Last stand of the humans

Snaaty no problem you can give me a public dressing down for weedy moves :cool: . As I told I am a player comfortable in emporer level but afraid to move to immortal. I'll explain why capital was too small. I needed animal husbandry , a pig pasture to make city grow till then there is no sense in having a size 5,6 city if we are just working forests. Our tech order was very constricted. We wanted the 2 GE wonders , asap . And we wanted oracle, so I needed a settler asap and being imperial we get faster settler from shields so the quarry. So for the next GE asap strategy I had to go masonary , bw , pottery . And in meanwhile I had to build mint, worker, settler and that engineer specialist ,so there wasn't much opportunity to grow the city. I was thinking of completing the second worker let him pasture pigs and chop grassland river forests for farms and grow big , using whip extensively when we can build proper military units like praets, cho-ku's switching to police state for better production from whip. Reason I delayed second worker was I was afraid we won't even have that city spot to expand into as toku was growing like a weed and road was being constructed to connect marble to the second city for oracle. We have a settler on the square with worker if you check.

Also we might use another startegy. Use the oracle for code of laws for cheap 45 shield sacrificail altar which gives for 5 turn whipping. And use enginner for pyramids. next enginner could bublb machinery meanwhile we can whip praets and some axes, phalanxes with our sacrificial altar.

Snaaty I am here to learn. I don't have any pride issues from learning from a better player. Anyways you are here in the team so that you spend your turnsets trying to recover from the weedy moves we make:lol: . You can if you have time tell us how you would have played my turns so that we can learn or learn to check out each other's styles of play.

One thing which I might learn is choppping , I have nearly stopped chopping post that 20shields forests till mathematics unless i wanted to construct a mine, farm,cottage or just rush a wonder. So is chopping still effective?.


Edit: Snaaty I think you misread one thing in my save, that was a worker + setter group . We already have our first settler heading towards 2nd city spot:goodjob: . No need to think of delaying our first settler :p and losing oracle.

Still if you feel my skill level is not sufficient to make the team win and I messed up the game too much, i have no problem skipping my turns to cheer and learn from the team .The game could proceed with your save.
 
Interesting things are happening 2 turns later :lol: :cool: :king:

btw. Machinery can be grabbed from The Oracle, but I would like to know if we have iron though

Whipping can be interesting with Pyramids and charismatic. Let grow city to the pop of 6-7 and then you can whip every 3 turns, so Snaaty might be right. However you did enough in those 25 turns :)

edit: I mean every 5 turns :]
 
@ druidravi:

Like said before, no offence ment... ...and no intention of replaying;)

just wanted to point out, that we need to grow now, because our capital must continue to employ the engineer and still be able to grow, so size 3 is simply too small

...

Nothing that can´t be changed... ...so we simply start to grow now

Concerning chopping:

Chopping is great for building workers/settler, because building them hinders growth... ...so I always try to chop them... ...a second worker early doubles your workpower (=choppower), so I usually end up having no forests left in capital when math comes in:lol:

EDIT:

Yup , haven´t seen the settler... ...am growing more optimistic now:goodjob: (=sorry for not looking closer and ranting around) ... ...btw. I´m a complete looser when it comes to warfare (you can call me Don SpacRace)... ...so don´t think your a worse player then I am (I´m quite sure I will prove later that my warfare skills and always war may happen to collide:crazyeye:)
 
First of all, Snaaty, I did not follow your advice. Reason is: Toku is so near and yet we have only 2 quechas???? We will be dead before 50 turns. Initial plan was TGWall will protect us from barbs, so we can settle fast and concentrate on growing. But now that Toku is so near, we have to pack ourselves with quechas first in order to survive.

Thus I did cancel the Fast Worker, but not switch to Terrace. Instead, I proceed to build 3 more quechas.

