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

Thanks for all the input SH and Neil!

I'll be ready in 2 hours to play! However, I only have one green and would ideally like at least 3 before I play (although I can make do with 2!) :)
As for overflow, I'd like to maximise OF with the first whip, that way, following whips tend to have better overflow. Plus, max overflow does also mean we may get an extra unit or two out which is always good. I'll modify my plan accordingly :)
 
Ok, green from me
 
Turns out I'm ready a lot quicker! Relatives left earlier than I thought so I'm going to start playing now. :)
 
Qin's capital

I'd say unless Qin's capital has a ton of religions already. We want to balance sure spread of Buddhism with spreading it to somewhere where Qin is likely to produce missionaries.
 
ALSO, where are we to rally our units? :)

I've started playing, done all of the micro and everything, Just waiting for the answer to unit rally location and the missionary answer.

Also, what ratio of units do we want to build? Ie 2:1 for Cats:Melee with one spear and chariot or something?
 
No, the one we built and is currently in Paris.

He is going to Zhou - the production city on the island - so that Zhou can build some missionaries and spread Buddhism to the other cities on the island.
 
The mish in Paris is for Zhou, on the island.

Rallying points was Clams & Wheat.

I think we want about a 1:1 ratio between Cats and Cleanup (Maces & X-bows). 1-2 spears, no chariots.
 
ALSO, where are we to rally our units? :)

I think somewhere down south -- maybe Wheat City for now. And then when we prepare to invade we can head over to that mountain range and go for Tolosa first.

Also, what ratio of units do we want to build? Ie 2:1 for Cats:Melee with one spear and chariot or something?

Yeah. I think something in the range of 10 cats, 5 maces, 3 xbows, 1 spear, 1 chariot. Or something like that, is what I'd feel most comfortable with. And then archers later in the war to garrison cities so that that main army can march on.

EDIT: And we'll decide on the naval invasion when we get a better of idea of where Brennus' troops are.
 
Okay, I see. That seems alright then. :)

However, Zhou will get that missionary at a low priority, Chariot to Rams area is higher priority. :)
a 1:1 ratio seems good. :) Will try my best to adhere to that within reason.
 
Agreed
 
Okay, on the third turn now! I'll upload the save soon! This is really tense because I check EVERYTHING before I make a move :lol:
 
:lol: I know what you mean.
 
Log
Spoiler :

Here is your Session Turn Log from 700 AD to 740 AD:

Turn 145, 700 AD: Clams has grown to size 9.
Turn 145, 700 AD: Barb City has grown to size 9.
Turn 145, 700 AD: Zhou has grown to size 6.
Turn 145, 700 AD: Fake Humbaba has grown to size 3.
Turn 145, 700 AD: Red Fish Blue F has grown to size 2.
Turn 145, 700 AD: You are the worst enemy of Saladin.
Turn 145, 700 AD: Brennus has 70 gold available for trade.
Turn 145, 700 AD: You are the worst enemy of Saladin.
Turn 145, 700 AD: Ramesses II is the worst enemy of Brennus.
Turn 145, 700 AD: Brennus is the worst enemy of Ramesses II.
Turn 145, 700 AD: Brennus will trade Horseback Riding
Turn 145, 700 AD: Qin Shi Huang will trade Cow
Turn 145, 700 AD: Hammurabi will trade Cow, Crab, Rice
Turn 145, 700 AD: Brennus will trade Spices
Turn 145, 700 AD: Sitting Bull will trade Cow, Rice
Turn 145, 700 AD: Qin Shi Huang has 40 gold available for trade.
Turn 145, 700 AD: Hammurabi has 30 gold available for trade.
Turn 145, 700 AD: Brennus has 70 gold available for trade.
Turn 145, 700 AD: You are the worst enemy of Saladin.
Turn 145, 700 AD: Ramesses II is the worst enemy of Brennus.
Turn 145, 700 AD: Brennus is the worst enemy of Ramesses II.
Turn 145, 700 AD: Brennus will trade Horseback Riding
Turn 145, 700 AD: Qin Shi Huang will trade Cow
Turn 145, 700 AD: Hammurabi will trade Cow, Crab, Rice
Turn 145, 700 AD: Brennus will trade Spices
Turn 145, 700 AD: Sitting Bull will trade Cow, Rice
Turn 145, 700 AD: West Fish will grow to size 5 on the next turn.
Turn 145, 700 AD: Commerce will grow to size 13 on the next turn.
Turn 145, 700 AD: West Fish will grow to size 5 on the next turn.
Turn 145, 700 AD: Shwedagon Paya has been built in a far away land!

