit for 17 (32/100HP)
Turn 109, 150 BC: Louis XIV's Chariot 11 (Clams) is hit for 22 (56/100HP)
Turn 109, 150 BC: Louis XIV's Chariot 11 (Clams) is hit for 22 (34/100HP)
Turn 109, 150 BC: Louis XIV's Chariot 11 (Clams) is hit for 22 (12/100HP)
Turn 109, 150 BC: Louis XIV's Chariot 8 (Production) (4.00) vs Barbarian's Archer (5.25)
Turn 109, 150 BC: Combat Odds: 17.8%
Turn 109, 150 BC: (Fortify: +25%)
Turn 109, 150 BC: (City Defense: +50%)
Turn 109, 150 BC: Louis XIV's Chariot 8 (Production) is hit for 22 (78/100HP)
Turn 109, 150 BC: Barbarian's Archer is hit for 17 (83/100HP)
Turn 109, 150 BC: Louis XIV's Chariot 8 (Production) is hit for 22 (56/100HP)
Turn 109, 150 BC: Louis XIV's Chariot 8 (Production) is hit for 22 (34/100HP)
Turn 109, 150 BC: Barbarian's Archer is hit for 17 (66/100HP)
Turn 109, 150 BC: Barbarian's Archer is hit for 17 (49/100HP)
Turn 109, 150 BC: Louis XIV's Chariot 8 (Production) is hit for 22 (12/100HP)
Turn 109, 150 BC: Louis XIV's Chariot 6 (Production) (4.40) vs Barbarian's Archer (2.57)
Turn 109, 150 BC: Combat Odds: 95.4%
Turn 109, 150 BC: (Extra Combat: -10%)
Turn 109, 150 BC: (Fortify: +25%)
Turn 109, 150 BC: (City Defense: +50%)
Turn 109, 150 BC: Louis XIV's Chariot 6 (Production) is hit for 18 (82/100HP)
Turn 109, 150 BC: Louis XIV's Chariot 6 (Production) is hit for 18 (64/100HP)
Turn 109, 150 BC: Barbarian's Archer is hit for 21 (28/100HP)
Turn 109, 150 BC: Barbarian's Archer is hit for 21 (7/100HP)
Turn 109, 150 BC: Louis XIV's Chariot 6 (Production) is hit for 18 (46/100HP)
Turn 109, 150 BC: Barbarian's Archer is hit for 21 (0/100HP)
Turn 109, 150 BC: Louis XIV's Chariot 6 (Production) has defeated Barbarian's Archer!
Turn 109, 150 BC: Louis XIV's Chariot 1 (Paris) (4.40) vs Barbarian's Archer (2.57)
Turn 109, 150 BC: Combat Odds: 95.4%
Turn 109, 150 BC: (Extra Combat: -10%)
Turn 109, 150 BC: (Fortify: +25%)
Turn 109, 150 BC: (City Defense: +50%)
Turn 109, 150 BC: Barbarian's Archer is hit for 21 (28/100HP)
Turn 109, 150 BC: Louis XIV's Chariot 1 (Paris) is hit for 18 (82/100HP)
Turn 109, 150 BC: Barbarian's Archer is hit for 21 (7/100HP)
Turn 109, 150 BC: Louis XIV's Chariot 1 (Paris) is hit for 18 (64/100HP)
Turn 109, 150 BC: Louis XIV's Chariot 1 (Paris) is hit for 18 (46/100HP)
Turn 109, 150 BC: Louis XIV's Chariot 1 (Paris) is hit for 18 (28/100HP)
Turn 109, 150 BC: Barbarian's Archer is hit for 21 (0/100HP)
Turn 109, 150 BC: Louis XIV's Chariot 1 (Paris) has defeated Barbarian's Archer!
Turn 109, 150 BC: Louis XIV's Chariot 7 (Paris) (4.40) vs Barbarian's Archer (1.68)
Turn 109, 150 BC: Combat Odds: 99.6%
Turn 109, 150 BC: (Extra Combat: -10%)
Turn 109, 150 BC: (Fortify: +25%)
Turn 109, 150 BC: (City Defense: +50%)
Turn 109, 150 BC: Louis XIV's Chariot 7 (Paris) is hit for 17 (83/100HP)
Turn 109, 150 BC: Louis XIV's Chariot 7 (Paris) is hit for 17 (66/100HP)
Turn 109, 150 BC: Barbarian's Archer is hit for 22 (10/100HP)
Turn 109, 150 BC: Barbarian's Archer is hit for 22 (0/100HP)
Turn 109, 150 BC: Louis XIV's Chariot 7 (Paris) has defeated Barbarian's Archer!
Turn 109, 150 BC: You have captured Zhou!!!
Turn 109, 150 BC: You have discovered Monotheism!
Turn 109, 150 BC: You have discovered Archery!
Turn 109, 150 BC: The revolution has begun!!!
Turn 109, 150 BC: Louis XIV adopts Organized Religion!
Turn 109, 150 BC: The anarchy is over! Your government is re-established.