Upon settling Bombay, a chariots and archer is revealed.

laststand-BC2480-bombay.jpg


which is later joined by one more chariots:

laststand-BC2440-jap.jpg


We manage to hold on to the first chariot attack, and the japanese decided to retreat. However, this also shows how quecha sucks against chariots. So I decided to instead of pasturing the pigs, I pasture the horses. (Sorry, Snaaty, ignored your advice again ;))

The reason why I avoided mining the copper is again because quecha sucks against chariots. Chances are we would lose our worker while mining ... so I think having some immortals protection first is better.

We got a GE:

laststand-BC2360-great-engrg.jpg


which proceeds to build us the pyramids.

laststand-BC2320-pyramids.jpg


And of course the next is to add 9 more beakers to our academy:

laststand-BC2320-representation.jpg


This cut Iron working by a few turns, and there is iron up north:

laststand-BC2000-map.jpg


Pasturing of pigs is completed, I suggest after the immortal, chop a fast worker.

>>> The Save (2000BC) <<<

Spoiler Autolog :

Logging by Ruff's Cobbled Mod Pack v2.0.4 (Warlords v2.08) - New Log Entries
----------------------------------------------------------------------------
Turn 36/460 (2560 BC) [18-Apr-2007 23:38:04]
GreyFox: With toku is near, it's suicide to have only 2 quechas!!!!
Delhi begins: Quechua (2 turns)
Delhi finishes: Quechua

IBT:

Turn 37/460 (2520 BC) [18-Apr-2007 23:39:41]
Delhi begins: Quechua (2 turns)

IBT:
Civics Change: Tokugawa(Japan) from 'Tribalism' to 'Slavery'

Turn 38/460 (2480 BC) [18-Apr-2007 23:40:24]
Quechua promoted: Formation
Bombay founded
Bombay begins: Quechua (15 turns)
Delhi finishes: Quechua

IBT:

Turn 39/460 (2440 BC) [18-Apr-2007 23:40:52]
Delhi begins: Quechua (2 turns)
Tech learned: Priesthood
Delhi finishes: Quechua

IBT:

Turn 40/460 (2400 BC) [18-Apr-2007 23:42:07]
Research begun: Iron Working (11 Turns)
Delhi begins: Terrace (4 turns)
Joseph Marie Jacquard (Engineer) (Great Engineer) born in Delhi

IBT:

Turn 41/460 (2360 BC) [18-Apr-2007 23:43:13]
Delhi begins: The Pyramids (36 turns)
Delhi finishes: The Pyramids
Logging by Ruff's Cobbled Mod Pack v2.0.4 (Warlords v2.08) - New Log Entries
----------------------------------------------------------------------------
Turn 41/460 (2360 BC) [19-Apr-2007 00:37:13]
Delhi begins: The Pyramids (36 turns)
Delhi finishes: The Pyramids

IBT:


Turn 42/460 (2320 BC) [19-Apr-2007 00:37:39]
Bombay's borders expand

IBT:
Civics Change: druid(HUMAN) from 'Despotism' to 'Representation'

Turn 43/460 (2280 BC) [19-Apr-2007 00:38:18]
A Pasture was built
Delhi finishes: Terrace

IBT:

Turn 44/460 (2240 BC) [19-Apr-2007 00:38:30]
Delhi begins: Ikhanda (4 turns)
Delhi grows: 4

IBT:

Turn 45/460 (2200 BC) [19-Apr-2007 00:39:02]
Bombay grows: 2

IBT:

Turn 46/460 (2160 BC) [19-Apr-2007 00:39:39]

IBT:

Turn 47/460 (2120 BC) [19-Apr-2007 00:40:00]
Tech learned: Iron Working
Delhi finishes: Ikhanda

IBT:

Turn 48/460 (2080 BC) [19-Apr-2007 00:40:16]
Research begun: Writing (4 Turns)
Delhi begins: Immortal (4 turns)

IBT:

Turn 49/460 (2040 BC) [19-Apr-2007 00:40:47]
Delhi grows: 5
Bombay finishes: Quechua

IBT:
Judaism founded in a distant land

Turn 50/460 (2000 BC) [19-Apr-2007 00:41:23]
Bombay begins: The Oracle (30 turns)
A Pasture was built near Delhi
 
I am not sure I can manage this chalenge ...

