KoS3 - Warmongers

AG-AH is no brainer here. Also in place seems ok to me. I have never played this type of game so should be fun. Think I might try an offline game for practice.
 
I'm going to drop out of this one before it starts. I'm not playing well enough and I'm a bit civved out for anything challenging.
 
I send the scout east as proposed and see nothing interesting other than a hut so SIP.

Ag>AH with worker first while working a 3H tile. (12 turns)

The scout is lucky and nets us...
Spoiler :

Well, we don't need to research it now :)


I pop two more huts for gold...
Spoiler :


After AH, horses appear in Churchill's BFC and a bit to our east. I think a bit about what's to be researched next (Masonry/BW)... BW is elected as the worker will be idle too long otherwise. He's currently farming the stone and will be done 1 turn before BW is in to start a chop.


On turn 17, the first team shows up. Also met the second team a few turns later.
Spoiler :


Once all our land is explored, I stop for the net person to play and for discussion.

Moscow
Spoiler :

We should start on a settler soon. We should complete the warrior in either 2 or 3 turns (2 with tile rearrangement as the base hammers are 4... 15-7-4-3=1 so we'd have to stop working the corn for 1 turn to start on the settler 1 turn earlier. I don't think it's worth it too much) - Nevermind the archer in the queue, I just picked what came first.


Land
Spoiler :

I've added markers where I think cities might be worth it... keep in mind we can't beat Churchill to every spot. The 2 hill markers, probably the eastern one will probably get the blunt of the attack.

The land should be more or less easily spawnbustable... I've also added a few markers (s) on the save where a warrior should go. Although with Archers available, it shouldn't be that bad.



Techs
Spoiler :


What's next... TW or Masonry? I think TW (so Church can hook up horsies)>Masonry(TGW and walls)>Pottery>Writing. If we can get our hands on CoL for a religion it would be pretty useful...
 
None of the screenies work for me. Also it is indeed a shame to see pigswill go so soon.
 
I have the save - I believe I am up now for 20 turns, right?

I definitely agree with wheel then masonry. Following up with pottery and writing seems fine to me as well, so unless there is a great argument made for a different path that is the tech direction I will aim towards.

I am assuming we want to settle the horse site as soon as possible to secure ponies for us? Then settle eastward to secure coast - I doubt I will be able to build more than one settler during my set though. We're going to want another worker soon too.

After the settler I was thinking I would start an archer in Moscow for barb protection, etc. and to allow growth. Then maybe another worker or archer. What does the group think? If I get the go ahead, I should be able to play tonight after I get home from work. :cool:
 
Sorry, I should have noted in my previous post. The screen shots showed up fine for me as well. The first time I attempted to view them, all but the very last one, the tech picture, worked just fine. I refreshed my page and was able to see the last one as well so I was able to view them all.
 
Those were some good huts. :D

I personally would have gone masonry before TW, but I suppose the order is not too important. My desire was to get the extra hammers from the quarry, but its hard for me to assess the relative importance of us vs Churchill.

After settler I tend to think we will want another worker pretty soon.

How much emphasis do we need to put on the GW? Maybe in the set after mlinneak?
 
If we only focus on ourselves, Churchill won't be any help. My idea is to help him focus on Military while we can focus on science thingies.
Philosophical is great in this kind of map... we might even consider the mids and a settled GS approach.
Anyway, Chariots will provide defense against Axes and other Archers better than just Archers.

Settle the horse city yes, that should force Churchill along the coast. I'd consider settling the far east hill city and gifting it to Churchill so he will defend it later on.
As for number of turns... 20ish sounds fine, a bit less/more depending how things go. What's next after Masonry? I'd say Pottery for Expansive granaries goody. Writing afterwards with an eye towards CoL maybe?
 
Screenshots work good for me.

I like TW>Masonry here also. Need to let Churchill get chariots up, also we should settle horses first also. After that pottery and writing seems like solid choices. Need to get economy techs before we expand. Also libraries with our PHI trait will help alot here. Mid's is good choice also, stone will help alot here.

After settler I like archer then worker. Need some kind of defense just in case barbs or one of our rivals come along.

Sorry to see you go also Pigswill. Best of luck.
 
I played 20 turns. Everything was pretty much routine except that in the middle of the set I lost our scout to a bear :sad:

We met and started war with Montezuma and Shaka. When bronzeworking came in I went ahead and switched to slavery.

There was a barbarian uprising, but I don't believe it was directed at us :thumbsup: I kept an eye out, but only saw barb animals during my set.

barbuprising.jpg


We learned The Wheel, Masonry, and Pottery, Writing is queued up as planned.

wheel.jpg


After the warrior in Moscow finished, we built a settler, archer, and worker. Another archer has only two turns left. It can be whipped, but I prefer to start another settler next and save the whip for that.