Turn 110, 125 BC: You have discovered Literature!
Turn 110, 125 BC: The borders of Commerce have expanded!
Turn 110, 125 BC: The borders of Barb City have expanded!
Turn 110, 125 BC: Barbarian's Archer (3.00) vs Louis XIV's Warrior (4.00)
Turn 110, 125 BC: Combat Odds: 26.7%
Turn 110, 125 BC: (Plot Defense: +50%)
Turn 110, 125 BC: (Feature Defense: +50%)
Turn 110, 125 BC: Louis XIV's Warrior is hit for 17 (83/100HP)
Turn 110, 125 BC: Barbarian's Archer is hit for 23 (77/100HP)
Turn 110, 125 BC: Louis XIV's Warrior is hit for 17 (66/100HP)
Turn 110, 125 BC: Barbarian's Archer is hit for 23 (54/100HP)
Turn 110, 125 BC: Louis XIV's Warrior is hit for 17 (49/100HP)
Turn 110, 125 BC: Barbarian's Archer is hit for 23 (31/100HP)
Turn 110, 125 BC: Barbarian's Archer is hit for 23 (8/100HP)
Turn 110, 125 BC: Barbarian's Archer is hit for 23 (0/100HP)
Turn 110, 125 BC: Louis XIV's Warrior has defeated Barbarian's Archer!

Turn 111, 100 BC: You have trained a Settler in GP Farm. Work has now begun on a Warrior.
Turn 111, 100 BC: Buddhism has spread in Elephantine.

Turn 112, 75 BC: Paris has become happy.
Turn 112, 75 BC: Commerce can hurry Forge for 2⇴ with 23ℤ overflow and +1⇤ for 18 turns.
Turn 112, 75 BC: Barb City has grown to size 3.
Turn 112, 75 BC: Barb City can hurry Library for 1⇴ with 8ℤ overflow and +1⇤ for 18 turns.
Turn 112, 75 BC: Zhou has been pacified.
Turn 112, 75 BC: Clearing a Forest has created 16 ℤ for GP Farm.
Turn 112, 75 BC: Clearing a Forest has created 20 ℤ for Barb City.
Turn 112, 75 BC: GP Farm will grow to size 5 on the next turn.
Turn 112, 75 BC: East Fish will grow to size 3 on the next turn.

Turn 113, 50 BC: GP Farm has grown to size 5.
Turn 113, 50 BC: Production will become unhappy on the next turn.
Turn 113, 50 BC: Production can hurry Work Boat for 1⇴ with 24ℤ overflow, 12ℴ added to the treasury, and +1⇤ for 10 turns.
Turn 113, 50 BC: Commerce will become unhappy on the next turn.
Turn 113, 50 BC: East Fish has grown to size 3.
Turn 113, 50 BC: The borders of Clams are about to expand.
Turn 113, 50 BC: Production will grow to size 8 on the next turn.
Turn 113, 50 BC: Commerce will grow to size 7 on the next turn.
Turn 113, 50 BC: The borders of Clams have expanded!

