GozGram 2 - Mayan Slave Traders

Pre-flight... looks good

IBT- A good sized stack of Zulu troops move SE... Barb warrior moves E. to Mtn.

Turn 1 (2950) Warriors continue scouting (Southern one find's land's end) Settler N-N-NE to hill. Wake the worker and move him to a road.

IBT - Zulu troops move off...Barb warrior SE

Turn 2 (2900) Copan founded, starts training a warrior.

IBT - Barb warriror fortifies...I fear that Zulu stack is coming for us.

Turn 3 (2850) just a little scouting...

IBT - :sleep:

Turn 4 (2850) Chichen Itza has grown, lux to 10%, worker mines.

IBT - :sleep:

Turn 5 (2800) worker roads to a new site for a settler (next to river and several BG...looks like a decent unit pump)

IBT - :sleep:

Turn 6 (2750) I hate to trade off a native worker...but I at least get a two-fer in the trade. WC+CB for a Worker+Masonry+130g+2gpt. Maybe Shaka will build us a nice wonder. I hope that wasn't a :smoke: move.

Debating on going for Myst (only 2nd-tier tech available) or Alphabet (Curraughs). Shaka knows Bronze and Wheel, so I hope we can trade for those. Go for Alphabet.

IBT - See a Zulu scout.

Turn 7 (2710) Copan's not happy, lux to 20%, change Copan's queue to JT.

IBT - :sleep:

Turn 8 (2670) warriors scouting...

IBT - :sleep:

Turn 9 (2630) Warriors scouting, worker starts a road to a future city site.

IBT - Barb warrior moves back to mountain. Chichen Itza Granary>Warrior

Turn 10 (2590) Eastern scouting warrior finds land's end. Northern warrior keeps going north.
 
I just loaded it with no problem. :)

Have you changed your install lately? Are you using 1.22? Does it give you a message?
 
Even though Sesn could load it, I uploaded as second version to the server just in case something got messed up in the upload/download thing. Here's > > The Save < < uploaded the old way.
 
I really got it this time and loaded it ok, no idea what the problem was before.

Everything looks fine apart form slight MM on Copan as we can work the gold hill still get the JT in 10 and that gives us 2 more GPT.

I'm going to move our southern warrior to pop the huts. I would do this on PTW, but in Conquests with the broken barbs its really worth the risk of popping them. I see a Zulu scout, that will get them if we don't hurry.

Chichen Itza (and I have been there, climbed to the top too) is producing 9 shields but its too early for a settler and want to pumpt out a warrior, it will take two turns, bit of a waste but there you go.

Playing now
 
Hit end turn

IBT Zulu scout scoots to the south. Barb goes after him, moving away from Chichen

T1 2550BC

Pop the first hut, to the SE, what a suprise, barbs.
Northern warrior move onto mountain and can see another hut
Southern warrior, moves to south, we can get that hut before the scout

IBT Zulu scout comes our way but we can cut him off and the hut is ours.
Barb move nw, but appears to be heading to our worker

T2 2510BC

Chichen warrior->settler
Its not quite synched up for its best use yet, but want to pump one out now and decide how we deal with it after that.

N warrior moves to hut - next turn
S warrior moves to hut - next turn, now if they both give us barbs I'll be mad
SE warrior moves away from barbs who all just stood there

Notice that a Zulu stack is coming for the barb

Copan grows, I can get the JT in 5 if I work the forest, but then we need to push the slider to 30%, so decide to keep it as it. JT in 7, growth in 3, +8GPT

IBT Meet Byzantium, who come with a settler next to our hut to the north.

T3 2470BC
Byzantines have Alphabet and BW, but do not have Pottery. We could have traded for BW, but don't have a worker to give

Turn off the settler from Chichen, Pop the first hut and it gives barbs next to Byzantium, and pop the second hut and get a map of an area that we already know

[IBT] Barbs attack us near Byzantium, but we survive red-lined. Big Zulu stack nears the barb near our home, I hope they don't come to Chichen

T4 2430BC

Quiet turn

IBT Zulu kill barb, but they continue to move south

T5 2390BC

Chichen settler->warrior. So Chichen needs to produce settler on its growth to size 7, and then it will get a warrior in one, and then settler in 4. Guess we should build a barracks ASAP. Although maybe not before another settler

Trying to head off the Zulu scout on the race to the last hut.