This is save from another game. AI's destroy improvements, send large stacks of units ...

btw. I would exchange phalanx for impi. I mean seriously ...

edit:

a) lot of workers
b) chopping all forests just after Mathematics and for military mainly
c) building road on every tile
d) tiles sorounding city must be chopped
e) no lightbulbing, superspecialists only and academies
f) coastal city must have great military instructor or better two (naval battles)

That's what I've learnt. There is plenty other staff ...

eh ... forgot that there is cultural victory enabled. In conqest things go very slow ...
 

Attachments

And team is no longer discussing strategy?....comeon guys its deity always war.......put your inputs and help those puny humans beat the mighty deities
 
Another game was lucky. I had 4 opponents on continent but somehow it was easier. Conquest is certain. I guess this game is too easy for me.

I almost finished one game, I do not want to start game lasting 3 months to see excatly the same result.

Farawell and good luck ...
 
What does that mean, Giaur? You are not participating in this SG anymore?

--

I think our next step, apart from getting some spears and Immortals, is to settle up north. We need the iron. Barbs are coming down from the north though, so settling up there may meant there is less spawning ground for our unsuspecting ally.
 
@ Giaur:

You really want to quit?... ...I don´t think this game will be too easy, because of Toku that near and our nearest surrounding beeing pretty bad...

...

@ Team:

I really should have had a closer look at first save... ...I thought we would have had some quechs more

What to do in my opinion:

Building more defenders was best thing to do... ...Now we need something that can counter the charriots... ...Spears is a must go (we need that bronze mined somehow... ...but perhaps it´s better to work the horses first and to use 2-3 immortals for protecting the workers bringing bronze home) ...Iron should be our next goal then, to produce some Praets (again immortals will be needed here to protect the settler). I also would use chopping for producing settlers and workers from now on (we need ONE worker for each city we build)

Do I read it right, that the pigs are worked now?... ...If this is the case, then I would stop the engineer from workin some turns and grow capital to size 5 (while producing quechs... ...we will need them). Set engineer to work again thereafter. When we have time, building 2 cottages near capital still seems a good plan to me (to fuel research some more)

Research:

After ironworking, I would go for math, to use the next GE for building the Hanging Gardens in capital to increase growth and to fuel GE production even more. Next should be the road towards lit for the Great Library.

The cities Toku had build near our border look quite jucy for our first conquest goal (but will have to wait a little...)

I don´t mind playing at a reduced roster but would prefere Giaur to continue or a replacement joining in.

...

In generall, I don´t think we will win this game because it´s a tough run, with an AI starting extremely near and our surroundings beeing anything but ideal fo deity:lol: and for all of us a quite new experience (I would advice other players/teammembers NOT to play a shaddow game procceeding FASTER then our game... ...because like it happened to Giaur, it could spoil some off the fun doing someting VERY INTERESTING for the first time... ...when you want to play a shaddow game (like I also do) better play a shaddow game in which you only REPLAY the turns played... ...helps comparing and learning a great deal... ...and will fuel the discussion)

At this point a big :goodjob: goes to Druid for having this great idea

So everybody don´t worry about winning or loosing... ...I will give my best and think all off you also will give their best (and if I seem complaining here and there because I would have done things different feel free to ingore it... ...I just think it is important for learning and comparing to express ones opinion:)... ...without the garanty of that opinion beeing better or worse then the things actually done/played:eek:)
 
Got it - will play tonight or tomorrow.
 
Snaaty, that was exactly why I o for the horse pasture first before the copper mines, we need something stronger to cover the worker with japanese chariots running around.

Yes, the worker completed the pig pasture at the end of my turns, and I did removed the engineer since my first turn ... we will grow to size 5 once ruff press enter. By the way with Rep, we have a happy limit of 8.