Turn 114, 25 BC: Production has grown to size 8.
Turn 114, 25 BC: Production has become unhappy.
Turn 114, 25 BC: Commerce has grown to size 7.
Turn 114, 25 BC: Commerce has become unhappy.
Turn 114, 25 BC: You are the worst enemy of Ramesses II.
Turn 114, 25 BC: Brennus will trade Iron
Turn 114, 25 BC: You have discovered Iron Working!
Turn 114, 25 BC: Espionage Mission undertaken successfully!
Turn 114, 25 BC: Upon completing the mission the Spy 1 (Production) has returned safely to Paris.
Turn 114, 25 BC: Barb City will grow to size 4 on the next turn.


No BUFFY logs again. Sorry.
 
Currency is still 3 turns away (our economy is stuffed at the moment).

Nothing to beg for yet, but we are +7 with Brennus now, it increased from +5 when we switched to OR, and he was pleased, so anther +1 and we are at friendly!
 
Here is an image dump, I will edit it to sort out which ones are which, but in the meantime enjoy....

Save is uploaded, here is the link

Start of turnset
Spoiler :




Techs researched or stolen
Spoiler :




Maps/Cities
Spoiler :













 
There is 1 settler already on the northern green island.
The other settler is currently just east of Barb City.

The prime settling locations are probably:
- Iron/Clams/Sugar (on the desert tile)
- 2 Fish from northern tundra
- Iron/Wheat on river

Personally, I would like to see the 2nd Settler move to the Iron/Clams/Sugar spot, as this is the best Iron location which has food and is coastal.
 
Is there more to the Brennus stack than 3 chariots, a spear, and an axe? If so, 3 fortified archers would likely hold - yes?

Iron/Wheat - as in 2N of Iron in the middle? I like this spot for another cottage site, but we are woefully worker shy to do anything with at the moment.

Agree with "Iron/Clams/Sugar (on the desert tile)" as best.

Only constructive input regards workers. Need more. Switch Paris. And move the pig roader worker over to help the gem miner in Clams. The unhappies are growing.
 
Brennus' stack does look weak, but at least its headed in the wrong direction :)

Yes, I was going to wait for the pig roader to finish, as it can then move and help in the same turn. So, in 2 turns, the Gems will have 3 workers on it. And then all 3 workers can move to pigs and pasture the same turn.

Clams finishes its worker in 2 turns

Barb City grows to pop 4 and finishes Lib next turn. It could start a Worker next turn.

Paris needs to stay in Research for a few more turns, otherwise we will just miss Currency and have to wait for another turn. We will have 9 cities then, so this 1 turn will cost us 18 raw commerce. It could then produce the worker.

Does that sound reasonable?
 
Excellent round Neil!

The worker micro sounds reasonable.

I like this settling order: (1) Iron/Clams/Sugar/Coastal on our continent. (2) Iron/Wheat/Mainland on our continent. (3) 2 Fishes on tundra island. (4) Iron/Clams on other island.

2 fishes gets lower since I'm worried about all those fogged coastal tiles up there where barb galleys will surely start spawning like crazy. Also, can we look into what's up by the horses (can we settle on them for fish?) and what's down by the copper island.

Another possibility to two fishes is to settle on the middle island which gets only one fish, but also three grassland tiles. And then settle a second city on the western tundra island that can forever work the fish and two specialists.
 
Yes, I think I agree with that Settling order, but probably after the current settler on the middle island?

I think it makes sense to settle the southern spot and leave the 2 fishes for 1 city.

Our current economy just can't afford settling a city not having GLH trade routes.


EDIT: Actually what about using our current 2 settlers for Clams/Iron/Sugar and Iron/Clams on the island. Both get GLH trade routes, both have food & production

OR Clams/Iron/Sugar & 2 Fishes
 
Ok on Paris - makes sense for currency.
Cool on worker after lib in Barb city. Ship to island to help with Sheep, Horse, Chop, mine, cottage?
on pig roader, if the 1 extra worker turn (by not waiting for road to finish) on the gem would result in getting gem on-line 1 turn sooner, then i would do it. 2-3 extra citizen turns outweighs the wasted worker turns moving on the unroaded tile. I am just nor sure of the extra turn gets the gem on-line a turn sooner.
 
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