Bugs2.0 - The Gauntlet Revisited

I have some turns I need to finish shadowing for GK2... and that's going to eat a little time. I'll try to get to this tomorrow if that's okay with the team..
 
DOH! Sorry team :blush: Lemme get my game face on, and get this played tonight.
 
Pre-flight check... science at 100%! Wow! I guess we're going for the Republic slingshot...

IBT - The Chinese found a city to the NE, a Carthagninian settler pair moves.
Istanbul Warrior>Settler
Iznik Archer>Archer

Turn 1 (1475)
Wait the wounded warriors, sail the curraugh... dang, that's it?!?

IBT - A Carthaginian settler pair appears in the north.

Turn 2 (1450)
Sail the curraugh... move some workers.

IBT - Carthaginian settler pair encroach. A barb warrior appears E of Iznik

Turn 3 (1425) Conan whacks a barb camp.

IBT - Carthaginian settler pairs trespass

Turn 4 (1400) Move some workers for road projects for fast settling, put a warrior outside our borders in a prime spot by some fish. Sail the curraugh.

IBT - Dangit - Carthaginian settler pair is coming through our territory...
Bursa Settler>Warrior

Turn 5 (1375) Whack a barb camp, move a settler out, sail our curraugh around a large and (so far) unpopulated landmass...

IBT - Carthage found Oea E-NE of our capitol.

Turn 6 (1350) let some banged-up warriors heal..

I note a Byzantine city on the map East of Oea...and we don't have contact with Theodora yet.

Turn 7 (1325)
Istanbul isn't happy, lux to 10%, CoL still in 3, science to 80%.
A couple of worker moves...

IBT - Carthaginian settler pair moves to a tile S-SE of Bursa
Istanbul Settler>Settler

Turn 8 (1300) organize a trio of workers SW of Edrine, irrigate a plains in 1 turn.
Found Aydin on the edge of the desert, and that carthaginian settler pair now has to move 4 times to get outside our borders. Tinker with the sliders (lux to zero)

IBT - Some settler pairs move, Carthage starts Great Lighthouse
Byzantines complete Mausoleum of Mausollos

Turn 9 (1275) move some workers, move the settler, sail the curraugh...and it's decsion time...

Where do you guys want the next settler?

bugs2_750BC_SETTLER.jpg
 
After action review:

I know it's odd to end on "Turn 9", but I thought we might want to take a moment and strategize. I pretty much played "land grab" there with Carthage, who was sending settler pairs southward. I did some quick roading projects to facilitate movement.

The settler to the south could land on the tile SW of the cow, or pretty much anywhere down there. The Carthaginian pair cannot win the foot race.

There is another settler in the queue, and there are some potential sites that are within our borders, NE of our capitol. (Using bananas...) Any site up there will need some worker turns, but there is a worker up there roading... another is roading some forest, so we can come back and chop quickly at an opportune moment.

So... for the next better player: > > The Save < <
 
scoutsout said:
The settler to the south could land on the tile SW of the cow, or pretty much anywhere down there.

If we're trying for 2 cities down south I would go SW of cow & on tundra at the bottom. If we only want 1 city south I would go 1 S of cow.

BTW, does anyone know if Yom is up and running again? I'm going to be out of town from Fri to Sun, but could play before I go if Yom is not ready yet.

EDIT: And I meant W of cow.
 
I can play again (I got fed up with conquests, but I got it working again after a couple of reinstalls/restarts on Independence day).

Aren't you up though? I'm guessing you want me to play now so that you play right before you leave and not get skipped/hold up the game.

Edit:Btw, SW of the cow, I'm guessing you mean W? If so, I agree with you. 1 W of the Cow and on the tundra seem to be the way to go. I would also swap Edrine from that archer to a worker or barracks (it only started last turn, so no shields lost).

We're pretty cramped (especially in the N.) so We may have to go for an archer rush (do we even have any resources?).

Edit2: I would settle the Cow site first. I'm guessing that Carthaginian stack is a settler pair, so we can prevent them from settling by simply settling the Cow site and setting a warrior on the Tundra (the other tiles are too close for them to settle, so they'll head back.
 
Let's put Yom up next. I'll put the whole roster up as soon as I can find it.

Edit - Here it is

Denyd
Scout - Just played
Yom – Up
DJM Gator - On Deck
Bugs
 
Got it (and damn that 10 char. minimum).

Edit: Hmm...is it just me, or has the roster changed a bit (weren't you just before me in the roster, bugs?)?
 