Ironworking is already in, I am heading for writing (requisite for maths), so I guessed we think alike ;)

--
 
If you are noticing I am not giving input as before. I am having my sem exams next week. I'll be free from next week friday again. Till then I can't participate in detailed discussions.

Giuar : If you join a Sg you should expect it to last months :lol: . We will be happy if you chose to rejoin. Sg never gives the instant gratification of a single-player game, I understand your decision :) . But there is a different sort of gratification in an Sg when you act cohesively as a team adjusting with unfamiliar playing styles and having hopefully a win.
 
Firstly, I do a bit of modding to add the HUMAN description to our mod. Now, when you open a city, instead of seeing TEXT_TAG_HUMAN_DESC (or similar) you see 'Human'. See picture from last page for example.

attachment.php


Next, I read everyone's post in detail, decide that I need to really think about this game and will play tomorrow morning. Instead of that, tonight is dedicated to SG1 et al! YAY!

Current Thoughts
- grow cities
- mine copper
- remove horses from Mr Japan
- build oracle
- plant city north near Iron / Wheat / Pigs
 

Attachments

@ Team:

I think when capital has size 5, we can set the engineer to work again... ...when we concentrate on working food (corn, pigs and maybe 2 riverside grassland cottages (if we have these)) it will grow nevertheless

Perhaps we could think/talk about building the pantheon with our next GE???

...

@ Giaur:

Good to have you on board again
 
I played 17 ... so shot me. I thought it best to finish off the Oracle so that we know if we got the CS sling shot or not. I could have left it with 2 turns to go and left everyone in suspense ...

Headlines ...
  • we have copper mined and roaded
  • we upgraded some of our warrior replacements to phalanx
  • we have a pillaging party (2xphalanx, 2 x Immortals) off to visit Japan's horses
  • there are three Russian archers incoming from the East
  • we started building our third city garrison (1 unit strong so far) and it is heading North
  • Japan has a settler SW covered by 1 archer, 1 chariot (we have a phalanx and an immortal covering them - attack odds are not good yet)
  • only added 1 worker
  • didn't even start a settler

My Thoughts
  • not many in general (oh, you meant about the game ...)
  • pillage japanese horses
  • take down some japanese cities if we are strong enough
  • build settler and go get that iron
  • road to new iron city site, cover workers
  • cats?
  • we might get to maces before we get to our Preats :D

pictures ...

pillage party
human-0106.jpg


russians to the East
human-0103.jpg


Japan to the South
human-0105.jpg



Spoiler log :

Logging by Ruff's Cobbled Mod Pack v2.0.4 (Warlords v2.08) - New Log Entries
----------------------------------------------------------------------------
Turn 50/460 (2000 BC) [21-Apr-2007 19:31:58]
Delhi finishes: Immortal

IBT:

Turn 51/460 (1960 BC) [21-Apr-2007 19:32:15]
1 of 9, Unimatrix 0 (Immortal) promoted: Flanking I
1 of 9, Unimatrix 0 (Immortal) promoted: Sentry
Delhi begins: Fast Worker (4 turns)
Delhi begins: Immortal (3 turns)
Tech learned: Writing

IBT:

Turn 52/460 (1920 BC) [21-Apr-2007 19:32:44]
Research begun: Mathematics (8 Turns)
Delhi grows: 6
Delhi finishes: Immortal

IBT:
Contact made: Viking Empire
Attitude Change: Ragnar(Vikings) towards druid(HUMAN), from 'Annoyed' to 'Furious'

Turn 53/460 (1880 BC) [21-Apr-2007 19:33:09]
Delhi begins: Fast Worker (4 turns)

IBT:

Turn 54/460 (1840 BC) [21-Apr-2007 19:33:59]
Quechua promoted: Combat II
Quechua promoted: Combat II
2 of 9, Unimatrix 0 (Immortal) promoted: Combat I
2 of 9, Unimatrix 0 (Immortal) promoted: Medic I
Bombay grows: 3