I realise that is fruitless looking at the dip screen when you don't have a worker spare

IBT Zulu stack takes a right turn to Chichen. But then a barb horse appears to the east and that is where they are going

T6 2350BC

Our warrior to the SE find the hut the Zulu's are going after (I hope)
The Zulu scout is likely to beat us to the last hut

Switch Copan so that we can get the JT in two, I think we need it, slider to 30%

IBT These Zulu are polite, they move around our culture border, when they could have walked through. Barb horse moves through our land towards our empty city. Have to put a stop to this

T7 2310BC
Chichen warrior->warrior (this warrior in one and then I think we'll be setup to get the warrior/settler combo, well apart from the barracks)

warrior kills that barb horse.
settler moves onto hill, next to sea, next to wheat and will bring the plain wheat into Copan culture. Just hope Zulu don't go for us.

Zulu have all level one tech

IBT Zulu all go south now, must be a barb hut down there. Zulu scout pops the goodie hut, I would have killed him if they didn't have 10 warriors in range of Chichen

T8 2270BC
Copan JT->worker, its size 4, time to spill out a worker, even if the JT is playing
Chichen warrior->settler. Now we'll get the settler as it grows to 7.

Palanque is formed, which culture covers the land to Zulu/Byzantium

JT goes to a barb in the east, looking for slaves.

Barb hut is destroyed giving us 25 Gold. Though about leaving it for slaves, but there will be many others.

IBT Zulu stack of two warriors makes right turn and is now next to Chichen

T9 2230BC
JT arrives at Chichen, I think the Zulu are just going for barbs, as their main stack does not come our way.

Decide to start researching Alphabet. The AI want a crazy amount for it (not even for all we have plus GPT), we should buy BW when we can, and research IW ASAP. Already we are going to have to beat our way to tech parity.

IBT Zulu continue to move towards the barbs. This stack they have, we'll be able to keep in our area with some playfull manipulation

T10 2190BC

JT attacks barb, but no slave, boo

Copan is building Granary now, as it can get +5FPT, will need to be manipulated to get the best growth/granary shield production
 
slaves-copy.jpg
 
We have two workers, but there is nothing to trade for. Typical Deity you need something different to stay in touch with tech, getting a new contact, war, etc.

I suggest while we expand like crazy (and we have the land to do that), that we plan for IW and a sword rush on our neighbours, to get their tech. We might be able to buy BW, and then just research IW as quickly as we can.
 
I see it, but there's not great odds I'll get to it before tomorrow.
 
smackster said:
I suggest while we expand like crazy (and we have the land to do that), that we plan for IW and a sword rush on our neighbours, to get their tech. We might be able to buy BW, and then just research IW as quickly as we can.

Just a little suggestion here: why not use your javelin throwers and their excellent enslaving ability before they become more or less obsolete? A sword rush would be good in combination with javelins to pick off wounded enemies. The only downside is that this might cause an ill-timed golden age, so plan accordingly

[relurk]
 
Nick014 said:
Just a little suggestion here: why not use your javelin throwers and their excellent enslaving ability before they become more or less obsolete? A sword rush would be good in combination with javelins to pick off wounded enemies. The only downside is that this might cause an ill-timed golden age, so plan accordingly
[relurk]
I think we'll get enough slaves through a typical pure warrior->swordsman upgrade conquest. The JT's can be used for getting slaves from Barbs. I would only use the JT against the AI when we want to get our GA, which would be much later.

smackster
 
JT's for enslaving barb workers is an absolute must here. we need an excess of workers or we're going to be hurting when nice trades come up. JT's as support for a sword rush could work, as long as we're not a despot.
 
IHT – Everything looks lovely.

2150 bc (1) – CI settler -> settler. Adjust the sliders for now.

2110 bc (2) - :sleep:

2070 bc (3) – Notice the possibility of a land bridge east of CI.

2030 bc (4) – CI settler -> warrior. Copan warrior -> JT. I find a nice little barb camp. Unfortunately, I stumble on it from the NW direction, so they will likely attack.