I'd run a two unit block with the archer in Edrine and the warrior in Aydin. Run up and down the road and use the city tile and the warrior to the south.

NW or SW of the cow works as does the tundra tile. Looks like we'll be close to ICS.
 
I don't think we need a block at all. As long as I move the warrior S 2 squares onto the Tundra and settle the cow spot, the Settler pair will leave since there's nothing left to settle.
 
Yes, I was, but since you haven't played yet, I thought it would be fair to get you in as soon as possible.
 
Dangit, I meant NW of the cow. Sorry guys, I played 2.0 gram tonight too. 19 rounds at demi-god, and I just finished SGOTM2 (mercifully).

I wish it was Friday... in the morning this is gonna hurt....
 
Turn -1 (I'm going to play 11 turns to even out the numbers) -
Hmm..apparently there are lands to our East that we can colonize.
They won't be very productive, but they'll get us Horses. Our Iron
Chances are pretty slim with only 1 tile that can potentially hold
iron. There are a couple of mountains & hills on the islands
though, so we could still have a chance at Iron and avoid an archer
rush.

We are down CB, Math, IW, and Map Making.
Aydin is switched to a worker.
CoL will come in next turn (we should have gotten Philosophy). I
will switch research to philosophy when it comes in.

IBT - Research set to Philosophy at 100%, comes in 9 at -1gpt.
Edrine:Barracks->Curragh.

Turn 0 - Our curragh backtracks to meet the Byzantines.
Apparently everyone else was researching CoL too, as both China
and Carthage have it.

IBT - Iznik:Archer->Barracks (why were we building an archer
without one?)

Turn 1 - The Carthaginian settler pair has penetrated deeply into
our territory but we'll found our Cattle city next turn.
Our warrior finds a barb camp with 2 warriors in the tundra
square, which will have to be defeated before we settle.
I move a warrior from Aydin to Edrine to keep it happy and move
its archer South to help defeat the barb camp.

IBT - The carthaginian settler pair retreats. What did I tell you :).
Bursa:Warrior->Barracks.

Turn 2 - Antalya founded next to the cow. Set to worker.
Conan goes toe-to-toe with a conscript barb and wins, getting
redlined in the process.
It's painful to backtrack our curragh, but contact is worth it. Plus,
I see a coast-sea-sea-coast crossing in the north where the
Byzantines must have crossed.

IBT - We get the FP message.
Uskudar:curragh->worker (a temple would be nice to pull in more
tiles, but we don't have CB yet :crazyeye:.
The Portuguese complete the oracle.

Turn 3 - Our new curragh will explore our Island colonies while
the old one and all further ones will try to cross the channel and
get to the Byzantine/portuguese/Korean Homeland.
Hopefully the Byzantines won't have Philosophy when they show
up next turn, as we can get REPUBLIC as our free tech. :D

IBT - The Chinese are building the Great Lighthouse (this should
slow them down. They're obviously our first target).

Turn 4 - Damnit! The Byzantines have philosophy. I had a feeling
that would be the case. They also have all the techs our AIs have
plus Horseback riding.
We can get Philosophy in 4 now at no loss of GPT to trade to the
other AIs.
Will penny is an absolute failure as he fails to even SCRATCH the
barb warrior. I will try with Conan (the barbarian) in 2 turns to see
if he can change his people's minds.

IBT - Edrine:Curragh->Curragh (I was hoping to get MM before
the Curragh finished so that we could get a galley and settle our
colonies faster, but no such luck).

Turn 5 - The island nearest to us (mainly tundra) seems to be
chock-full of Hills and Mountains. Hopefully one of them
contains iron.
Our AIs got Horseback riding this turn. Philosophy is in 3, so
there's no way they can research it before we can sell it to them.

IBT - Istanbul:Settler->Settler
Izmit:Barracks->Archer.

Turn 6 - Conan engages in mortal combat with the barbarian
warrior and manages to lose 4 straight after redlining the barb
:rolleyes:. A reg. archer will try next turn (should have waited
since the barb will heal, but I expected to win).

Our Brave Curragh attempts a crossing of the Red (Byzantine)
Sea. Our 2nd curragh is being chased by a barb Galley.

IBT - The RNG gods are merciful as our Curragh barely fends off
the Galley and our other Curragh doesn't sink.

Turn 7 - I hope the RNG gods are just as merciful now, and attack
with the reg archer. He wins flawlessly (like his predecessor
SHOULD HAVE) and takes the camp, netting us 25 gold.
Philosophy comes in next turn. I hope to get CB, MM, and IW
from it + Cash, but I'll probably only get 2 of the 3.