IBT:

Turn 55/460 (1800 BC) [21-Apr-2007 19:34:52]
Delhi finishes: Fast Worker

IBT:

Turn 56/460 (1760 BC) [21-Apr-2007 19:35:18]
Delhi begins: Madrassa (4 turns)

IBT:

Turn 57/460 (1720 BC) [21-Apr-2007 19:36:13]

IBT:

Turn 58/460 (1680 BC) [21-Apr-2007 19:37:01]
A Mine was built near Bombay
Bombay begins: Phalanx (12 turns)
Delhi begins: Phalanx (3 turns)
Tech learned: Mathematics

IBT:
While defending in Human territory near Osaka, Quechua loses to: Japanese Chariot (1.84/4) (Prob Victory: 30.3%)

Turn 59/460 (1640 BC) [21-Apr-2007 19:38:48]
While attacking in Human territory at Bombay, Quechua defeats (0.20/2): Japanese Archer (Prob Victory: 64.7%)
While attacking in Human territory at Bombay, 2 of 9, Unimatrix 0 (Immortal) defeats (0.60/4): Japanese Chariot (Prob Victory: 99.5%)
Research begun: Code of Laws (11 Turns)
Bombay begins: Phalanx (7 turns)
Bombay begins: Phalanx (7 turns)
Delhi begins: Phalanx (3 turns)

IBT:
State Religion Change: Ragnar(Vikings) from 'no State Religion' to 'Hinduism'
Attitude Change: Catherine(Russia) towards Ragnar(Vikings), from 'Pleased' to 'Friendly'

Turn 60/460 (1600 BC) [21-Apr-2007 19:41:02]
Quechua promoted: Formation
Delhi finishes: Madrassa

IBT:

Turn 61/460 (1560 BC) [21-Apr-2007 19:42:31]
A Quarry was built near Delhi
Delhi finishes: Phalanx

IBT:
Civics Change: Catherine(Russia) from 'Paganism' to 'Organized Religion'

Turn 62/460 (1520 BC) [21-Apr-2007 19:44:12]
Delhi begins: Phalanx (3 turns)
Delhi grows: 7

IBT:

Turn 63/460 (1480 BC) [21-Apr-2007 19:45:39]
While attacking in Human territory at Bombay, Phalanx defeats (4.45/5): Japanese Chariot (Prob Victory: 100.0%)
Delhi finishes: Phalanx
Heron (Engineer) (Great Engineer) born in Delhi

IBT:

Turn 64/460 (1440 BC) [21-Apr-2007 19:47:21]
Delhi begins: Immortal (3 turns)

IBT:

Turn 65/460 (1400 BC) [21-Apr-2007 19:48:37]
Delhi finishes: Immortal
Bombay grows: 4

IBT:

Turn 66/460 (1360 BC) [21-Apr-2007 19:49:30]
Delhi begins: Quechua (1 turns)
Tech learned: Code of Laws
Confucianism founded in Bombay
Confucianism has spread: Bombay
Delhi finishes: Quechua
Bombay finishes: The Oracle

IBT:

Turn 67/460 (1320 BC) [21-Apr-2007 19:51:02]
Tech learned: Civil Service
4 of 9, Unimatrix 0 (Phalanx) promoted: Combat II
6 of 9, Unimatrix 0 (Immortal) promoted: Combat I
6 of 9, Unimatrix 0 (Immortal) promoted: Combat II
5 of 9, Unimatrix 0 (Phalanx) promoted: Shock
5 of 9, Unimatrix 0 (Phalanx) promoted: Combat II
4 of 9, Unimatrix 0 (Phalanx) promoted: Formation
Research begun: Construction (8 Turns)
Delhi begins: Immortal (2 turns)



Spoiler oracle? :

Yep - we got it! Swapped to Confused and Bureaucracy
human-0101.jpg



http://forums.civfanatics.com/uploads/64034/druid_BC-1320.CivWarlordsSave
 
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