St. Petersburg was founded to secure the horses, and a monument was whipped as soon as was possible, which ended up being this last turn. Next player can decide what to build next, this can also be discussed.

Pastured the horses, and since they were connected via river it does not look like we need to bother with a road yet to connect them.

horses.jpg


Suleiman founded and converted to Judaism.

The worker by St. Pete's was building a farm, and the one by Moscow was working on a quarry. These actions can be continued or vetoed by the next one up.

workerlocations.jpg


Here is what we have seen of our enemies' territory so far:

French-Roman Corner

romanfrenchcorner.jpg


Aztec-Zulu Corner

montyshakacorner.jpg


And our great cities:

Moscow

moscow.jpg


St. Petersburg

stpetersburg.jpg


The worst thing that happened was the death of our scout. I did take out a Roman scout that was by our borders, and there is the possibility of the next player to take out a Zulu scout with our northern warrior before ending this turn.

The save ~
 

Attachments

Good set! :goodjob:

Too bad about the scout... in any case we can always park an archer north and accumulate exp for a super unit.

Def. kill Shaka's scout. Free exp towards GG is welcome.
Churchill is a good boy and will likely settle on that hill where he currently has a settler+archer.
With this in mind, move the warrior NE somewhat.

I thought about things and we should rework the dotmap a bit.
3E of St-Pete on the desert hill will get 2 flood plains for food and has several green riverside tiles that couldn't be used with the other dotmap.
This means we move the city north of this point 1N to grab the marble for a shot at marble wonders. parth+TGL would be pretty strong with Pyramids if we can manage all that!

I fear Churchill will send his next settler near the copper/cow but not on the hill. That'b be a bummer for defense purposes but then again it might be an impenetrable chokepoint. If we could sneak by another settler there and gift the city to Churchill it would solve many headaches I think.

Once Stone is hooked up, let's build TGW with a couple of chops. We could also use an extra worker from St-Pete when it grows to size 2. Maybe a granary in the meantime that can be finished later on? Or even a worker directly to avoid working an unimproved fp.

For the big picture:
The key tech in AW is Feudalism. Once we get there, we should be able to withstand huge stacks. This means we'll need to go through Monarchy sooner rather than later.
Given JC is in the house, I think it means very soon.
 
So my take since pigswill dropped out is that I am up?

I agree with going feudalism soon. If we can get the marble hooked up we may even slingshot it, but I am afraid that we are already too late for that. Even if we can get that, I doubt that I can even find the hammers and beakers to do that in my set.

So I plan to let Moscow grow to size 5 - the cap - and then getting another worker out. The Moscow worker will hook up the stone. I will also take out the Zulu scout.

After getting the stone up I will go for TGW. The spies that this will generate should be very useful in an AW game. Also not worrying about barbs is nice. After a worker is done I feel we need a granary up in Moscow. This will greatly accelerate our whipping power. Both a worker and granary are accelerated by our traits so I feel I can safely go worker first, maybe whip that to speed things up.

As for settling I feel that I can hardly manage to get a settler out if I need to build TGW. I can start one after TGW though. As for settling I feel we need to take the copper sooner rather than later.

As for techs I will finish writing. Research will then go to 0% awaiting libraries. First we need a few more archers and chariots, then the libraries are a big priority given our philosophical trait.
 
Yes sorry, here is the updated roster. Please note to anyone reading that we are still looking for 2 more players!

1. kossin
2. mlinneak - Just Played
3. shurdus - UP!
4. mjg5591 - On deck
5. Meerk
6. ???
7. ???

I think I'd go settler after the archer. Settle on the desert hill to keep forcing Churchill along the coast. The great thing about Expansive is when you whip something for full overflow (~30 :hammers:), you dump the overflow in a granary and it completes the following turn. So... whip settler at max hammers -> granary-> TGW imo

I think we should try for (Poly->Priesthood rather than Medi->PH for a shot at TGL) CoL after Writing for a religion (2 happy bonus with temples) and eventually courthouses although that sure isn't pressing. Other options are Aesthetics right now for earlier TGL or heading to Monarchy/Feudalism but I think that's overkill for early LBs.
 
I had a screenshot of Churchill's settler / archer pair but I forgot to include it in my report :sad: I will add it here for any lurkers, and any of our team that hasn't had a chance to view the save.

potentialsettlinghere.jpg
 
I think I'd go settler after the archer. Settle on the desert hill to keep forcing Churchill along the coast. The great thing about Expansive is when you whip something for full overflow (~30 :hammers:), you dump the overflow in a granary and it completes the following turn. So... whip settler at max hammers -> granary-> TGW imo

Nice. This also sounds like it will dovetail nicely with the plans to let the new worker hook up the stone. That same worker can then do the chops for TGW.
 
Ok, I played my set.


Churchill settled the hill where his settler was on turn 43. I take out the scout on the very same turn.