IT – They do attack, and the third horse makes our JT history.

1990 bc (5) – Tikal founded.

1950 bc (6) – CI warrior -> settler. Yaxchilan founded. We disperse the Anasazi camp.

1910 bc (7) - :sleep:

IT – Byzantines finish the Colossus.

1870 bc (8) – CI settler -> settler.

1830 bc (9) – Alphabet in 1, lower science.

1790 bc (10) – Alphabet comes in, start on BW. This says 10, but the game says turn 49 (Go Niners!), so I’ll even it up. :D

1750 bc (11) – Yax warrior -> worker. Bonampak founded.

Recap: Our settler factory is actually working too well. We get growth in 4, but the settler in 3. If we go from size 5-7, and irrigate one cow, we can do the 4 turn warrior/settler. Once Copan finshes the granary, we really need to get some workers into the field, but I didn’t want to stop the settlers.

>>>SAVE<<<
 
This is what I'm thinking for a dotmap. :)
GG_dotmap.JPG
 
nice play all :) we should be able to MM for a warrior & settler every 4T.

I need to swap places with gozpel. i am up in 2 tonight and will not get to this till Wednesday due to family commitments. i'm just going to make it a permenant roster swap :)

Roster
barbslinger
scoutsout
smackster
SesnOfWthr
gozpel <-UP
grahamiam <-on deck
 
Sesn and team,

Did you see where that Zulu stack went, they had at least 10 troops in in. It would be good to trap them somewhere, and then maybe get a stack of JT's ready to hit them when the time is right.

Are you sure that we need to irrigate the cow to get the settler/warrior factory right? I didn't do the calcuations but I thought it was about right as is. If you are sure then the next player should do that irrigation.

As we have a nice little core now, after the next settler how about pumping a quick barracks in Chichen, we could help it with a forest chop as there are three available.

Lets make a decision on GA. Do we want to hold it for later, or shall we just use the JT the first opportunity we have to attack the AI. There is plenty of land to expand to right now, but that should not stop us from preparing for the inevitable first war with Zulu/Byzantium
 
smackster said:
Lets make a decision on GA. Do we want to hold it for later, or shall we just use the JT the first opportunity we have to attack the AI. There is plenty of land to expand to right now, but that should not stop us from preparing for the inevitable first war with Zulu/Byzantium
we should try touse the JT's for worker harvesting from barbs for now, even if that means building regular JT's. save the GA till we get a decent gov't. we have very little pressure right now and our flank can be readily secured if we build settlers quickly. we should be able to get more from towns other than Chichen to speed up our expansion.
 
Teh Zulu are in the SE part of the continent, barb hunting no doubt. Stealing all our slaves! :mad:

I was not able to get the necessary 10 shields and still get five food from the current setup in CI. Maybe I'm missing something, but I think the cow needs water.

I should have mentioned thatthe two dots on the peninsula are "either or" depending on what's in the water for resources.

I agree on waiting for the GA, especially if we can get some iron soon.
 
I think it works as is for a 4 turn warrior/settler combo, although I've done this in my head so there may be errors.

Turn 1 - Size 5 - Base (+3 FP (agrictultural), +1 S), 2 Cows (+2 FP, +4 S), 2 mined BG (+4 S), 1 BG (+1 S)
= 5 FP, 10 S - Warrior

Turn 2 - Size 5 - Base (+3 FP, +1 S), 2 Cows (+2 FP, +4 S), 2 mined BG (+4 S), 1 BG (+1 S)
= 10 FP (+2 S for growth), 12 S

Turn 3 - Size 6 - Base (+3 FP, +1 S), 2 Cows (+2 FP, +4 S), 2 mined BG (+4 S), 1 BG (+1 S), 1 G
= 5 FP, 22 S

Turn 4 - Size 6 - Base (+3 FP, +1 S), 2 Cows (+2 FP, +4 S), 2 mined BG (+4 S), 1 BG (+1 S), 1 G,
= 10 FP (+2 S for growth), 34 S - Settler

If we mined the third BG and the G, then we'd actually get 40 S on the 4th turn, wasting 10. I don't know what to do about that yet.

smackster

edited : to try to make this readable
 
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