Turn 146, 720 AD: Commerce has grown to size 13.
Turn 146, 720 AD: West Fish has grown to size 5.
Turn 146, 720 AD: West Fish can hurry Galleon for 2⇴ with 33ℤ overflow and +1⇤ for 31 turns.
Turn 146, 720 AD: West Coast Silk can hurry Barracks for 1⇴ with 23ℤ overflow and +1⇤ for 31 turns.
Turn 146, 720 AD: Wheat can hurry Barracks for 1⇴ with 11ℤ overflow and +1⇤ for 14 turns.
Turn 146, 720 AD: Qin Shi Huang has 50 gold available for trade.
Turn 146, 720 AD: Brennus has 70 gold available for trade.
Turn 146, 720 AD: Saladin has 1 gold per turn available for trade.
Turn 146, 720 AD: Brennus has 1 gold per turn available for trade.
Turn 146, 720 AD: You are the worst enemy of Saladin.
Turn 146, 720 AD: Ramesses II is the worst enemy of Brennus.
Turn 146, 720 AD: Brennus is the worst enemy of Ramesses II.
Turn 146, 720 AD: Brennus will trade Horseback Riding
Turn 146, 720 AD: Brennus will trade Spices
Turn 146, 720 AD: Production will grow to size 9 on the next turn.
Turn 146, 720 AD: West Coast Silk will grow to size 4 on the next turn.
Turn 146, 720 AD: Wheat will grow to size 3 on the next turn.
Turn 146, 720 AD: You have discovered Civil Service!
Turn 146, 720 AD: Narak (Great Prophet) has been born in Memphis (Ramesses II)!
Turn 146, 720 AD: Mo Tzu (Great Prophet) has been born in a far away land!
Turn 146, 720 AD: Sitting Bull has completed Mausoleum of Maussollos!

Turn 147, 740 AD: Production has grown to size 9.
Turn 147, 740 AD: Production can hurry Catapult for 1⇴ with 18ℤ overflow and +1⇤ for 23 turns.
Turn 147, 740 AD: West Coast Silk has grown to size 4.
Turn 147, 740 AD: Wheat has grown to size 3.
Turn 147, 740 AD: Hammurabi has 40 gold available for trade.
Turn 147, 740 AD: Brennus has 2 gold per turn available for trade.
Turn 147, 740 AD: Clams will grow to size 10 on the next turn.
Turn 147, 740 AD: Red Fish Blue F will grow to size 3 on the next turn.


Oh no! I forgot the BUFFY log! :( Sorry!! I hope that isn't too much of an issue.

Anyway, it seems that I miscalculated the whip overflow for some reason. Surely if a unit is 60 hammers and you invest 29 hammers into it, it would be a 2 pop whip with 29 overflow?

Map
Spoiler :


 
Good play Revent!

1) Get those chariots out west. We want to find the stack!

2) On the whip overflow: we have a forge, so hammer are multiplied. This includes hammers from the whip.
 
Nice play, If there is a forge, then it throws the calculation out.

There is no Theo trade available, just revolt to Beauro/HR

I have had a look at the save, and 2 thing stand out for me.

1. Get most workers building roads, Production has no road access at all, and we could really do with a road linking Barb City to Wheat.

2. Forget about overflow, just whip like crazy. No whipping without hammers invested obviously, but otherwise get us an army asap.
 
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