GozGram 2 - Mayan Slave Traders

But believe me Sesn, it is fun to see them scurry away and hide when a barb pops up and great expectations of waiting if they actually WILL hook up that luxury before Modern Age

:rotfl:

I remember. I played almost exclusively with automated workers until my first SG, and then I didn't only grudgingly.

Now I only even think about it after the basic rail net is down, but I know I can't even trust them with that and pollution control. :crazyeye:
 
OK, finally found the settler/warrior thing. HERE

From what I can see, we need to be able to get the following:

T1: 10s, 4f
T2: 8s, 6f (+2s on growth)
T3: 9s, 5f
T4: 9s, 5f (+2s on growth)

The link above shows 10s and 5 food on turns 3 and 4, but obviously 9 with two on growth could also work.

Now to see if I can figure out how to make it work.....

EDIT: I'm *pretty* sure it can work, but it will require us to irrigate on of the cows, and will have to be done from size 5-7. Can anyone else verify, my head is spinning with all the numbers. :crazyeye:

EDIT2: Now I'm not so sure. I don't think we can get the tenth shield, at least not in despotism. By the time we can, it won't really matter, so just mine both cows.
 
Slavetraders – GG2

[0] – Plant on the spot and queue up another worker because a) we will be churning some settlers and b) I don’t want barbs from the GH. Select WC to get to javs quickly to go farming for slaves. AI in the game is Byz, Zulu, Aztecs, Arabs, Persians, Inca and Egypt. 2 scientific civs.
[1] Road the N cow.
3850 – Mine the N cow.
3800 – Worker>Something other than warrior because I’m popping the hut after mine is done and then flipping over to warrior.
3700 – Roading and MINING other S cow.
3650 – Mine done. Pop hut and get 25g and expose 2 northern wheat. Nice. Back to warrior in 2.
3550 – Warrior>Warrior. I think contacts are really important at higher levels so I’ll probably do a few of them to check out the lands.
3500 – Expansion. MM for warrior in 1.
3400 – Warrior>Warrior for MP.
3300 – Warrior>Settler and growth in 5.
3250 – Wine spotted 6 tiles away.
3200 – Lots of wine. Furs spotted now too.
3100 – Meet the Zulu. Prices get a lot cheaper after a second meeting. We can get WC +10g for Masonry.
IT – Settler>Granary.
3000 – See a pack of Zulus, 2 archers/4 warriors WAY to the north out barbhunting.

We may have to move the worker if the barb goes towards the city. I don’t think he will attack the city though. NW-SE thing.


GG2-3000bc.jpg
 
Looks like we have defendable peninsula here, and some worker-farms will be available. Hopefully noone is SE of us, then we would sit in the squeezers.

2 luxes near is good news.

You should've quickened up the granary by a chop though, Slinger. But then, next city is ready to go. No complaints, just thoughts :)

What IS the next city site? On the hill due north?
 
I usually do chop for a granary but this excess food made me think of more shields down the line while I was playing while letting the workers get to roading. After playing I thought about again and felt chopping would have been better. We are only using 4-5 tiles right now and the granary would have been up that much faster. I over thought the damn thing.
 
nice opening barbslinger :) I predict that that barb warrior will bee-line for our worker. any bets? :)

3800 – Worker>Something other than warrior because I’m popping the hut after mine is done and then flipping over to warrior.
i liked this move :thumbsup:

looks like good land and look at all that wine! we'll be boozed-up in no time :)

Roster:24hrs got it, 72hrs play it
barbslinger <- started us off
scoutsout <-UP
smackster <-on deck (needs to check in)
SesnOfWthr
grahamiam
gozpel
 
I'm here just checking in.

Nice start, those cows, and all that wheat. I'd have irrigated the lot, and had two 4 turn settler factories, but what do I know I haven't even looked at the save yet.

smackster
 
smackster said:
Nice start, those cows, and all that wheat. I'd have irrigated the lot, and had two 4 turn settler factories, but what do I know I haven't even looked at the save yet.
well, we'll need a worker factory as well so those wheat won't be wasted. with the mined cows and the agri trait, we can do a 4T warrior/settler factory @ the capitol which ain't bad either :)
 
gozpel said:
What IS the next city site? On the hill due north?
missed that question...
i think the gold hill due N would be very strong, but is a little tight. i don't mind tight builds as i tend to pack them in. on expansion, it'll get the irrigated wheat (which is why i assume barbslinger irrigated the grass). either sight (gold hill or hill to the N) will be on the coast and pretty nice. both will require expansion to get the wheat.
 
smackster said:
This is conquests so the barb will probably stay where he is. Anyone remember which direction they go? And which direction they stay still?
not sure, but since a worker has a defense of 0, i think they go right for them. I believe they will only move NW/SE on units with a defense of 1 or greater, otherwise they freeze. it would be great if he would stay in that spot till we get a jav thrower built so we have a chance at a barb slave.
 
grahamiam said:
well, we'll need a worker factory as well so those wheat won't be wasted. with the mined cows and the agri trait, we can do a 4T warrior/settler factory @ the capitol which ain't bad either :)
Aha, now I'm with you, see if I start by reading the intro page then I would know a little more of what I'm talking about. Yes we do appear to need a few workers as we have to use one in every trade.

Either way settling that second city is similar and we can vary it between settlers and workers as the need arises.

I look forward to liberating our workers from the cruel AI in later turns.

smackster
 
Whew! Just read about a worker factory and needing the workers for every trade. That little important fact skipped my mind while playing. I would cancel the granary for now and swap to worker. We need to keep one in the capital at all times for trade opportunities when they arise. I'm sorry I forgot that little fact while I was playing. Hopefully if the worker cancels you can move him into the town now and the barb will freeze. If he goes to the mountain W of town he won't attack and will just hang out waiting to become a slave. I' pretty sure it is NW/SE too. I always think of Washington state/Florida to remind me.
 
Regarding the city site, I did mean the hill above the goldhill, even if I'm a sucker and really like settling on goldhills for the extra commerce. But that spot is to tight.
 
Don't panic plenty of time for trading. All we need is to get to IW and/or HBR and we can catch up on tech. Also as the AI is so poor at getting contacts in C3C, we'll be able to broker the important techs later, but we should not be overly concerned about being behind in tech, that is generally the situation in Deity.

However, we might want to turn up the research a bit to see if we can get WC sooner. Getting those free slaves will make things a bit easier.
 
too bad this one's full, I finally have more time on my hands and have wanted to play with both of you (gozpel and grahamiam) in a harder game. British imperialists were fun, but I think our team was too good for emperor :lol: . Fire me off an e-mail or a PM when you start your next one.
 
@Nick - Look who came crawling out of the woods :) You'll be on the roster in the next game.

And I agree to what smackster said, we want them JT's out sooner than later. We have raging barbs and a lot of farming to do.
 
hey, what a delurk! nice to hear from you nick. we'll definitely slot you in on the next one. looks like we may be oscillating from impossible (gg1) to probable (gg2), so we'll probably go back to impossible for the next one :D

for the current situation, let's finish the granery build and increase research to speed our way to JT's :)
 
I've got some other turns to finish up... so it'll be tomorrow before I get this played. Looks like I've got a bit of reading to do as well...

Edit: Got it.
 
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