Spoiler :
Shaka's scout is toast.
civ4screenshot0000h.jpg


Note how this warrior is no longer spawnbusting anything. I send him over to the hills to the east. No hostile unit can then sneak up on us without detection.
Spoiler :
spawnbustnonsense0000.jpg


Turn 44.
The Archer in the cap is done - or maybe it was done the turn before, anyway I pick a settler next. I note two scouts, one near the English hill city and one next to moscow. I take them both out. :yumyum:

Spoiler :
That is two very dead scouts.
log0000.jpg


turn 48
Writing is in. I set research to 0% to benefit from beaker multipliers. I set research to polytheism. I think setting the slider back is no big deal since none of the upcoming techs would help us out military wise. there is therefore no real pressure to speed things up. I also get the stone online, undoing the farm that was on the stone...

Spoiler :
writingin0000.jpg


Note how I plan whipping the settler for max overflow.

Spoiler :
I note how one more turn would push us over the edge, therefore making it so that we can only whip for 1 pop. We can't have that, can we?
settlerwhipplanning0000.jpg


To avoid this, I make it so that we get the settler done minus 31 hammers, just enough to whip for 2 pop for max overflow.
whipplanningdone0000.jpg


Turn 49
I get the granary in Moscow for one turn. I forgot to mention that the monument in St. Pete's was done too, so I queued a granary there next.

I set production in Moscow to THW and chop one riverside grasshill forrest into it.

The archer that got completed before the settler dies while being in a forrest.
Spoiler :
settlerdonearcherdiesto.jpg


That archer dying was indeed very unfortunate. I should probably not have sent him out to spawnbust since we were planning to get TGW online. However, I feel like I made no mistake in positioning him. Note the log, we had 78ish percent chance to win there. I feel like I took no exceptional risks there but I still feel guilty for not thinking more carefully about this...

Spoiler :
archercombatodds0000.jpg


Note how St. Pete's is undefended. The archer is close though. I pre-chop the forrest 1 SE of St. Pete's so that we can 1 turn chop an archer should we badly need defenders soon. I do not think it will be a nessecity, but still...

I also whipped the granary there, the overflow is put into a library. After clicking the button I realise that it was not needed to do this... My bad. :P

Spoiler :
prechopforrestseofsintp.jpg


Turn 56

TGW is in! Finally some brighter news! :)

Spoiler :
tgwbinnen0000.jpg


I also settle the dessert hill as suggested. It is undefended right now, Defending it will be somewhat of a priority. The warrior keeping an eye on the chokepoint spotted no hostiles though, so I figured that given that fact, plus the possibility of chopping the archer in St Pete's makes it so that an undefended front city there is no huge deal as of now.

Churchill also hands us some Charity Rice.

Spoiler :
churchillricedeal0000.jpg


After this I think I am, pretty much done.
Here is the overview of our cities.
Spoiler :
moscow0000.jpg
stpetes0000.jpg
novgorod0000.jpg
 

Attachments

Looks like another fine set, :goodjob:

Too bad for the archer... may he find a happier life in the lands beyond Civilization.

Some things:

No need to fogbust anymore, let's pull back the warrior to the north. He can serve as city garrison to the end of his days.

Why are we roading corn? We have between 9 and 11 :health: surplus everywhere. Cancel the worker doing so and get him to do something more useful... like improving the new city.

Churchill has just started on his next settler. My feeling is he will settle the copper but... where? Hopefully he is smart and goes for the hill.

Moscow: call me crazy but I'd queue another worker and then a settler. We can *try* for Mids later on.

St-Pete: let's add a chop or two for the library. This way we can generate a GS faster than the GSpy from TGW in Moscow. Also farm the fp 1E of it and give it to Novgorod (it's halfway built already)

Next city: sheep/wine to block the north to ourselves.

Can the next player move the marker 1N for the marble city? Just so we don't get confused.

Techs:
Without the ability to trade, there are several things we need.

-Monarchy for wineries/HR if we don't get the Mids and
-Feudalism for obvious reasons
-CoL perhaps for a religion (or maybe we can grab Taoism instead)
-Currency for economy
-IW for jungle and iron
-Aesthetics/Literature

The question is, what order?

I think we can discard CoL as a priority. Taoism should be fine enough and is an easy bulb.
IW should be fast after the economy is settled.
Monarchy would allow unlimited happy and make Feudalism easier should we start having difficulty with troops.
Currency... should never be delayed too much
Aesthetics/Literature are extras but could quite be worth it as an economy source.

Churchill is currently researching Sailing by himself which isn't bad but in the future please kindly redirect his research on the correct path.

Techwise... I'm not quite sure. Hooking up marble is quite far off.
Currency is several techs away so I'd stick with monarchy for now.
 
Can meerk and I switch? I am up in Ko2 game. I would like to do that game first. If he/she can't I can get to this game tomorrow.

Thanks Mike
 
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