IBT - Philosophy comes in and research is set on Republic at 10%
(100% would only get it in 40 turns).
Aydin:worker->Barracks.

Turn 8 - Philosophy +22 gold gets us CB and MapMaking from
the Chinese (They don't have contact with the Byzantines so they
consider it monopoly).
Philosophy and 51 gold goes to the Carthaginians for Iron
Working (for whom it is @4th).

Sweet! one of the mountains in the Tundra island has iron.
Edrine's build is automatically switched to a galley (if it hadn't
been, I would have done so anyway, as I feel it's within the rules of
the variant.

BTW, I notice 'Emphasize production is off, so I turn it on.

IBT - Quite convienently, a Portuguese Galley appears from the
West (Must get a settler to the Iron first!!!)
Uskudar riots :smoke:. I give it a scientist and turn off science.

Turn 9 - The Portuguese are up Mysticism, Mathematics, and
Horseback Riding (like everyone else). But also have republic!
Maybe they did a philosophy slingshot?
The only civ left to find is the Koreans.
I have to up the lux tax to 20% until I can get an MP (the archer
that took the barb camp) to Edrine.
Uskudar's worker is swapped to wealth and then swapped to a
much needed temple (it will bring in *7* land tiles of which 5 can
be used by another city).

IBT - Ack! Antalya riots as well, it gets a taxman for now.

Turn 10 - Bah, I can't partial whip the temple in Uskudar and swap
back to a temple thanks to the variant.

The Tundra town will be founded next turn. The settler from
Istanbul is meant to get on the Galley from Edrine (I would build
one more Galley and then set it on Archer/Swordsman production)
and settle the Iron site. I would set it on a harbor immediately and
ship over a worker later to hook up the Iron (remember, no
upgrades, so avoid building warriors).
Also, I would use our workers in the South to immediately
connect Antalya and Tundra town to the road network to get
happiness from our silks).

Here are two tentative dotmaps. The red dots are high priority with
Iron coming first. Black dots are less important
cities/fillers/fishing villages. There are 10 dots, so we may want to
build settlers in a few more towns in order to get most of them.
Futhermore, I would place Tundra Island at a higher priority (at
least the closer sites - especially the two cities on/next to gold
hills) as they will be less corrupt.
BTW, Remember to abolish the lux tax and make sure our cities
are happy once the archer returns to Edrine.

P.S. Is it just me, or does Notepad make the lines shorter (and thus the length of the post longer) and double space? I had to delete a lot of empty space lines to keep the post legible and (more) compact.
 

Attachments

  • Bugs2.0_Tundra.JPG
    Bugs2.0_Tundra.JPG
    127.3 KB · Views: 76
  • Bugs2.0_Horses.JPG
    Bugs2.0_Horses.JPG
    87.6 KB · Views: 78
I got it. Will play later today and post.

Looks straight forward for my round. Oversee barrack construction and get that settler over to iron/tundra island.

One question: Is it worth holding off on founding the tundra city and send that settler in the galley and try to grab the horse after dropping off the iron settler?
 
I would build settlers and try and snag as many of Yom's dots as possible. They won't be available for too long since most of the world can get to them now.

Edit - @ Yom - I like your dot map BTW.

Roster

Denyd
Scout
Yom - Just played
DJM Gator – Up
Bugs - On Deck
 
@Bugsy: Thanks.

@DJMGator: If you mean found the Iron city and then the Horse city, then yes. That was my intention. I would build the Horse and Iron city first and then the 2 Northern tundra cities (the 2 cities with gold hills). The other cities on Horse island are mainly fillers (most likely 1/1 unless we go commie) if the AI is slow to settle them.
 
If the AI grabs them, you know there is a hidden resource there.
 
Sir Bugsy said:
If the AI grabs them, you know there is a hidden resource there.
But is is saltpeter, or oil? :mischief:
 
The tundra cities + our desert will give us a high probability of having oil though ;).

As for going on the offensive, I think we should hold off until knights. We can't upgrade any of our units, so they have to be able to hold their own for some time. Archers will be useless with pikeman showing up soon, and Swordsmen will suffer just as many casualties. I say we build the Iron/Horse cities, start on a harbor (and ship a worker over to Iron city), and cash rush the Harbors the instant we get into Republic (or at least the instant we can rush them and have Chivalry).

Edit: Btw, we may want to pop a settler out of Edrine once it hits size 5/6. It has some unhappiness problems and can help us settle the islands off our coast.
 
Back
Top Bottom